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Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct UI list. UI button context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct buttons. Filter by Name %s or newer With Automatic Weights With Empty Groups With Envelope Weights - intel-level-zero-gpu or intel-compute-runtime version - oneAPI Level-Zero Loader • "{}": (Clipped) (Deprecated) (Local) (Recovered) (Unoptimized Performance) (Viewer) (delta) (not installed) Materials, Named Attribute Named Attributes Preferences Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float Stencil, Textures (or linked), UVs, along %s X axis along %s Y axis along %s Z axis along X axis along Y axis locking %s X axis locking %s Y axis locking %s Z axis | Ctrl - Hold for increments | Objects:%s/%s | [Ctrl] - Increments active"%s" is using Action "%s", which does not have a slot with identifier "%s" or "%s". Manually assign the right action slot to "%s"."%s" property cannot be animated"{}" attribute from geometry"{}" from {}%d %s mirrored%d %s mirrored, %d failed%d already symmetrical, %d pairs mirrored%d already symmetrical, %d pairs mirrored, %d failed%d bones aligned to bone '%s'%d curve(s) could not be separated%d curves could not make segments%d data-block(s) pasted%d duplicates found in %d mesh(es), mirror may be incomplete%d float channel(s)%d image(s) will be saved in %s%d items%d libraries and %d linked data-blocks are missing (including %d ObjectData), please check the Info and Outliner editors for details%d libraries have overrides needing resync (auto resynced in %.0fm%.2fs), please check the Info editor for details%d more %s row(s) needed for Bézier%d more point(s) needed for Bézier%d new levels rebuilt%d object(s) pasted%d object(s) successfully had %d keyframes removed%d of %d rotation channels were filtered (see the Info window for details)%d sequence strips were not read because they were in a channel larger than %d%d strips pasted%d vertex weights limited%d x %d%d × %d, %d × %s: %.4f ms, average: %.8f ms%i cells + High Resolution cached%i cells cached%i data-blocks are not assets anymore%i data-blocks are now assets%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s'%s '%s' has category '%s'%s '%s' is outside of main database and cannot be removed from it%s '%s' is too long, maximum length is %d%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' could not be unregistered%s '%s', bl_idname '%s' has been registered before, unregistering previous%s Cache in object %s can not be read because it uses an outdated compression method. You need to delete the caches and re-bake.%s already in %s%s area type does not support gizmos%s contains a volume shader that might need to be converted to object (see world volume panel)%s could not be set out of Edit Mode, so cannot be exported%s frames in memory (%s)%s in %s could not be set out of Edit Mode, so cannot be exported%s is not a directory%s is not compatible with any 'refresh' options%s is not compatible with the specified 'refresh' options%s is not supported for '%s' objects%s is not supported, pass a Bone, PoseBone, or EditBone%s linked to %s%s moved to %s%s not found%s parent '%s' for '%s' not found%s%s, %s%s, cache is outdated!%s, not exact since frame %i%s: %.*s%s: %.*s Location: %s:%d%s: %s%s: Cannot copy %s. The source and destination paths are the same%s: Cannot generate a textures directory path for anonymous stage%s: Cannot get resolved path for stage%s: Cannot open destination asset %s for writing%s: Cannot open source asset %s%s: Cannot resolve path %s%s: Cannot resolve path %s for writing%s: Cannot write to asset %s: %s%s: Couldn't add bone for joint %s%s: Couldn't close destination asset %s%s: Couldn't compute geom bind transform for %s%s: Couldn't copy file %s to %s%s: Couldn't create USD shader for UV map%s: Couldn't create USD shader for mapping node%s: Couldn't create texture import directory %s%s: Couldn't determine package-relative file name from path %s%s: Couldn't find a common Xform ancestor for skinned prim %s and skeleton %s to convert to a USD SkelRoot. This can be addressed by setting a root primitive in the export options%s: Couldn't find armature object corresponding to USD skeleton %s%s: Couldn't get blendshape targets for prim %s%s: Couldn't get offsets for blend shape %s%s: Couldn't get stage for prim %s%s: Couldn't get world bind transforms for skeleton %s%s: Couldn't query skeleton %s%s: Couldn't split UDIM pattern %s%s: Error creating deform group data for mesh %s%s: Error writing to destination asset %s%s: Error: Couldn't get input socket %s for node %s%s: Joint weights and joint indices element size mismatch for prim %s%s: Joint weights and joint indices size mismatch for prim %s%s: Joint weights of unexpected size for constant interpolation for prim %s%s: Joint weights of unexpected size for vertex interpolation for prim %s%s: Mismatch in bind xforms and joint counts for skeleton %s%s: Mismatch in bone and joint counts for skeleton %s%s: No offsets for blend shape %s%s: Null buffer for source asset %s%s: Number of bind transforms does not match the number of joints for skeleton %s%s: Number of blendshapes does not match number of blendshape targets for prim %s%s: Number of offsets greater than number of mesh vertices for blend shape %s%s: Texture import directory path empty, couldn't import %s%s: Topology and joint order size mismatch for skeleton %s%s: USD joint order array contains invalid or duplicated paths for skeleton %s%s: Unexpected joint weights interpolation type %s for prim %s%s: Will not copy zero size source asset %s%s: Will not overwrite existing asset %s%s: cannot assign an embedded ID to an IDProperty%s: expected %s type, not %s%s: expected ID type, not %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: import directory is relative but the blend file path is empty. Please save the blend file before importing the USD or provide an absolute import directory path. Cannot import %s%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s'%sAction%sIdentifier too long, maximum length is %d%sInvalid character at position %d%sMust contain 1 '.' character%u object(s) hidden'%s' Layer is locked'%s' does not contain '%s' with prefix and suffix'%s' does not have an alphanumeric suffix'%s' does not have upper case alphanumeric prefix'%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s' is not editable'%s' is of a type that cannot be an asset'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'CTRL:...' constraints are moved to the control bone.'DEF:...' constraints are moved to the deform bone.'Integrate' only valid for Mesh objects'Integrate' original mesh vertex mismatch'Integrate' requires faces'LimbNode' FBX node, a regular joint between two bones...'Null' FBX node, similar to Blender's Empty (default)'Root' FBX node, supposed to be the root of chains of bones...'Shrink/Fatten' meshes is only supported in edit mode'Viscosity' inside collision target'Width' of rays (especially useful when raycasting against vertices or edges)'from_space' '%s' is invalid when no custom space is given!'from_space' '%s' is invalid when no pose bone is given!'show_locked_time' is not supported for the '%s' editor'to_space' '%s' is invalid when no custom space is given!'to_space' '%s' is invalid when no pose bone is given!(Constant)(De)select (or invert selection of) all languages for i18n files update operators(De)select all(De)select all control points(De)select all nodes(De)select all particles' keys(De)select all points(De)select all points linked to the curve under the mouse cursor(De)select all vertices linked to the edge under the mouse cursor(De)select all vertices, edges or faces(De)select all visible strokes(De)select bones linked by parent/child connections under the mouse cursor(De)select first of visible part of each NURBS(De)select last of visible part of each NURBS(De)select the first and last point of each stroke(Deprecated) Layer of UV coordinates in a Mesh data-block(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain, as percentages(Geometry)(InvSquare)(Key) (Layer)(Linear)(Min+Max)/2 * Ball Size(Quick Access: Shift+W)(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(Unassigned)(Unsaved)(Viewer)(empty)(undocumented operator)(x*x+y*y+z*z)({:s} on bone {:s})* Image* Missing Paths *+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %.2f fps, %d float channel(s), %s, Ctrl: Stroke, Shift: Fill, Shift+Ctrl: Both, RGB byte, RGB float, RGBA byte, RGBA float, cannot have single-frame paths, failed, failed to load, some actions failed- Using scene frame range- baking all objects is active- sampling is active-A-X-X Axis-X Forward-X Rotation-X Up-X manual-X to +X-Y-Y Axis-Y Forward-Y Rotation-Y Up-Y manual-Y to +Y-Z-Z Axis-Z Forward-Z Rotation-Z Up-Z manual-Z to +Z.blend Files0-based index of sample to start rendering from01 - Theme Color Set02 - Theme Color Set03 - Theme Color Set04 - Theme Color Set05 - Theme Color Set06 - Theme Color Set07 - Theme Color Set08 - Theme Color Set09 - Theme Color Set1 / Square root of A1 GB1 if (A == B) within tolerance C else 01 if A < B else 01 if A > B else 01 inch1/1.8 inch1/2.3 inch1/2.5 inch1/2.7 inch1/3.2 inch10 - Theme Color Set10 Centimeters10 Grams10 Meters10-bit color channels100 Kilograms100 Meters1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 MB128 px13 - Theme Color Set14 - Theme Color Set14:9 in 16:915 - Theme Color Set16 - Theme Color Set16 MB16 Samples16 px16-bit Signed16-bit color channels16-bit color channels. Data passes like Depth will still be saved using full 32-bit precision.16-bit signed16-bit signed integer vector16384 Samples16:916×17 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set192 kHz1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point1:11:161:21:41:81st order semi-Lagrangian integration. Fast but least accurate, suitable for simple advection1×2/3 inch20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation2nd order midpoint integration. Good balance between speed and accuracy for most cases2×3 Vertices3 sides32 MB32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Float Vector Field3D Local View 3D Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3rd order Runge-Kutta integration. Higher accuracy at moderate computational cost3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4th order Runge-Kutta integration. Highest accuracy single-step method but slower4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 MB512 Samples512 px6 sides6.1 Surround6.1 surround sound64 MB64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples8×90 Degrees96 kHz:: Cycle EdgeAA * BA * B + CA + BA - BA / BA Base Contrast LookA Black and White LookA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA Low Contrast LookA Medium High Contrast LookA Medium Low Contrast LookA UV layer is missing on the meshA Very High Contrast LookA Very Low Contrast LookA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA cube mesh enclosing the input geometryA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA darkening punchy lookA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance between two points, specifically representing a diameter valueA distance on screenA distance on screen, specifically representing a diameter valueA dot BA factor between 0.0 and 1.0A file is too large to be packed (>2GB).A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mass, based on scene unit settingsA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A moderate sharpening filterA more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA note regarding deprecationA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point for each active voxel or tile in the gridA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single container for content in the Video Sequence EditorA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA smaller Constant Rate Factor (CRF) results in better video quality but larger file size. The range of allowed CRF values is dependent on the codec.A square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitsACES 2.0 - HDR 2000 nitsACES 2.0 - HDR 4000 nitsACES 2.0 - HDR 500 nitsACES 2.0 - SDRACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAccurate but slower variationAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmoothActionSmooth (Gaussian)ActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction has no data, cannot render previewAction is not editableAction not in listAction referenced by this stripAction slotAction slot display names cannot be emptyAction slot identifiers should be at least three charactersAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive GroupActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active editor should be a node editor for the operator to runActive element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive item is not a panelActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene changed to '%s'Active scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive strip is not an effect stripActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptively subdivide mesh based on camera distanceAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd Geometry LinkAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Principled Texture SetupAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Reroutes (Menu)Add ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd Texture SetupAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd WorkspaceAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a checkbox to the currently selected panelAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gamma crossfade transition strip for two selected strips with video contentAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a lattice and use it to deform selected objectsAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a metaball object to the sceneAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a simple color stripAdd a simple text stripAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a strip re-using this scene as the sourceAdd a strip using a duplicate of this scene asset as the sourceAdd a strip using a new scene as the sourceAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a texture node setup for Principled BSDFAdd a texture node setup to selected shadersAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an IK Constraint to the active Bone. The target can be a selected bone or objectAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an item to the index switchAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add blur and brightness to light areasAdd bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd control points along a circular arc (handle type is vector if Bézier Spline)Add copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd each selected image as an individual stripAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd exporter to the exporter listAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd images as individual strips, unless their filenames match Blender's numbered sequence pattern, in which case they are grouped into a single image sequenceAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd margin to lattice dimensionsAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add more contrast relative to brightnessAdd named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd reroutes to outputsAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add together color channels from two videosAdd translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional masking applied after the initial scattering of instancesAdditional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset distance to keep an even perpendicular distance to edgesAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the shape of the cap to follow the change in radius towards the curve endsAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdjusts timing by offsetting, scaling, looping, and snapping the scene frameAdvancedAdvanced Audio CodingAdvanced FilterAdvanced geometry editing and tools creation using nodesAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAdvect GridAeroAerodynamicsAerodynamics TypeAerosolsAffectAffect AlphaAffect ChildrenAffect GizmoAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices that share face sets with the active vertexAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgXAgX - HDR 1000 nitsAgX - SDRAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign Bézier handles to create circular arcs at each control pointAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign NodesAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV islands along the X axisAlign UV islands along the Y axisAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign UVs along the maximum positionAlign UVs along the mean positionAlign UVs along the minimum positionAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign YAlign according to object transformAlign bundle to X axisAlign bundle to Y axisAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align selected nodes in a grid patternAlign strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the islands to the center of the largest islandAlign the islands to the max side of the islandAlign the islands to the min of the islandAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll Extensions Up-to-date{:s}All FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll RepositoriesAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll Vertex Groups assigned to Deform BonesAll Vertex Groups assigned to SelectionAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All corners sharper than the Miter angle will be cut flatAll curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow another operator to operate on strip handlesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edge ring selection to step over n-gons with an even number of sidesAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate inside/outside based on crossing countAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount in degrees per turn when using snap turnAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge loops the round caps are generated withAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of scattered instances per unit squaredAmount of scattered instances shown in the viewportAmount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to move each copy relative to its bounding box sizeAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn aggressive sharpening filterAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input name cannot start with a digit: "{}"An input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the next and previous edge of a face corner within the faceAngle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this movie clipAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a brown tint to mimic vintage photo tones.Applies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalizationApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a rotation to a given vectorApply a secondary Euler rotation to a given Euler rotationApply a secondary rotation to a given rotation valueApply a stroke of brush to the particlesApply a transformation matrix (excluding translation) to the given vectorApply a transformation matrix to the given vectorApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply deformations of selected shape keys to the basis key, removing themApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply mean (box) filter smoothing to a signed distance field. Fast separable averaging filter for general smoothing of the distance fieldApply mean (box) filter smoothing to a voxel. The mean value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply mean curvature flow smoothing to a signed distance field. Evolves the surface based on its mean curvature, naturally smoothing high-curvature regions more than flat areasApply median (box) filter smoothing to a voxel. The median value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply median filter to a signed distance field. Reduces noise while preserving sharp features and edges in the distance fieldApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply nondestructive effectsApply normal map relative to the displaced surface, for normal maps that are to be applied in addition to the displacement mapApply normal map relative to the smooth undisplaced surface, for normal maps that match the displacement mapApply object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically insert keyframes on modified propertiesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid animations and other motion effects in the interfaceAvoid collision with deflector objectsAvoid collision with other boidsAvoid color clipping by working in logarithmic spaceAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to arrange UV islands onAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to move UVs onAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)Axis-angle rotation of this motion event. The vector magnitude is the angle where 1.0 represents 360 degrees. The angle is typically scaled by the time-delta before use.Azimuth - Angle around the up axisBB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone ShapeB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBack and Forth Error Compensation and Correction. Advanced scheme that minimizes dissipation and diffusionBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Dynamic Paint...Baking Line Art...Baking Multires...Baking canceled!Baking fluid...Baking lighting...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking nodes...Baking of multires data only works with an active mesh objectBaking point cache...Baking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase mesh to subtract geometry fromBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase surface that the normal map is applied relative to, when displacement is usedBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBase value to control random instance variation in a reproducible wayBase value to control random variation in a reproducible wayBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Blend Type (Add)Batch Change Blend Type (Current)Batch Change Blend Type (Divide)Batch Change Blend Type (Mix)Batch Change Blend Type (Multiply)Batch Change Blend Type (Next)Batch Change Blend Type (Previous)Batch Change Blend Type (Subtract)Batch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam Angle: %.2fBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBecomes the output value if it is chosen by the menu inputBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBest known structure type of the socket. This may not match the socket shape, e.g. for unlinked input socketsBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitmap (.bmp)BitrateBitrate in kbit/sBitwise %sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend alpha below another videoBlend alpha on top of another videoBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile '%s' appears corrupted, it contains invalid ID names. These have been truncated.Blendfile '%s' was created by a future version of Blender and contains ID names longer than currently supported. These have been truncated.Blendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue-NoiseBlue-Noise (first)Blue-Noise (pure)Blue-Noise (round)Blue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur effect of brushBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan add additional constraints on when auto keying can insert keyframesCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only size Quad View from an action zoneCan only unpack bake if the current .blend file is savedCan't change working space while jobs are runningCan't change working space with modified images, save them firstCan't edit driven number value, see driver editor for the driver setupCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCancel showing the render viewCanceling...Cancelling this stroke is unsupportedCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake in zoneCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert selected objects while they are in edit modeCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create preset "{:s}", as the name already existsCannot create subtitle fileCannot create the Animation ContextCannot create transform on linked dataCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit linked node treeCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit previews of overridden library dataCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find a scene to replace the active deleted one '%s'Cannot find a scene to replace the active one, which belongs to the to be deleted library '%s'Cannot find a scene to replace the active purged one '%s'Cannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get internal value from bundleCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join objects that share armature data: %sCannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move above basis shape keyCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot split selection with "Sync Select" and "Shared Vertex" selection enabledCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use armature object as custom bone shapeCannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps Align NormalsCaps EndCaps Extrapolate RadiusCaps InputCaps MergeCaps ResolutionCaps SmoothCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays and retrieve information from the hit pointCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCatmull-ClarkCatmull-RomCatromCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCelsiusCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter PivotCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter position of box selectionCenter position of the sphere selectionCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral AxisCentral CylindricalCentroid MergeCentsCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange InputsChange OutputsChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange colors in all data-blocks to the new working spaceChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange noise on every frameChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange the visibility of the face sets of the sculptChange the working color space of all colors in this blend fileChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel colors are disabled in Animation PreferencesChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if a given string exists within another stringCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking for Extension Updates{:s}Checking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChinese (Simplified) - 简体中文Chinese (Traditional) - 繁體中文ChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose child instances each element instead of instancing the entire geometryChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose visibility of tabs in the properties editorChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma NoiseChroma VectorscopeChromatic AberrationChromatic AdaptationChromatic adaption from a different white pointCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)Circularity of the effectClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp bright highlightsClamp bright highlights such that their brightness are not larger than this valueClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp values to the range of the original neighborhood. Prevents overshooting and undershootingClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear LooseClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose Menu on LeaveClose SplineClose Spline MethodClose TipClose menus when the mouse is moved out of the region.Close or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of windowsCollection of workspacesCollection of worldsCollection providing the instance geometry used for scatteringCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection to use as the input geometryCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorAdd AlphaColorAlphaColorAlpha OverColorAlpha UnderColorBColorBlend TypeColorBlending ModeColorBlueColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorCrossColorCurrentColorDarkColorDark + RayColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHSV Key ChannelColorHard LightColorHueColorIntensityColorLightColorLight + RayColorLightenColorLightnessColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRGB Key ChannelColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSpill ChannelColorSubtractColorUnknownColorUse ChannelColorValueColorValue:ColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in sRGB color space (mainly for user interface colors)Color in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management display device settingsColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor management view transform settingsColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of lines showing constant interpolation modeColor of lines showing easings & dynamic interpolation modeColor of lines showing linear interpolation modeColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of raycast when a fallback case succeedsColor of raycast when it missesColor of raycast when it succeedsColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the outline of top-level panelsColor of the outline of top-level panels that are activeColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine CylindricalCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine SphericalCombine TransformCombine XYZCombine a translation vector, a rotation, and a scale vector into a transformation matrixCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine four channels into a single color, based on a particular color modelCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the cap geometry with the base mesh (realizing instances and merging vertices)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombine two strips using blend modesCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Animation PropertiesCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompilation method used for compiling shaders in parallel. Subprocess requires a lot more RAM for each worker but might compile shaders faster on some systems. Requires restarting Blender for changes to take effect. (OpenGL only)Compile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without GMP, using "float" solverCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompositor node group has cyclic links.Compound ParentCompressCompress FileCompress mesh using DracoCompress scene-referred values from common cameras into the ACEScg gamutCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryCompute the determinant of the given matrixCompute the divergence of the gradient of the input gridCompute the inverse of the given matrix, if one existsCompute the inverse of the given rotationCompute the singular value decomposition of the 3x3 part of a matrixComputes a signed distance field from the given maskComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfiguration of the scattered instancesConfiguration regarding the transformation of each instanceConfigure constant bit rate, rather than constant output qualityConfigure the transformation of scattered instancesConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConjoint OverConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConnectivityConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider the main curve's radius attribute as a factor when mapping the V component by the profile curve's length parameterConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant InterpolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstrained Delaunay Triangulation (CDT), robust with support for self-intersectionsConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext missing sequencer sceneContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control active camera anglesControl how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the mixing of texture information into the base color of line stylesControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease PencilControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls for the shape of the tube profileControls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsControls transition between highlights and shadowsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConversion not supported when evaluating closureConversion not supported when separating bundleConvertConvert Attribute DomainConvert Color Attribute DomainConvert Colors in All Data-blocksConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a rotation to axis angle componentsConvert a standard rotation value to an Euler rotationConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curve geometry into tube meshesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from display to scene linear instead. Not all view transforms can be inverted exactly, and the result may not match the original scene linear imageConvert from radians to degreesConvert from scene linear to display color space, with a view transform and look for tone mappingConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert premultiplied to straightConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert selected strokes to perimeterConvert straight to premultipliedConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the given floating-point number to an integer, with a choice of methodsConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected node(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy colors to existing bonesCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy nodes to clipboard, remove and reconnect them.Copy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to ClipboardCopy to SelectedCopy to Selected (Menu)Copy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying ID '%s' is not possible, '%s' type of data-blocks is not supportedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner CenterCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner Offset MethodCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Flip NormalsCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a layer to the cache fileCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign a new Action to %sCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect a face selectionCould not connect mixed selection typesCould not connect verticesCould not create a copy of ID '%s' to write it in the libraryCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete %d locked shape key(s)Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an editable collection in current scene, imported data will not be instantiatedCould not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find grid with name %sCould not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load Action for the active assetCould not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not un-assign Action from %sCould not unassign the active ActionCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCount how many items are in a given listCountableAmountCountableGridCountableResolution ModeCountableSizeCounter ClockwiseCounter-ClockwiseCounterclockwise rotation of each segment coordinates system. May be used to align the rotation of the textures of each segmentCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a face set corresponding to the Edit Mode face selectionCreate a face set per isolated face setCreate a face set per loose part in the meshCreate a face set per material slotCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a list of valuesCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Action Slot for an ID. Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id) When the ID already has a slot assigned, the newly-created slot will be named after it (ensuring uniqueness with a numerical suffix) and any animation data of the assigned slot will be duplicated for the new slot.Create a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new compositing node group and initialize it with default nodesCreate a new compositor node group for sequencerCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new face setCreate a new face set from the masked facesCreate a new face set from the visible verticesCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new inlined shader node tree as is consumed by renderersCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new mesh object from the selected face setCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a selection by normalCreate a separate curve instance for every layerCreate a separate fill for each individual strokeCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a unique face set with all faces in the sculptCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of referenced geometry on geometry elementsCreate copies of the geometry with different methods of cumulative offsetCreate copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create effects and post-process renders, images, and the 3D ViewportCreate elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create face sets for faces that have similar normalCreate face sets using UV seams as boundariesCreate face sets using bevel weights as boundariesCreate face sets using edge creases as boundariesCreate face sets using sharp edges as boundariesCreate foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new grids by evaluating new values on an existing volume grid topologyCreate new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new materials with unique names for each OBJ fileCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates an attribute that maps each curve to its nearest guide via indexCreates the smoothest possible geometry patch from the face set minimizing changes in vertex positionsCreates the smoothest possible geometry patch from the face set minimizing changes in vertex tangentsCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCrossfade with color correctionCrypto 00CryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube Grid TopologyCube SizeCubemap SizeCubicCubic B-SplineCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic MitchellCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor must be over the surface meshCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveFeather FalloffCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve geometry defining the curve pathCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve to compute the length ofCurve to convert to a mesh using the given profileCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves that are swept along the main curveCurves to Grease PencilCurves to change the cyclic state ofCurves to change the handles onCurves to change the normals onCurves to change the resolution ofCurves to change the type ofCurves to convert to pointsCurves to deformCurves to fill. All curves are treated as cyclic and projected to the XY planeCurves to generate rounded corners onCurves to resampleCurves to sample positions onCurves to set handles of control points onCurves to set the radius onCurves to set tilt onCurves to shortenCurves to subdivideCurves to switch the start and end ofCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LabelCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom QualityCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom defined regionCustom dynamic defined UI label for the socket. Can be translated if translation is enabled in the preferencesCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkens edges.DarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type for topology gridData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' had an invalid embedded node group, which has not been readData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block does not support asset operations - must be a Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldData-block does not support previewsData-block from which the edited data-block is linkedData-block is not marked as assetData-block renamed to '%s', try again to force renaming it to '%s'Data-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate grid voxels outside minimum and maximum coordinates, setting them to the background value.Deactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDecompose into its cylindrical components.Decompose into its spherical components.Deconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max stepsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine BaseDefine DepthDefine SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define the transform locally or with an object's transformDefine where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete Unused NodesDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all nodes with unused outputsDelete all selected animation channelsDelete all selected strokes or pointsDelete all visible drivers considered invalidDelete all workspaces except this oneDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete only fills and not strokesDelete only strokes and not fillsDelete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDelete with ReconnectDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the faces that are assigned to the face setDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit edge loop selectionDelimit edge loop selection at seamsDelimit edge loop selection at sharp edgesDelimit edge ring selectionDelimit edge ring selection at material boundariesDelimit edge ring selection at seamsDelimit edge ring selection at sharp edgesDelimit face loop selectionDelimit face loop selection at material boundariesDelimit face loop selection at seamsDelimit face loop selection at sharp edgesDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of air molecules. 0 means no air, 1 means urban city airDensity of dust, pollution and water droplets. 0 means no aerosols, 1 means urban city aerosolsDensity of ozone layer. 0 means no ozone, 1 means urban city ozoneDensity of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated operator, use screen.keyframe_jump insteadDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive a numeric value from a given string representationDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect previously selected strips after add operation completesDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDespill StrengthDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach OutputsDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDeveloper ToolsDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of new pointsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifference between the pose and rest pose relative to the parent boneDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of aberrationsDifferent styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectXDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection from where the sun is shiningDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the aberration effectDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active layer towardsDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectional vector pointing central between next and previous edge of a face cornerDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in Surface PickingDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable strip so that it does not contribute any outputDisable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigationDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable the selection modeDisable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, OpenVDB version is too oldDisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDisconnect vertices or edges from connected geometryDisjoint OverDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry by an offset iterativelyDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.Displaced BaseDisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated final transform of the bone in armature spaceEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"EvaluationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEven-OddEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact ShapeExact Shape (Concave)Exact number of scattered instances before maskingExact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude FirstExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExclude the first (original) copy from randomizationExclude the last copy from randomizationExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute a given closureExecute nodes with a dynamic number of repetitionsExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all naming tags for Principled Texture setupExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a numberExpected a timeline/animation area to be activeExpected a view3d regionExpected a view3d region & editcurveExpected a view3d region & editmeshExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an active edit-font objectExpected an animation area to be activeExpected an array of numbers: [n, n, ...]Expected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit laterExports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit laterExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports multiple files, with separate JSON, binary and texture data. Easiest to edit laterExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension Update Available ({:d}){:s}Extension Updates Available ({:d}){:s}Extension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions Tags & Repository Filter SettingsExtensions UpdatesExtentExtent XExtent YExtent ZExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract a string segment from a larger stringExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier lost on '%s[%d]' because it has an unknown typeF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace Count: %sFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace Sets overlay opacity is currently set to 0Face SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace area in UV spaceFace bounds centerFace direction defined by clockwise or anti-clockwise winding (facing up or facing down)Face of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor HighlightsFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor ShadowsFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which the audio pitch is scaled.Factor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor that the displacement is multiplied withFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out of one video, fading into anotherFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFahrenheitFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to assign value: {:s}Failed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to execute the preset: {:s}Failed to find '%s'Failed to find Action Slot.Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open file browser!Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set the new grid transform.Failed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to transfer mesh data to %d objectsFailed to write .oso file next to external .osl file at {:s}Failed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast but less accurate variationFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFast without support for self-intersectionFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField depending on:Field of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SegmentsFill Segments must be at least 1Fill SolverFill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill is fully transparentFill new tile with a generated imageFill only visible areas in viewportFill rule for Delaunay fill solverFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the holes at the tube ends with cap geometryFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter ExtensionsFilter Extensions by Tags & RepositoryFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter backup .blend filesFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by RepositoryFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter extensions by repositoryFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter kernel radius in voxelsFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind Link OperationsFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the number of times a given string occurs in another string and the position of the first matchFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of tangential Nuke distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFits the image bounds inside the canvas, avoiding crops while maintaining aspect ratioFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed AspectFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFixed/SceneFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip a fraction of copies along individual axesFlip a fraction of instances along individual axesFlip a matrix over its diagonal, turning columns into rows and vice-versaFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat (Full)Float (Half)Float ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat FieldFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: %s canceled at frame %d!Fluid: %s complete (%.2fs)Fluid: %s failed at frame %d: %sFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial alignment based on 2D cursorInitial alignment based on Active UDIMInitial alignment based on UV Tile GridInitial alignment based on the islands bounding boxInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitial position to arrange islands fromInitialize Face SetsInitialize the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input expects a field or single valueInput expects a listInput expects a single valueInput expects a volume gridInput geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput method how to generate the displacement vectorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput pending {}Input properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput the geometry as an instance. (Further processing might require non-instance geometry)Input threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput with index {} does not exist. Currently, the maximum possible index is {}. Did you mean to use {{:{}}}?Input/Output TypeInputsInputs:InsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for each of the B-Bone shape propertiesInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInsert values into a string using a Python and path template compatible formatting syntaxInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspect images or render resultsInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance geometry collectionInstance geometry inputInstance geometry objectInstance of the collection or instances of all the children in the collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances number '%d' does not match transforms size '%d'Instances of objects or collectionsInstances to PointsInstances to convert to pointsInstances to rotate individuallyInstances to scale individuallyInstances to transform individuallyInstances to translate individuallyInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instantly rotates the camera by a fixed angle instead of smoothly turningInstead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger FieldInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceIntensity of vignette that appears when movingInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal error, unknown state!{:s}Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate the attribute from the corners of the hit faceInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid Output LinkInvalid UDIM index range was specifiedInvalid UID for old ActionInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid context: "%s", %sInvalid depsgraphInvalid face data detected for mesh '%s'. Automatic correction will be used, but some data will most likely be lostInvalid format specifier for string: "{}"Invalid format specifier: "{}"Invalid format: "{}"Invalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid identifier: "{}"Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_GB. Translation progress: 99%Locale code: en_US. Translation progress: 100%Locale code: eo. Translation progress: 0%Locale code: es. Translation progress: 100%Locale code: eu_EU. Translation progress: 1%Locale code: fa_IR. Translation progress: 3%Locale code: fi_FI. Translation progress: 11%Locale code: he_IL. Translation progress: 2%Locale code: hi_IN. Translation progress: 4%Locale code: hu_HU. Translation progress: 11%Locale code: id_ID. Translation progress: 21%Locale code: it_IT. Translation progress: 44%Locale code: ka. Translation progress: 100%Locale code: ko_KR. Translation progress: 98%Locale code: ky_KG. Translation progress: 2%Locale code: lt. Translation progress: 3%Locale code: ml. Translation progress: 0%Locale code: nb. Translation progress: 4%Locale code: nl_NL. Translation progress: 8%Locale code: pl_PL. Translation progress: 100%Locale code: pt_BR. Translation progress: 43%Locale code: pt_PT. Translation progress: 78%Locale code: ro_RO. Translation progress: 2%Locale code: ru_RU. Translation progress: 100%Locale code: sk_SK. Translation progress: 100%Locale code: sl. Translation progress: 51%Locale code: sr_RS. Translation progress: 16%Locale code: sr_RS@latin. Translation progress: 16%Locale code: sw. Translation progress: 72%Locale code: ta. Translation progress: 100%Locale code: th_TH. Translation progress: 5%Locale code: tr_TR. Translation progress: 78%Locale code: uk_UA. Translation progress: 57%Locale code: ur. Translation progress: 86%Locale code: vi_VN. Translation progress: 93%Locale code: zh_HANS. Translation progress: 100%Locale code: zh_HANT. Translation progress: 62%Localize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of new primitiveLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to align islands onLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocked {:d} repo(s)LocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless compression based on high throughput JPEG 2000 encoding. It produces smaller files, but it is new and not widely supported by other software yet.Lossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLow frequency contrast using an unsharp maskLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower limit of the tilt away from the +Z directionLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance ChannelLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMKVMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack scheme with implicit diffusion control. Reduces numerical dissipation while maintaining stabilityMagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the original pitch of the audio when changing playback speedMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorantMajorant transmittance of the volumeMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active curve closed/open loopMake active spline closed/open loopMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake border edges between the caps and the tube shape smooth instead of sharpMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsManage assets in the current file and access linked asset librariesMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattanManhattan distanceManifest validation failed: {:s}ManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Node SocketMask Node Socket InterfaceMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask To SDFMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask overlay opacity is currently set to 0Mask painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to multiply the density byMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial is assigned to the object data, which is linked/packed and therefore not editable. Change to link this material slot to the object instead, or make the object data local.Material layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix SVDMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix has a shearMatrix representing the bone's location, rotation, and scale propertiesMatrix to decompose, only the 3x3 part is usedMatrix value in geometry attributeMatrix value socket of a nodeMatroskaMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax XMax X:Max YMax Y:Max ZMax ZenithMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X index of the clipping bounding boxMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y index of the clipping bounding boxMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum Z index of the clipping bounding boxMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between normal and target to include in the selectionMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of the grid (world space)Maximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance of the element from the selection centerMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizesMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMay work poorly with render tilingMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium ContrastMedium High ContrastMedium Low ContrastMedium QualityMedium-format (Hasselblad)MegawattsMelaninMelanin ConcentrationMelanin RednessMem:%dM, Peak: %dMMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenu value has to be a constant valueMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge Nodes (Add)Merge Nodes (Alpha Over)Merge Nodes (Automatic)Merge Nodes (Color, Add)Merge Nodes (Color, Divide)Merge Nodes (Color, Multiply)Merge Nodes (Color, Subtract)Merge Nodes (Depth Combine)Merge Nodes (Divide)Merge Nodes (Greater Than)Merge Nodes (Less Than)Merge Nodes (Math, Add)Merge Nodes (Math, Divide)Merge Nodes (Math, Greater than)Merge Nodes (Math, Less than)Merge Nodes (Math, Multiply)Merge Nodes (Math, Subtract)Merge Nodes (Multiply)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all close selected points, whether or not they are connectedMerge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge overlapping points by their distance. (Realize Instances must be enabled)Merge parent XformMerge points by distanceMerge rather than creating facesMerge selected group input nodes into one if possibleMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Add or Mix ShaderMerge using Alpha Over nodesMerge using Depth Combine nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh %s has invalid faces, likely caused by the manifold extrude tool in version 2.90.0. Opening and saving the file in a version prior to 5.1 should resolve the issueMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh faces and vertices reordered spatiallyMesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh on whose faces to distribute points onMesh on whose faces to scatter onMesh or point cloud to find the nearest point onMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh that is subtracted from the first meshMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to compute the dual ofMesh to convert the inner volume to a fog volume geometryMesh to convert to curvesMesh to extrude elements ofMesh to find the closest surface point onMesh to flip faces ofMesh to override the face set attribute onMesh to set the custom normals onMesh to subdivideMesh to triangulateMesh whose UV map is usedMesh whose edges to splitMesh whose elements are converted to pointsMesh whose inner volume is converted to a density gridMesh whose inner volume is converted to a signed distance field gridMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMeshes to union or intersectMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRTMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for direction of the offset along the cornerMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod generate map's X coordinate along the main curveMethod generate map's Y coordinate along the profile curveMethod how the child instance is chosen per elementMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of calculating the alignment positionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to choose the number of duplicatesMethod to control playback timeMethod to define the number of scattered instancesMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to interpret the offset parametersMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for arranging the duplicatesMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to build the start and end geometryMethod used to convert the float to an integerMethod used to define the profile shapeMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMicrowattsMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMilliwattsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum TwistMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X index of the clipping bounding boxMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y index of the clipping bounding boxMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum Z index of the clipping bounding boxMinimum allowed distance between the centers of two scattered instances. Increase value for a more locally even distribution.Minimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of the grid (world space)Minimum boundary of volumeMinimum coordinate in X axis (grid index space)Minimum coordinate in Y axis (grid index space)Minimum coordinate in Z axis (grid index space)Minimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum value to consider a certain attribute a boundary when creating the face setsMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowskiMinkowski 1/2Minkowski 4Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the new shape key valuesMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing node tool identifier ({})Missing operator identifierMissing outputMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter Cut AngleMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix Factor to 1.0Mix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode (Alt)Mode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for fitting the image to the canvasMode for how the desired voxel size is specifiedMode for importing selected imagesMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of the pitch shiftMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode to use when creating strokesMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModified the animation of {:d} armaturesModified: {}{}{}ModifierModifierBlocksModifierConstantModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be added to object: {:s}Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the active face set instead of creating a new oneModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore advanced algorithm based on eye physiology, by Reinhard and DevlinMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove an existing curve segmentMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove by UDIMMove by dynamic gridMove by pixelMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove exporter up or down in the exporter listMove faster (walk or fly)Move forward a few units at onceMove frame to next or previous edit pointMove grid values through a velocity field using numerical integration. Supports multiple integration schemes for different accuracy and performance trade-offsMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected nodes to the center of the node editorMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active entry downMove the active entry upMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the current handle of the control point freelyMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the instances towards the face centerMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove vertices on the X axisMove vertices on the Y axisMove vertices to the centroid of the duplicate cluster, otherwise the vertex closest to the centroid is used.Move {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Join/Dock AreaMove/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves any F-Curves for the `hide` property of selected armatures into the action of the object. This will only operate on the first layer and strip of the actionMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMovies or image sequences do not support packingMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple scattering sky model (more accurate)Multiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for per object adaptive subdivision sizeMultiplier for per object adaptive subdivision size in the viewportMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply color channels from two videosMultiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current scene frame by this factorMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the input image's RGBA channels by the alpha input valueMultiply the instance scale with a factor to calibrate the considered face areaMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNDOF motion data for window manager eventsNGon FaceNGon Face-VertexNLANLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNablaNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName in use. The other data-block was renamed to ‘%s’Name of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the UV map attribute to generateName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to retrieveName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNaming components for AO mapsNaming components for alpha mapsNaming components for base color mapsNaming components for bump mapsNaming components for displacement mapsNaming components for emission mapsNaming components for glossy mapsNaming components for metalness mapsNaming components for normal mapsNaming components for roughness mapsNaming components for specular mapsNaming components for transmission mapsNanometersNanowattsNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest PixelNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ImageNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew bone name collides with an existing vertex group name, vertex group names are unchanged. (%s::%s)New displace is added cumulatively on top of existingNew effect takes less or more inputsNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo Group Output or File Output nodes in sceneNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active movie clipNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active object, unable to apply the Action before renderingNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animated armatures selectedNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo armature animation was modifiedNo asset catalogsNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo bundle signature foundNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo closure signature foundNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curve data in inputNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-block selected that supports asset operations - select at least one Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable asset library to save intoNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames selected in the Grease Pencil objectNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installable packages markedNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo inverse correction is set, so there is nothing to clearNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo limiting applied. Fastest but may produce artifacts in high-order schemesNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects selected to copyNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo reference available {!r}, update info in '_rna_manual_reference.py' or callback to bpy.utils.manual_map()No region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo scene assets.No selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected editable objects to operate onNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected pose assetNo selected vertexNo sequencer scene with video strips to renderNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No {:s} modifiers foundNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutlineNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode Tool IdentifierNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree Sub-TypeNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode Wrangler (Menu)Node editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group to editNode group's Mask input should be of type ColorNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode group's main Image input should be of type ColorNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree '%s' is not a compositing node group.Node tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the objects are compatible with a conversion to "%s"None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal map uses DirectX convention, with Y axis in the green channel pointing downNormal map uses OpenGL convention, with Y axis in the green channel pointing upNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the X coordinate of the Segment Coordinates output to a [0, 1] interval and offset the Y coordinate into a [0, infinity) interval. When checked, the textures are stretched to fit into each angular segment. When not checked, the parts of the textures that don't fit into each angular segment are croppedNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormalizes the kernel such that it integrates to oneNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot all armature objects have an action and slot assignedNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...Nothing under cursorNowNowhere for Grease Pencil data to goNukeNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of angular segments for tiling. A non-integer value results in an irregular segmentNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames or seconds to jump forward or backwardNumber of frames that path animation should takeNumber of frames to cycle through. Not affected by SpeedNumber of frames to hold each valueNumber of frames to ignore from the end of the underlying source. The source content is trimmed, and future frames are turned into holdsNumber of frames to ignore from the start of the underlying source. The source content is trimmed, and previous frames are turned into holdsNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run the SLIM solver forNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of mirrored regions around a central axisNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points on the profile circle. Also defines the round cap resolutionNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of sample points on the curveNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of semitones to shift the pitch.Number of shader compilation threads or subprocesses, clamped at the max threads supported by the CPU (requires restarting Blender for changes to take effect). A higher number increases the RAM usage while reducing compilation time. A value of 0 will use automatic configuration. (OpenGL only)Number of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of steps to divide the full displacement into. Fields, including normal and position, are re-evaluated before each step.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to dilate or erode the active voxelsNumber of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the X direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Y axisNumber of voxels in the Y direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Z axisNumber of voxels in the Z direction of the tile, or 1 if the field is evaluated on a voxelNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric Input ArrowsNumeric input evaluationNumerical IssueNumerical integration method for advectionOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: No information to writeOBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOPEN_EXROSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectLennard-JonesObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" has a non-invertible transformation matrix, not applying transformObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s has no pose, unable to apply the Action before renderingObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no poseObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not an armatureObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject providing the instance geometry used for scatteringObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use as the input geometryObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object-space distance to offset the SDF surfaceObject: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset a signed distance field surface by a world-space distance. Dilates (positive) or erodes (negative) while maintaining the signed distance propertyOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the end of the strip in framesOffset from the ground planeOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the start of the strip in framesOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the copies randomlyOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the instances on face corners into their respective faceOffset the instances randomlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to add to the current scene frame. Can also be negativeOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset with Target TransformOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld ActionOld Action's session uid to replaceOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld ID's session uid to remap data fromOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne or more objects used as prototypes in 'Instance on Points' nodes either do not have 'As Instance' enabled in their 'Object Info' nodes, or the prototype is the base geometry input itself. Both cases prevent valid point instancer export. If it's the former, enable 'As Instance' to avoid incorrect self-referencing.One unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly Inside OuterOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a main Image and Mask inputs are supported, the rest are unsupported and will return zeroOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly allow single value inputs rather than field. Deprecated. Will be remove in 5.0.Only apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edges of the inner mask that lie inside the outer mask will be considered. Otherwise, all edges of the inner mask will be consideredOnly edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly integer inputs can be used as dynamic precision: "{}"Only integer inputs can be used as dynamic width: "{}"Only key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly linked IDs can be packedOnly list current directory's content, with no recursionOnly merge along the edgesOnly merge mesh vertices along existing edges. This method can be much fasterOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly raycast against the object itselfOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show extensions from this repositoryOnly show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the first output is considered while the rest are ignoredOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly upgrade the active repositoryOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly view transform and look can be edited for these settingsOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of edges in UV overlaysOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB (.vdb)OpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd Color Ramp StopOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Driver...OperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd Principled Texture SetupOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene AssetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlembic Import FinishedOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply AllOperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorApply to BasisOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrange/Align IslandsOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign Grid NameOperatorAssign Layer NameOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign Shortcut...OperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackground...OperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy Stroke TypeOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCapture Screenshot PreviewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter Last StrokeOperatorCenter NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange Shortcut...OperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean Loose Points...OperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear Overridden DataOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurveMap toolsOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete Color Ramp StopOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete Node Interface ItemOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Overridden Data HierarchyOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDonate to BlenderOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop CollectionOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Driver...OperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEditBone operationOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorEuro €OperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFBX (.fbx)OperatorFBX (.fbx) (Legacy)OperatorFK2IKOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip (Topology)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlorin ƒOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorFollow Active Quads...OperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGet InvolvedOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup Channels...OperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImage/Sequence...OperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert Keyframe with Keying Set...OperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInsert node group itemOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump Time by DeltaOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLightmap Pack...OperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocalized DataOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMesh Plane...OperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove After BasisOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMovie...OperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Panel ToggleOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNode input modifyOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOnly FillsOperatorOnly StrokesOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner Edit Mode ToggleOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Pose Mode ToggleOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorOverridden Data HierarchyOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorPanel ToggleOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPointsOperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPoseChannel operationOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorReference...OperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename BoneOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename Edit BoneOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename NLA TrackOperatorRename ObjectOperatorRename Pose BoneOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender PlayblastOperatorRender Playblast on KeyframesOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Sequencer ImageOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder Mesh SpatiallyOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorReproject Strokes...OperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset Overridden DataOperatorReset ProfileOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorResync Overridden Data HierarchyOperatorResync Overridden Data Hierarchy EnforceOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSTL (.stl)OperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave Screenshot (Editor)...OperatorSave Screenshot...OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect By Stroke TypeOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect FillOperatorSelect Frame ChildrenOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent FrameOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect TileOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSequencer operationOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet Stroke TypeOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow Retiming KeysOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSide of FrameOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSingle-User ActionOperatorSingle-User WorldOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmart UV Project...OperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort ElementsOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSound...OperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStanford PLY (.ply)OperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokesOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack OrderingOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUSD Import FinishedOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlink textureOperatorUnlink worldOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse Depth Combine NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVersion Bone Hide PropertyOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWavefront (.obj)OperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF 2.0 (.glb/.gltf)OperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is already registeredOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional identifier of the node to operate onOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrder of islandsOrient a rotation along the given directionOrient an Euler rotation along the given directionOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal BaseOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Packing UVs...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint DebugPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint images in 2DPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel is selected in the interfacePanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent Archive LibraryParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent index in context pathParent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPassthrough not availablePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste expected 3 numbers, formatted: '[n, n, n]'Paste expected 4 numbers, formatted: '[n, n, n, n]'Paste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPasted %d bones, and skipped %d unselected bonesPasted all %d bonesPasted only %d of the %d copied bonesPasted only %d of the %d copied bones, and skipped %d unselected bonesPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptualPerceptually LosslessPerceptually uniform values, matching the color pickerPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a comparison operation on the two given inputsPerform a logical operation on the given boolean inputsPerform a matrix multiplication on two input matricesPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform operations separately for each geometry element (e.g. vertices, edges, etc.)Perform the current execute action for the file under the cursor (e.g. open the file)Perform various math operations on the given integer inputsPerform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhiPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick Instance is on, but there is no instances to pick from. Falling back to use input as instance.Pick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixel size scaled by scene percentagePixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPixels/{:s}Place MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback ControlsPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlayhead OffsetPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint cloud or mesh to merge points ofPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints that are converted to vertices in a meshPoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to compute the convex hull ofPoints to generate curves fromPoints to instance onPoints to modify the positions ofPoints to set the radius ofPoints which are converted to a volumePoints whose volume is converted to a signed distance field gridPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortal DepthPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost Substep ProcessPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision modePrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPreetham 1999 (Legacy)Prefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLegacy (Other)PreferencesLegacy (User)PreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve Vocal FormantsPreserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve island alignmentPreserve island orderPreserve seams along beveled edgesPreserve sharp edges along beveled edgesPreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents flipping UVsPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview all channels less than or equal to this value. 0 shows every channel, and negative values climb that many meta-strip levels if applicable, showing every channel there.Preview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrewittPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPrioritize consistency for dynamic pitch changesPrioritize high-quality pitch processingPrioritize speed over audio qualityPriorityProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes ProfileProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile ObjectProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate every info, error, and warning message upstreamPropagate instance attributes to the point domain rather than the curve domain. This property exists for compatibility with 5.0 and earlier.Propagate only error and warning messages upstreamPropagate only error messages upstreamPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProvide separate location, rotation and scaleProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePrune GridPuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)PunchyPunctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush an undo step after each use of the gizmoPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python evaluation failed: {:s}Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}Python: {}.{}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the pitch shiftingQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTimeQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGB valuesRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RLERMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial TilingRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadially distorts the image to create a barrel or a Pincushion distortionRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius - Length of the vectorRadius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the torus's cross sectionRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom rotations resulting in uniformly distributed directions. Rotation around the Z axis is fully random.Random sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize FlippingRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize instance transforms in their individual local spaceRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize the transformation of instancesRandomize transforms between all copiesRandomize transforms between all scattered instancesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio between the min and max fly speedRatio between the min and max turn speedRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Line WidthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleighRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealize to Point DomainRealized curves data has too many elements.Realized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealized grease pencil has too many layers.Realized mesh has too many elements.Realized point cloud has too many points.RealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute ID User Count On SaveRecompute all ID user-counts before saving to a blend-file. Allows to work around invalid user-count handling in code that may lead to loss of data due to wrongly detected unused data-blocksRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce Mix Factor by 0.01Reduce Mix Factor by 0.1Reduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference Gamut CompressionReference IDReference KeyReference PointReference PositionReference SetReference Sphere SizeReference SpheresReference ValueReference curve object for arrayReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference object to define the accumulated transformReference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh extension & legacy add-ons, reloading modules & meta-data (similar to restarting)Refresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion could not be drawn!Region floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative size of area to be darkenedRelative time of key over hair lengthRelative translation of area to be darkenedRelative width of each angular segment. May be used to scale textures to fit into each segmentRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload ImagesReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload preferences from the last saved stateReload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloaded {:d} image(s)Reloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.RemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemeshing with QuadriFlow...Remote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove GapsRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all attributes that match the pattern which is allowed to contain a single wildcard (*)Remove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all the strokes that were created from the fill tool as guidesRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove animation from selected strips?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter from the exporter listRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected items from the interfaceRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected particles close enough to othersRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove sparseness from a volume grid by making the active tiles into voxelsRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the item automatically when it is unlinkedRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved %d vertexRemoved %d verticesRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRemoving the bundle from the geometry can be beneficial to avoid unnecessary data copiesRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed attribute '%s' to '%s' in object '%s' on layer '%s' on frame %d!Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender Keyframes OnlyRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender Result and Viewer Nodes cannot be packedRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as circular 3D geometry, with linear interpolation between control points, for fast renderingRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender only those frames where selected objects have a key in their animation data. Only used when rendering animationRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the sequencer scene instead of the active sceneRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender the viewport for the animation range of this scene, but only render keyframes of selected objectsRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering sequence...Rendering settings for a Scene data-blockRendering viewport...Rendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.Reorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace ActionReplace AllReplace AlphaReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace a given string segment with anotherReplace active node with an empty groupReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace effect strip with another that takes the same number of inputsReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace inactive tiles with inactive nodes. Faster than tolerance-based pruning, useful for cases like narrow-band SDF grids with only inside or outside background values.Replace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the incoming geometry with the selected input geometryReplace the input image's alpha channel by the alpha input valueReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplacement ActionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResample ScaleResample the input curve before meshingReserve placeholder frames for missing frames of the image sequenceResetReset Backdrop Image ZoomReset ChildrenReset Color RampReset CurveReset NodesReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset curves and black/white pointReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of each individual child instanceReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset to the default theme if this theme is activeReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize QuadrantsResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize lattice to fit selected deformable objectsResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution must be positiveResolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PoseRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestart from start frame when Cycle Length is reachedRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a selection of boundary edgesReturns a selection of edges that make up a seam in the provided UV data. A seam is defined as a discontinuity of the data between connected face cornersReturns a selection of loose edgesReturns a selection of manifold edgesReturns a uniformly distributed random rotationReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns information about the active strip of the modifierReturns the angle between the two flanking edges of a face corner inside the faceReturns the coordinates of the pixels of an imageReturns the length of an edgeReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the position and speed of the marker at the current scene frame relative to the position of the first non-disabled marker in the trackReturns the position and speed of the marker at the current scene frame relative to the position of the marker at the current scene frame plus the user given relative frameReturns the position and speed of the marker at the current scene frame relative to the zero origin of the tracking spaceReturns the position and speed of the marker at the given absolute frameReturns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedReverses the direction of rotation inputRevertRevert back to the original screen layout, before fullscreen area overlayRevert nodes back to the default state, but keep connectionsRevert the active brush settings to the default values from the asset libraryRevert to 1st order integration when clamping would be applied. More conservative than clampingRevert to Saved PreferencesRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight singular vectorsRight-bottom corner of search area in normalized coordinates relative to marker positionRightward frame offset of the left handle from the start of the strip contentRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigifyRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip is only compatible with sync-select with vertex/edge selectionRip polygons and move the resultRip selected vertices or a selected regionRoation of the area to be darkenedRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot NodesRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRoot presetRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate copies based on the array shapeRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate instances based on the shape of the incoming geometryRotate instances based on the shape of the surface geometryRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the copies randomlyRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the instances randomlyRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation accumulated for each copyRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation mode. Only affects the way rotation is displayed, rotation itself is unaffected.Rotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound off concave internal corners in a signed distance field. Only affects areas with negative principal curvature, creating smoother transitions between surfacesRound open perimeter shapeRound presetRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundness of the segment coordinates systemsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRule used to determine which regions are inside or outsideRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun a node link-drag operation for testingRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunge-Kutta 3Runge-Kutta 4Running in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL (.stl)STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the specified number of points along each splineSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling color for paletteSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave %u modified image(s)Save & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale accumulated for each copyScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face Area MultiplierScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale elements by the same factor in every directionScale elements in a single directionScale factor applied on the automatically derived resample lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the instances on each local axisScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the contribution of direct lightingScale the contribution of indirect lightingScale the copies randomlyScale the copies randomly per axisScale the custom object by the bone lengthScale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Scale the face instance objectsScale the frame-rate from the BVH to the current scenes, otherwise each BVH frame maps directly to a Blender frameScale the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScale the instances based on the face area of the incoming geometryScale the instances down randomlyScale the instances down randomly per axisScale the instances on each local axisScale the instances randomlyScale the instances randomly per axisScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor applied on top of scene scale for adjustments to the VR view. When possible, prefer modifying the scene scale insteadScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScatter on SurfaceScatter referenced geometry on a surface meshScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' had an invalid root collection, which has not been readScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene Strip...Scene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no animation data or active actionScene has no cameraScene has no camera, unable to render preview of %s without it.Scene keying setsScene linear values in the working color spaceScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene socket of a nodeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScenes without a camera do not support previewsScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of tangential Nuke distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment WidthSegment between both keyframesSegment coordinates for texture mapping within each angular segmentSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs in specified tileSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all between clicked and active itemsSelect all bones linked by connected parent/child relationships from the current selectionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all curves in a fillSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones linked by connected parent/child relationships under the mouse cursorSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select frame containing the selected nodesSelect from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loops of connected edges from each selected edgeSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect members of the selected frameSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select rings of connected edges from each selected edgeSelect roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect shortest path between two vertices/edges/facesSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the input type for the hair tie geometry.Select the input type for the surface geometry.Select the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks by groupSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertex loop under the cursorSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices directly linked to already selected onesSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect all strokes or fillsSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected Node GroupSelected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected nodes can't be joinedSelected objects' names must use .L or .R suffixSelected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection Mode must be PointsSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection of edges that are not connected to a faceSelection of edges that are part of the boundary of a mesh surfaceSelection of edges that connect two faces of a mesh surfaceSelection of edges that signify a discontinuity of the input vectorsSelection of elements with normals matching a target direction. (The normal is evaluated on the same domain as this selection output)Selection of elements within a sphereSelection of instances to randomizeSelection of points that should be displacedSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf HitSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemi-LagrangianSemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor NoiseSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate SphericalSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparate the selected strokes from current fillSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer scene not editableSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to link toSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet 2D cursor to center view locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Current ThemeSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry BundleSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set Mix Factor to 0.0Set Mix Factor to 1.0Set NameSet Origin not supported for %s object(s)Set Origin not supported for Empty object(s)Set Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on extents of selected stripsSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a custom Constant Rate Factor (CRF).Set a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active action set-up index to {}.Set active color to all selected verticesSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet {} as activeSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Compilation MethodShader Compilation WorkersShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape defining a section of the tube, using the XY planeShape key in a shape keys data-blockShape key selection stateShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared Region PropertiesShared VertexShared animation theme propertiesShared collectionShared curve theme propertiesShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharp presetSharpenSharpen CornerSharpen MaskSharpen PeakSharpen an image by increasing contrast along edges.Sharpen effect of brushSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %.3f° %sShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Audio PitchShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift pitch using a direct ratioShift pitch using semitones and centsShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShift underlying strip content without affecting handlesShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow Available ExtensionsShow BVH NodesShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow Manage PanelShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow Numeric Input ArrowsShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow PerformanceShow Pose MarkersShow PreviewShow Principled Naming TagsShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene Strip RangeShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow Size CurveShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow Tablet Debug ValuesShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow data-blocks with dot-prefixed names in search menusShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow extensions from all repositoriesShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show pressure values when using a paint operatorShow projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow reference spheres with neutral shading that react to lighting to assist in look developmentShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active face setShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the available extensions panelShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the installed extensions panelShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow the underlying BVH nodes as differently colored facesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible area maintenance corner handlesShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSignificantly faster method that approximates tangents interpolated across face corners with matching UVs. For a value actually tangential to the surface, use the cross product with the normal.SilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimple timeline view with playback controls in the header, without channel list, side-panel, or footerSimpleDeformSimpleDeform ModifierSimpler photographic algorithm by ReinhardSimplificationSimplifySimplify Child ParticlesSimplify F-Curves and remove empty or redundant channels.Simplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulate the execution of nodes across a time spanSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates color fringing caused by lens chromatic aberrationSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulates the random pixel noise produced by a camera sensor.Simulating ocean...SimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation must not be in a loop or closureSimulation start frameSimulation will be evaluatedSimulation zone is not supportedSinSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle ScatteringSingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single scattering sky modelSingle spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Singular valuesSinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of new primitiveSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Size: {}Size: {} ({} bytes)Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d locked shape keysSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipped versioning materials of object '%s' because '%s' was already converted. Manual intervention might be required!Skipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide DirectionSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmallest to LargestSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F-ModifierSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth connected parts of a geometrySmooth curve using Gaussian smoothingSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the edges of all the face setsSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surfaceSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmoothness of the transition between dark and bright regionsSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap SideSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap scene frame to incrementsSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap strips to the current frame, using the active strip as the anchor, and the mouse cursor relative to the playhead to determine the side of the playhead to snap toSnap the handle angle to 45 degreesSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the middle of facesSnap to the nearest point on an edgeSnap to underlying strip content start and end in cases where the strip length extends beyond this range, producing holdsSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps FK limb on IK limb at current frameSnaps IK limb on FKSnaps IK limb on FK limb at current frameSobelSobol-BurleySocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket can work with different kinds of structuresSocket descriptionSocket expects a fieldSocket expects a gridSocket expects a listSocket expects a single valueSocket is drawn as interactive icon in the node editorSocket is grayed out because it has been detected to not have any effect on the outputSocket is selected in the interfaceSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoften details along axesSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving camera...Solving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Children By NameSort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort islands from largest to smallestSort islands from smallest to largestSort items alphabeticallySort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the children of each bone alphabeticallySort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound Node SocketSound Node Socket InterfaceSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound socket of a nodeSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource List Region SettingsSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library from which this archive of packed IDs was generatedSource library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the input node used by the created zoneSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the output node used by the created zoneSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the approximate number of voxels along the diagonalSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the number of copies for each curve separatelySpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which elements to use for instancing. (Floating point values result in a random selection)Specify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a color into separate channels, based on a particular color modelSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a transformation matrix into a translation vector, a rotation, and a scale vectorSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and CopySplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit concave faces by connecting vertices to make them convexSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize CenterStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStanford PLY (.ply)StarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame is larger than end frameStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStarts WithStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep RateStep Rate RenderStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop boundary selection at n-gonsStop boundary selection at vertices with more than three edgesStop boundary selection at vertices with two edges when they share a face that is not an n-gonStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Bundle ItemStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a bundle item by path and data type.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStored as single valueStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStoryboardingStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStretches image bounds to the canvas without preserving aspect ratioStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString FieldString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip needs two inputs to swapStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type is not set.Strip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_effect: invalid lengthStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke & Fill are fully transparentStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke is fully transparentStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide polygons to reach a specified pixel size on screenSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivide to reach a specified edge length in object space. This is required to use adaptive subdivision for instanced meshesSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframe offset of the sound source start expressed in secondsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubprocessSubprocessesSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps <1 means the process is not executedSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract one strip's color from anotherSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport HDR ColorSupport Uniform ScalingSupport face boundariesSupport storing custom bundles in a geometry in Geometry NodesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface PickingSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap VR navigation controls between left / right controllersSwap active strip with strip to the right or leftSwap all users of one action to a new action. This ignores the NLA and Action ConstraintsSwap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action ConstraintsSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap selected nodes with the specified node group assetSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSweep LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to erase brush for duration of strokeSwitch to mask brush for duration of strokeSwitch to smooth brush for duration of strokeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronizationSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)TIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTabulated SobolTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTake reference geometry as inputTamil - தமிழ்TangentTangent FieldTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget New Empty ObjectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget Selected BoneTarget Selected ObjectTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget direction to compare the normal toTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget has no facesTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object space edge length for adaptive subdivisionTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygon pixel size for adaptive subdivisionTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightTextWordText '%s'Text (.txt)Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText Node SocketText Node Socket InterfaceText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText socket of a nodeText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextBox HeightTextBox OverflowTextBox WidthTextBox X OffsetTextBox Y OffsetTextBoxesTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the image on the surfaceTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '%s' %s data-block is linked and not editable. Use "Make Local" to make it editable.The '%s' %s data-block is packed and not editable. Use "Make Local" to make it editable.The '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Blender version this is expected to be removedThe Blender version this was deprecatedThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Cryptomatte node in render mode is only supported for scene compositingThe Drivers/Expressions for this data-blockThe File Output node is only supported for scene compositingThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Render Layers node is only supported for scene compositingThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe Strip Info node is only supported for sequencer compositingThe UUID of the catalog shown in the browserThe UV coordinates at which to sample the texture. The Z component is assumed to contain an alpha channelThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active Vertex GroupThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object does not match the armatureThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of color noiseThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of diamond sharpeningThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of jitter to introduce while computing rays, higher jitter can be faster but can produce grainy or noisy resultsThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of sharpeningThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amount of value-based noiseThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle along the circle arc between copiesThe angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset shelf is not available in the current context (try changing the active mode or tool)The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe audio is rendered with a bitrate of 240kbit/s per channel, the maximum bitrate Vorbis supports.The audio is rendered with a bitrate of 256kbit/s per channel, the maximum bitrate Opus supports.The audio is rendered with a bitrate of 320kbit/s, the maximum bitrate MP3 supports.The audio is rendered with a bitrate of 384kbit/s, the maximum bitrate MP2 supports.The audio is rendered with a bitrate of 640kbit/s, the maximum bitrate AC3 supports.The audio is rendered with a bitrate of roughly 250kbit/s per channel, the maximum bitrate AAC supports.The axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base name of the file. Other information might be included in the final file name depending on the node optionsThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The custom range in which to create new keys. Only used when not using the scene rangeThe data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe data-block %s could not be overriddenThe data-block %s is not overridableThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe delay of the effect in secondsThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe dimensions of the image in pixels with transformations appliedThe direct children of this layer group. Ordered by stack order, meaning the first child is the bottom most child in the layer tree.The direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe directory where the image will be writtenThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance along the curve between copiesThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance in pixel to the nearest pixel at the boundary of the mask. The distance is negative inside the maskThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges of the image that intersects the outer mask will be considered edges of the outer mask. Otherwise, the outer mask will be considered open-endedThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe experimental option for this node is disabledThe extension is incompatible with this system: {:s}The extension mode applied to the X axisThe extension mode applied to the Y axisThe extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe feedback of the effectThe file extension used for saving rendersThe file handler labelThe file is not a valid Blender file.The file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe five boxing wizards jump quickly! 0123456789The foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe foreground goes over the background according to the alpha of the foregroundThe foreground goes over the background according to the alpha of the foreground but the foreground completely covers the background if it is more opaqueThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foregroundThe forward direction along the array shapeThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe grid's value at each voxelThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe input grid must have a uniform voxel scale to be advected.The inputs are invalid, or the algorithm has been improperly calledThe integer coordinates of the nearest pixel at the boundary of the maskThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe intensity of the aberration effectThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kernel is a color and each channel of the kernel will be convolved with each respective channel in the inputThe kernel is a float and will be convolved with all input channelsThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location and orientation of the Custom Shape Transform bone will be used for transform gizmos and for other transform operators in the 3D Viewport. When disabled, the 3D Viewport will still use the actual bone transform for these, even when the custom bone shape transform is overridden.The location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The new transform is valid and was successfully applied to the grid.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of elements in the listThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to average around each keyframe. Higher values allow more smoothing, but will decrease performance.The number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe original resolution of the image in pixels before any transformationsThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The pixel radius of the sharpening maskThe point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe point represents a tile (multiple voxels) rather than a single voxelThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe position the transformations pivot around, in normalized coordinates. 0 means the lower left corner and 1 means the upper right corner of the imageThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The property is deprecatedThe provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the image will be darkenedThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe replacement Action's session uid to remap all selected Action's users toThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection included %d object type(s) which do not support conversion to "%s"The selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the Gaussian distribution in frames. Lower values will increase sharpness across the Filter Width.The shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe size of the tile or voxel. For individual voxels this is 1, for tiles this represents the cubic size of the tileThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe source where the size of the mask is retrievedThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level is too largeThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe translation of this motion event. The range on each axis is [-1 to 1], before being multiplied by the sensitivity preference. This is typically scaled by the time-delta before use.The type of Gabor noise to evaluateThe type of dataThe type of data-block %s is not yet implementedThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe up direction along the array shapeThe up direction for the circle shapeThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe viewer does not work because the modifier is disabledThe viewer does not work because the node group used by the modifier has no outputThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wet/dry mix of the effectThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window has a HDR graphics buffer that wide gamut and high dynamic range colors can be written to, in extended sRGB color space.The window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme properties for common editor regionsTheme properties shared by different editorsTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for regions that are common among editorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere are no inputs.There is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThetaThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This method gives a good 2D representation of a meshThis mode is like reaching into the screen and holding the model in your hand. Push the 3D Mouse cap left, and the model moves left. Push right and the model moves rightThis mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier is activeThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis node has no input connections to swapThis node has no inputs to swapThis node should be linked to the group output nodeThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis slot is not suitable for this data-block type (%c%c)This socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThis zone defines a closure signature that should be used by other nodesThouThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTile location to select UVsTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime Remaining: {} Time Elapsed: {}Time RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since previous motion event (in seconds)Time since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime step for advection in secondsTime step range controlling the teleportation arc parabolaTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline frame of the left handle and the start frame of the stripTimeline frame of the right handle, which is the first frame where the strip no longer contributes to the outputTimeline frame where underlying strip source beginsTimeline frame where underlying strip source endsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimewarp video strips, modifying playback speedTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints highlights and shadows with separate colors.Tints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To match renders with the previous working space as closely as possible, colors in all materials, lights and geometry must be converted. Some nodes graphs cannot be converted accurately and may need manual fix-ups.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the selection modeToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether item under cursor is open or closedToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar / SidebarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop-right corner of packing boundsTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal angle used to fan out the copies in a circular arcTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTracing image...TrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform Coordinate System for Radial TilingTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PoseTransform PreviewTransform ReferenceTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the bone as if it was a child of the Custom Shape Transform bone. This can be useful when combining shape-key and armature deformations.Transform the input relative to the main geometryTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation accumulated for each copyTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTriangulation solver for filling 2D curvesTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the field is evaluated on a tile, i.e. on multiple voxels at once. If this is false, the extent is always 1True if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this item is chosen by the menu inputTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input contains the second as a substringTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTube meshTune ImageTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn AmountTurn LeftTurn PolicyTurn RightTurn SpeedTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn inactive voxels and tiles into inactive background tilesTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurn regions where all voxels have the same value and active state (within a tolerance threshold) into inactive background tilesTurn speed in degrees per secondTurn the output into a single geometry rather than instances (required by many other modifiers)TurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: BundleType: ClosureType: Geometry SetType: ListTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone QuadUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5UI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6UI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7UI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openURL: {:s}USDUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: invalid path string '%s': %sUSD Export: path '%s' is not an absolute pathUSD Export: path string '%s' is not a prim pathUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map Parameter UUV Map Parameter VUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates that map a texture along the stroke lengthUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-assign the assigned Action Slot from an Action constraint. Note that _which_ constraint should get this slot unassigned must be set in the "constraint" context pointer, using: >>> layout.context_pointer_set("constraint", constraint)Un-assign the assigned Action Slot from an ID. Note that _which_ ID should get this slot unassigned must be set in the "animated_id" context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id)Un-assign the assigned Action Slot from an NLA strip. Note that _which_ NLA strip should get this slot unassigned must be set in the "nla_strip" context pointer, using: >>> layout.context_pointer_set("nla_strip", nla_strip)Un-subdivide selected edges and facesUnable to Load FileUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to duplicate %d of the selected collections. Could not find a valid parent collection for the new duplicate, they won't be linked to any view layerUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnable to write to copy buffer on disk.Unassign the named bone from this bone collectionUnassignedUnassigned Node ToolsUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected modifier type: {:s}Unexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized file-listUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique ID for every angular segment starting at 0 and increasing counterclockwise by 1Unique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique identifier of the deviceUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique name used in the code and scripting, can be re-defined in Python sub-classes if neededUnique node identifierUnique operator identifier for the node toolUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTime Jump UnitUnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnitsRGB ColorUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked {:d} repo(s)Unlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported key: CapsLockUnsupported key: UnknownUnsupported mode: {!r}Unsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AllUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate InactiveUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate based on linked bundle signatureUpdate based on linked closure signatureUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate sockets to match what is actually usedUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade installed extensions to their latest version from remote repositoriesUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper limit of the tilt away from the +Z directionUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse Anisotropic interpolationUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Bilinear interpolationUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CUDA for GPU accelerationUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Cubic B-Spline interpolationUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HIP for GPU accelerationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse Location for Camera FixUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse Metal for GPU accelerationUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Nearest interpolationUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use OptiX for GPU accelerationUse Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Rotation for Camera FixUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale for Camera FixUse Scale:Use Scene RangeUse SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse UndoUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a blue-noise pattern for the first sample, then use Tabulated Sobol for the remaining samples, for random samplingUse a blue-noise pattern, which optimizes the frequency distribution of noise, for random samplingUse a blue-noise sampling pattern, which optimizes the frequency distribution of noise, for random sampling. For viewport rendering, optimize first sample quality for interactive previewUse a blue-noise sequence with a length rounded up to the next power of 2, for random samplingUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a circle to define the profileUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom object to define the profileUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a different format instead of the node format for this fileUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a half-circle for each capUse a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single Ngon for the capsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse axis-aligned bounding boxes for packing (fastest, least space efficient)Use back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse convex hull approximation of islands (good balance of speed and space efficiency)Use coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom objects to define the cap shapesUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse exact geometry for most efficient packing (slowest)Use existing file (instead of packed): %sUse existing materials with same name instead of creating new onesUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster approximation by blurring along the horizontal and vertical directions independentlyUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file format used before Blender 5.0. This format is more limited but it may have better compatibility with tools that don't support the new format yetUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse instances contained in the incoming geometry as base for scatteringUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy interleaved storage of views, layers and passes for compatibility with applications that do not support more efficient multi-part OpenEXR files.Use legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse on-the-fly computed Owen-scrambled Sobol for random samplingUse one transform property from target to control another (or same) property on ownerUse oneAPI for GPU accelerationUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixel size for the bufferUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre-computed tables of Owen-scrambled Sobol for random samplingUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse relative space for the input geometry so the transforms of both inputs in relation are consideredUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse smooth vertex normals instead of face normals for the result meshUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse subprocesses for compiling shadersUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the attribute value of the closest mesh elementUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the scene's denoising quality settingUse the search in Add-ons.Use the search in Extensions.Use the selected objects as the position for the selected objects to align toUse the selection (or the last stroke center in Paint modes) as the pivot point for orbitingUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the stored custom normal attribute as the final normalsUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse threads for compiling shadersUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objectsUses SLIM (Scalable Locally Injective Mapping). Minimizes distortion in areas and angles.Uses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue may be implicitly converted if the type does not matchValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: Unknown (not evaluated)Value: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:Values: NoneVanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectors to compare between connected face corners of an egde for differences. (Supports 3D vectors)VectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVelocity force controlling the teleportation arc parabola in m/sVerletVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}Versioning: Map Value node was removedVersioning: Use Nodes was removedVertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group "%s" does not existVertex Group "%s" is lockedVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the stripVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView ScaleView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit UVsView and edit images and UV MapsView and edit masksView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecXvidYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY coordinate of the voxel in index space, or the minimum Y coordinate of a tileY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Key ChannelYCbCr Limit ChannelYCbCr color spaceYUVYUV (Y - luma, U V - chroma) color spaceYUV Key ChannelYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ coordinate of the voxel in index space, or the minimum Z coordinate of a tileZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIPZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZenith - Angle from the ground planeZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom by pulling the 3D Mouse cap upwards or pushing the cap downwardsZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand ROCm HIP Runtime %s or newerand Windows driver version %s or newerannotationsarccos(A)arcsin(A)arctan(A)armaturesattributesbItascblender defaultblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrushesbytescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecos(A)cosh(A)cursorcurvescustomdbl-drag-exp(A)fBMfilesfontsfps: %.2ffps: %igimbalgizmosglTFglTF 2.0glTF 2.0 formatglTF AnimationsglTF Binary (.glb)glTF Embedded (.gltf)glTF Material VariantsglTF Separate (.gltf + .bin + textures)glTF VariantsglTFpack file pathglobalgltfpackgrease_pencilshair_curvesiScaleiTaSCin memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsoneAPIor AMD Radeon Pro %s driver or neweror AMD driver version %s or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pivot_positionpointcloudspoll failedpositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssin(A)sin(x) / xsinh(A)soundsspeakerssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} MB{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{:s} → {:s}{:s}: {:s}{} ({} on disk){} ({} packed){} Frames @ {} FPS{} does not exist{} does not seem to be part of a sequence{} seconds{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)• Windows on ARM requires driver 31.0.112.0 or higher←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-10 07:12+0000 Last-Translator: Gabriel Gazzán Language-Team: Spanish Language: es MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=2; plural=n != 1; X-Generator: Weblate 5.15.2 Panel emergente para agregar opciones adicionales que no entren en el encabezado de las opciones de la herramienta Definición de menú contextual de elementos de lista de la interfaz. Los scripts pueden agregar al inicio/final de este para agregar sus propios operadores al menú contextual. Deberán sin embargo comprobar el contexto, de manera que sus elementos sólo sean mostrados en un contexto válido y en la lista apropiada de la interfaz. Definición de menú contextual de botones de la interfaz. Los scripts pueden agregar al inicio/final de éste para agregar sus propios operadores al menú contextual. Deberán, sin embargo, comprobar el contexto, de manera que sus elementos sólo sean mostrados en un contexto válido y para los botones correctos. Filtrar por nombre %s o superior ...con influencias automáticas ...con influencias vacías ...con influencias usando envolventes - gpu-intel-nivel-cero o intel-compute-runtime versión - un cargador Level-Zero de oneAPI • "{}": (Recortada) (obsoleto) (Local) (recuperado) (rendimiento no optimizado) (Visor) (delta) (no instalado) Materiales, Atributo con nombre Atributos con nombre Preferencias Tamaño proporcional: %.2f RVA byte RVA decimal RVAα byte RVAα decimal Esténcil, Texturas (o vinculadas), UV, a lo largo del eje X de %s a lo largo del eje Y de %s a lo largo del eje Z de %s a lo largo del eje X a lo largo del eje Y bloqueando el eje X de %s bloqueando el eje Y de %s bloqueando el eje Z de %s | Ctrl - Mantener para incrementos | Objetos:%s/%s | [Ctrl] - Incrementa el activo"%s" está usando la acción "%s", que no contiene un contenedor con el identificador "%s" o "%s". Asignar manualmente el contenedor de acción correcto a "%s".La propiedad "%s" no puede ser animada"{}" atributo de la geometría"{}" de {}%d %s simetrizados%d %s simetrizados, %d fallaron%d ya simétricos, %d pares simetrizados%d ya simétricos, %d pares simetrizados, %d fallaron%d huesos alineados al hueso '%s'%d curva(s) no pudieron ser separadas%d curvas no pudieron crear segmentos%d bloques de datos pegadosSe encontraron %d duplicados en %d malla(s), la simetría podría estar incompleta%d canal(es) decimal(es)Se guardarán %d imágenes en %s%d elementos%d bibliotecas y %d bloques de datos vinculados faltantes (incluyendo %d datos de objetos), revisar los editores Info y Listado para más detalles%d bibliotecas contienen redefiniciones que necesitan ser resincronizadas (auto resincronizadas en %.0fm%.2fs), por favor comprobar el editor Info para más detalles%d más %s fila(s) necesarias para Bezier%d punto(s) más necesarios para Bezier%d nuevos niveles reconstruidos%d objetos pegados%d objetos han tenido %d claves exitosamente eliminados%d de %d canales de rotación fueron filtrados (ver la ventana Info para más detalles)%d clips del editor de video no fueron leídos debido a que se encontraban en un canal mayor que %d%d clips pegados%d influencias de vértices limitadas%d × %d%d × %d, %d × %s: %.4f ms, promedio: %.8f ms%i celdas + alta resolución en caché%i celdas en cachéLos bloques de datos %i ya no son más recursos%i bloques de datos son ahora recursos¡%i fotogramas encontrados!%i fotogramas en disco%i objetos(s) descentrado(s), %i cambiado(s):¡%i puntos encontrados!%s '%s'%s '%s' es de categoría '%s'%s '%s' se encuentra fuera de la base de datos principal y no puede ser eliminado de ella%s '%s' es demasiado largo, la longitud máxima es %d%s '%s' no debe tener ningún usuario para que pueda ser eliminado, se encontraron %d (intentar con el parámetro do_unlink=True)%s '%s' no encontrado%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' no es posible anular su registro%s '%s', bl_idname '%s' ya ha sido registrado anteriormente, anulando su anterior registro%s El caché en el objeto %s no puede ser leído debido a que usa un método de compresión antiguo. Será necesario borrarlo y volver a crearlo.%s ya está en %sEl tipo de área %s no soporta manipuladores%s contiene un sombreador de volumen de entorno que podría necesitar ser convertido a un objeto volumétrico (ver panel Volumen del Entorno)%s no pudo ser sacado del modo Edición, por lo tanto no podrá ser exportado%s fotogramas en memoria (%s)%s en %s no pudo ser sacado del modo Edición, por lo tanto no podrá ser exportado%s no es una carpeta%s no es compatible con ninguna de las opciones de 'refresco'%s no es compatible con las opciones especificadas de 'refresco'%s no es soportado para objetos '%s'%s no soportado, proporcionar un hueso, un hueso de pose o un hueso de edición%s vinculado a %s%s movidos a %s%s no encontrado%s superior '%s' de '%s' no encontrado%s%s, %s%s, caché desactualizado!%s, no exacto desde el fotograma %i%s: %.*s%s: %.*s Ubicación: %s:%d%s: %s%s: No es posible copiar %s. Las rutas de origen y destino son idénticas%s: No es posible generar una ruta de carpeta de texturas para un escenario anónimo%s: No es posible obtener una ruta resuelta para el escenario%s: No es posible abrir el recurso de destino %s para escritura%s: No es posible abrir el recurso de origen %s%s: No es posible resolver la ruta %s%s: No es posible resolver la ruta %s para escritura%s: No es posible escribir en el recurso %s: %s%s: No fue posible agregar un hueso para la articulación %s%s: No fue posible cerrar el recurso de destino %s%s: No fue posible calcular la transformación enlazada de geometría para %s%s: No fue posible copiar el archivo %s a %s%s: No fue posible crear un sombreador de USD para el mapa de UV%s: No fue posible crear un sombreador de USD para el nodo de mapeo%s: No fue posible crear carpeta de importación de texturas %s%s: No fue posible determinar el nombre de archivo relativo al paquete, en la ruta %s%s: No fue posible encontrar un superior común de transformaciones para la primitiva deformada %s y el esqueleto %s para convertirlos a un SkelRoot de USD. Esto podrá ser resuelto estableciendo una primitiva de primer nivel (raíz) en las opciones de exportación%s: No fue posible encontrar un esqueleto correspondiente al esqueleto USD %s%s: No fue posible obtener objetivos de blendshape para la primitiva %s%s: No fue posible obtener los desplazamientos para el blendshape %s%s: No fue posible obtener el stage para la primitiva %s%s: No fue posible obtener las transformaciones globales enlazadas para el esqueleto %s%s: No fue posible consultar al esqueleto %s%s: No fue posible dividir el patrón UDIM %s%s: Error al crear datos de grupo de deformación para la malla %s%s: Error al escribir en el recurso de destino %s%s: Error: No fue posible obtener el conector de entrada %s para el nodo %s%s: Falta de coincidencia de tamaño entre las influencias de articulaciones y los identificadores de elementos de articulaciones para la primitiva %s%s: Falta de coincidencia de tamaño entre las influencias de articulaciones y los identificadores de articulaciones para la primitiva %s%s: Influencias de articulaciones de tamaño inesperado para interpolación constante para la primitiva %s%s: Influencias de articulaciones de tamaño inesperado para interpolación de vértices para la primitiva %s%s: Falta de coincidencia entre la cantidad de transformaciones enlazadas y la cantidad de huesos del esqueleto %s%s: Falta coincidencia entre la cantidad de huesos y articulaciones para el esqueleto %s%s: Ningún desplazamiento para el blendshape %s%s: Buffer nulo para el recurso de origen %s%s: La cantidad de transformaciones enlazadas no coincide con la cantidad de articulaciones del esqueleto %s%s: La cantidad de blendshapes no coincide con la cantidad de objetivos de blendshape de la primitiva %s%s: La cantidad de desplazamientos es mayor que la cantidad de vértices de la malla, para el blendshape %s%s: Ruta de la carpeta de importación de texturas vacía, no fue posible importar %s%s: Falta coincidencia de tamaño entre la topología y el orden de las articulaciones para el esqueleto %s%s: El vector de ordenamiento de articulaciones de USD contiene rutas inválidas o duplicadas para el esqueleto %s%s: Tipo inesperado de interpolación de influencias de articulaciones %s para la primitiva %s%s: No se copiará el recurso de origen %s cuyo tamaño es nulo%s: No se sobrescribirá el recurso existente %s%s: no es posible asignar un ID incorporado a una propiedad de ID%s: se esperaba el tipo %s, no %s%s: se esperaba un tipo de ID, no %s%s: falla al asignar el buffer para el clip '%s'%s: falla al cargar '%s'%s: La carpeta de importación es relativa, pero la ruta del archivo .blend se encuentra vacía. Por favor guardar el archivo .blend antes de importar el archivo USD o proporcionar una ruta absoluta para la carpeta de importación. No es posible importar %s%s: dimensiones incorrectas de copia parcial '%s'%s: no se encontró una pasada Combinada en la capa de procesamiento '%s'%s_acción%s Identificador demasiado largo, la longitud máxima es %d%s Caracter inválido en la posición %d%s Debe contener 1 caracter '.'%u objetos ocultosLa capa '%s' está bloqueada'%s' no contiene '%s' con un prefijo y sufijo'%s' no contiene un sufijo alfanumérico'%s' no contiene un prefijo alfanumérico en mayúsculas'%s' la ruta indicada es inválida para este sistema operativo, creando la siguiente ruta en su lugar '%s''%s' no es una ruta de archivo válida para la biblioteca'%s' no es editable'%s' es de un tipo tal que no puede ser considerado como un recurso'%s': no es posible usar el archivo actual como una biblioteca'%s': no es una biblioteca'%s': no se ha indicado nadaLas restricciones 'CTRL:...' serán movidas al hueso de control.Las restricciones 'DEF:...' serán movidas al hueso deformante.'Integrar' sólo es válido para objetos de tipo mallaNo hay coincidencia en la cantidad de vértices de la malla original a 'Integrar''Integrar' necesita carasNodo 'Articulación', una articulación regular entre dos huesos...Nodo 'Nulo', similar a los objetos Vacíos de Blender (predefinido)Nodo 'Raíz', se supone que sea la raíz de las cadenas de huesos...Sólo es posible 'Contraer / Expandir' mallas en modo Edición'Viscosidad' dentro del objetivo de colisión'Ancho' de los rayos (especialmente útil al trazar rayos en búsqueda de vértices o bordes)¡'desde_espacio' '%s' es inválido cuando no se indica un espacio personalizado!¡'desde_espacio' '%s' es inválido cuando no se indica un hueso de pose!'show_locked_time' no es soportado por el editor '%s'¡'a_espacio' '%s' es inválido cuando no se indica un espacio personalizado!¡'a_espacio' '%s' es inválido cuando no se indica un hueso de pose!(Constante)(De)selecciona (o invierte la selección de) todos los idiomas para los operadores de actualización de los archivos de i18n(De)seleccionar todo(De)selecciona todos los puntos de controlSelecciona o deselecciona todos los nodos(De)selecciona los claves de todas las partículasSelecciona o deselecciona todos los puntos(De)selecciona todos los puntos vinculados a la curva bajo el puntero del ratón(De)selecciona todos los vértices vinculados al borde bajo el puntero del ratón(De)selecciona todos los vértices, bordes o caras(De)seleccionar todos los trazos visibles(De)selecciona los huesos bajo el puntero del ratón, vinculados jerárquicamente(De)selecciona el principio de la parte visible de cada NURBS(De)selecciona el final de la parte visible de cada NURBS(De)selecciona los puntos en los extremos de cada trazo(Obsoleto) Capa de coordenadas UV en un bloque de datos de malla(SÓLO USUARIOS EXPERIMENTADOS) Las posiciones relativas de las articulaciones a lo largo de la cadena, como porcentajes(Geometría)(InvCuadrado)(Clave) (Capa)(Lineal)(Mín+Máx)/2 * tamaño de esferas(Atajo: Mayús+W)(Aleatorio)(Radical)(Agudo)(Mayúsculas-clic y arrastrar para seleccionar múltiples)(Suavizado)(Esférico)Marca o desmarca los bordes seleccionados como rasgos de FreestyleMarca o desmarca los bordes seleccionados como una costuraMarca o desmarca los bordes seleccionados como definidosMarca o desmarca las caras seleccionadas para su exclusión de la detección de rasgos de Freestyle(No asignada)(no guardado)(Visor)(vacío)(operador no documentado)(x²+y²+z²)({:s} en el hueso {:s})* Imagen* Rutas faltantes *+ Claves no agrupados+Xde +X a -X+Y+Y hacia arribade +Y a -Y+Zde +Z a -Z, %.2f fps, %d canal(es) decimal(es), %s, Ctrl: Trazo, Mayús: Relleno, Mayús+Ctrl: Ambos, RVA byte, RVA decimal, RVAα byte, RVAα decimal, no es posible tener trayectorias de un solo fotograma, falló, no fue posible cargar, fallaron algunas acciones- usando rango de fotogramas de escena- captura de todos los objetos activa- muestreo activo-A-XEje -X-X hacia adelanteRotación -X-X hacia arriba-X manualde -X a +X-YEje -Y-Y hacia adelanteRotación -Y-Y hacia arriba-Y manualde -Y a +Y-ZEje -Z-Z hacia adelanteRotación -Z-Z hacia arriba-Z manualde -Z a +Z.blendIdentificador de la muestra desde la cual iniciar el procesamiento (comenzando desde 0)Tema 01Tema 02Tema 03Tema 04Tema 05Tema 06Tema 07Tema 08Tema 091 / Raíz cuadrada de A1 GB1 si (A == B) dentro de una tolerancia C, sino 01 si A < B sino 01 si A > B sino 01 pulgada1/1.8 pulgadas1/2.3 pulgadas1/2.5 pulgadas1/2.7 pulgadas1/3.2 pulgadasTema 10DecímetrosDecagramoDecámetrosCanales de color de 10 bitsQuintales métricosHectómetros1024 muestras1024 pxTema 1111 muestrasTema 12Canales de color de 12 bits128 MB128 pxTema 13Tema 1414:9 en 16:9Tema 15Tema 1616 MB16 muestras16 px16 bits con signoCanales de color de 16 bitsCanales de color de 16 bits. Las pasadas de datos, tales como la de Profundidad serán guardadas con una precisión completa de 32 bits.16 bits con signoVector con valores enteros, con signo, de 16 bits16384 muestras16:9×16Tema 17Tema 18180 gradosTema 19192 kHz1931 CIE XYZ estándar con punto de blanco iluminante E asumido1931 CIE XYZ con punto de blanco iluminante D65 adaptado1:11:161:21:41:8Integración semi-lagrangeana de 1er orden. Rápida pero menos precisa, apropiada para un arrastre simple×12/3 pulgadasTema 202048 muestras2048 px24 bits con signo24 bits con signo256 MB256 muestras256 px270 grados2DEntero 2D de 16 bitsVector 2D entero de 16 bitsAtributo vectorial 2D entero de 16 bitsValor de atributo de vector 2D entero de 16 bitsCursor 2DPosición de cursor 2DVector 2D enteroAtributo vectorial 2D enteroValor de atributo de vector 2D enteroCapas 2DLongitud 2DDesplazamiento 2DDesplazamiento 2D de la deformaciónRotación 2D de la deformaciónEscala 2D de la deformaciónEstabilización 2DClip con estabilización 2DTextura 2DTransformación 2DVector 2DVectores 2DValor vectorial 2D en atributo de geometríaEspaciado mínimo cuadrícula vistas 2DCoordenada 2D en X del pivot absolutoCoordenada 2D en Y del pivot absolutoPosición del cursor 2D para esta vistaAcción vectorial 2D decimal, representando una palanca o panel táctilEstabilización 2D basada en marcadores de rastreoValor 2D del atributo de una geometríaVector 2DVector 2D con valores decimalesVista 2D de la región2DIntegración de punto medio de 2do orden. Buen balance entre velocidad y precisión en la mayoría de los casos×23 vértices3 lados32 MB32 muestras32 px32 bits decimal32 bits con signoCanales de color de 32 bits32 bits decimalEntero de 32 bits32 bits con signoVector con valores enteros, con signo, de 32 bits32768 muestras3DCursor 3DCurvas 3DVector 3D decimalCampo vectorial 3D decimalVista 3D local Posición 3DMarcadores 3DModo de navegación con ratón 3DOpciones ratón 3DPosición 3DRegión 3DVectores 3DVista 3DVista 3D Opciones de sobreimpresión en la vista 3DRegión de visualización 3DOpciones de sombreado de la vista 3DEspacio vista 3DFija el centro de la vista 3D a la posicion del cursorFija el centro de la vista 3D a la posicion de este huesoFija el centro de la vista 3D a la posicion de este objetoDistancia máxima de recorte de la vista 3DDistancia mínima de recorte de la vista 3DDatos de la región de la vista 3DDatos del espacio de la vista 3DVista 3DEjes de vista 3DVector 3D dobleVector 3D de punto flotanteVector 3D enteroAcción de pose 3D, representando la posición y rotación de un controladorRegión 3D de este espacio. En caso de que el espacio contenga una vista cuádruple, será la región de la cámaraRegiones 3D (la tercera define las opciones de la vista cuádruple, la cuarta será igual a la 'region_3d')Rotación 3DVector 3DConector vectorial 3D de un nodoVector 3D con valores decimalesLa vista 3D está en el ecuadorLa vista 3D está en los polosCuadrícula volumétrica 3DCuadrículas de volumen 3DIntegración Runge-Kutta de 3er orden. Precisión más alta a un costo computacional moderadoMatriz de 3×3 del hueso4 canalesMatriz decimal de 4 por 4Sonido envolvente de 4 canales4 lados4096 muestras4096 px44,1 kHz48 kHz4:3 en 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4CIntegración Runge-Kutta de 4to orden. Método de un solo paso y la mayor precisión, aunque es el más lentoMatriz de 4 por 4 decimalMatriz de 4x4Atributo de matriz 4x4Tipo de datos de matriz de 4×4, afectan todas las transformaciones×4Matriz de 4×4 del hueso en relación al esqueletoMatriz de 4×4 de los canales de posición rotación y escala del hueso (incluyendo su animación y controladores) y el efecto de sus restricciones5 canales5 muestrasSonido envolvente de 5 canales5 lados5.1 envolventeSonido envolvente de 5.1 canales512 MB512 muestras512 px6 lados6.1 envolventeSonido envolvente de 6.1 canales64 MB64 px64 bits decimales64 bits decimalEntero de 64 bits7 lados7.1 envolventeSonido envolvente de 7.1 canales8 muestras8 px8 ladosEntero de 8 bitsEnteros de 8 bitsAtributo entero de 8 bitsValor entero de 8 bits de atributo8 bits positivosCanales de color de 8 bits8 bits positivoValor de 8 bits del atributo de una geometría8192 muestras×890 grados96 kHz:: Recorrer bordesAA * BA * B + CA + BA - BA / BUna apariencia con un contraste medioUna apariencia en blanco y negroUn dibujo hecho con Grease PencilUn fotograma clave de Grease PencilUna apariencia con un contraste altoUna apariencia con un contraste bajoUna apariencia con un contraste medio altoUna apariencia con un contraste medio bajoFalta una capa UV en la mallaUna apariencia con un contraste muy altoUna apariencia con un contraste muy bajoPose intermedia - p.ej: para definir transiciones entre las poses claveUn caché que almacena los mensajes validados, para evitar tener que volver a comprobar su ortografíaUna capa de superficie lienzoUn cent es una centésima de semitono.Ya existe una bolsa de canales para este contenedorUna rueda de Tono y Saturación, con un deslizador de LuminosidadUna rueda de Tono y Saturación, con un deslizador de ValorUna colección de curvas-f de animaciónUna colección de objetos basada en qué bordes de rasgos se encuentran seleccionadosUna colección de canales de pose, incluyendo opciones de animación de huesosUna paleta de colores definida por el usuario, en vez de usar una definida en el temaUn selector de colorNo se encontró un espacio de color, vista o pantalla, lo que probablemente signifique que la configuración de OpenColorIO usada para crear este archivo .blend no se encontróUn contenedor que referencia a una acción externaUna esquina conectada a la cara, elegida por el Identificador de ordenamientoUna esquina de la cara, elegida mediante el identificador de ordenamientoUna esquina del borde de entrada, en el orden de devanado de su cara, elegido según su identificador de ordenamientoMultiplica A por B (A × B)Una malla cúbica que encierra a la geometría originalSe creará una curva por cada ID de grupo distinto. Todos los puntos con el mismo ID formarán parte de la misma curvaCorta el extremo de cada perfil antes de la intersecciónUn corte en el extremo de cada perfil, antes de la intersecciónUna apariencia oscura potenteUn valor de bloque de datosUna descripción del recurso para ser mostrada al usuarioLa distancia entre dos puntosUna distancia entre dos puntos, específicamente representando el valor de un diámetroUna distancia en la pantallaUna distancia en pantalla, específicamente representando el valor de un diámetroMultiplica A por B (A · B)Un factor entre 0.0 y 1.0Un archivo es demasiado grande para ser empacado (>2GB).Un archivo visible en el Explorador de archivosUn fotograma clave de relleno o capturado para animar de a un fotograma, o con otro propósito, según sea necesarioUn clave generado automáticamente por una herramienta (por oposición a uno creado de forma manual)Un fotograma clave que es parte de una detención dinámicaUna capa no puede contener más de un clipUna lista de los operadores modales actualmente en ejecuciónUna lista de módulos de estilo (que serán aplicados de arriba a abajo)Margen para prevenir que los trazos finalicen abruptamente en los bordes de la imagenUn valor de masa, basada en las opciones de unidades de la escenaMalla que abarca (envuelve) a todos los vértices (mejores resultados con menos vértices)Un filtro de enfoque moderadoUn método de resolución más correcto desde el punto de vista físicoMultiplica A por un valor de escalaUn multiplicador para el intervalo de cálculo de las dinámicas (1.0 significa un fotograma = 1/25 segundos)Un multiplicador para el tamaño de las partículas secundariasUn área horizontal angosta está interfiriendo con esta operaciónUn área vertical angosta está interfiriendo con esta operaciónSe proporcionó una forma de colisión no convexa a la función, usar sólo formas de colisión convexasUna notificación referente al estado de obsolescencia del elementoUn número entre 0 (interior) y 1 (exterior) que especifica la posición relativa del grosor del trazoCierta cantidad de escalones, definidos por segmentosUn número que identifica qué subconjunto de la acción será considerado para estar en esta restricción AcciónUn número que identifica qué subconjunto de la acción será considerado para estar en este clip de ANLUn número que identifica qué subconjunto de la acción será considerado para estar en este bloque de datosUn porcentaje entre 0 y 100Un píxel será procesado o no dependiendo de si su alfa es superior a este umbralUn punto para cada vóxel o celda activa de la cuadrículaUn punto de la curva, elegido por el Identificador de ordenamientoUn punto del planoA elevado a la BA elevado a la B, pot(A,B)Se elije una regla aleatoria para cada boidUna semilla aleatoria para el efecto de ruidoSe necesitará reiniciar BlenderUn valor rotacional especificado en radianesUn identificador único dentro de la sesión para el bloque de datos, que permanecerá inalterado a través de cambios de nombre y reasignaciones internas. No será modificado cuando el archivo sea recargadoUna breve descripción del enganche USDUna breve descripción del conjunto de clavesUn contenedor único para contenido en el Editor de videoCurva individual de un bloque de datos de curvasUn valor individual decimal de punto flotanteUn valor entero individualUna herramienta de organización, con un único conector, que soporta una entrada y múltiples salidasUna tasa de bits constante (TBC) más pequeña producirá un video de mejor calidad, aunque de mayor tamaño. El rango de TBC permitidas dependerá del compresor escogido.Un cuadrado mostrando Tono y Saturación, con un deslizador de ValorUn cuadrado mostrando Tono y Valor, con un deslizador de SaturaciónUn cuadrado mostrando Saturación y Valor, con un deslizador de TonoUna forma de reposo en línea recta funciona mejor.Una cadena de texto que se muestra oculta ('********')Un valor de textoUn valor verdadero o falsoExiste un modo de edición válidoUn valor que es relativo al tamaño de la imagen y necesita ser convertido a píxelesUna referencia débil al recurso de pincel coincidente, usada por ejemplo, para restablecer el último pincel usado, al cargar el archivoAACAC3Transformación de salida ACES 1.0 para video SDR D65, limitada a una gama Rec.709ACES 1.3ACES 1.3 - HDR 1000 cd/m²ACES 1.3 - HDR 2000 cd/m²ACES 1.3 - HDR 4000 cd/m²ACES 1.3 - SDRACES 1.3 sRGBTransformación de salida ACES 2 para SDR Rec709 de 100 cd/m²ACES 2.0ACES 2.0 - HDR 1000 cd/m²ACES 2.0 - HDR 2000 cd/m²ACES 2.0 - HDR 4000 cd/m²ACES 2.0 - HDR 500 cd/m²ACES 2.0 - SDRACES 2.0 sRGBEspacio de corrección de color ACES con extremos, usando primarios AP1.Espacio de corrección de color ACES, usando primarios AP1.ACES2065-1ACESccACEScctACEScgOclusión ambientalRebotes de OARebotes de OA en procesamientoDistancia de OAFactor de OADistancia de oclusión ambiental usada para asemejarse a una iluminación global (0 para usar las opciones globales)AOVSalida a AOVNo se encontró una AOV en la capa de visualización '%s'Definida en la APIAPICAPS-CAPS-C (Canon)APS-H (Canon)Corección de color estándar ASC-CDLASCIILos arcivos FBX de tipo ASCII no están soportados %rFormato ASCIIAV1AVIAVIF (.avif)AVX2ZonaA AreaZonaA PantComZonaA CuádrupleZonaA RegiónAbjasio - Аԥсуа бызшәаAcerca deArribaEncima de seleccionadaEncima de la superficiePor sobre el umbralAbsolutoPunto 2D absolutoAlfa absolutoCoordenadas absolutasDensidad absolutaFotograma absolutoAdherencia absoluta a incrementosConjuntos de claves absolutosConjuntos de claves absolutos de esta escenaPosición absolutaModo AbsolutoDesp. absolutoTiempo absoluto de la trayectoriaLímite absoluto de resoluciónAdherencia absolutaAdherencia absoluta al tiempoRastreo absolutoLongitud absoluta a adicionar al final de cada trazoLongitud absoluta a adicionar al inicio de cada trazoEl tamaño absoluto de esferas o un factor, si no son ajustadas de forma manualDimensiones absolutas del volumen delimitador del nodoDimensiones absolutas del volumen delimitador del objeto. Advertencia: Asignarlo a él o a sus miembros varias veces consecutivas no funcionará correctamente, dado que necesita datos actualizados para evaluarAlineación absoluta a la cuadrícula al mover (basada en el punto de pivote)Ruta absoluta al archivo .blend que contiene a este recursoRuta absoluta al archivo .blend que contiene a este recurso, extendida con la ruta al recurso dentro de dicho archivoGrosor absoluto a ser aplicado a todoAlineación de tiempo absoluta al transformar clavesAbsorbe luz a medida que traspasa del volumenAbsorciónCoeficiente de absorciónCoeficientes de absorciónColor de absorciónAceleraciónEstructura de aceleraciónModo de acentuaciónAtributos con nombre accedidos:AccesibilidadAcumularAcumular campoAcumula muestras reproyectando los últimos resultados del trazadoAcumula los trazos, unos sobre otrosPrecisiónPrecisión de ataquePrecisión del efecto de desenfoquePrecisión de las posiciones de los vértices, valores menores serán más rápidos pero menos precisosPrecisoVariedad más precisa, aunque más lentaAcrílicoSeleccionar al pulsarAcciónAClip de acciónPista activaBRebaseDatos a capturarReboteIntermedioFunción integradaBezierCircularConstanteCúbicaRepeticiónEfectos de tipo dinámicoCurvatura (según intensidad)ElásticaEnvolventeExponencialExtremoGeneradoGeneradorInterpolaciónInválidoAlteraciónFotograma claveLímitesLinealMetaDetención dinámicaNuevaTipo de nuevas interpolacionesTipo de nuevos clavesRuidoObjetoSólo activoPoseCuadráticaCuarto gradoQuinto gradoSinusoidalSuavizadoSuavizado (gaussiano)Clip de sonidoInt_escalonadaInterpolación escalonadaPistaTransiciónTipoLa acción '%s' no será guardada, crear un usuario Ficticio o Escondido en la lista de ANL para poder retenerlaFundido de accionesClip de acciónRestricción AcciónEditor de accionesFotograma final de la acciónExtrapolación de acciónFiltrar accionesGrupo de la acciónGrupo de la acción al cual pertenece esta curva-fInfluencia de acciónCapa de la acciónCapas de la acciónMapas de accionesMarcadores de pose de la acciónAcciónConjunto de accionesAcción cuya activación disparará esta acción correctivaContenedor de la acciónIdentificador de contenedor de acciónContenedores de la acciónFotograma inicial de la acciónClip de acciónClips de acciónBloques de datos de acciónRegión de ejecución de acción para el primer eje de entradaRegión de ejecución de acción para el segundo eje de entradaEl grupo de la acción está expandido, excepto en el editor de curvasEl grupo de la acción está expandido en el editor de curvasEl grupo de la acción está bloqueadoEl grupo de la acción está silenciadoEl grupo de la acción está seleccionadoLa acción no contiene datos, no es posible procesar una previsualizaciónLa acción no es editableLa acción no está en la listaAcción referenciada por este clipContenedor de la acciónLos nombres públicos de contenedores de acción no pueden estar vacíosLos identificadores de contenedores de acción deben contener al menos tres caracteresAcción realizada al efectuar un trazo de pinturaAcción a aplicar al sistema de control mediante restriccionesAcción a tomar para vacíos más allá del rango de la acción activa (al evaluar con ANL)Acción a tomar para vacíos más allá de los límites del clipTipo de acciónAcción cuando se presiona la 'barra espaciadora'Acción cuando la tecla 'tilde' es presionadaAcción al arrastrar en la vista 3D usando Alt + botón central del ratónAcción al arrastrar en la vistaAcción(es)La acción+contenedor ya han sido escondidosEl mapa de acción '%s' no puede ser eliminadoLa asignación del mapa de acción '%s' no puede ser eliminada de '%s'El elemento del mapa de acción '%s' no puede ser eliminado de '%s'AccionesLas acciones de este esqueleto serán destruidas por esta nueva pose de reposo, porque las transformaciones almacenadas eran relativas a la pose de reposo anteriorEvento activación manipuladorOperador al activarActiva un recurso de pincel como herramienta actual de esculpido y pinturaActiva las acciones inmediatamenteActivar y ver nodos del mismo tipo, paso a pasoActivar o desactivar elementoActivar el elemento seleccionado en la vistaActiva el nodo Visor seleccionado en el compositor y los nodos de geometríaPermite activar algunos menús circulares al arrastrar, permitiendo la pulsación de la misma tecla para una acción secundaria. • Pulsar Tab en la vista 3D alterna el modo Edición, arrastrar para ver el menú de modos. • Pulsar Z en la vista 3D alterna la visualización de Estructura, arrastrar para ver otros modos. • Pulsar Tilde en la vista 3D para navegar en primera persona, arrastrar para ver ejes de visualizaciónActiva el modificador para ser usado como contextoActiva el modificador del clip para ser usado como contextoActiva la herramienta correspondiente en editores que soporten herramientasActiva o selecciona los archivos contenidos en el marcoEvento de activación de manipuladores que soportan movimiento mediante arrastreActivoAOV activaIdentificador de AOV activaAcción activaMapa de acción activoAcción activa de este bloque de datosComplemento activoComplemento activo en el filtro de complementos del espacio de trabajoBiblioteca de recursos activaAtributo activoIdentificador atributo activoRegla activa de boidsIdentificador de regla del boid activoIdentificador estado boid activoHueso activoMarcador activoCámara activaGrupo de canales activoEn el cursor (curva-f activa)Clip activoActivo al clonarColección activaIdentificador de exportador de colección activaIdentificador de colección activaNombre de colección activaColor activoAtributo de color activoIdentificador color activoRestricción activaIdentificador segmento activoSuperficie de pintura dinámica activa para pintarHueso editable activoEditor activoContorno del editor activoElemento activoRepositorio de extensiones activoCurva-f activaModificador activo de curvas-fLa curva-f activa no es editableConjunto de caras activoFotograma activoCapa activa de Grease PencilGrupo de capas activo de Grease PencilIdentificador de cuadrícula activaGrupo activoResaltar activoCelda de imagen activaIdentificador activoObjeto instancia activaIdentificador del objeto de la instancia activaElemento activoIdentificador elemento activoConfig de teclado activaClave activoConjunto de claves activoIdentificador del conjunto de claves activoConjunto de claves activo usado al insertar/borrar fotogramas claveIdioma activoCapa activaColección de capa activaGrupo de capas activoIdentificador de capa activaIdentificador de capa de máscara activaGrupo de luces activoIdentificador grupo luces activoConjunto de líneas activoIdentificador del conjunto de líneas activoIdentificador de elemento principal activoMarcador activoMaterial activoIdentificador del material activoEl material activo se encuentra bloqueado u ocultoModificador activoClip de película activoClip de película activo que puede ser usado por restricciones de rastreo de movimiento o como imagen de fondo de una cámaraPista activa de ANLNodo activoNota activaObjeto activoIdentificador objeto activoSólo objeto activoRestricción de objeto activaSólo activoOperador activoSalida activaIdentificador de textura activaPaleta activaColor activo de la paletaCategoría del panel activoPanel activo - ContornoSistema de partículas activoIdentificador del sistema de partículas activoObjetivo activo de las partículasIdentificador del objetivo activo de las partículasIdentificador de ruta del activoRastro plano activoPunto activoCaché de puntos activoIdentificador del caché de puntos activoPolígono activoMarcador de pose activoIdentificador del marcador de pose activoRestricción del canal activo de pose de huesosCarpeta reciente activaActivo al procesarIdentificador color activo en procesamientoVista de procesamiento activaRepositorio activoIdentificador del rastro de rotación activoEscena activaColecciones activas de escenaSección activaConjunto de selección activoRedefinición del conjunto activoCapa activaIdentificador de forma activaForma clave activaIdentificador de forma clave activaContenedor activoSuavizado trazoEspacio activoCurva activaClip activoNombre del clip activoSólo el clip activoSuperficie activaMarcador del sistema activoCarpeta del sistema activaTabla activaEtiqueta activaMarco de texto activoTextura activaIdentificador de textura activaÁrea del tema activoIdentificador de celda activaIdentificador del segmento de tiempo activoHerramienta activaOpciones de la herramienta activa y el espacio de trabajoHerramienta activaIdentificador del rastro activoUDIM activoIdentificador del mapa UV activoCapa de UV activaCapa de mapa UV activaIdentificador del mapa UV activoVértice activoIdentificador de capa de color de vértices activaCapa de color de vértices activaGrupo de vértices activoIdentificador del grupo de vértices activoEl grupo de vértices activo se encuentra bloqueadoVértice/Borde/Cara - ActivoIdentificador de vista activaCapa de visualización activaAcciones activas fusionadasBiblioteca de recursos activa a ser mostrada en la interfaz, no usada por el Explorador de recursos (que tiene su propia biblioteca de recursos activa)Atributo activoEl identificador del atributo activo o -1 cuando no hubiera ninguno activoPincel activoEl pincel activo no contiene ninguna textura para distorsionar los límites de expansiónBotón activo no es de un script, no es posible editar su fuenteNo es posible encontrar una coincidencia para el botón activoBotón activo no encontradoLa cámara activa no se encuentra en esta escenaCámara activa usada en esta vista (cuando se encuentra desbloqueada de la cámara activa de la escena)Cámara activa, usada para procesar la escenaAtributo de color activo a ser mostrado y editadoIdentificador del atributo de color activoCurva activaEl editor activo no es un editor de nodos.El editor activo debe ser un editor de nodos para que el operador pueda ser ejecutadoIdentificadores de elemento activo de la geometría editada, para la ejecución de herramientasLa cara activa debe ser un cuadriláteroNo se encuentra seleccionada una cara activaArchivo activo en el explorador de archivosEl grupo activo está bloqueado, cancelandoIdentificador de la capa activa en el vector de capas de máscaraIdentificador del elemento activo en el vector de vistas de procesamientoIdentificador del exportador activo en la listaIdentificador del segmento activo en la lista de segmentosIdentificador de la celda activa en el vector de celdasIdentificador del elemento activo en el vector de grupos de vérticesElemento activoEl elemento activo no es un panelConfiguración de teclado activa (preajuste)Colección de la capa activa en la jerarquía de esta capa de visualizaciónCapa activa de esta máscaraLa capa activa se encuentra bloqueada u ocultaLa capa activa no es editableCapa activa del archivo del cachéConjunto de líneas activo que se está mostrandoMaterial activo siendo visualizadoLa malla activa no contiene Formas claveNodo activo en este árbolEl nodo activo debe ser de tipo {:s}.El nodo activo no debe ser de tipo {:s}.El árbol de nodos activo no contiene ningún nodo.El árbol de nodos activo se encuentra vinculado desde otro archivo .blend.El objeto activo no contiene coleccionesEl objeto activo tiene un o más ejes con escala cero en sus transformacionesObjeto activo de esta capaEl objeto activo tiene una escala negativaEl objeto activo no contiene ninguna acciónEl objeto activo no contiene modificadoresEl objeto activo tiene una escala no uniformeObjeto activo en este objeto de datos de rastreoEl objeto activo no es un objeto de Grease PencilEl objeto activo no es poligonalEl objeto activo no es un Grease Pencil seleccionadoEl objeto activo no es un esqueleto seleccionadoEl objeto activo no es una curva seleccionadaEl objeto activo no es de tipo curvaEl objeto activo no es un objeto seleccionadoEl objeto activo no es una nube de puntosEl objeto activo no se encuentra animadoEl objeto activo debe ser una luzActivar evento de repetición de pulsación (al mantener la tecla presionada)Curva de pintura activaSistema de partículas activo que se está mostrandoRastro plano activo en los datos de rastreo de este objeto. Obsoleto, usar objects[nombre].plane_tracks.activeCaché de puntos activo para simulaciones dinámicasPunto activo de la capa de máscaraMarcador de pose activo para esta acciónRegión activa no definidaEl motor de procesamiento activo soporta estereoscopía esféricaContenedor de procesamiento activo de la imagenEl repositorio activo está deshabilitadoEscena activa cambiada a '%s'Escena activa a ser editada en la ventanaEscena activa a archivoContenedor activo de esta acciónCurva activa de la capa de máscaraEl clip activo no es un clip de efectoTabla activa y estado persistente de las tablas mostradas anteriormenteContenedor de la textura activa que se está mostrandoManipulador de la herramienta activaRastro activo en este objeto de datos de rastreoRastro activo en los datos de rastreo de este objeto. Obsoleto, usar objects[nombre].tracks.activeIdentificador de capa de color de vértices activaCapa de color de vértices activaEl grupo de vértices activo se encuentra bloqueadoEl espacio de trabajo y la escena seguirán a esta ventanaPantalla activa del espacio de trabajo mostrada en la ventanaEspacio de trabajo activo mostrado en la ventanaDistancia realBloque de datos real del archivo .blend (base de datos principal) que generó ese bloque evaluadoAdapta la resolución y el tamaño de la simulación al fluidoAdaptaciónAdaptativoCompilación adaptativaDominio adaptativoMuestras adaptativas mínProcesamiento adaptativoUmbral de muestreo adaptativoEspaciado adaptativoEspaciado adaptativoSubdivisión adaptativaUmbral de sub fotograma adaptativoIntervalos de tiempo adaptativosDesenfoca adaptativamente los sombreadores reflectivos, para reducir el ruido a costa de la precisiónPermite desenfocar una imagen de forma adaptativa, preservando la definición de sus bordesSubdivide adaptativamente la malla, basándose en su distancia a la cámaraAdaptabilidadAdicionarAgregar entrada a "%s"Agregar entrada a "%s" (Ctrl para agregar panel)Agregar panel a "%s"Agregar/ReemplazarAdición / SustracciónAgregar -> Esqueleto -> Rigify (metarigs).Adicionar valores de vector 3DAgrega 4 espacios al comienzo de la líneaAgregar atributoAgregar bucle limítrofeColor al adicionarAgregar atributo de colorAgregar restricciónAgregar punto de controlAgregar capa CryptoPermite agregar un modificador-f Repetición, si no existiera uno yaAgregar DEF en convergenciaAgregar claves vacíosAgrega un exportadorAgregar adicionalAgrega un modificador-f a las curvas-f activas o seleccionadasAgrega un modificador-f a los clips de ANL seleccionados/activosAgregar usuario ficticioAgregar vértice de esfumadoAgregar congeladoAgregar conexión de geometríaAgregar Cinemática inversaAgregar imagenAgregar variableAgregar entradasAgregar elementoAgregar huesos finalesAgregar repositorio localAgregar nodos de MapeoAgregar marcadorAgregar máscaraModo AdicionarAgregar modificadorAgregar modificadoresAgrega pistas de ANL encima o debajo de las pistas seleccionadasAgregar nuevo repositorio de extensionesAgregar nueva capa de Grease PencilAgrega un nuevo vértice a curva de pinturaAgregar normalAgregar salidasAgregar contenedor de pinturaAgregar textura a PrincipistaAgregar repositorio remotoAgrega nodos de redirección y los conecta a las salidas de los nodos seleccionadosAgregar redireccionesAgregar redirecciones (menú)Resolución adicionalAgregar posición de reposoAgrega una restricción de cuerpo rígido al objeto activoAgrega un entorno de simulación de cuerpos rígidos a la escena actualAdiciona el valor de Giro Final del hueso usado como Asa Inicial, al valor de Giro Inicial de este huesoAgregar huesos seleccionadosAgregar conjunto de selecciónAgrega un conjunto de selección a esta colecciónSumar sombreadoresAgregar transición de velocidadAgregar clipAgregar textura a sombreadorUmbral de adiciónAgregar celda a imagenAgregar transiciónAgregar mapa UVAdicionar las influencias del grupo de vértices B a las del grupo de vértices AAgrega un punto de referencia de RV desde la posición del visor de la sesión de RV a la lista y lo seleccionaAgregar vérticeAgregar influenciasAgregar espacio de trabajoAgrega un atributo "rest_position" que es una copia del atributo de posición antes de que las formas clave y los modificadores sean evaluadosAgrega una zona de clausuraAgregar una variable de controlador para seguir la pista de un valor de entrada usado por el controladorAgrega una zona para cada elemento de la geometría, que permite la ejecución de nodos p.ej: individualmente para cada vérticeAgrega un objeto de Grease Pencil a la escenaAgrega un nodo Entradas de grupo con sus conectores seleccionados, en el editor de nodos actualAgrega un nuevo grupo de luces a la capa de visualización actualAgrega un nodo Mezclar (RVA/Sombreador) al dibujar interactivamente líneas entre los nodosAgrega un preajuste de muestreoAgrega una AOV de sombreadoAgrega un clip y vincula las colecciones desde escena actual (copia llana)Agrega un clip y realiza una copia completa de la escena actualAgrega un preajuste de muestreo de vistaAgrega una regla al estado actual de los boidsAgrega un estado de boids al sistema de partículasAgrega un marcador para la carpeta seleccionada o activaAgrega una cámara a la escenaAgrega una casilla de verificación al panel actualmente seleccionadoAgrega un nodo de información de colección al editor de nodos actualAgrega una instancia de una colecciónAgrega un clip de efecto Mezclar colores a la línea de tiempoAgrega un nodo color al editor de nodos actualAgrega un clip de color a la línea de tiempoAgrega un desplazamiento constanteAgrega una restricción Copiar posición, con ejes Locales del propietario y su opción Desplazamiento activada. Aunque las orientaciones del propietario y del control objetivo fueran distintas, la dirección global de movimiento será la mismaAgrega una restricción Copiar posición, con ejes Locales del objetivo y su opción Desplazamiento activada. En caso de que las orientaciones del propietario y del control objetivo fueran distintas, la dirección global de movimiento cambiará de manera correspondienteAgregará una restricción para hacer que los planos acompañen el movimiento de la cámaraAgrega una restricción al hueso activoAgrega una restricción al hueso activo, con los objetos o huesos seleccionados marcados como su objetivo (si corresponde)Agrega una restricción al objeto activoAgrega una restricción al objeto activo, con los objetos o huesos seleccionados marcados como su objetivo (si correspondiera)Agregar una copia del elemento activo a la interfazAgrega una transición de tipo fundido cruzado a dos clips seleccionados con contenido de videoAgrega a la escena un objeto de curvas, conteniendo curvas aleatoriasAgrega una configuración de teclado personalizada a la lista de preajustesPermite agregar una capa de normales personalizadas, si no existiera ningunaAgrega un tema personalizado a la lista de preajustesAgrega una carpeta a ser usada por el Explorador de recursos como una fuente de recursosAgrega un conjunto de caras dentro de un rectángulo, definido con el ratónAgrega un conjunto de caras dentro de una forma, definida con el ratónAgrega un conjunto de caras a uno de los lados de una línea, definida con el ratónAgrega un filtro que permite eliminar filas de los datos mostradosAgrega pelaje a los objetos seleccionadosAgrega un clip de transición de tipo fundido cruzado gama a dos clips seleccionados con contenido de videoAgrega un clip de efecto de tipo desenfoque gaussiano a un clip seleccionado con contenido de videoAgrega un clip de efecto de tipo resplandor a un clip seleccionado con contenido de videoAgrega un grupo de nodos vacíoAgrega un archivo de imagen/película como un nodo al editor de nodos actualAgrega una jaula y la usa para deformar a los objetos seleccionadosAgrega una luz a la escenaAgrega una sonda de luzAgrega un modificador de color de línea al estilo de línea asociado al conjunto de líneas activoAgrega un conjunto de líneas a la lista de conjuntos de líneasAgrega un modificador de grosor de línea al estilo de línea asociado al conjunto de líneas activoAgrega un nodo de máscara al editor de nodos actualAgrega un clip de máscara a la línea de tiempoAgrega un nodo de material al editor de nodos actualAgrega una metabola a la escenaAgrega un modificador al clipAgrega un clip de video a la línea de tiempoAgrega un video a la línea de tiempoAgrega un clip de efecto selector multicámara a la línea de tiempoAgrega un clip de efecto de tipo multiplicar a dos clips seleccionados con contenido de videoAgrega un nuevo conjunto de claves (vacío) a la escena activaAgrega un nuevo contenedor de superficie de pintura dinámicaAgrega un nuevo grupo de capas de Grease Pencil al objeto activoAgrega una nueva capa de Grease Pencil al objeto activoAgrega una nueva pista y clip de ANL por cada ciclo o pasada hecha sobre la animación, para permitir un retoque no destructivo de la mismaAgrega una nueva pista de ANL encima de cada pista seleccionadaAgrega un nuevo clip, con una escena vacía, copiando las opciones desde la escena actualAgrega un nuevo punto de referencia de RV desde la posición de la cámara a la lista y lo seleccionaAgrega un nuevo punto de referencia de RV a la lista y lo seleccionaAgrega una nueva imagen de fondo a la cámara activaAgrega una nueva colección de huesosAgrega un nuevo hueso ubicado en el cursor 3DAgrega una nueva colección dentro de la colección seleccionadaAgrega una nueva parada de color a la rampaAgrega un nuevo punto de control (vinculado sólo al del extremo de la curva seleccionada, si existiera)Agrega un nuevo punto de control a la envolvente en el fotograma actualAgrega un nuevo objeto de curvas basado en el estado actual del sistema de partículasAgrega una nueva capa de entrada a un nodo CryptomatteAgrega un nuevo elemento a la interfazAgrega una nueva etiqueta de palabra clave al recurso activoAgrega un nuevo nivel de subdivisiónAgrega un nuevo bucle entre los ya existentesAgrega un nuevo materialAgrega un nuevo contenedor de materialAgrega un sistema de partículas de pelo (o actualiza uno existente) en el objeto de superficieAgrega un nuevo objetivo a la partículaAgrega un nuevo contenedor de procesamientoAgrega un nuevo repositorio usado para almacenar extensionesAgrega una nueva fila a la lista de referencias de colecciones de huesosPermite agregar una nueva organización de pantallaAgrega un nuevo marco de textoAgrega una nueva texturaAgrega un nuevo marcador de tiempoAgrega un nuevo grupo de vértices al objeto activoAgrega una nueva capa de visualizaciónAgrega una nueva capa de visualización con todas las colecciones deshabilitadasAgrega un nuevo espacio de trabajoAgrega un nuevo espacio de trabajo, duplicando el actual o desde la lista de espacios predefinidosAgrega una nueva escena vacía usando las opciones predefinidasAgrega una nueva escena vacía, copiando las opciones desde la escena actualAgregar un recurso de grupo de nodos al árbol de nodos activoAgregar un nodo al árbol activoAgrega al árbol activo un nodo para exportación a glTFAgrega un contenedor de pinturaAgrega un sistema de partículasAgrega un objeto de nube de puntos a la escenaPermite agregar un punto conectado al último punto seleccionadoPermite agregar una operación o efecto procedimental al objeto activoAgrega una vista de procesamientoAgrega una zona de repetición que permite ejecutar nodos un número de veces dinámicoAgrega un repositorio administrado de forma manual, que no hace referencia a un repositorio externoAgrega un repositorio que hace referencia a un repositorio remoto con soporte para el listado y actualización de extensionesAgrega un nodo de redirecciónAgrega un ribete de luz a la imagenAgrega un segmento al modificador PunteadoAgrega un segmento de tiempoAgrega un clip de color simpleAgrega un clip de texto simpleAgrega un clip de sonido a la línea de tiempoAgrega un altavoz a la escenaAgrega un clip para controlar cuándo el altavoz reproduce su pista de sonidoAgrega un clip, usando esta escena como origenAgrega un clip, usando un duplicado de este recurso de escena como origenAgrega un clip, usando una nueva escena como origenAgrega un modificador de geometría de trazo al estilo de línea asociado al conjunto de líneas activoAgrega un módulo de estilo a la lista de módulosAgrega un clip de efecto de tipo sustraer a dos clips seleccionados con contenido de videoAgrega un objetivo a la restricciónAgrega un texto a la escenaAgrega un clip de texto a la línea de tiempoAgrega una configuración de nodos de texturizado a sombreadores PrincipistasAgrega una configuración de nodos de texturizado a los sombreadores seleccionadosAgrega un clip de transición entre dos clips seleccionados adyacentesAgrega una capa de datos de forro a los vérticesAgrega un clip de efecto de tipo control de velocidad a un clip seleccionado con contenido de videoAgrega una capa de visualizaciónAgrega un efecto visual al objeto activoAgrega un objeto volumétrico a la escenaAgrega un clip de transición de tipo barrido a dos clips seleccionados con contenido de videoHace que el objeto activo sea un cuerpo rígidoPermite agregar todos los elementos del vector a un conjunto de clavesAgregar todos los objetos importados a una nueva colecciónAgrega (a la capa de visualización actual) todos los grupos de luces que se encuentren en uso en otras capas de visualizaciónAdicionar al canal alfa al pintarAgregar oclusión ambiental a las superficies difusasAgrega un clip de acción a la pista activa. (esto es, un clip de ANL que referencia a una acción)Agrega un nodo Atributo con este nombreAgrega una restricción Cinemática inversa al hueso activo. El objetivo podrá ser otro hueso u objeto seleccionadoAgrega una secuencia de imágenesAgrega un preajuste de integradorAgrega un preajuste de rendimientoAgrega un clip de efecto de tipo adicionar a dos clips seleccionados con contenido de videoAgrega un clip de capa de ajuste a la línea de tiempoPermite agregar un canal alfa a la imagenAgrega un clip de efecto de tipo Superponer con alfa a dos clips seleccionados que contengan videoAgrega un modificador de transparencia alfa al estilo de línea asociado al conjunto de líneas activoAgrega un clip de efecto de tipo alfa debajo a dos clips seleccionados con contenido de videoAgrega un esqueleto a la escenaAgrega un borde o una cara a lo seleccionadoAgrega un efecto a la línea de tiempo, usualmente se aplicado sobre clips ya existentesAgrega a la escena un objeto de curvas vacío, usando la malla seleccionada como superficieAgrega un Vacío de tipo imagen a la escena con datosAgrega un objeto vacío a la escenaAgrega un objeto vacío con un efector de dinámicas a la escenaAgrega una entrada a la listaAgrega una nueva entrada a la lista, luego del elemento activoAgrega un grupo de nodos existente al editor de nodos actualAgrega un bucle adicional de bordes para preservar la forma al aplicar un modificador Subdividir superficieAgrega una imagen o secuencia de imágenes a la línea de tiempoAgrega un nodo Importar al árbol de nodosAgrega un elemento para intercambiarAgrega una instancia de datos del objetoAgrega un nodo de información de objeto al editor de nodos actualAgrega un objeto a una nueva colecciónAgrega un objeto a una colección existenteAgrega un objeto a la escenaAgrega un desplazamiento en relación al volumen delimitador del objetoAgrega una capa de redefinición al archivoAgrega un estado de deshacer (sólo uso interno)Agrega la transformación de otro objeto al desplazamiento totalAgregar como subordinada a la colección seleccionadaAgregar un atributo a la geometríaAgrega emisión de luz de fondo. Nota: Este nodo sólo debería ser usado para el conector Superficie de un nodo de salida de EntornoAgregar vectores binormales y tangentes, que conjuntamente con el vector normal conforman el espacio tangencial (funciona correctamente con mallas que sólo contengan triángulos o cuadriláteros)Agrega desenfoque y brillo a las áreas más iluminadas de la imagenAgrega un hueso entre la o las articulaciones seleccionadas y/o el cursor 3DAgregar modificadores y restricciones de caché a los objetos importados, aun en caso de no estar animados, para que puedan ser actualizados al recargar el archivo AlembicPermite agregar una imagen de fondo a la cámaraAgrega los canales de la selección al recurso de pose. Los canales ya existentes serán actualizadosAgrega un atributo de color a la geometríaAdicionar los valores a los ya existentes en los componentesPermite agregar interactivamente una malla con forma de conoAgrega puntos de control a lo largo de un arco circular (el tipo de asa será vector cuando la curva sea de tipo Bezier)Agrega los modificadores-f copiados a las curvas-f seleccionadasAgrega los modificadores-f copiados a los clips de ANL seleccionadosAgrega las variables copiadas del controlador al controlador activoAgrega un mapeo con coordenadas UV cúbicas a la mallaPermite agregar interactivamente una malla con forma de cuboPermite agregar la propiedad activa en la interfaz al conjunto de claves actualPermite agregar interactivamente una malla con forma de cilindroAgregar capas de datos a los objetos de destino, si fuera necesarioAgrega una animación predefinida a la trayectoria, que usará la restricción si no estuviera ya animadaAgrega tensores diagonales a los cuadriláterosAgrega la contribución de la difusiónAgrega la contribución de la iluminación directaAgrega un controlador para la propiedad bajo el cursorAgrega controladores a los elementos seleccionadosAgrega cada imagen seleccionada como un clip individualAdiciona el efecto del pincelAgrega la contribución de la emisiónAgregar una imagen vacíaAgrega una ruta vacía al conjunto de claves activoAdicionar los valores de los componentes Euler entre síAgregar exportador a la lista de exportadoresPermite agregar un conjunto de características externo (sistemas de control, metarigs, plantillas de interfaz)Agregar mapa de teclado de herramientas alternativas a este tipo de manipuladorAgrega segmentos de relleno para crear la envolvente. No preservará el trazo original.Agrega fuegoAgrega fuego y humoAdicionar valores decimales de punto flotanteAgrega fluido a la simulaciónAgrega un congelado de imagenAgrega un congelado y permite moverloAgrega la contribución de los reflejosAgrega peloAgrega las imágenes como clips individuales, a menos que sus nombres de archivo coincidan con el patrón usado por Blender para secuencias numeradas, en cuyo caso serán agrupadas en una única secuencia de imágenesAgrega la contribución de la iluminación indirectaAdicionar valores enterosAgrega un elemento debajo del activoAgregará un elemento al mapa de teclado actualAgrega fotogramas clave en cada fotograma, entre los fotogramas clave seleccionadosPermite agregar destellos de lente, niebla y resplandores alrededor de las partes más luminosas de la imagenAgrega líquidoAgrega un margen a las dimensiones de la jaulaAgregará un modificador para establecer la definición de los bordes de la malla, basándose en el ángulo entre las caras adyacentesAgregar un modificador para establecer la definición de los bordes de forma automáticaAgrega un modificador con el grupo de nodos "{}" al objeto "{}"Agrega más contraste en relación al brilloAgrega un nuevo objetoAgrega un nuevo bloque de datos de anotaciónAgrega una nueva capa de anotación o nota para el bloque de datos activoAgrega una nueva curva BezierAgrega nuevos conjuntos de selección desde el portapapelesAgrega un nuevo clip con una nueva escena vacía, usando opciones predefinidasAgrega un nuevo cachéAgrega una nueva curva circularAgrega una curva de forma circularAgrega un nuevo color a la paleta activaAgrega un nuevo vértice a la curva y permite deslizarloAgrega nuevas curvas entre las ya existentes, tomando la distancia mínima en consideraciónAgrega una nueva capa de máscaraAgrega un marcador y permite moverlo sobre la películaAgrega un nuevo marcador y permite deslizarlo con el ratón hasta que se suelte el botón del mismoAgrega una nueva capa de máscaraCrea un nuevo meta-clip que incorpora a los clips seleccionados en una misma pistaAgrega un objeto para rastrearAgrega una nueva curva de pinturaAgrega una nueva paletaCrea un conjunto nuevo de opciones para el sistema de partículasAgregar nueva escena por tipoAgrega una nueva escena por tipo en el editor de video y la asigna al clip activoAgrega una nueva escena para ser usada por el editor de videoAgrega nuevos bordes definidos, eliminando los anteriormente existentesAgrega una curva de forma cuadradaAgrega un nuevo vértice y permite deslizarloAgrega un nuevo vértice de esfumado y permite deslizarloAgregar nodo a la entradaAgrega ruido a los anillosAgrega ruido a la madera estándarSuma el vector de la normal a la selecciónPermite agregar al mate un objeto o material, escogiendo un color desde la imagen en la salida EscogerAgrega una de las restricciones comunes, vinculando al control con el objetivo de la colaAgrega un ruido Perlin unidimensional a la geometría subyacente del trazoAgrega sólo a las salidas conectadasAgrega sólo a las salidas no conectadasPermite agregar o eliminar una capa de datos producidos por la pintura dinámicaAgrega o elimina un preajuste de pincel de Grease PencilAgrega o elimina un preajuste de material de Grease PencilPermite agregar o eliminar un preajuste de cámaraPermite agregar o eliminar un preajuste de color para el rastro del clipPermite agregar o eliminar un preajuste de ropaPermite agregar o eliminar un preajuste de fluidoPermite agregar o eliminar un preajuste de dinámicas de peloPermite agregar o eliminar un preajuste de color de nodoPermite agregar o eliminar un preajuste de procesamientoPermite agregar o eliminar un preajuste de área de seguridadPermite agregar o eliminar un preajuste del Editor de textoPermite agregar o eliminar un preajuste de detalles de cámara para el rastreoPermite agregar o eliminar un preajuste de opciones de rastreoPermite agregar o eliminar un preajuste de balance de blancosPermite agregar o eliminar un preajuste de trazado de rayos de EEVEEPermite agregar o eliminar un preajuste de operadorAgrega o elimina comentariosPermite agregar o eliminar fluido de un dominioAdiciona la posición original a la posición copiadaAgregar redefiniciones para todos los elementos del vectorColoca los trazos pegados detrás de los ya existentesAgrega una ruta a excluir de la ejecución automáticaAgregar puntos en nuevo segmento para mantener la misma densidadAgrega un ruido pseudo aleatorio a las curvas-fAgrega un desplazamiento aleatorio a las posiciones de la cuadrículaSuma las formas, en vez de fundirlasAgrega redirecciones a las salidasAgrega un fotograma clave de retemporizaciónAgrega una reglaAgrega segmentos para crear la envolvente. Preservará el trazo original.Agrega las curvas-f seleccionadas a un nuevo grupoAgrega los huesos seleccionados al conjunto de selecciónAgrega los huesos seleccionados a la colección de huesos escogidaAgrega los elementos seleccionados (filas azul-gris) al conjunto de claves activoAgrega los objetos seleccionados a una simulación de cuerpos rígidosAgrega los objetos seleccionados a una de las colecciones de las cuales el objeto activo forma parte. Opcionalmente será posible agregarlos a "Todas las colecciones", para asegurarse de que los objetos seleccionados sean incluidos en todas las mismas colecciones que el objeto activoAgrega los rastros seleccionados a la estabilización 2D de rotaciónAgrega los rastros seleccionados a la estabilización 2D de traslaciónPermite agregar una forma clave al objetoAgrega nodos de entrada y salida de simulación al árbol de nodos activoAgrega un desplazamiento sinusoidal a la geometría subyacente del trazoAgrega humoAgrega una transición suave entre 2 segmentos retemporizadosPermite agregar una transición suave entre 2 segmentos retemporizados y cambiar su duraciónAgrega un cierto desplazamiento y ganancia a las influencias del grupo de vértices activoAdicionar el valor de origen al del destino, usando el umbral indicado como factor de mezclaAgrega un ruido espacial a la geometría subyacente del trazoPermite agregar interactivamente una malla con forma de esferaSe agregarán clips a los canales silenciados o bloqueados, al agregar clips de películaAgrega una posición objetivo a las coordenadas UVAgrega restricciones temporales de cinemática inversa al arrastrar huesos en modo PoseAgrega las rutas de datos a la propiedad de marcado de bordes de Freestyle de los bordes seleccionados al conjunto de claves activoAgrega las rutas de datos a la propiedad Caras marcadas de Freestyle de los polígonos seleccionados al conjunto de claves activoAgrega la colección arrastrada a la escenaAgrega la colección soltada como una instanciaAgrega la extensión del formato de archivo al nombre del archivo procesado (p.ej: nombre + .jpg)Adiciona el radio del punto del bisel al radio de afinadoAdiciona entre sí los valores de un campo evaluado y devuelve el total para cada elementoAgrega las posiciones de los vértices de los objetos seleccionados como Formas clave o actualiza las ya existentes cuyos nombres coincidanAgrega esto al fotograma inicialAgregar al inicioAgregar al finalAgregar a la paletaAgregar a un menú contextual definido por el usuario (almacenado en las preferencias del usuario)Agrega a todas las salidasAgregar a colección de vinculaciónAgregar a colección de vinculación después de {}Agregar a colección de vinculación antes de {}Adiciona los canales de color de dos videosAgrega un efecto de translucidez por debajo de la superficie (obsoleto)Agrega la contribución de la transmisiónPermite sumar dos sombreadoresAgrega un ruido Perlin bidimensional a la geometría subyacente del trazoAgrega desplazamientos bidimensionales a la geometría subyacente del trazoAgrega un vértice a la curva activaAgrega un vértice de esfumadoAgrega los vértices de los grupos que tengan influencia cero, antes de invertirlosAgrega al grupo de vértices aquellos vértices con influencia superior al umbralAgregar datos de influencia a nuevos trazosPermite agregar una propiedad personalizada al bloque de datosComplemento¡El complemento "{:s}" ya se encuentra instalado!¡Complemento '{}' no encontrado!Configuración de teclado del complementoPreferencias de complementosEtiquetas de complementosEl complemento ya no es válidoNo fue posible encontrar la ruta del complemento {!r}Complemento a procesarComplementosFiltro de complementosOpciones de complementosAlgunos complementos que anteriormente venían incluidos con Blender se encuentran actualmente disponibles desde el sitio extensions.blender.org.Complementos:Agregar/Editar controladorAgregar / ReemplazarSe agregaron %s "%s"Se agregó una animación de fundido a {:d} {:s}Longitud a adicionar al final de cada trazo, en relación a su longitud originalLongitud a adicionar al inicio de cada trazo, en relación a su longitud originalAgregado mediante una redefiniciónSe agregaron {:d} planos con imágenesSumandoAgregar grupos de nodos no es soportado en árboles de nodos personalizados (definidos mediante Python)Celdas adicionalesSubdivisión adicionalColor adicional usado para teñir el peloDatos adicionales de un bloque de datos de recursoDatos adicionales almacenados en un bloque de datos de recursoGuardará datos adicionales para que las tareas de captura puedan ser reanudadas luego de haber sido pausadas. Dado que se escribirán más datos en el disco, se recomienda evitar la activación de esta opción al realizar capturas a altas resoluciones.Distancia alrededor de la superficie de la malla para considerar como efectorCodificación gama adicional posterior a la transformación de visualización, para una salida con un gama personalizadoInformación adicional acerca del recursoVelocidad inicial adicional en las direcciones X, Y y Z (agregada a la velocidad original)Enmascaramiento adicional aplicado después de la distribución inicial de instanciasMalla objetivo adicional a la cual contraerDesplazamiento adicional de las UV de rellenoRutas adicionales a agregar al sys.path (separadas por ';')Opciones adicionales de posprocesamiento para nuevos trazosRotación adicional aplicada a los puntos y cuadrados de trazosRotación adicional aplicada a la textura de los puntos y cuadrados del trazo. Sólo se aplica en el estilo Textura.Rotación adicional de las UV de rellenoMultiplicador adicional de escala a ser aplicado a la escala base para determinar la escala del visorEscala adicional de las UV de rellenoSubdivisión adicional a lo largo de las curvasTransformación adicional aplicada con fines artísticos, antes de la transformación de visualización finalVorticidad adicional de las llamasAditivoRedefinición aditivaEtiquetas de complementosAgrega un tinte a la capa de barniz, modelando la absorción de la misma. La saturación aumentará en ángulos llanos, a medida que la luz atraviesa el medio (dependiendo del IR del barniz)Permite agregar un movimiento ondulante a la geometría de un objetoAgrega una nueva celda a la imagenAgrega o actualiza una animación de fundido para clips de imagen o sonidoCaras adyacentesAdyacente deseleccionadoAjustarAjustar última operaciónAjustar LongitudAjustar velocidad de reproducciónIntensidad según espaciadoAjusta el espacio de texturizado del objeto automáticamente cuando el objeto sea transformadoPermite ajustar valores usando el ratónPermite ajustar el brillo y el contrastePermite ajustar el brillo, usando un parámetro de exposición de la cámaraPermite ajustar colores y valoresAjustar la intensidad del color de los trazosPermite editar sobre la superficie final, en vez de la originalAjusta la intensidad de la fuerza basándose en la densidad del humoPermite ajustar el tono, la saturación y el valor de la imagen, mediante respectivas curvasAjusta la influencia que los objetos pincel tienen sobre esta superficieAjusta la velocidad de reproducción original, para que su duración se ajuste a la longitud del clipAjusta la duración de los clips a la duración originalPermite ajustar los niveles de los colores de los vérticesAjusta el plano en el que actúa el pincel, hacia la superficie del objeto o en sentido contrarioAjusta el radio de proximidad de los pinceles o partículas para esta superficieAjusta la velocidad de la simulaciónAjusta la dirección del rebanado a la dirección de visualizaciónAjusta el grosor de los trazosPermite ajustar el umbral de ángulo para mostrar los bordes (1.0 para mostrar todos)Ajusta el brillo de la texturaPermite ajustar el color de una imagen, de forma independiente en varios rangos tonales (luces, medios tonos y sombras)Ajusta el contraste de la texturaPermite ajustar la diferencia de luminosidad entre píxelesAjusta la probabilidad del guiado basándose en la rugosidad de los componentes del materialPermite ajustar la intensidad del color de origenPermite ajustar el grosor de línea de las formas personalizadasPermite ajustar la posición de la forma personalizadaPermite ajustar la luminosidad de los coloresAjustar la distancia de desplazamiento para mantener una distancia perpendicular a los bordes homogéneaPermite introducir un desplazamiento del efecto hacia el inicio o final del peloPermite ajustar la rotación de la forma personalizadaAjusta la saturación de colores en la texturaAjusta la forma de los extremos para que continúe el cambio en el radio hacia las puntas de la curvaPermite ajustar el tamaño de la forma personalizadaAjustar el grosor de los trazosPermite ajustar la temporización de los fotogramas clavePermite ajustar los valores TSV de los vérticesPermite ajustar los valores de tono, saturación y valor del color del vérticePermite ajustar el brillo/contraste del color de los vérticesCapa de ajusteAjuste al índice de refracción (IR) para aumentar o disminuir la intensidad de la especularidad (0.5 significa ausencia de ajuste, 0 eliminará todas las reflexiones, 1 las duplicará en su punto de incidencia normal)AjustesAjustar el suavizado de la respuesta a valores de presión de baja intensidad usando una curva de gamaPermite ajustar el brillo del resplandorPermite ajustar la saturación del resplandorAjusta la temporización permitiendo desplazar, escalar y adherir los fotogramas de la escenaAvanzadoCodificación avanzada de audioFiltro avanzadoPermite la edición avanzada de geometría y la creación de herramientas mediante el uso de nodosModo avanzado para usar módulos de estilo escritos en PythonOperación avanzada sobre una redefinición de biblioteca, para intentar reparar jerarquías dañadasArrastrar cuadrículaAeroAerodinámicaTipo de aerodinamiaAerosolesAfectarAfectar alfaAfectar secundariasAfectar al manipuladorAfectar sóloAfectar posiciónAfectar intensidadAfectar intensidad del trazoAfectar grosor del trazoAfectar grosorAfectar transformacionesAfectar UVAfectar visibilidadAfectar la capa de datos activa de todos los destinatariosAfectar a todos los objetos seleccionados, en vez de sólo al objeto activoAfecta a todos los vértices (puede agregar algo al grupo de vértices A)Afectar bordes o vérticesAfectar sólo a bordesAfecta solamente a las caras enfrentadas a la vistaAfectar sólo a los trazos bajo el punteroAfectar sólo a la capa activaAfectar sólo al material activoAfectar sólo a los elementos topológicamente conectadosAfectar sólo a vérticesAfectar sólo a los vértices conectados al vértice activo bajo el pincelAfectar sólo vértices que compartan un conjunto de caras con el vértice activoAfectar sólo a los vértices con una normal que apunte hacia la vistaAfectar sólo a los vértices con una normal similar a la existente donde comienza el trazoAfecta la rotación dinámica de las partículasAfecta la posición de las partículasAfecta a los mechones de las secundariasAfecta a la longitud del pelo secundarioAfecta la amplitud de rizado de las secundariasAfecta la frecuencia de rizado de las secundariasAfecta al desorden de las secundariasAfecta a la torsión de las secundariasAfecta a la densidad de las partículasAfecta al tiempo de emisión de las partículasAfecta al tiempo de vida de las partículasAfecta a los campos de fuerza de la partículaAfecta a la gravedad de la partículaAfecta a la velocidad inicial de la partículaAfecta al tamaño de la partículaAfecta a la amortiguación de la velocidad de la partículaAfecta el valor de los claves de forma lineal, manteniendo la misma relación entre ellos, usando el clave de la izquierda o la derecha como referenciaAfectar rastros con un rastreo de longitud menor que la cantidad especificada de fotogramasAfectar rastros que presenten un mayor error de reproyecciónAfecta a los vértices del grupo de vértices AAfecta a los vértices del grupo de vértices B (puede agregar algunos al grupo A)Afecta a los vértices en al menos uno de los dos grupos de vértices (puede agregar alguno al grupo A)Afecta a los vértices en ambos gruposAltura afectable del pincel (esto es, la altura de la capa para la herramienta de capa)AfectadasAcciones afectadasHuesos afectadosAfínDespuésColor posterioresDespués del actualDespués del fotograma actualRepeticiones finalesModo finalDespués de la originalDespués de la original (alineada)Después de la original (completa)Después de la original (canales divididos)Luego de capturar las curvas, permite eliminar los claves redundantesLuego de cargarse, elimina todo excepto las escenas, ventanas y espacios de trabajo. Esto hace posible cargar el archivo de inicio con su configuración de escena y organización de ventanas intactas, pero sin objetos, materiales, animaciones, ...Luego de eliminar el clip, borra también los datos asociadosLuego de alcanzar esta cantidad de rebotes de luz, usar una aproximación de la iluminación global. 0 deshabilita esta característicaAgXAgX - HDR 1000 cd/m²AgX - SDRCodificación de imagen básica de AgX para un dispositivo sRGBAgX Base sRGBAgX logarítmicaEdadEdad: {:s}AgresividadSimplificación agresiva de mallasSimplifica de forma agresiva hasta la tasa objetivo, sin importar la calidadApunta el objeto restringido hacia el objetivoAireAmortiguación del aireResistencia del aireEspacio personal aéreoViscosidad del aireEl aire tiene normalmente cierta densidad que enlentece a los elementos que caenAlbedoAlbedo y normalPasada de albedo usada por el reductor de ruidosExportación a Alembic: No es posible encontrar la colección '%s'Algoritmo a ser usado para extender el resultado de la capturaAlgoritmo a ser usado para generar la envolventeAlgoritmo usado para la distensión de UVAlgoritmo usado para calcular la distancia de puntos de muestreo con el fin de caracterizar los puntosAlgoritmo usado para calcular las dinámicas, desde el más rápido al más estable y preciso: Punto medio, Euler, Verlet, RK4Método usado para calcular las asas automáticasAlinearAlinea 'n' huesos a lo largo de una curvaAlinear a activoAlinear automáticamenteAlinear eje a la normalAlinea las asas Bezier para crear arcos circulares en cada punto de controlAlinear finalAlinear euler a vectorAsa - AlineadaAsa - Alineada seleccionadaAlinear asasAlinear horizontalmenteModo de alineaciónAlinear nodosAlinear objeto aAlinear rotaciónAlinear rotación al objetivoAlinear rotación a vectorAlinear inicioAlinear aAlinear las islas UV sobre el eje XAlinear las islas UV sobre el eje YAlinear los vértices UV a lo largo de la línea definida por los extremosAlinea los vértices UV en una línea horizontalAlinea los vértices UV en una línea verticalAlinea los vértices UV, moviéndolos horizontalmente hacia la línea definida por los extremosAlinea los vértices UV, moviéndolos verticalmente hacia la línea definida por los extremosAlinear UV a lo largo de la posición máximaAlinear UV a lo largo de la posición mediaAlinear UV a lo largo de la posición mínimaAlinear verticalmenteAlinear vistaAlinear vista al activoAlineación XAlineación YAlinear de acuerdo a la tranformación del objetoAlinea el paquete al eje XAlinea el paquete al eje YPermite alinear la cadena de huesos a lo largo de una curva (sólo para huesos)Alinea cada eje del manipulador al eje de rotación Euler correspondienteAlinear desde todos los bordesAlinea los claves para formar una curva de partida o llegada suaveAlinear nuevos objetos a la rotación del cursor 3DAlinear nuevos objetos a la orientación de la vista 3D activaAlinear nuevos objetos al sistema de coordenadas globalesAlinear objetosAlínea la dirección de desplazamiento a las normalesAlínear la rotación con la del objetivo de adherenciaAlínea los huesos seleccionados al hueso activo (o a su superior)Alinea los nodos seleccionados en un patrón de cuadrículaAlinear los trazos a la orientación actual del cursor 3DProyectar los trazos en el plano de la vista actualAlinea el texto hacia abajoAlinea el texto hacia la línea base inferiorAlinea el texto a la izquierdaAlinea el texto al centroAlinea el texto a la derechaAlinea el texto hacia arribaAlinea el texto hacia la línea base superiorAlinea la rotación de la isla UVAlinear el eje X con el vectorAlinear el eje Y con el vectorAlinear el eje Z con el vectorAlinea la curva a la normal de la superficie (requiere una guía como referencia)Alinea las curvas interpoladas a la normal de la superficieAlinear las islas al centro de la mayor islaAlinear las islas al mayor lado de la islaAlinear las islas al mínimo de la islaAlínea el nuevo objeto a la vistaAlinea el nuevo objeto al espacio globalAlinea el eje especificado a la normal de la superficieAlinea la estrella en forma diagonalAlinea los ejes del manipulador a la normal promedio de los elementos seleccionados (eje Y del hueso en modo Pose)Alinea los ejes del manipulador al cursor 3DAlinea los ejes de transformación al sistema de coordenadas del objeto superior al actualAlinea los ejes del manipulador al sistema de coordenadas local del objeto seleccionadoAlinea los ejes del manipulador a la vistaAlinea los ejes del manipulador al sistema de coordenadas globalAlinear a eje de la geometríaAlinear a normalAlinear a objetoAlinear a normal de superficieAlinear a normal de vérticesAlinear a ejeAlínea al eje del objeto activoAlinea a izquierda y derechaAlinea a izquierda y derecha, con espaciado equidistante entre caracteresAlinea la geometría de recorte de manera ortogonal para obtener una forma con ángulos de 90 gradosAlinea la geometría de recorte con la perspectiva de la vista actual para obtener una forma afinadaAlinear con normal del puntoAlineadaEje alineadoAsas libres alineadasAlineada únicaSe alineó el hueso '%s' a su superiorAlineaciónEje de alineaciónAlineación XAlineación de la región dentro del áreaAlínea el punto opuesto del asa durante las transformacionesAlinea los vértices UV seleccionados sobre una líneaVivasEstado vivoTodoTodos los %d canales de rotación fueron filtradosTodas las vistas 3DTodas las superioresTodos los claves de acciónTodas las accionesTodos los fotogramas activosTodos los complementosTodos los complementos instalados por el usuarioTodas las inferioresTodos los límitesTodos los canalesTodas las curvasTodos los personalizadosTodos los bloques de datosTodos los bordesTodas las extensiones al día {:s}Todas las carasTodas las ramificacionesTodos los fotogramasTodos los huecosTodos los tipos de geometríaTodos los gruposTodo el peloTodos los elementosTodos los conjuntos de clavesTodos los conjuntos de claves disponibles para ser usados (los conjuntos de claves predefinidos y absolutos de esta escena)Mapa de teclado completoTodos los clavesTodas las capasTodas las bibliotecasTodas las sondas de luzTodos los objetos de arte lineal se encuentran ahora libres de capturasTodas las líneasTratar datos vinculados como directosTodo localTodos los mensajesOrigen de todos los objetosTodos los objetosTodosTodas las propiedadesTodo propósitoTodas las regionesTodos los repositoriosTodos los tipos de sombreadoTodos los clipsTodas las transformacionesTodas las transformaciones a relativasTodos los tiposTodas las celdas UDIMTodas las capas de UVTodas las UVTodos los no bloqueadosTodos los grupos de vérticesTodos los grupos de vértices asignados a huesos deformantesTodos los grupos de vértices asignados a la selecciónTodos los vérticesTodas las capas de visualizaciónTodos los volúmenesTodos los conjuntos de claves disponiblesTodos los ejes serán afectadosTodas las colecciones de huesos se encuentran en usoTodos los huesos afectados por el conjunto de claves activoTodas las restricciones son movidas al hueso de control.Todas las esquinas más agudas que el ángulo de corte del inglete serán cortadas en forma planaTodas las curvas en el bloque de datosTodos los datos han sido importados y se encuentran disponibles en la lista de "import_items"Influencia de todos los efectoresTodos los bloques de datos evaluadosTodos usando objetivoTodos los grupos de geometría como instancias separadasTodos los grupos se encuentran bloqueadosTodas las capas por encima de la capa activaTodas las capas por debajo de la capa activaTodos los modificadoresTodos los enégonos con cuatro o más vértices serán triangulados. Las mallas de la escena no serán afectadas. Su comportamiento es similar al del modificador Triangular, usando el método de enégonos: "Cosmético", método de cuadriláteros: "Diagonal más corta", y mínimo de vértices: 4Todas las instancias del objeto a ser mostradas en las vistas o el procesamiento (Advertencia: Sólo usar esto como iterador, nunca como una secuencia, y no mantener ninguna referencia a sus elementos)Todos los objetos de la escenaTodos los tipos posibles de fundido, operaciones booleanas y matemáticasTodas las propiedades, incluyendo a las transformaciones, la forma de los huesos flexibles y las propiedades personalizadasTodas las capas de procesamiento están deshabilitadasTodas las reglas son promediadasTodos los huesos seleccionados ya formaban parte de esta colecciónTodos los vértices del forroTodos los clips del mismo tipo básico (gráfico o sonido)Todos los clips, incluyendo de forma recursiva a aquellos dentro de meta-clipsTodos los trazos finalizarán al mismo tiempo (los trazos cortos comenzarán después)Todos los trazos comenzarán al mismo tiempo (los trazos cortos finalizarán antes)Todas las acciones actualmente asignadas serán fusionadas en una única animación glTFTodos los objetos en esta capaTodos los objetos seleccionados de esta capaPermite al archivo .blend ejecutar scripts automáticamente (valor predefinido disponible en las Preferencias de usuario)Permite que Blender acceda a internet. Los complementos que se rijan por esta opción sólo podrán conectarse a internet cuando se encuentre activa. Sin embargo, Blender no puede evitar que complementos de terceros violen esta regla.Permitir que Blender compruebe si existen actualizaciones al inicioPermitir escalarPermitir ejecuciónPermitir volarPermitir transitarPermitir fotogramas negativosPermitir acceso en líneaPermitir superposiciónPermitir tipos de superposiciónPermitir que las primitivas USD se fundan con la transformación de su superior, cuando sea el único elemento subordinado de la jerarquíaPermitir UnicodePermite que los cascos de RV afecten la posición en el espacio virtual, además de la rotaciónPermite usar una posición y rotación definida manualmente como pose base de la vista de RVPermite que un borde tenga varios tipos de superposición. Esto creará un trazo independiente para cada tipo de superposición.Permite que otro operador pueda actuar sobre las asas de un clipPermite que cualquier archivo .blend ejecute scripts automáticamente (es inseguro usarlo con archivos .blend de orígenes no confiables)Permite que los boids escalen hacia sus objetivosPermite que los boids se muevan en el airePermite que los boids se muevan en tierraPermite mostrar bordes plegados sobre superficies suavesPermite mostrar los bordes definidos como plegadosPermite la desviación para obtener una línea más suave y menos precisaPermite que la selección del anillo de bordes atraviese enégonos con una cantidad par de ladosPermite mostrar adecuadamente varios bordes en la misma ubicación (p.ej: producto de la división de bordes). Puede ser más lento.Permite editar la curva en el eje Z, también permite usar la inclinación y el radio de la curvaPermite la edición de trazos aún en caso de que usen materiales bloqueadosPermitir la exportación de las influencias de vértices de todos los huesos. Es posible que los modelos se muestren de forma incorrecta en muchos visualizadoresPermite usar imágenes o películas comom texturasPermitir formato glTF incorporadoPermitir acceso a través de internet. Blender podrá acceder a repositorios de extensiones que hubieran sido configurados previamente. Los complementos de terceros que hubieran sido instalados podrán acceder a internet para cumplir sus propias funcionesPermite interpolar las posiciones de los vérticesPermite que las líneas generadas por el plano de limitación cercana/lejana sean mostradasPermitir que los bordes sueltos se encadenen entre síPermite que los objetos sean descartados basándose en el encuadre de la cámaraPermite que los objetos sean descartados basándose en la distancia desde la cámaraMostrar arte lineal a partir de objetos de partículas e instancias en vértices o carasPermite que los puntos o curvas sean seleccionados parcialmentePermite que el cuerpo rígido sea controlado manualmente por el sistema de animaciónPermite el estiramiento del hueso durante el cálculo de cinemática inversaPermitir escalar los huesos de control de la curva para afectar el grosor mediante el radio de la curvaPermite seleccionar todos los claves de una curva seleccionando la curva-f calculadaPermite seleccionar todos los claves de una curva seleccionando la propia curvaPermitir la selección de objetos de Grease PencilPermitir la selección de esqueletosPermitir la selección de cámarasPermitir la selección de curvasPermitir la selección de objetos vacíosPermitir la selección de curvas de peloPermitir la selección de jaulasPermitir la selección de sondas de luzPermitir la selección de lucesPermitir la selección de mallasPermitir la selección de metabolasPermitir la selección de nubes de puntosPermitir la selección de altavocesPermitir la selección de superficiesPermitir la selección de textoPermitir la selección de volúmenesPermitir intersección propia en los operandosPermitir intercambiar el superior del control principal o maestroPermite que el origen de rastreo de RV sea definido independientemente de la posición del cascoPermite que se use la posición inicial del ratónPermite que la ruta contenga fichas de sustituciónPermite que la propiedad sea redefinida, cuando el bloque de datos se encuentre vinculado desde una bibliotecaPermite el uso de colores para indicar si una propiedad está animada o restringidaPermite asignar un grosor de forma asimétricaPermite que este objeto y sus duplicadores sean descartados usando el espacio de la cámaraPermite que este objeto y sus duplicadores sean descartados usando la distancia desde la cámaraPermitir que los vértices se muevan en la dirección negativa del ejePermitir que los vértices se muevan en la dirección positiva del ejePermite posicionar cuidadosamente un punto individualPermite transparencias coloreadas, incompatible con pasadas de procesamiento y trazado de rayos. También conocido como procesamiento directo.Permite transparencias coloreadas, incompatible con pasadas de procesamiento y trazado de rayos. También conocido como procesamiento directo.Permite transparencias en escala de gris mediante un patrón tramado, compatible con pasadas de procesamiento y trazado de rayos. También conocido como procesamiento diferido.Permite transparencias en escala de gris mediante un patrón tramado, compatible con pasadas de procesamiento y trazado de rayos. También conocido como procesamiento diferido.Permite administrar en forma directa las traducciones de la interfaz de usuario desde el propio Blender (actualiza los archivos .po principales, las traducciones de scripts, etc.)A lo largo de la normalAlinear a normalesA lo largo del trazoAlfaCanal alfaConvertir alfaRecortar alfaCalcomanías alfaFactor de alfaFactor de alfaModo del alfaModificadores de alfaSuperponer con alfaNodo Superponer con alfaSuperponer con alfaUmbral alfaTransparencia alfaAlfa debajoNo fue posible eliminar el modificador de alfa '%s'Modificador de alfaModificadores de alfa para cambiar el alfa de las líneasTransparencia alfa basada en ruido fractalTransparencia alfa basada en el ángulo entre dos caras adyacentesTransparencia alfa basada en la dirección del trazoTransparencia alfa basada en la curvatura radial de la superficie de la malla 3DAlfa:Ordena bloques de datos de forma alfabética - principalmente objetos de la escena (deshabilitar para aumentar la velocidad de la escena)Ya hay un punto de control en el fotograma %.6fAfectar también a la visibilidadTambién borrar capas de datos del destinatario, si fuera necesario, para que haya una coincidencia exacta con las del origenTambién deseleccionar caras que únicamente se toquen en una esquinaImportar también materiales que no son usados por ninguna geometría. Nótese que cuando esta opción esté deshabilitada, los materiales referenciados por alguna geometría aún serán importadosTambién seleccionar caras que únicamente se toquen en una esquinaAltAlt para solicitar herramientaAcceder a cursor con AltAcción con Alt botón centralAcceder a herramienta con AltTecla Alt presionadaTecla Alt presionada, -1 para cualquier estadoAcción arrastre Alt-botón centralAltIzqAltDerPermite alterar la longitud de los tensores para contraerlos o expandirlos (expresado como %). 0 para deshabilitarFilas alternasAcceso alternativo al comando 'Borrar clave' para su uso en mapas de tecladoAcceso alternativo al comando 'Insertar clave' para su uso en mapas de tecladoAlternancia entre una reproducción normal e inversa del rango de fotogramas claveAlterna entre interior y exterior, basándose en la cantidad de crucesRuta alternativa para scripts, debe coincidir con la estructura predefinida con sub carpetas: startup, add-ons, modules y presets. (requiere reiniciar)Acceso alternativo a la posición/rotación/escala relativa al hueso superior y de reposo propioFotograma final alternativo para la reproducción en la interfazFotograma inicial alternativo para la reproducción en la interfazAlternativamente, descargar la extensión para Instalar desde el disco.AltitudSiempreSiempre agregar lector de cachéSiempre muestrear animacionesSiempre mostrar menúSiempre escalonarSiempre agregar un fotograma clave al inicio y final de las acciones de los canales animadosSiempre ajustar el valor a un mínimo de 1, cuando el 'valor' no sea 1.0Siempre cambiar de solapa al hacer clic sobre un ícono en el ListadoSiempre colapsar los nuevos nodos MezclarSiempre confirmar la operación al soltar el botónSiempre refrescar la imagen al cambiar de fotogramaSiempre girar hacia la izquierdaSiempre girar hacia la derechaSiempre usar normales de caras para el dominio Esquinas de caras, coincidiendo con el comportamiento antiguo del nodoSiempre guardar rutas absolutasSiempre escribir nuevas velocidades de guía para cada fotograma (cada fotograma contendrá únicamente las velocidades actuales de los objetos de guía)Color ambientalOclusión ambientalPresión ambiental (en kPa) que define el balance entre el interior y el exterior del objeto cuando tiene el volumen objetivoCantidadÁreaVectorIntensidad de emisiónErrorParesCantidadIndividualSuavizadoTipo de almacenamientoIntensidadCantidad traseraCantidad desde el finCantidad frontalCantidad desde el inicioCantidad de grados a girar al usar adherencia al girarCantidad es la distancia absoluta a lo largo del borde adyacenteCantidad es el desplazamiento de los nuevos bordes con respecto a los originalesCantidad es un porcentaje de la longitud de los bordes adyacentesCantidad es la distancia perpendicular desde los bordes originales a la cara biseladaCantidad es el ancho de la nueva caraCantidad de rayos de iluminación global a ser trazados por cada píxelCantidad de resistencia del aireCantidad de velocidad angular que se pierde con el tiempoCantidad de anisotropía para la reflexión. Valores mayores producirán brillos estirados en la dirección de la tangenteCantidad de anisotropía para la reflexión especular. Valores mayores producirán brillos estirados en la dirección de la tangenteCantidad de estiramiento de los trazos originalesLa cantidad de fuerza de flotabilidad que hace elevar a las burbujas (valores altos producirán un movimiento mayormente ascendente de las mismas)Tendencia al agrupamiento en mechonesCantidad de puntos de control de la curvas de pelo generadasCantidad de amortiguaciónCantidad de amortiguación durante la colisiónCantidad de amortiguación durante la colisión de partículasCantidad de amortiguación en la flexión de los tensoresCantidad de amortiguación en la compresión de los tensoresCantidad de amortiguación en el sesgo de los tensoresCantidad de amortiguación en el estiramiento de los tensoresTipo de detalle en vista de estructuraCantidad de desplazamiento a lo largo de las normales de la superficieCantidad de distorsiónIntensidad de detalle del ruido de distorsiónIntensidad de distorsión de la ondaCantidad de tramado agregado a la imagen procesada para disimular el bandeoCantidad de tramado al pintar en imágenes de 8 bitsLa cantidad de fuerza de arrastre que hace mover a las burbujas junto con el fluido (valores altos producirán un movimiento de las mismas, mayormente en la dirección del fluido)Cantidad de duplicados por curvaCantidad de bucles de bordes con la que serán generados los extremos redondeadosCantidad de redondez de bordesCantidad de desorden en las puntasCantidad de borrado para la intensidad del trazoCantidad de borrado para el grosor del trazoCantidad de detalle fino presente en el ruidoCantidad de desenfoque, 128 (infinito) es un enfoque perfecto, si se reduce el valor a la mitad se duplicará el radio del desenfoqueCantidad de fricción durante la colisión de partículasCantidad de espuma generadaCantidad de gravedad luego de cada pinceladaCantidad de guías a ser usadas para la interpolación de las curvasCantidad de detalle de alta frecuencia. La profundidad necesitará ser mayor a 0 para que esto surta efectoInfluencia que el modificador de curva-f tendrá cuando no esté en medio de un desvanecimientoMagnitud de la influencia que la restricción ejercerá sobre la solución finalCantidad de influencia que el nodo ejercerá sobre la imagenMagnitud de la influencia que el nodo ejercerá sobre el color resultanteMagnitud de la influencia que el nodo ejercerá sobre el vector resultanteCantidad de alteración aplicada al muestreoCantidad de velocidad lineal que se pierde con el tiempoCantidad de líneas visibles en el editor actualCantidad de desorden de posiciónIntensidad de la reflectividad por trazado de rayosMagnitud de mezcla entre las entradas A y BMagnitud de mezcla entre los vectores de entrada A y BCantidad de elementos cercanos a usar para el fundidoCantidad de ruido de la intensidad de la fuerzaCantidad de ruido a aplicarCantidad de ruido a aplicar a la rotación UVCantidad de ruido a aplicar a la opacidadCantidad de ruido a aplicar al grosorCantidad de velocidad direccional normalCantidad de opacidad a usarIntensidad del exceso en la interpolación de tipo 'Rebase'Cantidad de pintura a ser aplicada por cada muestra del trazoCantidad de pintura que será tomada desde la superficie para ser usada en el color del pincelCantidad de partículas no afectadas por la longitud de la trayectoria de las secundariasCantidad de partículas no afectadas por el desorden aleatorioCantidad de partículas a usar para instanciarCantidad de elementos aleatorios que serán afectados por el pincelCantidad de desplazamiento aleatorio por curvaCantidad de desorden aleatorioCantidad de velocidad aleatoriaCantidad de movimiento errático aleatorio de las partículasCantidad de aleatorización de la dirección de enrollamientoMagnitud de error residual en unidades de espacio de Blender para las restricciones que trabajan sobre la posiciónMagnitud del error residual en radianes para las restricciones que actúan sobre la orientacionMagnitud de la rotación alrededor del vector lateralMagnitud de la rotación alrededor del vector de velocidad, en girosMagnitud de la rotación, en grados (90, 180, 270)Cantidad de instancias distribuidas, por unidades al cuadradoCantidad de instancias distribuidas en la vistaCantidad de muestras de pantalla por cada rayo de iluminación globalCantidad de muestras del mapa de sombras por cada rayo de sombraCantidad de rayos de sombra a ser trazados por cada luzCantidad de humo creado al quemar combustibleCantidad de suavizado a aplicarCantidad de suavizadoCantidad de intervalos de suavizadoCantidad de suavizado a aplicarCantidad de suavizado a aplicar a los nuevos trazos, una vez terminada su creación, para reducir su alteración/ruidoCantidad de suavizado a aplicar a los trazos interpolados, para reducir su alteración/ruidoCantidad de suavizado a aplicar automáticamente a cada trazoCantidad de suavizado a aplicar al dibujarCantidad de intervalos de suavizado aplicados luego de la envolturaCantidad de adherencia de la superficie durante las colisionesCantidad de alisadoCantidad de tiempo para determinar la mejor compresión: 0 = sin compresión (producción rápida de archivos), 100 = máxima compresión sin pérdida (producción lenta de archivos)Cantidad de turbulencia y rotación en el fluidoCantidad de velocidad perdida durante la colisiónCantidad de pintura húmeda que permanecerá en el pincel luego de pintar sobre la superficieCuánto afecta la textura al alfaCuánto afecta la textura a la formación de mechones en las secundariasCuánto afecta la textura a la longitud de los pelos secundariosCuánto afecta la textura a la amplitud de rizado de las secundariasCuánto afecta la textura a la frecuencia de rizado de las secundariasCuánto afecta la textura al desorden de las secundariasCuánto afecta la textura a la torsión en las secundariasCuánto afecta la textura al color de difusiónCuánto afecta la textura a la amortiguación de las partículasCuánto afecta la textura a la densidad de las partículasCuánto afecta la textura al tiempo de emisión de las partículasCuánto afecta la textura a los campos de fuerza de las partículasCuánto afecta la textura a la gravedad de las partículasCuánto afecta la textura a la velocidad inicial de las partículasCuánto afecta la textura al tiempo de vida de las partículasCuánto afecta la textura al tamaño físico de las partículasMagnitud en la que la pose será aplicada por sobre las poses existentes. Un valor negativo sustraerá la pose, en vez de adicionarlaMagnitud en que la acción activa contribuye al resultado de la lista de ANLGrado en que el clip contribuye al resultado actualCuánto potenciar los rebotes elásticos de la aceleración de tipo 'Elastica'Cantidad a disminuir o aumentar el espaciado de los caracteresMagnitud de la deformación del objetoCantidad a desplazar la geometríaCantidad a desplazar cada copia, en relación al tamaño de su volumen delimitadorCantidad a desplazar las UV de la serie en el eje UCantidad a desplazar las UV de la serie en el eje VDesplazamiento del punto de inversión de las UV de la parte simetrizada de la malla, a partir el punto 0.5 del eje UDesplazamiento del punto de inversión de las UV de la parte simetrizada de la malla, a partir el punto 0.5 del eje VAmplitud de los arcos del interior de los ingletesMagnitud de la deformación, alrededor del cursorAmplitudAmplitud mechonesAmplitud aleatoriaAmplitud de la ondaAmplitud del ruido PerlinAmplitud del ruidoAmplitud del ruido - la magnitud en que modifica a la curva subyacenteAmplitud de onda del desplazamiento sinusoidalAmplitud del ruido espacialPose en un "extremo" o con otro propósito, según sea necesarioPose 'extrema' o con otro propósito, según sea necesarioUna acción no podrá contener más de una capaSólo será posible crear un contenedor de acción cuando se haya asignado una acciónAgrega un desplazamiento adicional a cada octava, determinando el nivel en donde aparecerá la octava más altaUn filtro de enfoque agresivoUna capa de animación que contiene acciones, referenciadas como clips de ANLUna aproximación a la curva de un conductor Fresnel, basada en los colores para los ángulos perpendicular y cuasi tangencial (aproximadamente 82°)Se maximiza un área, llenando esta pantallaUn vector de valores decimales de punto flotanteUn vector de valores enterosUn vector de valores verdaderos o falsosUn método de resolución artístico con un marcado efecto de tensión superficial (original)Un campo de atributo conteniendo una selección con los puntos exterioresUn borde conectado a la cara, determinado por el Identificador de ordenamientoSe necesita una malla editable en modo de selección de vértices o bordesOcurrió una excepción al invocar el enganche USD '%s'Ocurrió una excepción al invocar el enganche USD '%s'. Ver la consola para más detallesSe ha reutilizado un ID local coincidente ya existenteUn multiplicador adicional para retocar la magnitud de las octavasUn identificador para el grupo de cada cara. Todas las caras contiguas con el mismo valor están en la misma regiónUn identificador usado para agrupar curvas. El relleno se realizará de forma separada para cada grupoUn identificador usado para agrupar valores en conjunto para posibilitar varias acumulaciones independientesUn identificador usado para agrupar valores en conjunto, para posibilitar varias operaciones independientesEl nombre de una entrada no puede comenzar con un dígito: "{}"Una de las entradas no era desplegableUna propiedad interna usada para almacenar sólo la primera posición del ratónUna propiedad interna usada para almacenar el primer nodo en una operación de Conexión fácilUna propiedad interna usada para almacenar el último nodo en una operación de Conexión fácilUna propiedad interna usada para almacenar el conector de origen en una operación de Conexión fácilUn elemento (que representa a un bloque de datos) en los datos del contexto de importación de blends. Actualmente sólo expuesto como datos de sólo lectura para los manipuladores de pre y pos vinculaciónLa instancia de un objeto en una capa de visualización (actualmente nunca expuesta en la API de Python)AnaglifoTipo de anaglifo16mm analógico35mm analógico65mm analógicoIMAX analógicoSuper 16 analógicoSuper 35 analógicoSuperiores efectivamente visiblesFotograma de anclajeInfluencias de anclajeAncla XAncla YYÁnguloBasado en ángulosLimitar por ángulosRestringir ánguloFactor de ánguloLímite angularÁngulo MínÁngulo ExteriorAdherir a ángulosIncremento de ángulo de adherenciaDivisión por ángulosUmbral ánguloÁngulo por sobre el cual biselar los bordesÁngulo por sobre el cual separar bordesÁngulo y eje en torno al cual rotarÁngulo en el cual la distancia interocular será 0Ángulo en el cual la distancia interocular comenzará a desvanecerse a 0Ángulo entre el borde siguiente y el anterior de una esquina dentro de la caraÁngulo entre los planos del pliegueÁngulo en espacio de pantalla por debajo del cual un trazo será dividido en dosLímite angularÁngulo de rotación para la rotación de tipo Eje y ánguloÁngulo de la deformaciónÁngulo de revoluciónÁngulo de rotaciónÁngulo del cono interior, en grados. Dentro del cono el volumen se encuentra al 100%Ángulo de la dirección principalÁngulo del cono exterior, en grados. Por fuera de este cono, el volumen es el del cono exterior, entre el cono interior y exterior el volumen es interpoladoÁngulo de la transiciónAdherencia a ángulosModo de adherencia a ángulosAdherencia a ángulos relativa al borde anteriormente cortadoÁngulo a rotar el vector de entradaÁngulo a usar como base para la deformaciónÁngulo usado para los incrementos de rotación en los editores 2DÁngulo usado para los incrementos de rotación en los editores 3DÁngulos superiores a este serán considerados como esquinasLos ángulos menores que el aquí indicado serán tratados como plieguesÁngulos menores que este serán tratados como pliegues. Prioridad de ángulo de plegado: redefinición de plegado de arte lineal del objeto > ángulo de suavizado automático de malla > plegado predefinido de arte lineal.AngularAmortiguación angularDistancia angularMotor angularVelocidad angularEje de velocidad angularUmbral de desactivación de velocidad angularVelocidad angular por debajo de la cual la simulación dejará de simular al objetoDiámetro angular del Sol, visto desde la TierraDiámetro angular del haz del focoDistorsión angular entre los ángulos UV y 3DGrosor angular de las superficies al calcularse la aceleración de la iluminación global y la oclusión ambiental. Reducirá la pérdida de energía y la falta de oclusión ambiental en geometrías lejanas.Umbral angular para detectar bordes plegadosMagnitud de la velocidad angular (en radianes por segundo)Reproductor de animaciónAnimalesAnimableAnimar propiedadModificador para animar la aparición o desaparición de los trazosAnimadoAnimar influenciaAnimado seleccionadoAnimar tiempo del clipAnimaciónBolsa de canales de animaciónCanales de animación para contenedoresCurvas de animaciónDatos de animaciónEditores de animaciónDesplazar final animaciónModo de animaciónDesplazar animaciónOperación de animaciónReproducción de animaciónReproductor de animaciónPreajustes de reproductor de animaciónReproducción animaciónPunteros de animación (experimental)Desplazar inicio animaciónIntervalo de animaciónTiempo de animaciónInterfaz de animaciónVisualización de animaciónDatos de animación del bloque de datosDatos de animación de este bloque de datosEl bloque de datos de animación no tiene una acción activaEl bloque de datos de animación tiene una acción activaDesplaza el final de la animación (recorta su final)La animación se reproducirá hacia atrásReproducción de animaciónLa reproducción de animación está activaVelocidad de reproducción de la animación, en fotogramas por segundo. Si se tratara de un única imagen, será 0Opciones de animaciónDesplaza el inicio de la animación (recorta su inicio)Intervalos de animaciónTiempo de animación del ruidoLa pista de animación en el identificador %d no es una pista de 'acción activa' de ANLAnimación:AnimacionesAnisotropíaFiltro anisótropoRotación de anisotropíaAnisotropíaTobilloTobillo y dedosAnotaciónColor predefinido anotacionesFotograma de la anotaciónFotogramas de anotaciónCapa de anotaciónOpacidad de capa de anotaciónCapas de anotaciónTrazo de la anotaciónUbicación de trazos de anotación (vista 3D)Punto del trazo de la anotaciónGrosor trazos anotaciónDatos de anotaciónDatos de anotación de esta región de previsualizaciónDatos de anotación para este clip de películaDatos de anotación de este espacioDatos de animación de este rastroBloques de datos de anotación (Grease Pencil antiguo)Anotación:AnotacionesLos atributos anónimos no pueden ser accedidos por nombreNo es posible crear atributos anónimos aquíOtro objeto contiene estos datos compartidos en modo EdiciónSuavizado de bordesSuavizado de bordesMuestras de suavizado de bordesSuavizar los bordes de la máscara generada antes de combinarla, para obtener bordes más suaves, a costa de un procesamiento más lentoSuavizar bordesSuavizado de bordesCualquieraCualquier tipoSe permite una rotación libreCualquier tecla modificadora presionadaCualquier modificación de un objeto requiere una reconstrucción completa de la BVH, pero se procesará más rápidamenteCualquier cambio no guardado se perderá.AperturaAplicTamaño aparente de la cámara en la vista 3DAnexarAnexar (reusar datos)Anexar (reusar) {}Anexar (hacer local) también a las dependencias indirectas de los ID provenientes de otras bibliotecas. NOTA: Todos los ID (incluyendo los vinculados) provenientes de la misma biblioteca inicial serán siempre convertidos en localesAcción al anexarAnexa los materiales del Grease Pencil activo a otro objetoAgrega un hueso al extremo de cada cadena, para especificar la longitud del último hueso (usarlo cuando se pretenda editar el esqueleto a partir de la información exportada)Agrega un espacio de trabajo y lo activa en la ventana actualPermite anexar los modificadores activos a los clips seleccionadosAnexar desde un archivo de biblioteca .blendAnexa el historial en la posición del cursorAnexar el nombre de la malla al nombre del objeto, separado por el caracter '_'Anexa sólo el material activo, desmarcar para anexar todos los materialesAnexar texto de retroceso por tipoAnexar {}Datos anexadosApple Display P3 con función de transferencia de codificación sRGB compuesta (por partes), común en dispositivos MacPlantilla de aplicaciónPlantilla de aplicación "%s" no encontradaAplicacionesLa restricción aplicada no es la primera, el resultado puede no ser el esperadoRestricción aplicada: %sEl modificador aplicado sólo cambió los puntos de la curva, no vértices teselados o biseladosEl modificador aplicado no es el primero, el resultado puede no ser el esperadoModificador aplicado: %sAplica un tinte marrón para imitar el tono de las fotos antiguas.Aplica una deformación de tipo simulación de ropa a toda la mallaAplica un filtro para modificar el atributo de color activoAplica un filtro para modificar la máscara actualAplica un filtro para modificar la malla actualAplica gravedad a la simulaciónAplica el decaimiento del pincel usando un patrón cíclicoAplica el decaimiento del pincel en la punta del pincelAplica la deformación en un área localizada, delimitada por el radio del pincelAplica el decaimiento del pincel usando un patrón cíclico, invirtiendo la dirección del desplazamiento en cada repetición del patrónAplica la misma deformación en toda el área limítrofeAplicar la transformación simulando una elasticidad, usando el radio del punteroAplicar la transformación a todos los vértices de la mallaAplica transformaciones efectuadas por el modificador EsqueletoAplicarAplicar (todos los claves)Aplicar a baseAplicar densidadAplicar invertidaAplica un desenfoque gaussiano al objetoAplicar guías de peloAplica un suavizado laplaciano de flujo a un campo de distancias con signo (SDF). Es una alternativa eficiente, desde un punto de vista computacional, a promediar el flujo de curvatura e ideal al ser combinado con una normalización del campo de distancias con signoAplicar máscaraAplicar mezclaAplicar modificadorAplicar modificadoresAplicar transformaciones del objetoAplicar preajusteAplicar propiedadesAplicación de escalasAplicar heurística al subdividirAplicar subdivisión de superficieAplicar transformaciónAplicar unidadesAplicar escala de conversión de unidadesAplica una transformación de color usando el modelo de color TSVPermite aplicar un desplazamiento absoluto (que no se escala con el radio)Aplica una corrección de gamaAplicará una rotación a un vector proporcionadoAplicará una rotación Euler secundaria a una rotación Euler proporcionadaAplicará una rotación secundaria a un valor de rotación proporcionadoAplica un trazo con el pincel a las partículasAplicará una matriz de transformaciones (excluyendo la traslación) al vector proporcionadoAplicará una matriz de transformaciones al vector proporcionadoAplicar la acción a todos los grupos de vérticesPermite aplicar un desenfoque a cada muestra alterada, para reducir defectos debidos a un muestreo pobreAplica la influencia del pincel usando un círculo 2D, proyectado desde la vistaAplica la influencia del pincel usando una esfera, desde el centro hacia afueraAplica el pincel normalmenteAplica los cambios al hueso correspondiente del lado opuesto del eje XAplica el canal de rotación como una restricción de cinemática inversaAplica el canal de escala como una restricción de cinemática inversa, si se encontrara habilitado el estiramientoAplica correcciones de color a cada canal de colorPermite aplicar filtros comunes de mejoramiento de imagenAplica la restricción y la elimina de la listaAplica la rotación copiada después de la original, como si el objetivo de la restricción fuera el subordinadoAplica la rotación copiada antes que la original, como si el objetivo de la restricción fuera el superiorAplica las transformaciones copiadas después de las originales, como si el objetivo de la restricción estuviera subordinado en modo Heredar escala: Alineada. Efectivamente esto usará el modo Completo para la posición y el modo Canales divididos para rotación y escala.Aplica las transformaciones copiadas después de las originales, encargándose de la posición, rotación y escala de forma separada, de forma similar a como lo haría una secuencia de tres restricciones CopiarAplica las transformaciones copiadas después de las originales, usando una multiplicación simple de matrices, como si el objetivo de la restricción estuviera subordinado en modo Heredar escala: Completo. Es posible que este modo produzca un sesgo en el objeto, al combinar rotaciones con una escala no uniforme.Aplica las transformaciones copiadas antes de las originales, como si el objetivo de la restricción fuera el superior en modo Heredar escala: Alineada. Efectivamente esto usará el modo Completo para la posición y el modo Canales divididos para rotación y escala.Aplica las transformaciones copiadas antes de las originales, encargándose de la posición, rotación y escala de forma separada, de forma similar a como lo haría una secuencia de tres restricciones CopiarAplica las transformaciones copiadas antes de las originales, usando una multiplicación simple de matrices, como si el objetivo de la restricción fuera el superior en modo Heredar escala: Completo. Es posible que este modo produzca un sesgo en el objeto, al combinar rotaciones con una escala no uniforme.Aplica una corrección para resolver defectos referidos a la terminación de sombras, causados por el mapeo de relieveAplica la mezcla actual de las Formas clave a la geometría, antes de eliminarlasAplicar las unidades de la escena actual a los datos exportadosAplicar las unidades actuales de la escena a los datos importadosAplicar la forma actualmente visible a los datos del objeto y borrar todas las Formas claveAplicar la escala personalizada y la de unidades a la escala FBXAplicar la escala personalizada y de unidades a las transformaciones de los objetos, la escala FBX permanecerá en 1.0Aplicar la escala personalizada a la escala FBX, y la escala de unidades a las transformaciones de los objetosAplicar la escala personalizada a las transformaciones de los objetos, y la escala de unidades a la escala FBXAplica las deformaciones de las formas clave seleccionadas a la forma base, eliminándolas luegoPermite aplicar profundidad de campo en 2D, usando un mapa de profundidad Z o una máscaraAplica diferentes efectos de teñidoAplica efectores a las secundariasAplica un decaimiento para evitar la aparición de bordes definidos cuando la geometría de la luz se intersecte con otros objetosAplica la posición final de los huesos, posados mediante restricciones, a sus transformacionesAplica deltas de movimiento fijos en cada actualizaciónAplicar la fuerza en el eje XAplicar la fuerza en el eje YAplicar la fuerza en el eje ZAplica la fuerza sólo en 2DAplica desplazamientoo fractal sólo sobre la normalPermite aplicar transformaciones en espacio global a las rotaciones del objeto. Al estar deshabilitado, únicamente se usará el espacio del objeto para escribir al archivo, y todas las transformaciones del objeto se mantendrán tal como estánAplicar gravitación al movimiento de puntosAplicar acción háptica al presionar el botónAplicar acción háptica al presionar y soltar el botónAplicar acción háptica al soltar el botónAplicar acción háptica repetidamente mientras se esté presionando el botónAplica háptica a las mismas rutas de usuario para la acción háptica y para esta acciónPermite aplicar un suavizado, mediante un filtro de promedio (método caja), a un campo de distancias con signo (SDF). Se trata de un filtro rápido de promedio separable para lograr un suavizado general del campo de distanciasAplica un suavizado con filtro de promedio (caja) a un vóxel. El valor promedio de los vóxeles circundantes, dentro de una forma cúbica definida por el radio, reemplazará al valor del vóxel.Permite aplicar un suavizado promedio de flujo de curvatura a un campo de distancias con signo (SDF). Hará evolucionar a la superficie basándose en su curvatura promedio, suavizando de forma natural las regiones de alta curvatura en mayor medida que las áreas planasAplica un suavizado con filtro de mediana (caja) a un vóxel. El valor de la mediana de los vóxeles circundantes, dentro de una forma cúbica definida por el radio, reemplazará al valor del vóxel.Aplica un filtro de medianas a un campo de distancias con signo (SDF). Reducirá el ruido, preservando los rasgos y bordes definidos en el campo de distanciasAplica el modificador y lo elimina de la listaAplica el modificador como una nueva forma clave y lo elimina de la listaAplica el modificador como una nueva forma clave y lo mantiene en la listaAplicar los modificadores a objetos poligonales (excepto a los esqueletos) - ADVERTENCIA: impide la exportación de Formas claveAplica los modificadores a las mallas exportadasAplicar modificadores a objetos poligonales (excepto a los esqueletos) - ADVERTENCIA: impide la exportación de Formas claveAplicar la nueva rotación después de la original, como si estuviera en un subordinadoAplicar la nueva rotación antes que la original, como si estuviera en un superiorAplica efectos no destructivosAplica el mapa de normales relativo a la superficie desplazada, para mapas de normales que se apliquen por sobre el mapa de desplazamientoAplica el mapa de normales relativo a la superficie suavizada no desplazada, para mapas de normales que coincidan con el mapa de desplazamientoAplica las transformaciones del objeto a los vértices exportadosAplicar el desplazamiento de forma acumulativa (en donde los puntos anteriores afectarán a los siguientes)Aplicar el desplazamiento en la dirección inversa a la de la animaciónAplicar el desplazamiento en la dirección usual de la animaciónAplicar a la curvaAplica pintura en cada intervalo de movimiento del ratónAplica soplado a los extremos no seleccionados (ayuda a mantener el volumen del pelo al soplar la raíz)Aplicar relativo al valor actual (delta)Aplicar transformaciones relativas en modo Simetría en X (no soportado al usar 'CI automática')Aplica la transformación de visualización de color antes de guardar como imagen de 8 bitsMuestra esta imagen con la transformación de visualización de color ya aplicadaAplicar muestreo a todas las animacionesAplica una escala a la solución para lograr que la distancia entre los rastros seleccionados sea la deseadaAplica la escala de los clips seleccionados a sus respectivas accionesAplica las posiciones de los vértices seleccionados a todas las restantes Formas clavePermite aplicar trazado de sombras a cada muestra alterada, para reducir defectos visuales debidos a un muestreo pobreAplica una deformación sinusoidalPermite aplicar un filtro de suavizado que preservará los bordes, para obtener efectos estilizados y de tipo pinturaAplica el suavizado sin reconstruir la superficieAplicar la acción basándose en la selección del grupo de vérticesAplica los canales de la acción después de las transformaciones originales, como estuvieran siendo aplicados a un objeto subordinado imaginario, usando el modo Heredar escala: Alineada. Efectivamente esto usará el modo Completo para la posición y el modo Canales divididos para rotación y escala.Aplica los canales de la acción después de las transformaciones originales, como estuvieran siendo aplicados a un objeto subordinado imaginario, usando el modo Heredar escala: Completo. Es posible que este modo produzca un sesgo en el objeto, al combinar rotaciones con una escala no uniforme.Aplica los canales de la acción después de las transformaciones originales, encargándose de la posición, rotación y escala de forma separadaAplica los canales de la acción antes de las transformaciones originales, como estuvieran siendo aplicados a un objeto superior imaginario, usando el modo Heredar escala: Alineada. Efectivamente esto usará el modo Completo para la posición y el modo Canales divididos para rotación y escala.Aplica los canales de la acción antes de las transformaciones originales, como estuvieran siendo aplicados a un objeto superior imaginario, usando el modo Heredar escala: Completo. Es posible que este modo produzca un sesgo en el objeto, al combinar rotaciones con una escala no uniforme.Aplica los canales de la acción antes de las transformaciones originales, encargándose de la posición, rotación y escala de forma separadaAplica la pose actual como nueva pose de reposoAplica la deformación en el eje seleccionadoPermite aplicar la operación de edición a geometrías ocultasAplica el filtro sólo al conjunto de caras bajo el punteroAplica la deformación en el eje seleccionadoPermite aplicar la acción del gesto únicamente al área contenida dentro del segmento, sin extender su efecto a la línea completaAplica la acción de pose indicada a los controles de animaciónAplica la mayor intensidad de arrastre al vértice activo, en vez de en la ubicación del punteroAplica el inverso de las transformaciones del objeto superior a sus datosAplica las transformaciones del objeto a sus datosAplica las transformaciones visuales del objeto a sus datosAplicar la operación únicamente sobre el contenido de los elementos seleccionados (los bloques de datos en su sub árbol)Aplicar la operación sobre los bloques de datos seleccionados y todas sus dependenciasAplicar la operación únicamente sobre los bloques de datos seleccionadosAplica a los grupos de vértices no seleccionadosPermite aplicar el desplazamiento posicional relativoAplica la misma configuración pero simetrizada hacia el control del lado opuesto, indicado entre paréntesis. Los huesos serán únicamente afectados por el control con su mismo lado (es decir, los huesos .L sólo serán afectados por los controles .L). Los huesos que no tengan un lado definido en su nombre (es decir, sin .L o .R) serán afectados por ambos controles, con una influencia de 0.5 cada unoAplica el nuevo nivel de subdivisión a la superficie, adicionándolo al nivel ya existenteAplica la transformación global del objetivo sobre la transformación del atributoAplica este y todos los modificadores de deformación anteriores a los puntos de las curvas, en lugar de a las curvas/superficies rellenasAplicar a todos los fotogramas claveAplicar la acción a los grupos de vértices seleccionadosAplicar la acción a los grupos de vértices no seleccionadosAplicar la máscara de rastreo a la previsualizaciónAplica las transformaciones antes de crear la jerarquíaAgrega escalado y rotación bidimensionales a la geometría subyacente del trazoAplicar preservación de volumen luego de suavizarAplica la preservación de volumen sobre la escala originalAplica una transformación con influencias a partir de múltiples huesos, como el modificador EsqueletoAplica un promedio ponderado de movimiento para hacer que las curvas-f seleccionadas sean menos irregularesAplica las influencias de forma simétrica con respecto al eje X, para envolventes y creación automática de grupos de vérticesAproxima la iluminación difusa indirecta usando una oclusión ambiental teñida del color de fondo. Esto proporciona una alternativa rápida a la iluminación global completa, útil para procesamiento interactivo en las vistas o para un procesamiento final de calidad limitadaCantidad aproximada de caras (cuadriláteros) de la nueva mallaCantidad aproximada de vóxeles a lo largo de un ejeAproxima el objeto como si se tratara de una esfera, cuyo diámetro será igual al grosor definido en el árbol de nodosAproxima el objeto como si se tratara de una losa infinita, cuyo grosor será definido en el árbol de nodosAproxima el grosor del objeto para calcular dos eventos de refracción (0 para deshabilitar) (obsoleto)Aproximadamente en cuántos fotogramas debería tener lugar la disoluciónAproximadamente en cuántos fotogramas debería tener lugar el secadoAproximación de dispersión de tipo Mie en gotas de agua, usada para la dispersión en nubes y nieblaAproximación a una dispersión volumétrica basada en principios físicosAproximación usada para modelar las interacciones de la luz dentro del objetoAplicacionesÁrabe - ﺔﻴﺑﺮﻌﻟﺍVariables arbitrarias de salida. Proveen pasadas de procesamiento personalizadas para obtener resultados de sombreado arbitrariosArcoModo Arco cosenoBibliotecas de archivoBibliotecas de archivo de los ID empacados, generada por esta biblioteca de origen, a la cual pertenecenMinutos de arcoSegundos de arcoModo Arco senoModo Arco tangente 2Modo Arco tangenteDetermina si las asas serán evaluadas en base a los criterios de selección de manera independiente a sus claves. Cuando esté inactiva, el estado de selección de las asas será modificado en concierto con el de sus clavesExisten algunas trayectorias de huesos que necesitarán ser actualizadas (sólo lectura)Luz de áreaSólo es posible aplicar la escala a las luces de área: "%s"Normal del áreaDecaimiento normal de áreaLímite normal de áreaPlano del áreaRadio del áreaPresión a radio de áreaEspacios del áreaInfluencia según áreaDistorsión de área entre las caras UV y 3DAltura del áreaÁrea de una pantalla dividida, que contiene un editorÁrea no encontrada en la pantalla activaÁrea de caras en espacio 3DÁrea de este triánguloÁrea donde aplicar un decaimiento del efecto de la simulaciónAncho del áreaÁreasLas áreas dentro del mate de retención serán incluidas en el mate finalLas áreas dentro del mate de exclusión serán excluidas del mate finalLas áreas fuera de la imagen serán rellenadas con repeticiones de la imagenLas áreas fuera de la imagen serán rellenadas con el píxel limítrofe más cercano en la imagenLas áreas fuera de la imagen serán rellenadas con ceroÁreas en que se subdivide la pantallaArgumentosEsquelEsqueletoSuavizarSuavizado InicialSuavizado FinalNuevoFinalModelosEl esqueleto '%s' no contiene al hueso '%s'El esqueleto '%s' no se encuentra en modo edición, no se puede agregar un hueso editableEl esqueleto '%s' no se encuentra en modo edición, no se puede eliminar hueso editableColecciones de huesos del esqueletoHuesos del esqueletoRestricción EsqueletoDefinido en el esqueletoDeformar con esqueletoObjetivos de la restricción de deformación del esqueletoHuesos editables del esqueletoTipo de nodo FBXModificador EsqueletoSobreimpresos esqueletoHueso de un esqueleto, grupo de vértices de un malla o una jaula, etc.Bloque de datos de esqueleto conteniendo una jerarquía de huesos, normalmente usado en sistemas de control de personajesBloques de datos de esqueletoModificador de deformación de esqueletoEl esqueleto no contiene ninguna colección de huesos activa, seleccionar una antesEl esqueleto no contiene ningún hueso del objeto activoObjeto esqueleto con el cual deformarEsqueleto de donde obtener la información del huesoEsqueleto a usar como fuente de huesos para enmascararHueso activo del esqueletoColección del hueso activo del esqueletoEsqueleto(s)Cabeza en relación al esqueletoCola en relación al esqueletoOpciones relativas a esqueletosEsqueletosHueso editable activo del esqueletoRango variableOrdenar las islas de UV seleccionadas en una líneaOrganiza uniformemente los nuevos triángulos (más lento)Organiza el orden de apilamiento de los trazosRepetirRepetir (obsoleto)Todos los elementos del vectorLongitud del vectorModificador RepetirModificador de duplicación en serieMétodo de cálculo de la longitud de la serieFalta de coincidencia en longitud del vector (esperada %d, obtenida %d)Falta de coincidencia en longitud del vector (obtenida %d, esperada una mayor)Matriz de coordenadas que representa a las esquinas de un rectángulo en la interfaz, expresado en coordenadas normalizadas del fotogramaMatriz de coordenadas que representa las esquinas del patrón en coordenadas normalizadas, relativas a la posición del marcadorArri Alexa 65Arri Alexa LFArri Alexa Mini y SXTFlechaTamaño de flechaFlechasFuerza artificial de flotabilidad en dirección negativa con respecto a la gravedad basado en las diferencias de presión dentro del fluidoIgual que 'Quitar superior', pero manteniendo la transformación visual actual del objetoComo instanciaComo NURBSComo pasada de procesamientoAshikhminAshikhmin-ShirleySolicitar confirmación al salir sin haber guardado los cambiosProporciónProporciónProporción XProporción YAsfalto (apisonado)RecursoEl recurso ('%s') no es un bloque de datos de una acciónTrayectoria archivo del recursoExplorador de recursosEl Explorador de recursos debe ser configurado para mostrar los recursos del Archivo actualCatálogo de recursosCatálogo del recurso:Catálogos de recursosDatos del recursoInformación de depuración de recursosDetalles del recursoBibliotecas de recursosLas bibliotecas de recursos son carpetas locales que contienen archivos .blend con recursos dentro. Administrar las bibliotecas de recursos desde la sección Rutas de archivo en las PreferenciasBiblioteca de recursosIdentificador biblioteca recursosReferencia a biblioteca de recursosTipo biblioteca recursosNo se encontró la biblioteca de recursosBiblioteca de recursos: Archivo actualBiblioteca de recursos: EsencialesMetadatos de recursoRepresentación del recursoParámetros de selección de recursosBanco de recursosEncabezado del banco de recursosNombre del banco de recursosBanco de recursos emergenteRegión Banco de recursosEtiqueta de recursoEtiquetas de recursoReferencia débil a recursoEl archivo .blend del recurso no es editableEl recurso no puede ser modificado desde este archivoLos catálogos de recursos no pueden ser editados en esta biblioteca de recursosLos datos de un recurso sólo pueden ser asignados a recursos. Usar asset_mark() para marcarlo como un recurso.Los datos de un recurso no pueden ser nulosDatos del recurso, válido si el archivo representa un recursoEl archivo del recurso no es editableEl recurso no es un grupo de nodos de geometríaLa biblioteca de recursos no es editableBiblioteca de recursos usada para almacenar el nuevo pincelBiblioteca de recursos usada para almacenar la nueva poseLa carga del recurso no está completaNo es posible editar metadatos de un recurso proveniente de una biblioteca de recursos externa, sólo se pueden editar los recursos almacenados en el archivo actualNo es posible editar metadatos de un recurso proveniente de una biblioteca de recursos externa. Sólo se pueden editar los recursos almacenados en el archivo actual.Recurso no encontradoRecurso no encontrado: '%s'Panel emergente de tipo banco de recursos no encontradoRecursosLos recursos en el archivo actual no pueden ser guardados de forma individualLos recursos en el archivo actual no pueden ser revertidosAsignarAsignar FK a coleccionesAsigna una restricción de cinemática inversa con objetivos derivados de los otros huesos u objetos seleccionadosAsignar materialAsignar primarios a coleccionesAsignar secundarios a coleccionesAsignar retoque a coleccionesAsigna un pliegue a los bordes interioresAsigna un pliegue a los bordes exterioresAsigna un pliegue a los bordes que forman el cantoPermite asignar un material a elementos de una geometríaAsignar la acción "%s" a "%s" antes de invocar esta funciónAsigna el contenedor de material activo a la selecciónAsigna todos los huesos seleccionados a una colección, o los quita, dependiendo de si el hueso activo ya se encontraba asignado o noAsigna un valor de prioridad de intersección para esta colecciónNo asignar ninguna etiqueta de color a la colecciónAsigna el contenedor de material activo a los trazos seleccionadosAsigna los valores actuales de propiedades personalizadas como sus valores predefinidos, para ser usado como parte del estado en reposo al mezclar pistas de ANLAsignar el gancho al hueso activo del objeto de ganchoAsignar los vértices seleccionados a un ganchoAsigna los vértices seleccionados a un nuevo grupo de vérticesAsigna los vértices seleccionados al grupo de vértices activoAsigna un valorAtajo asignado {:d} a {:s}Valor asignadoValor asignado (como texto)AsimétricoAsimetría del ajuste de la forma del grosor de las hebrasEnEn el centroEn el cursorEn el principioEn el finalSe necesitan al menos 8 rastros comunes en ambos fotogramas clave para la reconstrucciónAl menos una colección en esta capa de visualización contiene un exportadorAl menos un nodo debe estar seleccionado.Debería haber al menos un rastro seleccionado que tenga marcador 3D para poder definir la posición del origenSe necesitan al menos dos puntosAl menos {:d} nodos deben estar seleccionados.Con qué intervalo agregar los clavesCon qué intervalo adherir a fotogramasCon qué intervalo adherir a segundosTurbidez atmosféricaAnclar curvas de pelo a superficieModo de anclajeIncorporar nodosIncorpora el nodo activo a un marcoVincula los nodos seleccionadosIncorpora los nodos seleccionados a un nuevo marco comúnAncla curvas de pelo a la superficie de una mallaUV de anclajeAnclaje es válidoCoordenadas UV de anclaje de cada curva sobre la superficieTiempo de ataqueAtacar boids que se encuentren como máximo a esta distanciaIntenta enlazar desde una gráfica de dependencias inactivaSe intentaron borrar escenas como parte de una operación de purga, eso no debería suceder nuncaIntentará importar materiales marcados como 'allPurpose'.Intentará importar materiales marcados como 'full'. Alternativamente cargará materiales marcados como 'allPurpose' o 'preview', en ese ordenIntentará importar materiales marcados como 'preview'. Alternativamente cargará materiales marcados como 'allPurpose'Intentará importar materiales con el propósito indicado. Si no se encontraran materiales con dicho propósito enlazados a la primitiva, se cargará cualquier otro material que sí lo estéIntenta seleccionar un asa antes de la transformaciónSe intentó establecer una acción para un ID no animableIntenta desenlazar de la gráfica de dependencias inactivaSe intentó establecer el identificador del contenedor en "%s", pero el prefijo de tipo no coincidía con el 'target_id_type' del contenedor "%s". Se estableció como "%s" en su lugar.AtenuaciónConstante de atenuaciónAtributoEl atributo '%s' (dominio de Blender %d, tipo %d) no puede ser convertido a USDDatos de atributos detectadosDominio del atributoTipo de dominio del atributoGrupo de atributosNombre del atributoNodo de atributoEspeciales de atributosEstadísticas de atributoAtributos como textoTipo de atributoEl atributo no existe: "{}"Dominio del atributoDomino del atributo para las entradas Selección e ID del grupoEl dominio del atributo no es soportado por este tipo de geometríaDominio del atributo a ser mostradoDominio del atributo en el que almacenar las normales libres personalizadasDominio del atributo usado por el modificador de nodos de geometría para crear la salida de un atributoDominio del atributo donde será almacenado en los datos capturadosDominio del atributo donde éste es almacenado en el estado de la simulaciónEl atributo no es parte de esta geometríaEste atributo es necesario y no puede ser eliminadoEl nombre del atributo no puede estar vacíoNombre del atributo para influencia de bordesNombre del atributo para influencia de vérticesAtributo en capa de Grease PencilOperar sobre instanciasOperar sobre bordes de una mallaOperar sobre esquinas de caras de una mallaOperar sobre caras de una mallaOperar sobre puntosOperar sobre curvasAtributo de la geometría de arribaAtributo por punto/vérticeValor del atributo que será almacenado para el elemento actual de la geometría principalAtributosAtributos a modificarEs posible que los atributos con estos nombres usados dentro del grupo tengan conflictos con atributos ya existentesAudioCanales de audioCompresor de audioDispositivo de audioBuffer mezcla audioResolución de muestreo del audioFrecuencia de muestreo del audioRecorrer audioClip de audioTasa de transferencia de audio (kb/s)Cantidad de canales de audioCanales de audioDispositivo de salida de audioResolución de muestreo del audioFormato de muestras de audio no soportadoFrecuencia de muestreo del audioFrecuencia de muestreo del audio (muestras/s)Volumen del audioAutenticaciónAutorCrear atributos personalizados de USD conteniendo los nombres originales del objeto y los datos de objeto de BlenderAutor:AutoAuto alinear extremoAlinear automáticamente hueso de extremoAuto alinear {:s}Eje automáticoFundido entr/sal autom.Automática limitadaAuto cerrar pares de caracteresAuto crearProfundidad automáticaAutodetectarEuler automáticoVelocidad de vuelo automáticaAsa - AutomáticaAsa - Automática seleccionadaSuavizado automático de asasModo de suavizado automático de asas, usado para las nuevas curvas de funciónCI automáticaLong de CI autom: %dIteraciones automáticasFotogramas clave autom.Insertar autom. claves en disponiblesClaves automáticos en conjunto de clavesClaves automáticosClaves automáticosClaves automáticosIndicador de claves automáticosModo de claves automáticosClaves automáticos activadoFusionar automáticamenteFusionar automáticamente y dividirFusionar vértices automáticamenteNormalización automáticaAuto normalizarPerspectiva automáticaArcoíris automáticoRefresco automáticoEliminar automáticamenteEjecutar automáticamente scripts PythonAuto guardar archivos temporalesLapso de autoguardadoSuavizado automáticoIntervalos automáticosAutomáticoCeldas automáticasTransform. automáticaActualizar automáticamenteVelocidad automáticaWXYZ a AmRVA automáticoXYZ a RVA automáticoAmpliación automáticaAutomática limitadaDetectar automáticamente la mejor GPU para ejecutar BlenderAutomáticaAuto definirá el centro de órbita de manera dinámica. Cuando se encuentre el modelo completo visible en la vista, se usará el centro del volumen delimitador de todo el modelo como pivote de rotación. Al acercar la vista, el pivote se establecerá en algún objeto cercano al centro de la vista.Asa - Automática limitadaAsa - Automática limitada seleccionadaAutodetectarRutas de auto ejecuciónClaves automáticosModo claves automáticosSe omitirá la inserción automática de claves que no afecten a la animaciónBloquear ejes automáticamenteAutobloquear capasAutoenmascararAutoenmascarar (capa)Autoenmascarar (material)Autoenmascarar (trazos)Fusionar claves automáticamenteDesplazamiento automáticoRefresco automáticoEliminar automáticamente guías de rellenoAuto guardadoAuto-guardar preferenciasSuavizado automáticoIntervalo automáticoVelocidad automáticaDesplazamiento automáticoDirección desplazamientoMargen de desplazamiento automáticoDirección desplazamiento autom: %sEmpaque automático habilitado, por lo tanto la imagen será empacada otra vez al guardarse el archivoAutocompletarClaves automáticos necesarioAutobloquear capas inactivasAutoenmascararAutomáticoOrientación automática de huesosAutomáticaNombre automáticoDistancia de perturbación automáticaSubfotogramas automáticosLas asas serán ajustadas automáticamente de manera tal de evitar saltos en la aceleración, produciendo curvas más suaves. Sin embargo, cambios en los claves aún podrán afectar la interpolación a lo largo de una sección más amplia de la curva.Las asas automáticas sólo tomarán en cuenta los claves adyacentesInterpolación automática que crea curvas suavesAsas automáticas que crean curvas suaves que sólo cambian su dirección en los clavesInterpolación automática que crea líneas rectasInserción automática de fotogramas clave para objetos y huesos (opción predefinida para nuevas escenas)Inserción automática de fotogramas clave, usando sólo el conjunto de claves activoInserción automática de fotogramas clave al mover las esquinas del planoLíneas de grosor automático, basado en la escala de la interfazDetección automática de tipo de salidaTamaño automático, depende de la escala de la interfazCreación automática de sistemas de control, a partir de componentes modularesGuardado automático de archivos temporales en la carpeta temp, usa el ID del proceso. Advertencia: No se guardarán datos de los modos Esculpido y EdiciónInfluencias automáticas desde huesosAgrega automáticamente modificadores Jaula a los objetos seleccionadosAjusta automáticamente la intensidad para lograr resultados consistentes con distintos espaciadosAjusta automáticamente la velocidad de vuelo, basándose en la distancia de los objetos cercanos al centro de la vista, haciendo más sencillo navegar por escenas complejas. La velocidad será recalculada cada vez que se inicie un movimiento.Alinea los bordes de la malla en la dirección del pincel para generar una topología más limpia y definir formas de una manera más precisa. Mejor al ser usado en mallas de bajos polígonos, dado que tiene un impacto sobre el rendimiento.Comenzar a desplazar los clips automáticamente, enseguida de ser agregados a la línea de tiempoCalcula automáticamente valores de masa para los cuerpos rígidos, basado en el volumenEscoger automáticamente Wintab o Windows Ink dependiendo del dispositivoEscoger filtro automáticamente basándose en el factor de escalaElegir el método automáticamente basándose en la GPU y la imagenSeleccionar automáticamente la dirección en la cual actualmente ya exista una mayor alineaciónEligir automáticamente el idioma definido en el sistema; si no estuviera disponible se mostrará en Inglés (EE.UU.)Al escribir en el editor de texto, los pares de caracteres relevantes se cerrarán automáticamentePermite calcular de forma automática la transformación para obtener la mejor coincidencia posible entre las mallas de origen y destino. Advertencia: Los resultados nunca serán tan buenos como al hacer coincidir manualmente los objetosConvierte automáticamente todos los nuevos tabuladores en espacios, para textos nuevos y cargadosPermite que el método de resolución decida automáticamente cuándo utilizar intervalos adicionales de simulación por cada fotogramaDetectar automáticamente un buen tipo de estructura, basado en cómo se usa el conectorPermite detectar secuencias animadas en las imágenes seleccionadas (basado en los nombres de archivo)Permite detectar automáticamente secuencias animadas en el volumen seleccionado (basado en los nombres de archivo)Detecta elementos característicos automáticamente y ubica allí marcadores de rastreoDetectar automáticamente el mejor eje de rotación para rotar hacia el vectorDetermina automáticamente el tipo de visualización de los archivosDeterminar automáticamente si la superficie debería ser tratada como una luz al efectuar el muestreo, en base a la intensidad estimada de emisiónDetermina automáticamente el método de ordenamiento de los archivosDeterminar automáticamente la cantidad de hilos a usar, basándose en los procesadoresDetermina automáticamente la cantidad óptima de intervalos a usar, para un mejor balance entre rendimiento y precisiónCorrije automáticamente la alineación de los ejes de los huesos seleccionadosInserta claves de forma automática en las propiedades modificadasBloquea automáticamente todas las capas excepto la activa, para evitar cambios accidentalesBloquea automáticamente el movimiento de los claves al eje dominante de movimientoFusiona automáticamente los fotogramas clave cercanosFusiona automáticamente los vértices movidos a una misma posiciónNombrar automáticamente el archivo de salida con el tipo de pasada que contieneNombrar automáticamente el archivo de salida con el tipo de pasada (sólo modo externo)Permite desplazar los nodos durante la inserción de forma automáticaDesplaza de forma automática los nodos anteriores o posteriores de una cadena al insertar uno nuevoEmpaca automáticamente todos los datos externos en el archivo .blendEmpaca automáticamente todos los archivos externos en el archivo .blendEscoge automáticamente el método de intersección más rápidoRecalcula automáticamente la normalización de la curva luego de cada ediciónReduce automáticamente la cantidad de muestras por píxel, basado en el nivel de ruido estimadoReduce automáticamente la cantidad de muestras por píxel, basado en el nivel de ruido estimado; para procesamiento de las vistasReduce automáticamente la variación entre píxeles para mejorar el rendimiento del procesamiento mediante GPU, a costa de obtener posibles defectos visuales en la imagen finalElimina automáticamente los trazos-guía de relleno después de la operación de rellenoRenombra automáticamente los huesos seleccionados de acuerdo a en qué lado del eje objetivo se encuentrenEscala automáticamente la imagen para cubrir áreas no rellenas durante la estabilizaciónSeleccionar automáticamente el mejor tipo de previsualizaciónSeleccionar automáticamente los objetos importadosSelecciona de forma automática fotogramas clave al resolver el movimiento de la cámara/objetoDefinir automáticamente la cantidad de subfotogramasPermite dividir automáticamente bordes y carasDivide automáticamente los bordes de los triángulos para mantener una topología con cuadriláterosCambia automáticamente de ortogonal a perspectiva, al salir de las vistas superior, frontal y lateralIntentar determinar las mejores opciones de forma automáticaActualiza automáticamente el sombreador cuando el archivo .osl cambia (sólo scripts externos)Amplía o reduce automáticamente la imagen de previsualización para que se ajuste a la regiónEjes automáticosFusionar automáticamenteEscala automáticaDividir autom. salidaDivide automáticamente los archivos de salida, con un límite de 2 GBObjetivo auxiliarPromMínMáxDisponiblesPromedioError promedioError promedio: {:.2f} pxIteraciones promedioEscala promedioVelocidad promedioLongitud promedio de tensores * tamaño de esferasPromedia las normales personalizadas de los vértices seleccionadosMagnitud del error promedio durante los sub intervalosError promedio de la reproyecciónError promedio de reconstrucciónCantidad de iteraciones promedio durante los sub intervalosEl radio promedio de los extremos es usado para controlar el escalado X y Z de los huesos, por sobre el Modo de escala XZError promedio de re-proyección: %.2f pxPromediar los rastros seleccionados en el activoPromedia el espaciado de cada bucle de bordes UVPromediar el tamaño de las distintas islas UV, basándose en su área en el espacio 3DValor promedio de las influencias de los grupos de vértices A y BPermite promediar influencias en el grupo de vértices activoPromediarValor promedioPromedia las muestras de la imagen original que caigan bajo el píxel de destinoMétodo de promediadoEvitarEvitar colisiónEvitar animaciones y otros efectos de movimiento en la interfazEvitar colisiones con objetos deflectoresEvitar colisiones con otros boidsEvita la saturación de color, usando un espacio logarítmicoEvita hacer cuadriláteros no simétricos con respecto al eje XEvita hacer cuadriláteros no simétricos con respecto al eje YEvita hacer cuadriláteros no simétricos con respecto al eje ZEvitar objeto si el peligro es superior al umbralEvita que las curvas se reduzcan a menos de esta distanciaEjesPosición de ejesEjes a rotaciónEjeColores de eje y manipuladoresRegión de eje 0Región de eje 1Eje y ánguloEje y ángulo (W+XYZ), define la rotación alrededor de un eje definido por un vector 3DEje y ángulo a rotaciónRestringir ejeDirección del ejeBloquear ejeMapeo de ejesModo de ejesEje de objetoSólo ejeEje ortogonalAleatorizar ejeRango ejeEje de referenciaSigno del ejeEspacio del ejeUmbral de ejeEje UEje XEje alrededor del cual cada curva será enrolladaEje al cual restringirEje para tangentes radialesEje en espacio de vista globalEje de movimiento del ratón para ampliar o reducirEje de simetríaOrientación de los ejesEje que será alineado tanto como sea posible, luego de la alineación del eje primarioEje que será alineado exactamente a la dirección primaria proporcionadaEje alineado a la normalEje que apunta en la dirección de avance en el caminoEje que apunta en dirección de 'avance' (se aplica al Instanciado en Vértices cuando 'Alinear a normal de vértices' está habilitado)Eje que apunta en dirección hacia arriba (se aplica al Instanciado en Vértices cuando Alinear a normal de vértices está habilitado)Eje que apunta hacia el objetivoEje que apunta hacia arribaEje al cual alinear las posiciones UVEje al cual alinearEje a alinear con el vectorEje sobre el cual alinear las islas UVEje que capturar en el canal azulEje que capturar en el canal verdeEje que capturar en el canal rojoEje sobre el cual mover las UVEje en torno al cual rotarEje con el cual etiquetar los nombresEje a lo largo del cual alinear el marcador 3DRotación de Eje y ánguloAlinear a ejeAlinear a eje (horizontal)Alinear a eje (vertical)Rotación en eje y ángulo de este evento de movimiento. La magnitud del vector es el ángulo, en donde 1.0 representará 360 grados. El ángulo será normalmente escalado según el delta de tiempo, antes de ser usado.Azimut - Ángulo alrededor del eje superiorBHuesos flexiblesAncho en X de la visualización del hueso flexibleAncho en Z de la visualización del hueso flexibleAsa final hueso flexibleTipo de asa final del hueso flexibleSegmentos del hueso flexibleForma del hueso flexibleAsa inicial hueso flexibleTipo de asa inicial del hueso flexibleModo de mapeo de vértices de hueso flexibleTamaño en X del hueso flexibleTamaño en Z del hueso flexibleB-splineByNB44 (con pérdida)B44A (con pérdida)BFECCBMPBSDFBSSRDFB-splineBT.1886 2.4 dispositivo con EOTF exponencial, comúnmente usado para TVsBT.2020 2.4 dispositivo con EOTF exponencialBVHOrganización del BVHIntervalos de tiempo en BVHBVH2ByNTraseraDescartar caras traserasTrasera (ortogonal)Trasera (perspectiva)Back and Forth Error Compensation and Correction. Esquema avanzado que minimiza la disipación y difusiónLongitud adicionalEstirar trazoFondoDesplazar el fondoAmpliación del fondoDesplazamiento del fondoFactor de ampliación del fondoMétodoDescartar caras traserasDesde atrásFondoColor de fondoImagen de fondoImágenes de fondoEscena de fondoTipo de fondoTipo de fondoValor de fondoColor de fondo del ícono de DepurarColor de fondo del ícono de OperadorColor de fondo del ícono de PropiedadColor de fondo de línea seleccionadaLa imagen de fondo no puede ser eliminadaIdentificador de la imagen de fondo a eliminarEscena de fondoDispersión trasera.blend de respaldoEn reversaModo de asignación incorrectoIdentificador de vértices incorrecto en la listaCapturarCaptura y fusiónCapturar todosCapturar todos los fotogramas con clavesCapturar animaciones de todos los objetosCapturar canales de huesos flexiblesDatos a capturarFin de capturaCaptura la simulación del fluido completaCaptura los datos del fluidoCaptura las guías del fluidoCaptura la malla del fluidoCaptura el ruido del fluidoCaptura las partículas del fluidoCaptura la transformación del objeto de Grease Pencil a fotogramas clave de Grease PencilID de capturaCapturar elementoElementos a capturarCapturar el arte lineal del objeto de Grease Pencil actualUbicaciónModo de capturaCapturar modificadoresCaptura los modificadores a fotogramas clave y luego los borraCapturar transformación de objeto a Grease PencilCapturar y empacarRuta de capturaMuestras de capturaCapturar seleccionadoInicio de capturaCapturar tiempoTipo de capturaCaptura un rango de fotogramasProcesa la captura de un nodo Capturar individual o de una simulaciónCaptura un único fotogramaCapturar todos los modificadores Arte linealCaptura todas las sondas de luz de tipo volumenCaptura todas las dinámicasCaptura la animación de pos/rot/esc de todos los objetos seleccionados a una acciónPermite capturar todas las opciones de la simulación de una vezCaptura una secuencia de imágenes a partir de los datos del océanoCaptura la animación en la acción actual, en vez de en una nueva (útil para capturar sólo parte de los huesos de un esqueleto)Captura la animación del objeto, luego elimina los superiores (sólo para objetos)Captura las transformaciones de los huesosCaptura el caché en todos los objetos seleccionadosCapturar propiedades personalizadasDatos de captura de un bloque de datos de escenaDatos de captura de cada nodo capturadoCaptura directamente desde un objeto multi-resoluciónLa carpeta de captura del objeto %s, modificador %s, se encuentra vacío, se usará la ruta predefinidaCapturar desplazamientoCaptura la superficie pintada dinámicamente a una secuencia de imágenesCaptura la emisión desde las superficies, para una iluminación más precisaPermite capturar cada etapa de la simulación de forma separadaCaptura fallida: lienzo inválidoCaptura fallida: dominio inválidoFalló captura: no se encontró el modificador Pintura dinámicaFalló captura: no se encontró el modificador Pintura dinámica FluidoFalló liberación de captura: dominio inválidoFalló liberación de captura: no se encontró el modificador FluidoFalló liberación de captura: se han encontrado tareas de captura pendientesCapturar desde Multi-resoluciónCapturar desde el cachéCapturar texturas de imagen de los objetos seleccionadosCaptura la iluminación proveniente del entorno, para una iluminación más precisa, aunque se perderá una correcta mezcla con los volúmenes de irradianza cercanosCaptura el caché de irradianza de iluminación volumétricaEl elemento capturado es un atributo almacenado en una geometríaCaptura los rebotes de luz provenientes de luces, para una iluminación más precisaCapturar canales de posiciónNodo Capturar o nodo de Salida de una simulación que corresponde a esta captura. Este nodo puede aparecer profundamente anidado en el grupo de nodos del modificador. Podría ser nulo en algunos casos, como cuando existan bloques de datos faltantes.Capturar normalesCaptura las transformaciones del objetoCapturar en rango de clavesCaptura cada fotograma que contenga un clave para cualquiera de los huesos, por oposición a capturar sólo los relevantesLa pasada de captura requiere tener habilitadas las contribuciones de luz Directa, Indirecta o ColorCaptura las dinámicasCaptura las transformaciones (de la simulación de cuerpos rígidos) de los objetos seleccionados a fotogramas claveCapturar canales de rotaciónCapturar canales de escalaCaptura el sombreado de las superficies de los objetos seleccionados al objeto activoCaptura las simulaciones de modificadores de nodos de geometríaCapturar las transformaciones espaciales hacia los datos del objeto, previene rotaciones no deseadas cuando las coordenadas de destino no se encuentran alineadas con las de Blender (¡ADVERTENCIA! opción experimental, usar a riesgo propio, se sabe que no funciona con esqueletos/animaciones)Capturar el desplazamiento en espacio del objetoCapturar el desplazamiento en espacio tangencialCapturar las normales en espacio del objetoCapturar las normales en espacio tangencialCalcular para cámara activaCapturar a discoCalcular para cámara activaCapturar hacia los bloques de datos de imagen asociados con los nodos activos de textura de imagen en los materialesCapturar hacia el atributo de color activo de las mallasCapturar desplazamiento vectorialAnimación capturadaFotograma capturado {}Los trazos capturados fueron liberadosCapturados {} - {}CapturasCaptura una onda de sonido a muestras en los canales seleccionadosCapturando pintura dinámica...Capturando arte lineal...Capturando Multi-resolución...¡Captura cancelada!Capturando fluido...Capturando iluminación...Mapa capturado guardado a una imagen interna, guardarla de forma externa o empacarla en la escenaMapa capturado grabado en "%s"Capturando nodos...La captura de datos de multi-resolución sólo funciona con un objeto poligonal activoCapturando caché de puntos...La captura debería ocurrir a una imagen con el buffer de imagenCapturando textura...Capturando a tipo de imagen no soportadoBalanceBalanceadaUn balance entre rendimiento y calidadPermite balancear entre los dos canales de color no primarios contra los cuales se comparará el canal de color primario. 0 significará que se use el segundo de los dos canales, mientras que 1 significará que se use el primero de los dosBalancea las áreas de luminancia baja y alta. Valores menores enfatizarán detalles en las sombras, mientras que valores más altos comprimirán las luces de manera más suaveBolaTamaño de esferasResistencia de las esferas a la deformaciónAncho de bandaBandasDirección bandasBandas en la dirección XBandas en la dirección YBandas en la dirección ZBandas en sentido diagonalBalanceoCortezaBaseColor baseContraste medioTipo de baseÁngulo de pose basePosición de pose baseObjeto para pose inicialTipo de pose inicialEscala baseGrosor baseTransparencia baseTransparencia alfa base de la línea, posiblemente modificado por modificadores de transparencia alfaClase básica de motores de procesamiento basados en Hydra de USDColor base para los fantasmas posteriores al fotograma actualColor base para los fantasmas anteriores al fotograma actualCurvas base entre las cuales serán interpoladas las nuevas curvasBase desde instanciadorBase desde un conjuntoColor base de la línea, posiblemente modificado por modificadores de color de líneaGrosor base de la línea, posiblemente modificado por modificadores de grosor de líneaMalla baseMalla base de donde sustraer geometríaÁrbol de nodos base del contextoTipo base de nodo para los tipos de grupos personalizados registradosOrientación base para la rotaciónOrientación base para la rotaciónRadio base a ser usado, cuando 'Reemplazar radio' se encuentre activoVelocidad de base al transitar o volarSuperficie con respecto a la cual se aplicará el mapa de normales, cuando se utilice desplazamientoTipo base de los parámetros del método de resolución de cinemática inversaTipo base para bloques de datos, define un nombre único, vinculando desde otras bibliotecas y la recolección de basuraTipo base para definir modificadores de transparencia alfaTipo base para definir modificadores de color de líneaTipo base para definir modificadores de grosor de líneaTipo base para definir modificadoresTipo base para definir modificadores de geometría del trazoValor base para controlar la variación aleatoria de las instancias de una forma reproducibleValor base para controlar la variación aleatoria de una forma reproducibleUsar posición del ratónAgrega una porción de la trayectoria completa basándose en la distancia o decaimientoBásicoModo básico para la edición interactiva de parámetros de estiloBaseMatriz de baseVasco - EuskaraLoteCambiar fundido por lotesCambiar fundido por lotes (Adicionar)Cambiar fundido por lotes (actual)Cambiar fundido por lotes (Dividir)Cambiar fundido por lotes (Mezclar)Cambiar fundido por lotes (Multiplicar)Cambiar fundido por lotes (siguiente)Cambiar fundido por lotes (anterior)Cambiar fundido por lotes (Sustraer)Cambiar operación matemática por lotesCambiar nodos seleccionados por lotesExportar por lotesProceso por lotesCarpeta propiaCambia el modo de fundido y las operaciones matemáticas por loteBatallaÁngulo del hazÁngulo del haz: %.2fForma del hazGranos (cacao)Granos (soja)CosméticoBeckmannSe convierte en el valor de salida cuando sea escogido en la entrada del menúAntesColor anterioresAntes del actualAntes del fotograma actualRepeticiones inicialesAntes del fotogramaAntes del último fotogramaModo inicialAntes de la originalAntes de la original (alineada)Antes de la original (completa)Antes de la original (canales divididos)Comportamiento al importar atributos de USD como propiedades personalizadas de BlenderComportamiento al importar texturas desde un archivo USDZComportamiento cuando el nombre de un material importado entre en conflicto con un material ya existenteComportamiento cuando el nombre de archivo de una textura importada entre en conflicto un archivo ya existenteBielorruso - БеларускаяAbajoPor debajo del umbralFlexionarÁngulo de flexión: %.3f, Radio: %.4f, Alt: Limitar %sÁngulo de flexión: %s, Radio: %s, Alt: Limitar %sEje de rotación de flexión:Flexiona los elementos seleccionados entre el cursor 3D y el ratónFlexiona la malla en torno al eje Z del espacio del modificadorPermite flexionar la malla usando una curvaFlexiónGrupo flexiónModelo de flexiónAmortiguación de flexión de tensoresResistencia a la flexiónResistencia máxima a flexiónGrupo de vértices para resistencia a la flexiónHueso flexiblePropiedades de forma de hueso flexibleHuesos flexiblesMejor coincidenciaNormal más coincidenteEl tipo de estructura más conocido del conector. Podría no coincidir con la forma del conector, p.ej: en el caso de conectores de entrada no conectadosLogra mejores resultados en caso de ocurrencia de huecos (más lento)Entre marcadores seleccionados mín/máxBiselarBiselado convexoProfundidad biselModo del biselModificador BiselarCurva de biseladoRadio biseladoResolución biselBiseladoBiselado:Cantidad de biselCantidad de biselado para el método por porcentajeModificador de biselado para hacer más redondeados los bordes y vérticesBisela la malla completa usando una magnitud constanteDesviaciónFactor de desviación de la influencia de cada fotograma, durante la interpolaciónDesviación para reducir la filtración de luz en mapas de sombras variantes (obsoleto)Desviación para reducir las sombras propias (obsoleto)Permite desviar la normal de sombreado para reducir defectos visuales causados por interseccionesSesgadoBicúbicoBicúbica al ampliar, bilineal en otros casos (sólo OSL)GrandeDesenfoque bilateralFiltrado bilateralBilinealBimanualObjeto binarioFormato de archivo de objeto binario (.bobj.gz)EnlazarEnlaza las envolventes de los huesos al modificador EsqueletoCoordenadas de enlaceEnlazar aEnlaza la pose base en el modificador Suavizado correctivoEnlaza la forma actualDatos de enlace faltantesSe requieren datos de enlaceEnlaza la malla a la jaula, en el modificador Deformar con mallaEnlaza la malla al sistema en el modificador Deformación laplacianaEnlaza la malla al objetivo en el modificador Deformar con superficieEnlaza la cámara seleccionada al marcador en el fotograma actualNo hay coincidencia en la cantidad de vértices a enlazar: %u a %uEnlazar los grupos de vértices al modificador EsqueletoAsignación en un elemento del mapa de acción XRAsignacionesAsignaciones para el elemento del mapa de acción, que mapea la acción a una entrada XRFormato de captura de movimiento BioVision (BVH)Tiempo nacimientoBiseccionarEje de bisecciónDistancia de bisecciónInvertir eje de bisecciónBiseccionarOperar (bit a bit)Resolución en bits para las partículas de fluido y las cuadrículas (valores menores reducirán el tamaño del archivo)Profundidad de color por canalBitangenteSigno bitangenteVector bitangente de este vértice para esta cara (debe calcularse de antemano usando calc_tangents, usar sólo si es realmente necesario, es de acceso más lento que bitangent_sign)Indicadores de bits para grupos de suavizadoBitmap (.bmp)FrecuenciaFrecuencia en kbit/sBit a bit %sRetrocRetrocesoNegroNivel de negroPunto de negroCuerpo negroEmisión como cuerpo negroTinte de cuerpo negroBlackmagic Pocket y StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisFiltro Blackman-HarrisLáminasEn blancoExtenderDesviación de filtradoDesviación de filtradoFundidoFactor de fundidoArchivo .blendArchivos .blendFundir curvas de peloFundido EntranteTransiciónModo de fundidoModo de fundido para caras transparentes (Obsoleto: usar 'surface_render_method')Cercanos a considerarOpacidad fundidoFundido SalienteFundir trayectoriaRadio de fundidoFundir superficieFundirTipo de fundidoInfluencia de fundidoFundir a lo largoMezcla el alfa debajo de otro videoSuperpone encima de otro video usando el canal alfaPermite mezclar entre un patrón de ruido suave y uno rugoso con picos más definidosMezcla entre una superficie difusa o transluminiscente. Típicamente debería ser cero o uno (o completamente difusa o completamente transluminiscente)Fundido entre la transmisión y las otras capas de componentes básicosFundir la influencia del pincel con el ángulo al que apuntanColor a fundir con el color de salida de la texturaFunde la deformación a lo largo de cada curva, desde la raízFunde los datos de las caras preexistentes sobre las caras incrustadasEl factor de fundido entre una octava y la anterior. un valor de cero corresponderá a una ausencia de detalleFactor de fundido entre el estiramiento minimizado y el ángulo originalEl archivo .blend '%s' fue creado usando una versión de Blender con codificación "Big Endian"; el soporte para este tipo de archivo ha sido eliminado en Blender 5.0, usar una versión anterior del programa para abrirlo y convertirlo.Fundir desde la posición actual hacia el fotograma clave anterior o siguientePermite fundir la región superpuestaFunde la forma desde una forma claveModo de fundidoFundir los claves seleccionados con sus cercanos a derecha o izquierdaFunde los claves seleccionados hacia la pendiente de los claves cercanosPermite fundir los claves seleccionados a su valor predefinido desde su posición actualFundir envoltura, para puntos encima de la superficieFunde la acción de pose indicada en los controles de animaciónFundir a cercanoInfluencia de fundido a ser usada para la mezcla de los dos sombreadores. En cero usará el primer sombreador, mientras que en uno usará el segundo sombreadorEspacio de color del .blendDatos de archivo .blendFundidoBlenderBlender (mejor para un viaje de ida y vuelta)Blender 2.7Blender 2.8Blender 2.7xDatos de BlenderEditor de controladores de BlenderExtensiones de BlenderArchivo de BlenderVisor de archivos de BlenderElementos de BlenderRegistro de información de BlenderNombres de BlenderEspacio del objeto de BlenderOriginal de BlenderRNA de BlenderDefiniciones de estructura RNA de BlenderInternoVersión de BlenderEspacio global de BlenderEste Blender fue compilado sin soporte para AudaspaceEste Blender fue compilado sin la biblioteca de rastreo de movimientoBlender es software libreIntensidades de iluminación de Blender sin conversión algunaDatos de espacios en las preferencias de BlenderUn sub proceso de Blender finalizó con el código de error {:d}Blender fue compilado sin soporte para reducción de ruido en las vistasBlender ha sido ejecutado en modo desconectado, lo cual no podrá ser cambiado mientras se esté ejecutandoBlender se iniciará la próxima vez tal como está ahora.¡Es necesario habilitar el repositorio de extensiones de Blender para instalar extensiones!¡El repositorio de extensiones de Blender debe ser refrescado!¡Repositorio de extensiones de Blender no encontrado!Sitio oficial de BlenderEl archivo .blend '%s' aparenta estar corrupto, contiene nombres de ID válidos. Los mismos han sido truncados.El archivo .blend '%s' fue creado por una versión futura de Blender y contiene nombres de ID más largos que los soportados por esta versión. Los mismos han sido truncados.Contexto de importación de blendsElemento de importación de blendElementos contexto importación archivo .blendBibliotecas contexto importación archivo .blendBiblioteca contexto importación archivo .blendEl contexto de importación de blends ha sido inicializado y rellenado con una lista de elementos a ser importados, ningún dato ha sido aún vinculado o anexadoFundidoFundidoModo de fundidoFactor de fundidoFactor de fundido de sombras de panel y menúFundido hacia una colisión inelásticaInfluencia de fundido de este huesoFunde entre un modelo de material dieléctrico y uno metálico. En 0.0 el material consistirá en una capa base de difusión o transmisión, con una capa de reflexión especular por encima. Un valor de 1.0 producirá una reflexión completamente especular teñida con el color base, sin reflexión difusa ni transmisiónFunde los claves desde su estado actual hacia una curva de partida o llegada suaveFunde la forma de múltiples curvas de pelo, dentro de un cierto radioElemento globular en un bloque de datos de metabolasBloqueadaBloqueada Colección de bloqueadoresResplandorAzulCanal azulCanal azulComponente azul del campo de colorRuido azulRuido azul (primero)Ruido azul (puro)Ruido azul (redondeado)Azul:DiseñoDesenfocarDesenfocar atributoDistancia de desenfoqueIteraciones de desenfoqueModo de desenfoqueTamaño desenfoqueIntervalos de desenfoqueIntensidad de desenfoqueAncho del desenfoqueDesenfoque XPermite desenfocar una imagen en una dirección específicaPermite desenfocar una imagen, usando distintos modosEfecto de desenfoque del pincelLímite del desenfoque, radio máximo del CdC (círculo de confusión)Permite desenfocar los defectos visuales en las sombras usando un filtrado de porcentaje cercanoIntensidad del desenfoque por cada iteraciónDesenfoca el color de la imagen de entrada en espacio de color YCC antes del recorte, manteniendo la luminancia intacta y usando un desenfoque gaussiano del tamaño indicadoDesenfoca el mate calculado usando un desenfoque gaussiano del tamaño indicadoDesenfoca la radiancia resuelta, usando un filtro bilateralDesenfocar la iluminación de estudio de fondoDesenfocar usando la profundidad de campo de la cámaraPermite difuminar influencias en el grupo de vértices activoIntervalos de desenfoque para el decaimiento de las normalesPelícula borrosaDesenfocará/suavizará el borde entre el cemento y los ladrillos. Esto podrá resultar útil con una textura y texturas de desplazamientoCuerpo del textoBoidCerebro BoidRegla de boidsReglas de boidsOpciones de boidsEstado del boidEstados de boidsInfluencia de efector BoidAltura relativa del boid con respecto al tamaño de la partículaNombre de regla de boidsEstado del boid para los cálculos de dinámicasNombre de estado del boidEl boid luchará contra enemigos hasta está magnitud más fuertesBoidsBoids 2DBokehDesenfoque BokehImagen para bokehTipo de bokehTipo de bokeh:Rotación de la forma del bokehNegritaNegrita cursivaHueso¡El hueso '%s' contiene datos de segmentos de hueso flexible antiguos - se necesita actualizar la gráfica de dependencias!¡El hueso '%s' no es un hueso flexible!El hueso '%s' no estaba asignado a la colección '%s'Matriz del hueso en relación al esqueletoColección de huesosMembresías a colecciones de huesosEspeciales de colecciones de huesosInterfazColecciones de huesosColecciones de huesos (todas)Colecciones de huesos (de primer nivel)Colecciones de huesos que contienen este huesoColor del huesoConjuntos de colores de huesosColores de huesosPropiedades de restricciones de huesosRestricciones de huesosDirección de huesosEnvolvente de huesoDistancia envolvente huesoEnvolventes de huesosHuesoInfluencia de huesos por calor: Falla al buscar solución para uno o más huesosJerarquía de huesosInfluencias de huesosInformación de huesoHueso - Influencia bloqueadaMatriz del huesoNommbre del huesoOriginal de los huesosHueso - Pose activoHueso - Pose seleccionadoPropiedades de huesosHueso (relativo)Giro de huesosSelección de huesosConjunto de selección de huesosOpciones de huesosEscalar forma de huesosTamaño de huesoHueso - SólidoHuesoVisibilidad del huesoOpacidad estructura huesosEl hueso ya tiene una restricción de cinemática inversaHueso asociado con este hueso de poseLa colección de huesos %s no es editable, quizás fuera conveniente agregar una redefinición en los datos del esqueleto?No se encontró la colección de huesos '%s' en el esqueleto '%s'Colección de huesos en el bloque de datos de un esqueletoNo se ha encontrado la colección de huesos con identificador %d en el esqueleto %sLas colecciones de huesos sólo pueden ser editadas en un esqueletoLos colores de los huesos se encontraban sincronizados; para {:d} huesos esto no será apreciable debido a redefiniciones de colores en huesos de poseHueso que define el desplazamientoDistancia de deformación del hueso (sólo para deformaciones con Envolventes)Influencia de deformación del hueso (sólo para deformaciones con Envolventes)Hueso en el bloque de datos de un esqueletoEl hueso hereda la rotación o escala del hueso superiorEl hueso puede ser seleccionadoLos huesos siempre se mostrarán en modo Estructura, independientemente del modo de visualización de la vista (útil para que huesos con formas personalizadas no obstruyan la visión)El hueso no se puede transformar cuando está en modo EdiciónEl hueso estará oculto, excepto en el modo EdiciónEl hueso estará oculto en el modo EdiciónEl hueso estará oculto en el modo EdiciónEl hueso está seleccionado en el modo PoseLa posición del hueso se define en espacio localEl hueso no fue agregado a una colección y fue ocultado porque existen colecciones de huesos aislados.Hueso no encontradoHueso no encontrado: {:s}Alineación giro huesoRotación del hueso alrededor del eje cabeza-colaError de cantidad de selección de huesosSelección de huesos durante el pintadoHueso que define la transformación mostrada de esta forma personalizadaHueso que sirve como asa final de la curva del hueso flexibleHueso que sirve como asa inicial de la curva del hueso flexibleHueso para definir las coordenadas de texturizadoHueso desde el cual transformarHueso a ser usado para determinar el eje de simetríaEl hueso fue agregado a una colección oculta '%s'El hueso {:s} contiene una referencia dañada a la colección {:s} '{:s}'El hueso {:s} se encuentra seleccionado en ambos lados, su simetrización sería ambigua, cancelado. Seleccionar sólo el lado izquierdo o el derecho, no ambosHueso(s)HuesosHuesos y deformaciónHuesos asignados a esta colección de huesos. En el modo de Edición del esqueleto esto siempre producirá una lista vacía de huesos, dado que la membresía a las colecciones de huesos es actualizada recién al salir del modo Edición.Se han seleccionado huesos de distintos objetosLos huesos en esta colección serán visibles en los modos Pose y Objeto(Sólo para huesos) Aplica al hueso restringido los canales de la acción correspondientes a las transformaciones del objeto, en vez de los canales correspondientes al propio huesoHuesos que están subordinados a este huesoHuesos:%s/%sMarcadoresEspeciales de marcadoresAtributo booleanoValor de atributo booleanoValor booleano del atributo de una geometríaBooleanaVector booleanoCampo booleanoOperar (booleana)Modificador BooleanaConector booleano nodoInterfaz de conector booleano del nodoOperación booleanaBooleanosCuadrícula booleana para definir la topología/regiones activasModificador para operaciones booleanasEl resultado booleano es demasiado grande para ser manipulado por el métodoSelección booleana del punto de la raíz de la curvaSelección booleana del punto de la punta de la curvaMétodo booleano no disponible (no se incluyó al compilar)Conector de valor booleano de un nodoFactor de potenciamientoLímitesColisión con límitesAncho del bordeEl marco de procesamiento no es soportado por el editor de videoPermite seleccionar vértices UV fijos, usando el marco de selecciónLímitesAmbosAmbas carasAmbas cercanasAmbos ladosAmbos ZAmbos objetos deben ser mallasSubdivide los bordes largos y colapsa los cortos para refinar el detalle de la mallaInferiorInferior (base)Altura inferiorInferior izquierdaInfluencia del labio inferiorInferior (ortogonal)Inferior (perspectiva)Ancho inferiorAlinear hacia abajo al cargar (excepto para editores de propiedades)El fondo de la listaMínimo del rango destino de movimiento en el eje XMínimo del rango original de movimiento en el eje XMínimo del rango destino de movimiento en el eje YMínimo del rango original de movimiento en el eje YMínimo del rango destino de movimiento en el eje ZMínimo del rango original de movimiento en el eje ZEsquina inferior izquierda de los límites de empaqueElasticidadLímiteLimitar la cantidad de muestras de las capas de visualización, usando las muestras globalesLímitesLímiteBordes limítrofesConjunto de caras limítrofeDecaimiento limítrofeDesplazamiento origen límitesForma limítrofe (convexa)Suavizar límitesTopología limítrofeBordes limítrofesTipo de límite a enmascararLimitadasVolumen delimitadorCentro del volumen delimitadorEl volumen delimitador debe ser mayor que 0Volumen delimitadorCentro de límitesVolumen delimitadorLímites máxLímites mínCajaColores Fondo cajaColor del marcoMargenMáscara rectangularRedondez del marcoSeleccionar (marco)Definir (caja)Radio de las esquinas del marco, como proporción de la altura del mismoFiltro cajaMargen del marco, como factor del ancho de la imagenForma tipo caja (p.ej: cubo), incluyendo planos (p.ej: para el suelo)CajasTrenzar curvas de peloInicio de la trenzaSuavizado de ramificacionesRama: {:s}LatónSepara las caras de la malla, permitiéndoles seguir el movimiento de partículasDivide los huesos seleccionados en cadenas de huesos más pequeñosRompibleIntermedioClave intermedioClave intermedio seleccionadoUmbral de rupturaLadrillo (común)Ladrillo (prensado)Ladrillo (blando)LadrillosAncho del ladrilloLadrillosLadrillos 1Ladrillos 2Modificador Brillo / Contraste para el clip de la secuenciaMás claroBrilloValor de corrección del brillo. Un factor de tipo aditivo para modificar el brillo general de la imagen. Usar un número negativo para oscurecer la imagen y uno positivo para hacerla más brillanteTope de brillo para la intensidadMultiplicador del brilloBrillo del íconoUmbral de brillo para la profundidad de campo basada en spritesBrillo / ContrasteTraer hacia adelanteLleva la pose del hueso al objeto modificadoTrae la geometría de la colección de entrada al objeto modificado, manteniendo la posición relativa entre los objetos en la escenaLleva la geometría, posición, rotación y escala del objeto de entrada al objeto modificado, manteniendo la posición relativa entre ambos objetos en la escenaTraer al frentePublicar accionesPublica todas las acciones compatibles a todos los objetos. Los objetos animados obtendrán todas las acciones compatibles con ellos, los demás no obtendrán ninguna animaciónBronceBrownModelo de distorsión Brown-ConradyMov. BrownianoExplorarExplorar acción a ser vinculadaExplorar datos de esqueleto a ser vinculadoExplorar pincel a ser vinculadoExplorar archivos de caché a ser vinculadosExplorar datos de cámara a ser vinculadaExplorar datos de curva a ser vinculadaExplorar datos de curva a ser vinculadaExplorar datos de Grease Pencil a ser vinculadoExplorar datos de ID a ser vinculadosExplorar imagen a ser vinculadaExplorar datos de jaula a ser vinculadaExplorar datos de luz a ser vinculadaExplorar sonda de luz a ser vinculadaExplorar datos de estilo de línea a ser vinculadosExplorar máscara a ser vinculadaExplorar material a ser vinculadoExplorar datos de malla a ser vinculadaExplorar datos de metabola a ser vinculadosExplorar clip de película a ser vinculadoExplorar árbol de nodos a ser vinculadoExplorar objeto a ser vinculadoExplorar datos de curva de pintura a ser vinculadaExplorar datos de paleta a ser vinculadaExplorar opciones de partículas a ser vinculadasExplorar datos de nube de puntos a ser vinculadaExplorar escena a ser vinculadaExplorar sonido a ser vinculadoExplorar datos del altavoz a ser vinculadoExplorar texto a ser vinculadoExplorar textura a ser vinculadaExplorar datos de volumen a ser vinculadoExplorar espacio de trabajo a ser vinculadoExplorar opciones de entorno a ser vinculadoPermite explorar archivos y recursosExplorar este archivoPermite navegar, instalar y administrar extensiones desde repositorios locales y remotosModo de exploraciónPincelAdicionarFlexionarArrastrar (escala doble)GlóbuloDesenfocarLímiteTipo de pincelArcillaArcilla (rastro)Arcilla (pulgar)HorariaClonarRopaRampa de colorConstanteAntihorariaPlegarDesinflarDeformaciónDirecciónArrastrarDibujarDibujar conjuntos de carasDibujar (definido)Deformación elásticaMejorar detallesBorrarExpandirDecaimientoRellenarArrastrarInflarInvertidaAlteraciónCapaMagnificarMáscaraRaspar (multiplano)Borrar (desplazam multires)Manchar (desplazam multires)NuevoNormalEmpujarPintarPellizcarPellizcar (perpendicular)Pellizcar (punto)PlanoPosarEmpujarRotarEscalarEnfocarSimplificarDeslizar y distenderMancharSuavizarGancho de serpienteSuavizarSustraerSuperficiePulgarTeñirArrastrar (escala triple)TorsionarRecurso de pincelRecurso de pincel (no guardado)Referencia a recurso de pincelCapacidades del pincelColección de pincelesDetalle del pincelDecaimiento de pincelGradiente de pincelAltura pincelMáscara de pincelNormal del pincelPreajustes de pincelRadio del pincelOpciones del pincelTamaño del pincelEspeciales de pincelesContenedor de texturas de pincelTipo de pincelModo de fundido del pincelBloque de datos de pincel para almacenar opciones del pincel para pintar y esculpirBloques de datos de pincelLa deformación del pincel desplazará los vértices de la mallaEl pincel deformará la malla, deformando las restricciones de una simulación de ropaEl pincel será proyectado hacia el lienzo, en la dirección indicada y dentro del radio de proximidad del pincelEl pincel sigue al ratón, describiendo una trayectoria más suaveEl pincel sólo afecta a los vértices que apuntan al espectadorEl pincel funciona sobre todas las islasOpciones de configuración del pincelTamaño del pincel en espacio de la pantallaIntervalos de pincelIntensidad del pincelÁngulo aleatorio de la textura del pincelRotación de la textura del pincelPincel a usar por la duración del trazoIdentificador del tipo de pincel para el cual se buscará la herramienta más apropiadaCapacidades del pincelPincelesPincel. Usar botón Izq. para tomar una muestra para la paletaPincelesLos pinceles no soportan previsualizaciones automáticasBurbujasBurbujas - FlotabilidadBurbujas - ArrastreBurbujasBufferTamaño del bufferErrorConstruirCrear reemplazo al 100% de resoluciónCrear reemplazo al 25% de resoluciónCrear reemplazo al 50% de resoluciónCrear reemplazo al 75% de resoluciónModificador ConstruirCrear original:Crear sin distorsión:Construye una rotación a partir de un eje y una rotación alrededor del mismoConstruirá una rotación a partir de componentes de cuaterniosConstruye una rotación a partir de ángulos independientes alrededor de cada ejeCrea normales personalizadas en los extremos para obtener bordes (limítrofes con la forma tubular) con un sombreado más continuoModificador de efecto construcciónCrear reemplazos al agregar clips de película e imagen, en cada tamaño de previsualizaciónCrea un reemplazo al 100% de la resolución original de la películaCrea un reemplazo al 100% de la resolución original de la película, no distorsionadoCrea un reemplazo al 25% de la resolución original de la películaCrea un reemplazo al 25% de la resolución original de la película, no distorsionadoCrea un reemplazo al 50% de la resolución original de la películaCrea un reemplazo al 50% de la resolución original de la película, no distorsionadoCrea un reemplazo al 75% de la resolución original de la películaCrea un reemplazo al 75% de la resolución original de la película, no distorsionadoCrea un identificador de código de tiempo que contabiliza el tiempo de grabaciónCreando reemplazos...Crea únicamente nuevos trazos (asumiendo dibujo en modo 'aditivo')Construido sin el modificador FluidoConstruido sin el modificador OceanConstruido sin el modificador Rehacer mallaCompilado sin SLIM, regresará al método conformeCompilado sin las funciones de RV/OpenXRModificador-f Función integradaIntegradoRecurso incorporadoReproductor de animación integradoExplorador de archivos incorporado para abrir, guardar y vincular datosLas tipografías integradas no pueden ser renombradasLas configuraciones de los temas integrados no pueden ser eliminadasLos temas integrados no pueden ser sobrescritosLos temas integrados no pueden ser eliminadosBúlgaro - БългарскиRelieveCorrección de mapeo de relieveSólo relieveMapeo de relieve para simular la apariencia de desplazamientoPaqueteElementos del paqueteConector de paquete de nodoInterfaz de conector de paquete del nodoMarcador 3D sólidoDatos de paquetePaquete en geometríaConector de paquete de un nodoPaquetes a ser unidos en el nivel superior de cada paquete. Cuando existan duplicados, sólo se usará la primera ocurrenciaFlotabilidadFlotabilidad DensidadTemperatura de flotabilidadFuerza de flotación basada en la densidad del humo (valores mayores producen una mayor ascensión del humo)Fuerza de flotación basada en la temperatura del humo (valores mayores producen una mayor ascensión del humo)Estampar en imagenModo Subexponer¡Ocupado dibujando!PlanoExtremo planoEl botón no parece contener ninguna información de propiedades incorporada (ptr.data = %p, prop = %p)Por herramienta activaPor ID de grupoPor capaPor partes sueltasPor materialPor nombrePor ordenTiempo, en torno al fotograma actualTiempo, en torno al primer marcador seleccionadoTiempo, en torno al fotograma ceroValor, en torno al valor Y del cursorValor, en torno al valor Y ceroCuánto expandir la selecciónColor byteColor Byte (codificado en sRGB): {} {} {} {}Atributo de color byteValor atributo color byteBytecodeCódigo de comprobación del bytecodeBezierCurva BezierPunto de curva BezierPuntos BezierSegmento BezierBezier en UBezier en VPunto de una curva Bezier con dos asasPunto de una curva Bezier con dos asas que define un fotograma clave en una curva-fNo es posible agregar puntos a la curva BezierCCFLValor CFLCINEONCPUEl rendimiento de trazado de rayos por CPU será pobreTBCCSV (.csv)Importación de CSV: No es posible abrir el archivo '%s'Importación de CSV: Archivo '%s' vacíoImportación de CSV: Falla al analizar el archivo '%s'CUDACachéArchivo de cachéArchivos de cachéBloques de datos de archivos de cachéCaché finalIdentificador del cachéInfo del cachéCaché desactualizadoCapa del cachéCapas del cachéHacer caché de mallaModificador CachéOpciones de sobreimpresión de cachéRuta del cachéCrudas a cachéResultado a cachéOpciones de cachéIntervalo del cachéCarpeta del cachéRuta a archivo de cachéCrea un caché de las imágenes finales de cada fotogramaAlmacena en caché los fotogramas durante la reproducción de nodos de simulaciónEl caché debe estar habilitadoEl caché está deshabilitado hasta que el archivo sea guardadoNombre del cachéCaché de las posiciones globales de un elemento a lo largo de un rango de fotogramasCrea un caché de las imágenes crudas leídas desde el disco, para un retoque más veloz de parámetros del clip, a costa de un mayor uso de memoriaAlmacena los datos entrantes en un caché, para que puedan ser usados sin tener que ser recalculadosHacer un caché del sonido en memoriaDestino de capturaDiscoHeredar del modificadorEmpacarRango en cachéCaché proveniente del primer modificador de arte linealCaché proveniente del primer modificador Arte lineal.Posición sobre la trayectoria en cachéPosiciones en caché por cada fotogramaGuarda en un caché las velocidades de los vértices de la malla. Los mismos serán usados (automáticamente) durante el procesamiento, cuando se encuentre activado el desenfoque por movimiento.En cachéJaulaExtrusión de jaulaObjeto jaulaOpacidad de jaulaObjeto jaula "%s" no encontrado en la escena evaluada, podría estar ocultoLos vértices de la jaula cambiaron de %d a %dCalcularCalcular alfaCalcular huecosCalcular trayectorias de movimientoCalcular ordenCalcular superposiciónCalcula las trayectorias para los huesos seleccionadosCalcular seleccionado hasta fotogramaCalcula la influencia de vértices de forma dinámicaCalcula un valor o un color aleatorio basado en una semilla de entradaCalcular todos los objetos seleccionados, en vez de calcular sólo el objeto activoCalcula un canal alfa basado en los valores de RVA de la imagenCalcula trayectorias de huesos desde las cabezasCalcula trayectorias de huesos desde las colasCalcula el espaciado del pincel en relación a la vista, usando la ubicación del trazoCalcula el espaciado del pincel en relación a la vistaCalcular secundarias que se adapten bien al pelo largoCalcula un desplazamiento uniforme del esfumadoCalcula el desplazamiento del esfumado como una segunda curvaCalcula las alturas respecto a la malla no subdividida de baja resoluciónCalcula huecos al rellenar curvas superpuestasCalcula los modificadores en espacio lineal, en vez de usar el espacio del editor de videoCalcula las normales perpendiculares al eje Z y a la tangente a la curva. En caso de que una serie de puntos fuera vertical, se usará el eje X.Calcular normales para obtener un resultado de grosor más uniforme (lento, deshabilitar cuando no sea necesario)Calcula las normales con la menor torsión alrededor de la tangente a la curva a lo largo de toda su extensiónCalcula las rotaciónes de las partículasCalcula la trayectoria para los huesos seleccionadosCalcula automáticamente la velocidad de los puntosCalcula los límites de posición del conjunto de la geometría de cada instanciaPermite calcular la posición relativa (usando bordes)Permite calcular la posición relativa (usando caras)Calcula intersecciones propias y superposiciones antes de efectuar el rellenoPermite calcular bordes definidos usando datos de normales personalizadas (cuando estuvieran disponibles)Calcula las simulaciones en modificadores de nodos de geometría, desde el inicio hasta el fotograma actualCalcula estadísticas de un conjunto de datos perteneciente a un campo evaluado en una geometríaCalcula la máscara limítrofe basándose en las islas inconexas de la topologíaCalcula la máscara limítrofe entre conjuntos de carasCalcula el espaciado del pincel usando la distancia de la escena o la vistaCalcula el centro de la geometría a partir del punto de pivote actual (la mediana o sino su volumen delimitador)Calcula el centro de masa a partir del área de la superficieCalcula el centro de masa a partir del volumen (debe ser geometría desplegable, con normales consistentes)Permite calcular la dirección y magnitud del cambio de los valores de una cuadrícula escalarPermite calcular el flujo hacia y desde cada punto de una cuadrícula vectorial direccionalPermite calcular el valor interpolado de un atributo de la malla en el punto más cercano de su superficiePermite calcular los valores interpolados de un atributo de la malla en una coordenada UVCalcula los límites de las posiciones de una geometría y genera una malla en forma de caja con esas dimensionesPermite calcular la magnitud y dirección de circulación de una cuadrícula vectorial direccionalPermite calcular la media y la mediana del campo de entradaPermite calcular el mínimo y el máximo del campo de entradaCalcular la cantidad de muestras dividiendo cada curva en segmentos de la longitud especificadaCalcula el orden de los bordes (necesario para las mallas, no para curvas)Calcular proximidad hasta los bordes del objetivoCalcular proximidad hasta las caras del objetivoCalcular proximidad hasta los puntos del objetivo (usualmente más rápido que los otros dos modos)Permite calcular la desviación estándar y la varianza del campo de entradaCalcula el área de la superficie de las caras de una mallaCalcular hasta fotogramaCalcula una nueva malla desplegable basada en el volumen de la malla actual. Todas las capas de datos se perderánCalculando simulación...Rango de cálculoTipo de evaluaciónCálculo usando la biblioteca MikkTSpace, consistente con las tangentes usadas en otras partes de BlenderCalibraciónLlamar panelDefiniciones de la función de retrollamada para conjuntos de claves integradosCaligrafíaCámaraFondoCierreProfundidadFinFijarFrenteLenteNuevaLa cámara "%s" no es una cámara de vistas múltiplesCámara y efectos de lenteLímites de cámaraClip activoMargen de descarte de cámaraDescartar por encuadreCámara (personalizada)Datos de cámaraDistancia focal de la cámara: %.1fmmDistancia focal de la cámara: %.1f°Guías de cámaraInformación de cámaraEscala lente de cámara: %.3fCámaraDesplazamiento de cámaraCámara (ortogonal)Redefinir cámaraCámara (panorámica)Fijar superior de cámaraMarco exteriorTrayectoria cámaraCámara (perspectiva)Preajustes de cámaraResolver cámaraRestricción Resolver cámaraSufijo de cámaraVista de cámaraVisibilidad a cámaraAmpliación de cámaraBloque de datos de cámara para almacenar las opciones de la cámaraBloques de datos de cámaraDistancia máxima de recorte de la cámaraDesplazamiento horizontal de la cámaraCampo de visión de la lente de la cámaraCampo de visión horizontal de la lente de la cámaraCampo de visión vertical de la lente de la cámaraDistancia mínima de recorte de la cámaraMatriz de proyección de la cámaraDesplazamiento de la cámaraCámara que se activa en este fotogramaCámara a la vistaCámara a usar como punto de referencia al subdividir la geometría, útil para evitar defectos de imagen en animaciones en donde la cámara está en movimientoCámara a la que se subordinará el movimiento (si está vacío, se usará la cámara activa de la escena)Tipos de cámaraDesplazamiento vertical de la cámaraEje principal cámaraDistancia focal de la cámaraCámara(s)CámarasPodrá agregar restricciones adicionales cuando la inserción automática de claves inserte clavesSólo es posible asignar datos evaluados a un objeto evaluado, o datos originales a un objeto originalSólo es posible copiar una normal personalizada, de vértices o de carasSólo es posible escoger desde la Vista 3D o el ListadoSólo se puede guardar la secuencia en una secuencia de imágenesSólo es posible redimensionar una región de una zona de acciónSólo es posible redimensionar una vista cuádruple de una zona de acciónSólo es posible desempacar una captura cuando el archivo .blend esté guardadoNo es posible cambiar el espacio de color de trabajo mientras existan tareas en ejecuciónNo es posible cambiar el espacio de color de trabajo mientras existan imágenes modificadas, guardarlas antesNo es posible editar un valor numérico controlado externamente, revisar el editor de Controladores para ver la configuración del mismoCancelarCancela y deshace un trazo en procesoCancelar animación, regresando al fotograma originalCancelar biseladoCancela la operación con archivosCancelar visualización de imagen procesadaCancelando...No se soporta la cancelación de este trazoNo es posible (de)seleccionar huesos en un objeto vinculado, para eso sería necesario aplicar una redefinición antesNo es posible cargar la imagenNo es posible acceder a la geometría de las colecciones, porque aún no ha sido evaluada. Esto puede suceder cuando hay una dependencia cíclicaNo es posible acceder a la geometría del objeto, porque aún no ha sido evaluada. Esto puede suceder cuando hay una dependencia cíclicaNo es posible acceder a las transformaciones del objeto, porque aún no han sido evaluadas. Esto puede suceder cuando hay una dependencia cíclicaNo es posible activar un selector de archivos, ya hay uno abiertoNo es posible agregar un cuerpo rígido a un objeto no poligonalNo es posible agregar una colección a una colección/escena vinculada o redefinidaNo es posible agregar una etiqueta de color a una colección vinculadaNo es posible agregar una capa al archivo de caché '%s'No es posible agregar una nueva colección a la escena vinculada o redefinidaNo es posible agregar la capa activa como máscaraNo es posible agregar colecciones de huesos a un esqueleto vinculado con una redefinición del sistema; crear de forma explícita una redefinición en los datos del mismoNo es posible agregar colecciones de huesos a un esqueleto vinculado sin una redefinición en los datos del mismoNo es posible agregar bordes en modo EdiciónNo es posible agregar caras en modo EdiciónNo es posible agregar un hueso como gancho a un objeto que no sea un esqueletoNo es posible agregar un gancho sin otros objetos seleccionadosNo es posible agregar bucles en modo EdiciónNo es posible agregar más de %i mapas UVNo es posible agregar el nodo %s al árbol de nodos %sNo es posible agregar el nodo %s al árbol de nodos %s: %sNo es posible agregar el nodo '%s' a un grupoNo es posible agregar el nodo '%s' a un grupo: %sNo es posible agregar el grupo de nodos '%s' a '%s'No es posible agregar el grupo de nodos '%s' to '%s': %sNo es posible agregar un nodo de tipo %s al árbol de nodos '%s'No es posible agregar un nodo de tipo %s al árbol de nodos '%s' %sNo es posible agregar objetos a una redefinición de biblioteca o colección vinculadaNo es posible agregar propiedades a datos redefinidosNo es posible agregar la propiedad a un conjunto de claves predefinidoNo es posible agregar un conector a un nodo integradoNo es posible agregar vértices en modo EdiciónNo es posible agregar el nodo de entrada de zona '%s' a un grupo sin su salida '%s' correspondienteNo es posible agregar el nodo de salida de zona '%s' a un grupo sin su entrada '%s' correspondienteNo es posible asignar el contexto del formato FFmpegNo es posible asignar suficiente memoria de video para capturar "{}" ({} / {} MBytes). Intentar reducir la resolución de surfels o la distancia de captura para disminuir el tamaño de la asignación.No es posible anexar el bloque de datos '%s' de tipo '%s'No es posible aplicar modificadores constructivos sobre una curva. Convertir la curva en una malla para aplicarloNo es posible aplicar el modificador a este tipo de objetoNo es posible aplicar la pose a un esqueleto vinculado desde una bibliotecaNo es posible aplicar este modificador a geometría de Grease PencilNo es posible aplicar a un esqueleto con usuarios múltiplesNo es posible asignar el material '%s', debe estar siendo usado de antemano por el objeto de Grease PencilNo es posible asignar a la colección de huesos vinculada %sNo es posible capturar dentro de la zonaNo es posible capturar una sonda de luz mientras se está efectuando el procesamientoNo es posible capturar en formatos distintos a una secuencia de imágenesNo es posible crear los tensoresNo es posible cambiar la pose cuando la 'Posición de reposo' está habilitdaNo es posible cambiar la acción porque aún se está editando en ANLNo es posible cambiar archivo antiguo (archivo guardado con @)No es posible eliminar la redefinición de biblioteca incorporada '%s', sólo es posible eliminar directamente redefiniciones de bloques de datos realesNo es posible eliminar la redefinición de biblioteca vinculada '%s', sólo es posible eliminar redefiniciones localesNo es posible convertir los objetos seleccionados mientras se encuentren en modo EdiciónNo es posible convertir al tipo seleccionadoNo es posible copiar/pegar datos empacadosNo se puede crear el entorno de cuerpos rígidosNo es posible crear un esqueleto en modo ediciónNo es posible crear un congeladoNo es posible crear un clave dentro de una transición de velocidadNo es posible crear un objeto en la base de datos principal con un bloque de datos con datos evaluadosNo es posible crear el preajuste "{:s}", debido a que su nombre ya existeNo es posible crear archivo de subtítulosNo es posible crear el contexto de animaciónNo es posible crear una transformación sobre datos vinculadosNo es posible crear una transiciónNo es posible crear una transición desde el primer o el último claveNo es posible borrar la colección '%s', debido a que se encuentra vinculada desde otras escenas/colecciones, o es una colección de redefiniciones de bibliotecaNo es posible borrar el espacio con el ID '%s', actualmente visibleNo es posible borrar el ID '%s', los bloques de datos usados indirectamente necesitan al menos un usuarioNo es posible borrar el ID '%s' vinculado indirectamenteNo es posible borrar la biblioteca '%s' vinculada indirectamenteNo es posible borrar el objeto '%s' vinculado indirectamenteNo es posible borrar el id '%s' de redefinición de biblioteca, debido a que es parte de una jerarquía de redefinicionesNo es posible editar capas bloqueadasNo es posible borrar el objeto '%s' porque está siendo usado por colecciones de redefinicionesNo es posible borrar el objeto '%s' de la escena '%s', los objetos usados indirectamente necesitan al menos un usuarioNo es posible determinar la ubicación de la captura en el disco. Se volverá a usar la captura empacada.No es posible hacer nada en el modo {!r}No es posible avanzar cuando el desplazamiento de la vista se encuentra bloqueadoNo es posible arrastrar un conector de salidaNo es posible arrastrar un panel sin entradasNo es posible duplicar la selección actualNo es posible editar el estado de 'tiempo de ejecución' de bloques de datos que no son de archivos .blend, debido a que son siempre por definición en tiempo de ejecuciónNo es posible editar colecciones de huesos a un esqueleto vinculado con una redefinición del sistema; crear de forma explícita una redefinición en los datos del mismoNo es posible editar colecciones de huesos en esqueletos vinculados, sin una redefiniciónNo es posible editar colecciones de huesos que se encuentren vinculadas desde otro archivo .blendNo es posible editar grupos de huesos en redefiniciones de bibliotecaNo es posible editar restricciones provenientes de datos de una biblioteca redefinidaNo es posible editar datos de una biblioteca externaNo es posible editar un objeto ocultoNo es posible editar datos de una bibliotecaNo es posible editar objetos vinculados a una biblioteca o redefiniciones no editablesNo es posible editar objetos vinculados a una biblioteca o con una redefinición no editableNo es posible editar datos de una biblioteca o con una redefinición no editableNo es posible editar datos de una biblioteca o redefiniciónNo es posible editar datos de una malla o curva vinculadaNo es posible editar un árbol de nodos vinculadoNo es posible editar modificadores provenientes de datos de una biblioteca redefinidaNo es posible editar el objeto '%s' porque está siendo usado por colecciones de redefinicionesNo es posible editar un objeto que esté siendo usado por colecciones de redefinicionesNo es posible editar previsualizaciones de datos de biblioteca redefinidosNo es posible editar propiedades provenientes de datos redefinidosNo es posible editar efectos visuales provenientes de datos vinculados desde una biblioteca redefinidaNo es posible editar efectos visuales en una redefinición de bibliotecaNo es posible editar esta propiedad proveniente de un bloque de datos vinculadoNo es posible editar esta propiedad proveniente de un bloque de datos redefinido del sistemaNo es posible editar esta propiedad proveniente de un bloque de datos redefinidoNo es posible asegurar la carpeta: %sNo es posible evaluar el grupo de nodosNo es posible ejecutar la operación booleanaNo es posible ejecutar, intersección sólo disponible al usar el método exactoNo es posible ejecutar, método de cálculo no exacto y colección vacíaNo es posible ejecutar, entradas no desplegablesNo es posible ejecutar, la colección seleccionada contiene objetos de tipo distinto a mallaNo es posible ejecutar, error desconocidoNo es posible exportar tipos de curva mezclados en el mismo objeto de curvaNo es posible exportar curvas cíclicas y no cíclicas mezcladas en el mismo objeto de curvaNo es posible descifrar a que objeto pertenece este hueso.No es posible encontrar cuadrícula '%s'No es posible encontrar una escena para reemplazar a la escena activa borrada '%s'No es posible encontrar una escena para reemplazar a la activa, que pertenezca a la biblioteca borrada '%s'No es posible encontrar una escena para reemplazar a la escena activa purgada '%s'No es posible encontrar la clase {:s} en {:s}No es posible encontrar claves sobre los cuales operarNo es posible encontrar biblioteca '%s'No es posible encontrar datos del objeto %s bibl %sNo es posible volar desde un objeto con restriccionesNo es posible volar cuando el desplazamiento de la vista se encuentra bloqueadoNo es posible generar materiales para el motor de procesamiento desconocido {:s}No es posible obtener valor interno del paqueteNo es posible obtener una malla a partir del objeto jaulaNo es posible inicializar la ropaNo es posible inicializar la GPUNo es posible insertar el grupo '%s' en '%s'No es posible unir objetos que compartan datos de esqueleto: %sNo es posible unir en modo EdiciónNo es posible vincular el bloque de datos '%s' de tipo '%s'No es posible vincular objetos a una escena vinculadaNo es posible vincular objetos dentro de la misma escenaNo es posible cargar los datos capturadosNo es posible hacer que una colección de huesos se encuentre subordinada a sí mismaNo es posible realizar una redefinición de biblioteca a partir de un objeto localNo es posible hacer un segmentoNo es posible mezclar elementos modales y no modalesNo es posible modificar el nombre del atributo requerido de la geometríaNo es posible mover por sobre un modificador que requiere datos originalesNo es posible mover más arriba de la forma clave BaseNo es posible mover más allá de un modificador no deformanteNo fue posible mover la colección desde el identificador '%d' al '%d'No es posible mover el efecto más allá del fin de la listaNo es posible mover el modificador más allá del fin de la listaNo es posible mover el modificador más allá del fin de la listaNo es posible mover el modificador más allá del comienzo de la listaNo es posible mover el clip a otra escenaNo es posible mover el clip fuera del meta-clipNo es posible navegar una cámara de una biblioteca externa o de una redefinición no editableNo es posible navegar un objeto con restriccionesNo es posible navegar cuando el desplazamiento de la vista se encuentra bloqueadoNo fue posible abrir el recurso de destino %s para escrituraNo es posible abrir el archivo %s para escritura: %sNo es posible abrir el archivo: {}No es posible sobrescribir archivos de recursos del sistema. Guardar como un archivo nuevoNo es posible sobrescribir archivos de recursos del sistema. ¿Guardar como un archivo nuevo?No es posible sobrescribir archivo de exportaciónNo es posible sobrescribir archivos administrados por el sistema de recursosNo es posible sobre escribir una biblioteca en uso '%.240s'No es posible empacar el archivo absoluto: '%s'Actualmente no es posible empacar imágenes con vistas múltiples a partir de datos crudos...Actualmente no es posible empacar imágenes compuestas en celdas a partir de datos crudos...No es posible pintar el trazoNo es posible hacer corresponder el nodo de entrada %s con el %s porque no tienen el mismo tipo de zonaNo es posible pegar variables en un controlador sin que previamente exista un controladorNo es posible pegar sin un materialNo es posible posar los datos de la bibliotecaNo es posible posar datos no editablesNo es posible empujar una acción hacia abajo mientras se está retocando, salir del modo retoque antesNo es posible re vincular marcadores dentro de la misma escenaNo es posible leer %s '%s': %sNo es posible leer '%s': %sNo se puede leer el bytecode OSO para almacenarlo en el nodo en {!r}No es posible leer el archivo de inicio alternativo: "%s"No es posible leer el archivo .blend '%s', su encabezado se encuentra incompleto, es posible que sea de una versión más nueva de BlenderNo es posible leer el archivo "%s": %sNo es posible reasignar las entradas: se ha detectado una recursiónNo es posible reasignar las entradas: el clip no tiene ninguna entradaNo es posible la recarga con operadores modales en ejecuciónNo es posible reubicar la biblioteca '%s' vinculada indirectamenteNo es posible reubicar la biblioteca '%s' en el archivo blend actual '%s'No es posible eliminar un objeto de una colección vinculada o de una de redefiniciones de bibliotecasNo es posible eliminar la imagen de fondo %d de la cámara '%s', debido a que es parte de los datos referenciados en el vínculoNo es posible eliminar un conjunto de claves predefinidoNo es posible eliminar atributos integrados: {}No es posible eliminar bordes en modo EdiciónNo es posible eliminar bucles en modo EdiciónNo es posible eliminar más bordes que los que contiene la mallaNo es posible eliminar más bucles que los que contiene la mallaNo es posible eliminar más polígonos que los que contiene la mallaNo es posible eliminar más vértices que los que contiene la mallaNo es posible eliminar polígonos en modo EdiciónNo es posible eliminar propiedades de datos redefinidosNo es posible eliminar la propiedad de un conjunto de claves predefinidoNo es posible eliminar vértices en modo EdiciónNo es posible procesar, no hay cámaraNo fue posible resolver la ruta %s al guardarNo es posible obtener la bolsa de canales cuando el contenedor es NingunoNo es posible arrancar carasNo es posible arrancar vértices desconectadosNo es posible arrancar vértices o bordes no desplegablesNo es posible guardar catálogos de recursos antes de guardar el archivo de BlenderNo es posible guardar el archivo .blend, la ruta "%s" es una carpetaNo es posible guardar el archivo blend, no es posible escribir en la ruta "%s"No es posible guardar una imagen mientras se está efectuando el procesamientoNo es posible guardar la imagen, no se puede escribir en la ruta "%s"No es posible guardar secuencias multicapaNo es posible guardar el archivo normal (%s) como un archivo del sistema de recursosNo es posible guardar el archivo de texto, no se puede escribir en la ruta "%s"No es posible separar la selección actualNo es posible separar curvas con Formas claveNo es posible separar los nodosNo es posible definir un rango negativoNo es posible definir rutas absolutas con un archivo .blend no guardadoNo es posible establecer como identificador del conector y del panelNo es posible definir una colección de instancias porque el objeto pertenece a la colección que está siendo instanciada, causando así una dependencia cíclicaNo es posible definir rutas relativas con respecto a un archivo .blend no guardadoNo es posible definir un contenedor sin una acción asignada.No es posible girarNo es posible dividir la selección actualNo es posible dividir una selección, cuando las opciones "Sincronizar selección de UV" y el modo de selección adhesiva "Vértice compartido" se encuentren activosNo es posible intercambiar '%s' y '%s' porque uno o ambos no entrarán en sus nuevos lugaresNo es posible intercambiar las conexiones de un conector de entrada múltipleNo es posible intercambiar los clips seleccionados porque no entrarán en sus nuevos lugaresNo es posible intercambiar los clips seleccionados porque se superpondrán entre sí en sus nuevos lugaresNo es posible desvincular una colección de redefiniciones de biblioteca que no sea la raíz de su jerarquía de redefinicionesNo es posible desvincular la acción '%s'. No queda claro de qué objeto o datos de objeto pretende ser desvinculado, no hay ningún objeto o datos de objeto establecido como superior en el árbol del ListadoNo es posible desvincular la colección '%s' porque se encuentra subordinada a otra colección vinculada '%s'No es posible desvincular la colección '%s'. No queda claro de qué escena, colección o vacíos de instancia pretende ser desvinculada, no hay ninguna escena, colección o vacíos de instancia establecidos como superior en el árbol del ListadoNo es posible desvincular el material '%s'. No queda claro de qué objeto o datos de objeto pretende ser desvinculado, no hay ningún objeto o datos de objeto establecido como superior en el árbol del ListadoNo es posible desvincular el objeto '%s' de la colección vinculada o escena '%s'No es posible desvincular el objeto '%s' porque se encuentra subordinado a otro objeto vinculado '%s'No es posible desvincular la textura '%s'. No queda claro de qué estilo de línea de Freestyle pretende ser desvinculada, no existe ningún estilo de línea de Freestyle establecido como superior en el árbol del ListadoNo es posible desvincular el material '%s' de los datos del objeto vinculadoNo es posible desvincular los datos de este objetoNo es posible desvincular '%s' no soportado de la colección de vinculación de iluminación '%s'No es posible desvincular el entorno '%s'. No queda claro de qué escena pretende ser desvinculado, no hay ninguna escena establecida como superior en el árbol del ListadoNo es posible desempacar el archivo individual de biblioteca, '%s'No es posible actualizar un esqueleto vinculado con una redefinición del sistema; crear de forma explícita una redefinición en los datos del mismoNo es posible usar el procesamiento OpenGL en modo de fondo (no existe contexto opengl)No es posible usar un objeto de tipo esqueleto como forma personalizada de un huesoNo es posible usar un vértice con una normal de longitud nulaNo es posible usar una cara de longitud nulaNo es posible usar un hueso de longitud nulaNo es posible usar una curva de longitud nulaNo es posible usar un borde de longitud nulaNo es posible verificar el nombre del hueso sin haber generado un sistema de controlNo es posible guardar un único archivo con el formato de animación seleccionadoNo es posible escribir en el archivo : %sNo es posible escribir en el recurso %s: %sLienzoNormal del lienzoOpciones de lienzoSuperficies lienzoLienzo con rayos XColor de la cuadrícula del lienzoDesplazamiento de la cuadrícula del lienzoOpacidad de la cuadrícula del lienzoEscala de la cuadrícula del lienzoSubdivisiones de la cuadrícula del lienzoMalla lienzo no actualizadaTapar extremosTipo de basesInicioExtremosAlinear normales extremosExtremos finalesExtrapolar radio extremosOrigen de extremosFusionar extremosResolución extremosSuavizar extremosExtremos inicialesTipo de extremosCápsulaCapturarCapturar atributoElemento a capturarDistancia de capturaCapturar emisiónCapturar indirectaElementos a capturarCapturar entornoCaptura una imagen de un editorCaptura una imagen de toda la ventana de BlenderCaptura la pantalla para usarla como previsualización para el recurso seleccionadoCaptura la ventana completaCarbón (sólido)CartónCardinalNúmero de cascadasFundido de cascadasDistancia máxima cascadaMay/MinMay ≠ minSólo coincidencias con may/minMoldearHierro fundidoModificador MoldearProyectar sombrasProyectar cáusticas en sombrasFoco con proyección cuadradaProyecta rayos y obtiene información del punto impactadoProyectar rayos desde arriba de la superficieProyecta rayos desde la geometría del contexto hacia la geometría objetivo, y proporciona información de cada punto de impactoPermite proyectar rayos hacia el objeto activo, desde una jaulaPermite que los materiales volumétricos proyecten sombras sobre otros materiales volumétricos (muy lento)Tamaño catadióptricoCatalán - CatalàCatálogoIdentificador de catálogoSelector de catálogosNombre simple del catálogoUUID del catálogoNo es posible arrastrar el clip dentro de sí mismoEl catálogo ya se encuentra ubicado en el nivel más altoEl catálogo ya se encuentra ubicado dentro de este catálogoCatálogo a usar para el nuevo recursoNo es posible editar catálogos en esta biblioteca de recursosCategoríaCatmull RomCatmull-ClarkCatmull-RomCatromPermite hacer que las caras de la malla de un objeto vayan apareciendo gradualmente a lo largo del tiempoRepite la imagen horizontal y verticalmenteRepite la imagen con un patrón de dameroHará que los datos de Grease Pencil sean duplicados junto al objetoLas acciones serán duplicadas junto a los bloques de datosLos datos de esqueleto serán duplicados junto al objetoLos datos de cámara serán duplicados junto al objetoLos datos de curva serán duplicados junto al objetoLos datos de curva serán duplicados junto al objetoLos datos de jaula serán duplicados junto al objetoLos datos de luces serán duplicados junto al objetoLos datos de sondas de luz serán duplicados junto al objetoLos datos de material serán duplicados junto al objetoLos datos de malla serán duplicados junto al objetoLos datos de metabola serán duplicados junto al objetoLos sistemas de partículas son duplicados junto al objetoLos datos de nube de puntos serán duplicados junto al objetoPermite usar Seleccionar todos (tecla 'A') para deseleccionar, en caso de que ya existiera una selección previaLos datos de altavoz serán duplicados junto al objetoLos datos de superficie serán duplicados junto al objetoHace que la tecla de tabulación abra el menú circular (intercambiando 'Tab' y 'Ctrl-Tab')Los datos de texto serán duplicados junto al objetoLos datos de volumen serán duplicados junto al objetoCáusticasCavidadesCavidades (invertidas)Cavidades (invertidas)Curva de cavidadFactor de cavidadMáscara de cavidadPicos de cavidadesValles de cavidadesSombreado de cavidades calculado en espacio global, útil para oclusiones a gran escalaCbModo TechoRuido de celdasTamaño de celdasTipo de celdaTipo de celda a ser resaltadaCelsiusCementoCentroAcciónDiagonalRedefinir centroCentrar pivoteTítulosCentrar en el espacio de la vista globalCentro de masaCentro del gancho, usado para decaimiento y visualizaciónCentro de esta caraCentrar en fotogramaPunto central para rotar y escalarPosición del centro del marco de selecciónPosición del centro de la selección esféricaCentra el textoCentra la vista de cámara, redimensionando la vista para ajustarse a sus límitesCentra el desplazamiento de la vista fijaPermite centrar la vista para que lo que indica el cursor quede en la mitad de la mismaCentra la vista en la profundidad Z bajo el puntero del ratónÁreas secundariasCentrosCentímetroCentímetrosEje centralCilíndrica centralFusionar en centroideCentsQuintales estadounidensesEncadenarNúmero de cadenasLongitud de cadenaEncadenar bordes sueltosDesplazar cadenaPrioridad de la cadenaEscala de la cadenaEncadenar por distanciaCantidad usada para la selección de las primeras N cadenasLa cadena sigue la posición del objetivoLa cadena sigue la rotación del objetivoEncadenamientoMétodo de encadenamientoCadenasTiza (sólida)Probabilidad de que cada punto sean incluido en la selecciónProbabilidad de que cada punto o curva sean incluidos en la selecciónProbabilidad de que la partícula traspase la mallaCambiarCambiar capa activaCambiar mayús/minúsCambiar tipo de efectoCambiar entradasCambiar salidasCambia la escena asociada al clipCambiar tamañoCambia el modo de selección de UVPermite cambiar el tipo de la propiedad personalizada o ajustar el modo en que se muestra en la interfazCambia la transparencia alfa a lo largo del trazoCambia la transparencia alfa basándose en un atributo del materialCambia la transparencia alfa basándose en la distancia a un objetoCambia la transparencia alfa basándose en la distancia desde la cámaraCambiar canal azulCambiar brilloCambia el tamaño del pincel por medio de un valor de escalaCambiar las mayúsculas o minúsculas de cada nombreCambia la forma de colisión para los cuerpos rígidos seleccionadosPermite cambiar el color de todos los bloques de datos hacia el nuevo espacio de color de trabajoCambiar contrasteCambia la forma de los extremos de la curva (entre redondeado y plano)Cambia la dirección de los puntos de los trazos seleccionadosPermite cambiar el tipo de dominio de la simulaciónCambia los factores de los nodos Mezclar y Mezclar sombreadoresCambiar la intensidad del desvanecimiento de los fotogramas en piel de cebollaPermite cambiar el comportamiento del flujo en la simulaciónCambia el código del carácter de la tipografíaCambia el espaciado de la tipografíaCambiar canal verdePermite cambiar cómo es emitido el fluidoCambia cómo es almacenado el atributoCambia cómo es almacenado el atributo de colorCambiar tonoPermite cambiar el tono/saturación/valor de los trazosCambiar ícono de grupo de capasCambia el color de la línea a lo largo del trazoCambia el color de la línea basándose en un atributo del materialCambia el color de la línea basándose en un ruido fractalCambia el color de la línea basándose en la dirección del trazoCambia el color de la línea basándose en la distancia a un objetoCambia el color de la línea basándose en la distancia desde la cámaraCambia el color de la línea basándose en la curvatura radial de la superficie 3DCambia el color de la línea basándose en el ángulo de plegadoCambia el grosor de la línea a lo largo del trazoCambia el grosor de la línea basándose en un atributo del materialCambia el grosor de la línea basándose en la distancia a un objetoCambia el grosor de la línea basándose en la distancia desde la cámaraCambia el grosor de la línea de manera que luzca como el trazo de una pluma caligráficaVariar el ruido en cada fotogramaCambia el punto de pivote usado para las transformaciones (con fallas)Permite cambiar la posición de la colección de huesos activa en la lista de colecciones de huesosCambiar canal rojoCambiar saturaciónCambia la selección de todas las carasCambia la selección de todos los vérticesCambia el modo de selecciónCambiar la selección de todos los vértices UVCambia la selección de todos los puntos de control UVWCambia la selección de todos los puntos de la curvaCambiar selección de todos los marcadores del rastro activoCambiar selección de todos los meta-elementosCambiar selección de todos los marcadores de tiempoCambia la selección de todos los marcadores de rastreoCambia la selección de todos los objetos visibles de la escenaCambia la selección de todos los reportes visiblesCambia el orden para que use la columna bajo el punteroCambia los valores de la textura UV del trazoCambia la posición, rotación o escala de los trazosCambia el grosor del trazoSólo cambiar de solapas cuando este editor comparta alguno de sus bordes con el ListadoCambia la acción activa usadaCambia la influencia de biselado de los bordesCambia el tipo de caché de la simulaciónCambia la posición de la restricción en la lista, para que sea evaluada luego de otrasCambia el pliegue de los bordesCambia el pliegue de los vérticesCambia la dirección de la curva, invirtiendo sus datos de inicio y finCambia la dirección hacia la que apunta una cadena de huesos (intercambiando cabeza y cola)Cambia el orden de visualización de los trazos seleccionadosCambia la posición del efecto en la lista, para que sea evaluado luego de los otrosCambia el estado de bloqueo de todos o algunos de los grupos de vértices del objeto activoCambia el estado de bloqueo de todas las Formas clave del objeto activoCambia la distancia mínima usada por el pincel de densidadPermite cambiar el modo usado para enmascarar la selección en el modo de esculpido de curvasCambia el identificador del modificador en la lista, para que sea evaluado luego de los otrosCambia la cantidad de puntos clave de las partículas seleccionadas (incluyendo los puntos de raíz y punta)Cambia el objeto en el modo actualCambia el objeto en el modo actual • Ctrl para agregar al modo actualPermite cambiar la opacidad de los trazosPermite cambiar el orden de las columnasCambia la posición del conjunto de líneas activo dentro de la lista de conjuntos de líneasCambia la posición del módulo de estilo dentro de la lista de módulos de estiloCambia el modo de selección de trazos de Grease PencilPermite cambiar el tamaño de la imagenPermite cambiar el tamaño de las miniaturasPermite cambiar el tamaño de las miniaturas de a saltosPermite cambiar el tamaño de las miniaturas en las vistas de listaCambia la velocidad de la simulaciónCambia el identificador del modificador en la pila, para que sea evaluado luego de la cantidad especificada de otrosCambia el tipo de una curvaPermite cambiar el método de simulación a ser usadoPermite cambiar la visibilidad de los conjuntos de caras de la esculturaPermite cambiar el espacio de color de trabajo de todos los colores de este archivo .blendPermite cambiar a la solapa correspondiente al hacer clic sobre los íconos de datos en el ListadoPermite cambiar al punto de referencia de RV seleccionado de la listaPermite cambiar el tipo de efector en la simulaciónPermite cambiar el tipo del fluido en la simulaciónCambiar valorCambia el origen de los datos visibles en la planillaCambia qué tipo de geometría es afectada por la operación, si bordes o vérticesCambia la ampliación de la previsualización del editor de videoCambiadoCambiado seleccionadoPermite cambiar el tamaño de las tipografías y controles de la interfazCambia el grosor de los contornos, líneas y puntos de los controles en la interfazCambiar los bordes de las costuras recalculará el despliegue UVCanalCanal %dColor del canalControlador de canal (sólo definido para curvas-f de controlador)Grupo de canalesGrupos en coloresRecortar por canalMatriz de canalEmpacado en canalesLos colores de los canales se encuentran inactivos en las Preferencias de animaciónCanal que define datos de la pose de un hueso en una poseCanal en el cual se encuentra el clip que será cortadoNúmero de canalCanal donde colocar este clipLos valores del canal mayores que este máximo no serán recortadosLos valores del canal menores que este mínimo serán recortadosVariables del controlador del canalCanalesCanales de la imagen a ser mostradosCanales de la imagen a ser mostradosCanales de la previsualización a ser mostradosCanales a ser mostrados en el histogramaIdentificador del carácterInfo carácterEspaciado de letrasCuerpo de caracteresCaracter usado para separar el nombre de los objetos en una estructura jerárquicaCaracteresCarbonillaCargaInfluencia de efectores de CargaChebychevDistancia ChebychevComprobar existenciaComprobar normales tensores internosComprobar normales de superficieComprobar y corregir todas las cadenas en el archivo .blend actual para que adhieran a la norma Unicode UTF-8 (necesario para algunos archivos antiguos, de la era 2.4x)Comprobar y advertir antes de sobrescribir archivos existentesComprobar actualizaciones al inicioComprobar si seleccionar con izquierdo o derechoComprobará la existencia de una cadena de texto proporcionada dentro de otra cadenaComprueba si las líneas de extensión colisionan con los trazosDameroDamero distanciaDamero parDamero imparDameroEntrelazado en dameroTamaño del dameroComprobando actualizaciones de extensionesComprobando actualizaciones de extensiones {:s}Comprobando la validez del archivo .blend actual *DESPUÉS* de haber dado el paso de deshacerComprobando la validez del archivo .blend actual *ANTES* de guardarlo en el discoComprobando la validez del archivo .blend actual *ANTES* de dar el paso de deshacerChiangSubordinadoNúmero de subordinadoSubordinarRestricción SubordinarSubordinado al controlRestricción Subordinar no encontradaPartícula secundariaPartículas secundariasRadio de secundariasRedondez de secundariasSemilla de secundariasTamaño de secundariasColección subordinada, con sus opciones relacionadas con la colecciónSubordinado a este hueso de posePartícula secundaria interpolada a partir de partículas simuladas o editadasPartículas secundarias generadas por el sistema de partículasSubordinadosJerarquía expandidaSecundarias deSecundarias por principalColecciones subordinadas, con sus opciones específicas relacionadas con la colección superiorExpandir jerarquía en la interfaz de usuarioChino (simplificado) - 简体中文Chino (tradicional) - 繁體中文ApaciguarElegir ByN para guardar imágenes en escala de gris, RVA para guardar canales rojo, verde y azul , y RVAα para guardar canales rojo, verde, azul y alfaEscoger tipo de colisiónPermite escoger la organización de paneles en la pantallaEscoger conjunto de selecciónPermite escoger un tamaño máximo para todas las texturas exportadasPermite escoger una imagen de previsualización para el pincelEscoger un control para el huesoParada de color seleccionadaPermite elegir una imagen para ayudar a identificar visualmente al bloque de datosPermite elegir entre varias entradas, mediante un identificador numéricoPermite escoger entre una actualización más rápida o un procesamiento más rápidoEscoge instancias subordinadas en cada elemento, en vez de instanciar la geometría completaPermie elegir entre diferentes formas de visualizar los datos de una redefinición de bibliotecaPermite escoger el espacio usado al capturar el desplazamientoElegir la influencia de cuántos huesos exportarPermite escoger cómo se mapearán los modificadores de subdivisión a esquemas de subdivisión de USD, durante la exportaciónEscoge instancias del conector de entrada "Instancia" en cada punto, en vez de instanciar en la geometría completaElegir el espacio de las normales para la capturaElegir pseudo aleatoriamenteElegir la información de sombreado a capturar en la imagenEscoger la biblioteca de la cual mostrar recursosEscoger el color deseado, el sombreador aproximará el coeficiente de absorción para obtener una apariencia de pelo creíbleEscoger el formato de archivo en el cual guardarElige el tipo de interpolación de los nuevos fotogramas clave que serán agregadosPermite escoger el tipo de control a crearPermite escoger la visibilidad de las pestañas del editor de PropiedadesPermite escoger de dónde obtener guías de velocidadPermite escoger si exportar sólo el rango [0, 1] o todas las celdas de UVElegir bloque de datos de {} a ser asignado a este usuarioEncresparEncrespamiento de la cresta de las ondas (agrega cierto componente horizontal al desplazamiento)Christensen-BurleyRecortar por croma (simple)Ruido de cromaVectorscopio de cromaAberración cromáticaAdaptación cromáticaAdaptación cromática con respecto a un punto de blanco distintoCineCine (48)Cineon (.cin)CírculoCírculo (TSL)Círculo (TSV)Segmento del círculoCírculo con punto internoCírculosCircularDependencia circular de la imagen "%s" desde el objeto "%s"Interpolación circular (la más intensa y dinámica)Circularidad del efectoLimitarLimitar volumen delimitadorLimitar directaLimitar factorLimitar reflectividadLimitar indirectaLimitar desplazamLimitar superposiciónLimitar a regiónLimitar resultadoLimitar iluminación directa sobre superficiesLimitar iluminación indirecta sobre superficiesRestringir aRestricción Limitar aTipo de limitaciónLimitar iluminación directa sobre volúmenesLimitar iluminación indirecta sobre volúmenesLimitar ondasLimita un valor entre un mínimo y un máximoLimitar los destellos intensosLimita los destellos intensos para que su brillo no sea mayor a este valorLimita el impulso de las colisiones para evitar inestabilidad (0.0 para deshabilitar limitación)Limita la intensidad de los píxeles para reducir el ruido en las reflexiones tomadas desde mapas cúbicos (0 para deshabilitar)Limita el resultado del nodo al rango entre 0.0 y 1.0Bloquea el eje Z de la curvaLimita los objetos subordinados a la trayectoria de la curva para que no puedan traspasar los extremos de la mismaLimita la intensidad de la iluminación directa para reducir el ruido (0 para deshabilitar)Limita el factor para que esté dentro del rango de 0 a 1Limitar los identificadores al tamaño del dominio del atributo, en vez de producir un valor predefinido para identificadores inválidosLimita la intensidad de la iluminación indirecta para reducir el ruido (0 para deshabilitar)Limita el resultado para que esté dentro del rango de 0 a 1Limita el resultado al rango objetivo, entre [Hasta mín, Hasta máx]Permite limitar la transformación a la distancia que cada vértice recorre en la forma originalLimita el ancho para evitar una superposiciónLimita el grosor basándose en los ángulosLimitar valores al rango original en las cercanías. Previene la superación o falta de alcance de los valoresLimitar dentro de la extensión de los bordesLimitaciónClaridadClaseNombre de la claseClásicoTerciopelo clásico Ashikhmin (modelo antiguo)ClásicoLimpiar curvasBorrar paquetes ya instaladosLimpiarElimina rastros con un alto grado de error o pocos fotogramasLimpia el repositorio de trabajo I18n (los archivos .po)Elimina los bordes del grupo de vérticesAcción de limpieza a ejecutarRestablecerElimina la etiqueta de 'deshabilitada' de todas las curvas-f para hacer que todas las curvas-f rotas vuelvan a estar activasElimina previsualizaciones 'internas' (materiales, texturas, imágenes, etc.)Eliminar activoEliminar todoEliminar datos de animaciónEliminar datos de recursoBarnizNormal del barnizRugosidad del barnizEliminar Repetición (modificador-f)Eliminar relativaEliminar controladoresElimina las curvas-f capturadas (atenuadas) en el editor de curvas activoEliminar usuario ficticioElimina el usuario ficticio y elimina la copia escondida en la lista de ANL de este bloque de datosLimpiar imagenEliminar imágenes antes de capturar (sólo motor Interno)Eliminar dentro de obstáculosEliminar interiorEliminar restricciones localesEliminar sueltosEliminar etiquetas de nodosEliminar exteriorQuitar superiorEliminar compensación jerárquicaEliminar superioresBorrar lista de archivos recientesBorrar lista de archivos recientes...Eliminar restanteEliminar costurasEliminar rastreoRestablecer transformaciónTipo de eliminaciónEliminar hastaDesactivar nodo VisorAcción de eliminación a ejecutarEliminar sólo el rastreo activo en vez de todos los seleccionadosEliminar todas las capturas de modificadores Arte linealElimina todos los datos calculadosElimina todas las restricciones de los huesos seleccionadosElimina todas las restricciones de los objetos seleccionadosElimina todos los fotogramas clave en la propiedad activaElimina todos los modificadores de los objetos seleccionadosEliminar del archivo todos los bloques de datos huérfanosElimina todos los trazos en el objeto actual de Grease PencilElimina toda fijación de la vistaQuitar y mantener transformaciónEliminar rastreo y mantener transformacionesElimina la animación para huesos FK o IKElimina la contribución sólo indirecta de esta colección a la capa de visualizaciónEliminar previsualizaciones de coleccionesPermite eliminar las previsualizaciones de bloques de datos (sólo para algunos tipos, como de objetos, materiales, texturas, etc.)Eliminar la posición relativa, además de eliminar la transformación normal de posiciónEliminar la rotación relativa, además de eliminar la transformación normal de rotaciónEliminar la escala relativa, además de eliminar la transformación normal de escalaRestablece la visualización de los rastros ocultosLimpiar las imágenes antes de capturar (sólo al guardar internamente)Elimina las costuras, en vez de marcarlasElimina la compensación correctiva de la restricción SubordinarElimina la compensación correctiva de la restricción Resolver objetoElimina los fotogramas clave de todos los elementos del vectorElimina las etiquetas de los nodos seleccionadosEliminar enmascaramiento de la colección en la capa de visualización activaElimina las trayectorias de todos los huesosElimina las trayectorias de todos los objetosElimina sólo las trayectorias de los huesos seleccionadosElimina las trayectorias de los objetos seleccionadosEliminar previsualizaciones de objetosEliminar la trayectoria de los fotogramas restantes (posteriores al actual)Elimina la trayectoria hasta el fotograma actualElimina la fijación de lo seleccionadoElimina el rango de previsualizaciónElimina las previsualizaciones de materiales, luces, entornos, texturas e imágenesEliminar previsualizaciones de escenas, colecciones y objetosElimina el giro de los huesos seleccionadosEliminar previsualizaciones de escenasElimina las costuras de los bordes unidosPermite eliminar las previsualizaciones de los archivos .blend seleccionadosElimina desplazamientos en los fotogramas inicial y final de un clip, con respecto al inicio y fin de su contenidoRestablece el estiloElimina texto al escribirEliminará la opción 'solo' de todas las colecciones de huesosLimpia el grupo activoEliminar los datos de recurso al anexar (en el caso de datos vinculados siempre serán conservados)Elimina los límites para operaciones con el visorElimina los límites del marco de procesamiento y deshabilita su procesamientoElimina la región de procesamiento y deshabilita la opción Procesar regiónElimina el historial de comandosElimina el contenedor de procesamiento actualmente seleccionadoElimina la línea y la almacena en el historialElimina la jerarquía de la máscaraRestablece la posición del objetoRestablece el origen del objetoQuita el superior del objetoRestablece la rotación del objetoRestablece la escala del objetoQuita la propiedad y usa el valor predefinido o generado en los operadoresBorrar la lista de archivos recientesElimina el historial de retrocesoElimina el filtro de búsquedaElimina el giro de los puntos de control seleccionadosElimina la trayectoria completaElimina la restricción o el indicador de rastreo del objetoElimina el rastro anterior/posterior a la posición actual o el rastro completoLimpiar valores de transformaciones luego de transferir a deltasElimina de la malla los datos de enmascaramiento de vértices de esculpidoElimina la capa de datos de forro de los vérticesEliminar:ClicHacer clic sobre un botón para seleccionar una colección:Hacer clic sobre la malla para definir el detalleHacer clic para agregar protección contra borradoHacer clic para asignar el botón aquí:Hacer clic para abrir el editor InfoHacer clic para ubicar los extremos de segmentos de recta (conectados)Hacer clic para eliminar la protección contra borradoNo comenzar un trazo al hacer clic sobre el fondoRecortarRecortar alfaRecortar a cámaraRecortar contenidoVisualización de clipsEditor de clipsEditores de clipsFin recorteRecortar cuadrículaRecortar imagenRecorte máx XRecorte máx YRecorte mín XRecorte mín YPlanos de recorteRecorte InicioClip de recorteUmbral recorteRecorta las coordenadas UV hasta los límites luego de desplegarlasUsuario del clipRecorta el alfa por debajo de este umbral en la vista texturizada 3DRecortar dibujos al tamaño de la cámara, al exportar desde la vista de cámaraDatos del espacio del editor de clipsRecortar hasta límitesRecorta a un tamaño cúbico alrededor de la imagen y define los píxeles exteriores como transparentesRecorta al tamaño de la imagen y define los píxeles exteriores como transparentesRecorta el contenido de la vista basándose en lo que es visible desde otras vistas ortogonalesEl portapapeles no contiene una matrizEl portapapeles no contiene un recursoEl portapapeles se encuentra vacíoPortapapeles demasiado largoRecorteLímite de recorteLímites de recorteDesplazamiento del recorteRecorte InicioOpciones de recorteRecorta las animaciones exportadas al rango de reproducción seleccionadoHorariaAlfa de clonadoImagen de clonadoClonar capaClonar mapaDesplazamiento de clonadoIdentificador de textura de clonadoClonar UV CapaIdentificador capa Clonar UVIdentificador de capa para Clonar UVClonar desde una imagen o un mapa UVClonar desde contenedor de pinturaCerrarCerrar todosCerrar áreaCerrar menú al salirCerrar curvaMétodo de cerrar curvaCerrar puntaCerrar los menús cuando el ratón se mueva fuera de la región.Cerrar o abrir todos los elementosPermite abrir o cerrar el trazo seleccionado, agregando un segmento desde el primer punto hasta el últimoCierra el área seleccionadaCierra la ventana actualBucle cerradoCerrado predefinidoBucles cerrados no soportadosMás cercanoIdentificador más cercanaUDIM más cercanoInfluencia más cercanaClausuraEntrada de clausuraElemento de entrada de clausuraElementos de entrada de clausuraID del nodo ClausuraConector de clausura de nodoInterfaz del conector de clausura del nodoSalida de clausuraElemento de salida de clausuraElementos de salida de clausuraTamaño de oclusiónZona de clausuraLa clausura no tiene una entrada: "{}"La clausura no tiene una salida: "{}"Conector de clausura de un nodoRopaOpciones de colisión de ropaAmortiguación de ropaMasa ropaModificador RopaPreajustes de ropaOpciones de ropaSimulación de ropaLa colisión de la ropa actuará con respecto a las normales (mejora la recuperación de la penetración)Los impulsos de colisión de la ropa actuarán en la dirección de las normales del objeto colisionador (más confiable en algunos casos)Dinámica de ropa para el peloModelo de ropa con tensores de flexión angularModelo de ropa con tensores de flexión lineal (antiguo)Modificador de simulación de ropaOpciones de simulación de ropa del objetoOpciones de simulación de ropa para colisión propia o con otros objetosLa velocidad de la ropa es multiplicada por este valorNubesNubesMechonesCurva mechonesFactor de agrupamiento en mechonesFormar mechones de curvas de peloRuido en mechonesTamaño ruido mechonesDesplazamiento de mechonesMechonesIntensidad de mechonesForma mechones en las curvas de pelo existentes, usando curvas de guíaAgrupar controlesAgrupa controles en la misma posiciónComandoToscoBarnizIR de barnizNormal de barnizRugosidad de barnizIntensidad de barnizCompresorOpciones de compresión de JPEG 2000Coeficiente K0 del polinomio de la lenteCoeficiente K1 del polinomio de la lenteCoeficiente K2 del polinomio de la lenteCoeficiente K3 del polinomio de la lenteCoeficiente K4 del polinomio de la lenteCoeficientesCoeficientes de 'x'(comenzando desde la potencia más baja de x^0)Café (fresco/tostado)ColorColapsarColapsar todos los canales de animación expandibles seleccionadosColapsar bordesColapsar resumenColapsar todos los canales (no sólo los seleccionados)Colapsa bordes sin caras, costuras de ropaColapsar en todos los casos, excepto al mezclar sombreadoresColapsa regiones con bordes y caras aisladas, fusionando datos tales como UV y atributos de color. Es capaz de colapsar anillos de bordes, así como regiones de caras conectadas, a vérticesColapsa los bordes cortos para eliminar detalle de la malla donde sea posiblePermite colapsar el resumen, de manera que todos los demás canales queden ocultos (sólo para el editor de Planilla de tiempos)Colapsa la región que muestra las opciones del operadorPermite recopilar una serie de nodos relacionados en un área común. Resulta útil para organizarlos, cuando no se necesita la reusabilidad de un grupo de nodosColecciónNuevaColección %dLa colección '%s' (instanciada por el objeto activo) no es redefinibleLa colección '%s' ya está en la colección '%s'La colección '%s' no es un ID originalLa colección '%s' no está en la colección '%s'La colección '%s' no fue encontradaSubordinada a colecciónSubordinadas a colecciónColor de la colecciónEtiqueta de color de colecciónColores de coleccionesColección de manipuladores de exportaciónIdentificador de la colecciónInformación de colecciónInstanciar colección Tamaño vacíoColección de vinculación de iluminaciónMáscara de colecciónMáscaras de colecciónNombre de colecciónNegación de colecciónConector de colección de nodoInterfaz del conector de colección del nodoObjeto de colecciónObjetos de colecciónPropiedades de coleccionesEspeciales de coleccionesUID de colecciónColección que contiene a los objetos participantes en esta simulaciónColección que contiene a los objetos de restricciones de cuerpos rígidosLa colección contiene al objeto actualBloques de datos de colecciónLa colección no contiene tipos de objetos que puedan ser procesados para la previsualización automáticaNombre de la colección a agregarColección de AOVColección de elementos de la rampa de colorColección de puntos de una curva de mapeoColección de curvas-f del controladorColección de superficies lienzo de pintura dinámicaColección de modificadores de curvas-fColección de curvas-f para un contenedor específico de una acción, en un clip específicoColección de fotogramas de Grease PencilColección de capas de Grease PencilColección de capas de máscara de Grease PencilColección de objetos de Grease PencilSólo para colecciones de ID, usado para desambiguar ID con nombres potencialmente iguales provenientes de distintas bibliotecasColección de configuraciones de tecladoColección de grupos de lucesColección de clips de ANLColección de pistas de ANLColección de curvas-f de clips de ANLColección de conexiones de nodoColección de conectores de nodoColección de nodosColección de bloques de datos de objetosColección de rutas de componentes de OpenXRColección de rutas de usuario OpenXRColección de puntos del perfilColección de claves de retemporizaciónColección de elementosColección de clipsColección de celdas UDIMColección de capas de mapas UVColección de asignaciones de mapas de acción XRColección de elementos del mapa de acción XRColección de mapas de acción XRColección de contenedores de la acciónColección de accionesColección de complementosColección de canales de animación, normalmente asociada con un contenedor de una acciónColección de capas de animaciónColección de clips de animaciónColección de fotogramas de anotaciónColección de capas de anotaciónColección de anotacionesColección de huesos del esqueletoColección de huesos editables del esqueletoColección de esqueletosColección de imágenes de fondoColección de elementos de la capturaColección de elementos del contexto de importación de archivo .blendColección de pincelesColección de archivos de cachéColección de capas del cachéColección de cámarasColección de elementos de atributo a ser capturadosColección de variables del controlador del canalColección de colecciones subordinadasColección de objetos de la colecciónColección de coleccionesColección de elementos a ser combinados en el paqueteColección de curvasColección de curvasColección de etiquetas de recurso personalizadasColección de bloques de datos que podrán ser referenciados por los datos capturadosColección de manipuladores de exportaciónColección de grupos de curvas-fColección de elementos de campo a cuadrículaColección de elementos de campo a listaColección de elementos de salidaColección de rutas de archivo con una ``carpeta`` raíz en comúnColección de tipografíasColección de elementos de formateo de cadenaColección de elementos a ser generadosColección de manipuladoresColección de curvas de peloColección de imágenesColección de elementos de intercambio mediante un identificadorColección de elementos de entradaColección de elementos que conforman una enumeraciónColección de puntos de fotogramas claveColección de rutas del conjunto de clavesColección de elementos del mapa de tecladoColección de mapas de tecladoColección de jaulasColección de capas usadas por la máscaraColección de capas que definen esta máscaraColección de bibliotecasColección de sondas de luzColección de lucesColección de estilos de líneaColección de elementos principalesColección de marcadores de rastreo plano de películaColección de marcadores de un rastro de rastreo de películaColección de marcadores en el rastreoColección de puntos de curva de máscaraColección de curvas de máscaraColección de máscarasColección de materialesColección de bordes de mallaColección de bucles de la mallaColección de polígonos de mallaColección de vértices de mallaColección de mallasColección de elementos de metabolasColección de metabolasColección de clips de películaColección de objetos de rastreo de películaColección de rastros de rastreo plano de películaColección de rastros de rastreo de películaColección de árboles de nodosColección de restricciones de objetoColección de efectos del objetoColección de modificadores del objetoColección de rutas de objetosColección de objetosColección de objetos en este objeto de datos de rastreoColección de operaciones de redefiniciónColección de propiedades redefinidasColección de imágenes empacadasColección de curvas de pinturaColección de colores de la paletaColección de paletasColección de opciones de partículasColección de sistemas de partículasColección de rutasColección de rastreos planos en este objeto de datos de rastreoColección de rastros planos en los datos de rastreo de este objeto. Obsoleto, usar objects[nombre].plane_tracksColección de cachés puntosColección de nubes de puntosColección de puntosColección de puntos para curvas Bezier solamenteColección de puntos que conforman esta curva poligonal o NURBSColección de restricciones de pose de huesosColección de dibujos relacionadosColección de dibujos relacionadosColección de dibujos relacionados en un determinado fotogramaColección de capas de procesamientoColección de pasadas de procesamientoColección de vistas de procesamientoColección de elementos de la repeticiónColección de escenasColección de pantallasColección de elementos a ser separados del paqueteColección de elementos de la simulaciónColección de cámaras calculadasColección de sonidosColección de bibliotecas de origen, es decir, rutas a archivos .blendColección de espaciosColección de altavocesColección de puntos de la curva BezierColección de puntos de la curvaColección de curvas en este objeto de datos de curvaColección de curvas que definen esta capaColección de modificadores de clipsColección de iluminaciones de estudioColección de huesos objetivo e influenciasColección de textosColección de contenedores de texturasColección de texturasColección con marcadores de la línea de tiempoColección de rastros de rastreo planoColección de rastros en este objeto de datos de rastreoColección de rastros en los datos de rastreo de este objeto. Obsoleto, usar objects[nombre].tracksColección de rastros usados para la estabilización 2D (traslación)Colección de bibliotecas de recursos del usuarioColección de repositorios de extensiones de usuarioColección de colores de vérticesColección de grupos de vérticesColección de elementos de la vistaColección de volúmenesColección de administradores de ventanasColección de ventanasColección de espacios de trabajoColección de entornosColección que provee la geometría a ser instanciada durante la distribuciónConector de colección de un nodoColección a la cual el objeto incluido debería pertenecerColección envuelta por esta colección de capasColección a ser usada como entrada de geometríaColección que define la relación de vinculación de iluminación de este emisorColección que define los objetos que bloquearán la iluminación de este emisorLa colección {:s} tiene el mismo identificador único {:d} que {:s}Colección(es)ColeccionesColecciones de objetosColecciones que son subordinadas inmediatas de esta colecciónColisionar con objetos durante la simulaciónPermite colisionar con otros objetos colisionadores en la escenaFricción colisiónColisiónColección de colisionesColecciones de colisiónMargen de colisiónModificador ColisiónCalidad de colisionesOpciones de colisiónForma de colisiónForma de colisión del objeto en la simulación de cuerpos rígidosTipo de colisiónGrupo de vértices para colisiónColecciones de colisión a las que pertenece este cuerpo rígidoDistancia de colisiónModificador Colisión que define la posición en la lista de modificadores usada para las colisionesOpciones de colisión del objeto para la simulación dinámicaColisionesColor+X+Y+Z-X-Y-ZαAdicionarAdicionar alfaAlfaSuperponer con alfaAlfa debajoATipo de fundidoModo de fundidoAzulCColorSubexponer colorSobreexponer colorEstilo visualización controladorCruzadoActualOscuroOscuro + rayoOscurecerDiferenciaDividirBorrar alfaExclusiónVCruzado gamaVerdeCanal de recorte TSVLuz fuerteTonoIntensidadClaroClaro + rayoAclararLuminosidadCanal limitadorSubexposición linealLuz linealLumaMezclarModoMultiplicarSiguienteSuperponerLuz focalAnteriorRRVACanal de recorte RVARojoReemplazarSaturaciónTramarLuz suaveCanal a suprimir derrameSustraerDesconocidoUsar canalValorValor:Luz intensaColor y alfaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Atributo de colorEspeciales de atributos de colorAtributos de colorBalance de colorIntensificar colorSubexponer colorCorrección de colorProfundidad de colorSobreexponer colorSecado del colorFactor de colorCampo de colorCuadrícula de coloresColorear líneas de cuadrículaInterpolación de colorRecortar por colorCapa de colorAdministración de colorMapeo de colorColor máximoMezclar coloresModo de colorModificadores de colorModulación de colorNodo de colorConector de color de nodoInterfaz del conector de color del nodoOpacidad del colorPaleta de coloresParametrización del colorRuta colorSelector de colorTipo de selector de colorColor (siguiente)Color (anterior)Preajustes de colorBits de cuantizado de colorRampa de colorElemento rampa colorElementos de la rampa de colorConjunto de coloresID del conjunto de coloresConjunto de colores {:d}Conjuntos de coloresDesplazamiento de colorEspacio de colorOpciones del espacio de colorEspacio de color: Derrame de colorDispersión del colorColorEtiqueta de colorEtiquetas de colorUmbral de colorTipo de colorValor del colorColor y alfa de las guías de composición sobreimpresasLa captura de atributos de color sólo es posible para objetos de tipo mallaGanancia (luces)Gama (medios tonos)Realce (sombras)Modificador de balance de color del clip de la secuenciaParámetros de balance de color de un clip de la secuenciaParámetros de balance de color de un clip de la secuencia y sus modificadoresColorear celdas por posiciónCurva de mapeo de colores aplicada antes de la transformación de visualizaciónColor para todos los trazos en esta capaColor del fondo personalizadoColor para elementos de errorColor para rellenar regiones comprendidas entre trazosColor de los fotogramas clave de Grease PencilColor para elementos de informaciónColor para mezclar con el color principal de rellenoColor para las nuevas curvas-f de transformación (Posición, Rotación, Escala), también basado en el eje de transformaciónColor del contorno de los objetosColor para el modo de un único colorColor del clip o acción que está siendo "retocado" o editadoColor para elementos exitososColor para teñir los trazosColor para elementos de advertenciaColor de la estructura en modo Edición, cuando la selección de bordes está activaColor a partir de un valor de temperaturaDesplazamiento del tono del colorColor en espacio de color sRGBColor en el espacio de color sRGB (principalmente para los colores de la interfaz)Color en espacio con gama corregidoColor en espacio linealColor en el espacio de color de trabajo lineal de la escenaEntrada de color sobre la que se aplicará la transformación de color TSVEntrada de color sobre la cual se aplicará la correcciónEntrada de color sobre la que se aplicará la inversiónEfecto de alteración del color, operando sobre el tonoEfecto de alteración del color, operando sobre la saturaciónEfecto de alteración del color, operando sobre el valorOpciones de administración de color para el dispositivo de visualizaciónOpciones de administración de color aplicadas a la imagen antes de ser guardadaOpciones de administración de color, usadas para visualizar imágenes en pantallaAdministración de color específica para el dispositivo de visualizaciónOpciones de administración de color para la transformación de visualizaciónOpciones de mapeo de colorNo fue posible eliminar el modificador de color '%s'Modificador de colorModificadores de color para cambiar el color de las líneasMostrar las conexiones entre nodos con colores, basados en los tipos de conectoresColor del indicador de claves automáticos activadosColor del marcador activoColor de fotograma clave intermedioColor del cursor al adicionarColor del cursor al sustraerColor del marcador deshabilitadoColor de fotograma clave extremoColor de las carpetas en el explorador de archivosColor de fotograma clave generadoColor de fotograma clave de alteraciónColor de fotograma clave límiteColor de los claves en una trayectoria, después del fotograma actualColor de los claves en una trayectoria, antes del fotograma actualColor de la luz a ser emitida desde la superficieColor de las líneas que indican modos de interpolación constanteColor de las líneas que indican otros modos de interpolaciónColor de las líneas que indican modos de interpolación linealColor del marcador bloqueadoColor del marcadorColor de contorno del marcadorColor de fotograma clave de detención dinámicaColor de las nuevas capas de anotaciónColor de la trayectoria después del fotograma actualColor de la trayectoria antes del fotograma actualColor del rango de previsualizaciónColor del trazado de rayos cuando se dispare el caso de alternativaColor del trazado de rayos cuando falleColor del trazado de rayos cuando tenga éxitoColor de un fotograma clave comúnColor del sobreimpreso de rango del clip de escenaColor de fotograma clave intermedio seleccionadoColor de fotograma clave extremo seleccionadoColor de fotograma clave generado seleccionadoColor de fotograma clave de alteración seleccionadoColor de fotograma clave seleccionadoColor de fotograma clave límite seleccionadoColor del marcador seleccionadoColor de fotograma clave de detención dinámica seleccionadoColor del humoColor del humo emitido desde el combustible ardienteColor del canal de resumenColor de superposición de la texturaColor de la sombra de 1 píxel debajo de los controlesColor de la curva-f en el editor de curvasColor de la luz ambiental que ilumina la escena de manera uniformeColor del área entre ladrillosColor de fondoColor del borde entre editoresColor del canal en la planilla de tiemposColor del tipo de conector correspondiente, en el editor de nodosColor de la luz a ser emitidaColor de la primera casillaColor del primer ladrillo de referenciaColor del brillo especular de la luzColor del brillo especular de la luzColor del materialColor del material, usado para difusión, transluminiscencia, metálico y transmisiónColor del contorno de cada editor, excepto del activoColor del contorno del editor activoColor del contorno de los paneles de nivel superiorColor del contorno de los paneles activos de nivel superiorColor de la pinturaColor de la segunda casillaColor del segundo ladrillo de referenciaColor de reflexión del brillo tangencialColor del cursor de ingreso de textoColor del rastreo en el Editor de clips y las vistas 3D luego del cálculoPaleta de colores a usarSelector de colorRampa de color para mapear un valor escalar a un colorRampa de color usada para cambiar el color de la líneaRampa de color usada para definir el efecto de velocidad del pincelRampa de color usada para definir el decaimiento por proximidadRango de colores usado para visualizar influencias en modo de pintura de influenciasFactor de saturación del colorColor al cual aplicar el resplandorConjunto de colores definido por el usuario, en vez de uno ya perteneciente a un temaConjunto de colores para definir el color de los huesos de este grupoEspacio de color en el archivo de imagen, desde el cual convertir al cargar y hacia el cual convertir al guardar la imagenEspacio de color de la imagen de entradaEspacio de color de la imagen de salidaEspacio de color en el que opera el editor de videoEspacio de color a usarEspacio de color usado para el procesamiento YCbCr αEspacio de color usado para todos los colores lineales de la escena en este archivo, así como para el procesamiento de los nodos de composición, sombreado y geometríaIntensidad del color para los nuevos trazos (afecta el factor de alfa del color)Color 1Color 2Color 3Color 4Color 5Color 6Color 7Color 8Etiqueta de color de una colecciónEtiqueta de color de un clipEtiqueta de color del grupo de nodos, que influenciará al color de su encabezadoTemperatura de color del punto de blanco de entradaTemperatura de color del punto de blanco de salidaTemperatura de color del punto de blanco de la escenaColor que codificará el mapa de normales en el espacio especificadoColor que debe ser preservadoColorear la pasadaTinte de color del punto de blanco de entrada (el valor predefinido de 10 representará a la luz de día)Tinte de color del punto de blanco de salida (el valor predefinido de 10 representará a la luz de día)Tinte de color del punto de blanco de la escena (el valor predefinido de 10 representará la luz del día)Color a usar detrás del texto estampadoColor a usar para estampar textoColor usado para el ribeteColor usado para la sombraContorno de hueso activoColor usado para el resplandor generadoContorno de hueso seleccionadoSuperficie del huesoColor usado para teñirColor usado para resaltar el rangoFactor de valor del colorValor de color del atributo de una geometríaColor {:d}Color 1Color 2Colorear restriccionesColoreadoColorearColorearEfecto colorearColoresColumnaColumna 1Columna 1 Fila 1Columna 1 Fila 2Columna 1 Fila 3Columna 1 Fila 4Columna 2Columna 2 Fila 1Columna 2 Fila 2Columna 2 Fila 3Columna 2 Fila 4Columna 3Columna 3 Fila 1Columna 3 Fila 2Columna 3 Fila 3Columna 3 Fila 4Columna 4Columna 4 Fila 1Columna 4 Fila 2Columna 4 Fila 3Columna 4 Fila 4Entrelazado en columnasNombre de columnaSeleccionar columnaTamaño de columnaNúmero de la columna donde mostrar el margen derechoColumna a la cual saltarColumnasTamaño columnasColumnas dentro de la tablaColumnas:Peina el peloCombinaciónCombinación de desplazamiento real y mapeo de relieve para el detalle más finoCombinarCombinar paqueteElemento a combinarCombinar colorCombinar (cilíndricos)Combinar matrizPermite combinar imágenes OpenEXR multicapa procesadas con rangos de muestreo diferentes en una sola imagen con un ruido reducidoCombinar (esféricos)Combinar transformacionesCombinar XYZCombina un vector de transformación, una rotación y un vector de escala en una matriz de transformacionesCombina todas las capas en una solaCombinar todas las capas que tengan el mismo nombreCombina todos los componentes de sombreado volumétrico en un único nodo de uso sencilloPermite obtener una imagen, a partir de la composición de canales de colorPermite combinar y superponer capas de accionesPermite combinar múltiples cadenas de texto de entradaCombinar ambas vistas en una imagen comprimidaCombinar el muestreo por distancia y el equiangular, para volúmenes donde ninguno de los dos es el idealCombina cuatro canales en un único color, basándose en un modelo de color específicoCombina las cuadrículas en forma sustractivaCombina las cuadrículas en forma aditivaCombina las capas basadas en el modo en una solaCombina las capas en el grupo activo en una solaCombina mallas en forma sustractivaCombina mallas en forma aditivaPermite combinar los valores de varios conectores en uno solo.Combina la escala original con la escala copiadaCombina las rotaciones como la opción original Desplazar. No funciona correctamente en rotaciones de varios ejes.Combina la imagen de fondo del espacio con la máscaraCombina la capa activa con la capa inmediatamente debajo (si existiera una)Combina la geometría de los extremos con la de la malla base (convirtiendo las instancias en reales y fusionando sus vértices)Permite combinar las vistas (izquierda y derecha) en una única imagen estereoscópica 3DPermite combinar dos imágenes para su visualización lado a lado. Normalmente usado en combinación con un nodo VisorPermite combinar dos imágenes usando sus mapas de profundidadCombina dos clips usando modos de fundidoCombinadaExportación combinadaRVA combinadosLa pasada de captura Combinada requiere tener habilitada la Emisión o una pasada con contribuciones de luz Directa o IndirectaCanales combinadosLa curva combinada será aplicada a cada uno de los canales de forma individual, lo cual podrá resultar en un cambio en el tonoAcciónCombinadaCombina todos los cuerpos rígidos directamente subordinados a este objeto, como si fueran un único cuerpo rígidoEtiquetas, separadas por comas, a usar para el superior registradoConsola de comandosHistorial de comandosComando interrumpidoCursor de línea de comandosIdioma de la línea de comandosSalida de comandosComando para lanzar el editor de texto, una ruta completa o un comando dentro de la variable de entorno $PATH. Si está en blanco se usará el editor internoComentarComúnPropiedades comunes de animaciónCurva - Propiedades comunesPropiedades comunesComunidadOrganización compactaLista compactaCompacto con decimalesCompararComparar atributos de colorComparar materialesModo CompararComparar costurasComparar definiciónComparar UVCompara cada elemento de los vectores de entradaCompara el promedio de los elementos de los vectores de entradaCompara la dirección de los vectores de entradaCompara los productos escalares de los vectores de entradaCompara la longitud de los vectores de entradaCompara las velocidades del fotograma anterior con las del fotograma actual, manteniendo la máximaCompara las velocidades del fotograma anterior con las del fotograma actual, manteniendo la mínimaCompensa cualquier cambio en la escala relativa al centro de rotaciónPermite compensar la escala no uniforme de un objetoPermite compensar la escala aplicada por otros modificadoresCompensa la escala en un eje, aplicando una escala correspondiente en los otros dos ejesMétodo usado para compilar sombreadores en paralelo. Cada subproceso requerirá más memoria RAM pero será capaz de compilar los sombreadores de manera más veloz en algunos sistemas. Será necesario reiniciar Blender para que los cambios surtan efecto. (Sólo para OpenGL)Compila el bytecode para el nodo sombreador ScriptCompilar el núcleo GPU de Cycles únicamente con el conjunto de características necesario para la escena actualBytecode compilado del sombreador personalizadoCompilado sin el motor de dinámicas BulletCompilado sin GMP, se usará un método de resolución "decimal" de punto flotanteCompilado sin OpenVDBCompilado sin soporte para audioCompilando sombreadores de EEVEECompilando sombreadores ({} restantes)Sólo coincidencias completasReporte completo disponible en el bloque de datos de texto '{:s}'Elimina completamente la relación jerárquica, incluyendo a los modificadores involucrados, si correspondieraIgnora completamente la escala del superiorPermite definir las asas manualmente, de forma completamente independienteReemplaza completamente todos los canales del recurso de pose con la selección actualComplejoComponenteRutas de componentesTipo de componenteComponentesComposiciónComposiciónVisor de nodos de composiciónNodos de composiciónComponiendo...ComposiciónColor guías de composiciónGuías de composiciónNodos de composiciónGrupo personalizado de composiciónDispositivo reducción de ruido en compositorDispositivo para composiciónCalidad final de reducción de ruido del compositorModificador Nodos de composiciónNodo de composiciónÁrbol de nodos de composiciónNodos de composiciónPrecisión de composiciónCalidad de previsualización de reducción de ruido del compositorEl grupo de nodos de composición contiene conexiones cíclicas.Combinar jerarquíaComprimirComprimir archivoComprime la malla usando DracoComprime los valores de cámaras comunes, referenciados en la escena, a la gama de ACEScgCompresiónNivel de compresiónAmortiguación de compresión de tensoresResistencia a la compresiónResistencia máxima a la compresiónOpciones de compresión de OpenEXRNivel de compresión (0 = mayor velocidad, 6 = mayor compresión, actualmente no se soportan valores más altos)Método de compresión a usarModo de compresión para el TIFFRango de cálculoEl cálculo fue exitosoTipo dispositivo cálculoPermite calcular el promedio y la desviación estándar de los valores de los píxelesCalcula la distancia hasta el borde más cercanoCalcula la distancia a la cara más cercanaCalcula la distancia al vértice más cercanoCalcula la iluminación global tomando en cuenta los rebotes de la luz en los objetos circundantesCalcula en qué medida la semiesfera por encima de cada punto de sombreado se encuentra ocluida, útil por ejemplo para agregar efectos de desgaste en esquinas. Nota: En Cycles, es posible que esta función enlentezca significativamente el procesamientoCalcula la ubicación más cercana sobre la geometría objetivoCalculará el determinante de la matriz proporcionadaPermite calcular la divergencia del gradiente de la cuadrícula de entradaCalculará la inversión de la matriz proporcionada, si existieraCalculará la inversión de la rotación proporcionadaPermite calcular una descomposición en valores singulares (DVS) de la porción 3×3 de una matrizPermite calcular un campo de distancias con signo a partir de la máscara de entradaCalcula la distancia hasta el punto más cercano, así como su posición y colorCalcula la distancia al borde de la celda voronoiCalcula la distancia hasta el segundo punto más cercano, así como su posición y colorCalcula el radio de la hiperesfera inscripta en la celda voronoiConcavidad SuperiorConcretoCondiciónConoConfiguración para cada segmento del punteadoConfiguración de las instancias distribuidasConfiguración sobre la transformación de cada instanciaUsar una tasa de bits constante, en vez de una calidad de video constanteConfigurar las transformaciones de las instancias distribuidasConfirmarConfirmar al soltarUmbral de confirmaciónConfirmar biseladoConfirmar al soltarEn conflicto con otra pasada de procesamiento con el mismo nombreAdaptar a baseConformeSuperponer (bloquear)Conectar centroConectar buclesConectar extremos coincidentesConectar simétrica:Conectar nuevos clips de películaConectar siguiente:Conectar con simétricoRealizar una conexión para crear un nuevo conector.Conecta el nodo activo al nodo de Salida activo del árbol de nodosConecta todos los sistemas de pelo a la malla emisoraConectar cadenaConectar los extremos más próximosConecta el pelo a la malla emisoraConectar de forma predefinida los clips de película agregados, cuando tengan múltiples canalesEncadena objetos basándose en su distancia, comenzando con el objeto activoConecta los objetos seleccionados al objeto activoConecta los vértices seleccionados de una cara, dividiéndolaConecta la cadena de huesos flexibles al sistema de control superiorConecta el arco en el centroPermite conectar dos nodos sin que sea necesario hacer clic sobre un conector específico (se determinará automáticamente)Permite conectar vértices, según su orden de selección, creando bordes y dividiendo las carasConectadoSólo conectadosCaras conectadas (en vez de bordes)Superposición de bucles al conectar bordesLímite de conexiónPatrón de conexiónConectividadConsiderar radio de curvaConsiderar al material como de un solo lado, al capturar sondas de luz de tipo volumen. Adicionalmente ayudará a rechazar sondas en el interior del objeto, para evitar filtraciones de luz.Considerar a los objetos completos cuando se busque el centro del volumenConsiderar la contribución de las fuentes lumínicas directamente visibles durante el guiadoConsiderar el atributo principal de radio de la curva como un factor al mapear el componente V con el parámetro de longitud de la curva de perfilConsiderar vértices en vez de bordes al seleccionar qué bordes (des)marcar como definidosConsistenteIdentificador consistente usado para el elementoConsolaEntrada de consolaLíneas de consola a recordarTipo de línea de consola cuando se usa en retrocesoTipo de salida de la consolaRestrConstanteTasa de bits constanteDetalle constanteConstanteInterpolación constanteLongitud constanteDesplazamiento constanteDesplazamiento constanteFactor de tasa constante (CRF); balance entre calidad del video y tamaño del archivoNormales de tamaño constante en pantallaAceleración constante en una dirección indicadaLuz direccional de rayos paralelosFuente de luz direccional de rayos paralelosFactor constante para desplazar el tiempo mediante una funciónFactor constante con que desfasar los valoresDecaimiento constanteFuerza constante a lo largo del eje local Z del objetoConstante por curvaPreajuste ConstanteRestringe la posición de un objeto al punto mas cercano de la trayectoria del objetivoRestringir los boids a una superficieRestringe las islas que contengan alguna UV fijaRestringe cuerpos rígidos para que se muevan en torno a un punto de pivote en comúnRestringir a límites de imagenRestringe el valor entre mín y máxRestringe el valor entre mín y máx, intercambiando los argumentos cuando mín > máxTriangulación restringida de tipo Delaunay (CDT); robusto, con soporte para intersecciones propiasRestricciónAditivoMezclaModo de mezclaPotenciaRastreoRestricción '%s' no encontrada en el objeto '%s'Restricción '%s' no encontrada en el hueso '%s' de la poseEje a restringirOperación de restricciónObjetivo de restricciónHueso objetivo de la restricciónOpciones de bloqueo del eje de la restricción relativas al hueso o al objetivo de referenciaLa restricción puede romperse si recibe un impulso superior al establecido en el umbralRestricción para restringir cuerpos rígidosLa restricción tiene opciones válidas y puede ser evaluadoRestricción que ejerce influencia sobre los objetos participantes de la simulación de cuerpos rígidosLa restricción es la que se está editandoRestricción que modifica la transformación de objetos y huesosNombre de la restricciónLos nombres de las restricciones tienen un significado especial.Posición del pivote de la restricciónPosición restringida a lo largo del eje XPosición restringida a lo largo del eje YPosición restringida a lo largo del eje ZRestringe la rotación al eje XRestringe la rotación al eje YRestringe la rotación al eje ZRestringe los vértices, para que permanezcan dentro de los límites de la imagen, mientras se produce la ediciónEl panel de la restricción está expandido en la interfazRestriccionesRestricciónes que afectan a la transformación del objetoRestricciones que actúan sobre este canal de posePermite construir una matriz de 4x4 a partir de sus valores individualesCrea un círculo BezierCrea una curva BezierCrea una superficie circular NURBSCrea una superficie curva NURBSCrea una superficie cilíndrica NURBSCrea una superficie tipo parche NURBSCrea una superficie esférica NURBSCrea una superficie de tipo toroide NURBSCrea un círculo NURBSCrea una curva NURBSCrea una trayectoria NURBSCrea un objeto de Grease Pencil de SuzanneCrea una malla de SuzanneCrea una malla circularCrea una malla cónicaCrea una malla cúbicaGenera una malla cúbica compuesta de seis caras cuadradasCrea una malla cilíndricaCrea una malla plana de 4 vérticesGenera una malla esférica compuesta de triángulos de igual tamañoGenera una malla esférica compuesta principalmente de cuadriláteros, así como de triángulos en sus polosConstruye un malla plana subdivididaCrea una malla en forma de toroideCrea y edita curvas BezierPermite crear y editar curvasNo es posible aplicar un modificador de construcción a datos de resolución múltiple en modo EsculpidoNo es posible aplicar modificadores de construcciónContenedorContenedor de la simulación de fluidosContieneContiene redefiniciones de bibliotecas vinculadas que necesitan ser resincronizadas, se recomienda actualizar la bibliotecaContenidoDuración del contenidoFinal del contenidoContenido InicioRecortar final contenidoRecortar InicioContenido de este objeto de textoContextoAtributos de contextoManipulador contextualMenú contextualRuta del contextoPropiedad de contextoRuta de datos del contexto (expandida usando ventanas visibles en el archivo .blend actual)Contexto incorrecto, imagen no encontradaMenú contextual para operaciones de elementosMenú contextual para operaciones de escenaFalta objeto activo en el contextoContexto sin escena de editor de videoFija la ruta de contextoManipulador sensible al contexto para el nodo activoManipuladores sensibles al contexto para el elemento activoVentana del contexto no definidaDatos contextuales para una operación relacionada con una biblioteca o datos vinculados. Actualmente sólo expuestos como sólo lectura para los manipuladores pre y pos importación de blendsContiguasContinuaContinuar sin limpiarPermite continuar con el trazado de rayos, desde una nueva posición y en una nueva dirección arbitrariasContinuar usando el archivo sin scripts PythonAceleración continuaArrastre continuoAmpliación continua. La dirección y velocidad de la ampliación/reducción dependerá de cuánto se haya movido el ratón a lo largo del eje de ampliación establecido.Desplegar continuamente la isla de UV seleccionada, mientras se transforman los vértices marcados como fijosContornosContrasteLímite de contrasteValor de corrección del contraste. Un factor de tipo escala para hacer más brillantes a los píxeles brillantes, manteniendo oscuros a los píxeles oscuros. Usar un número negativo para disminuir el contraste y uno positivo para aumentarloContribución de los rayos dispersos en el volumen a partir del rayo principalContribución de los rayos transmitidos a través del volumen a partir del rayo principalContribucionesHueso de controlHueso de controlDecaimiento del controlModo de controlPunto de controlPunto de control seleccionadoPunto de control:Puntos de controlControl de rotaciónPermite controlar una cadena de huesos, especificando el objetivo que intentará alcanzar su extremo (sólo para huesos)Control de precisión para el desenfoque por movimiento, más intervalos requieren mayor uso de memoria (el número real de intervalos es 2^(Intervalos - 1))Controla la cámara activaControla qué tan lejos tirar o empujar los clavesPermite controlar qué tan rápido decaerá la influencia de la sondaPermite controlar la forma en que las imágenes en el dispositivo escogido serán mapeadas a la pantalla físicaPermite controlar qué tantos puntos evaluados deberán ser generados por cada segmento de una curvaControla cuánto disminuye la densidad de la niebla con la alturaTecla Ctrl presionadaTecla Ctrl presionada, -1 para cualquier estadoObjeto de control: su posición determina el centro del efectoControlar la reproducción usando el número de fotograma (ignora los FPS de reproducción y el fotograma inicial del archivo)Controlar la reproducción usando un valor entre 0 y 1Controlar la reproducción usando tiempo en segundosEl punto de control pertenece a otra curvaPunto de control del modificador-f EnvolventeValores de masa de los distintos puntos de la mallaPunto de control fuera del modificador-f de la EnvolventeEstado de selección del punto de controlControla los valores de intensidad de los tensores de puntosValores de influencia del punto de controlPuntos de control que definen la forma de la envolventePuntos de control de todas las curvasPuntos de control de la curvaPermite controlar el brillo y el contraste del color de entradaControla la intensidad del contorno alrededor de los íconos de la interfazControla la mezcla de información de la textura sobre el color base de los estilos de líneasControla la calidad de la iluminación global acelerada. Resoluciones más altas usarán más memoria.Controla la calidad de los efectos volumétricos. Una mayor resolución usará más memoria.Permite controlar el suavizado de las normales de la malla alrededor de cada cara, cambiando el atributo "sombreado suave"Controla el pincel de esténcilPermite controlar los manipuladores de transformaciónControla cuándo aplicar la adición de flujoControla cuándo aplicar el efectorPermite controlar si cada curva realiza un ciclo sobre sí misma, cambiando el atributo "cíclica"Controla hacia qué clave se producirá el desplazamiento y en qué medidaControlador avancePosición del controladorPosición del controlador (otro)Rotación del controladorRotación del controlador (otro)Estilo de controladorPosición de la mirilla del controlador de la ruta del otro usuario, para acciones bimanualesRotación de la mirilla del controlador de la ruta del otro usuario, para acciones bimanualesControladoresHuesos de controlControla la precisión del desenfoque por movimiento, más intervalos requerirán más tiempo de procesamientoControla la precisión del desenfoque por movimiento, más intervalos derivarán en un mayor tiempo de procesamiento. Sólo usado cuando el desenfoque por movimiento se encuentre activo. Establecerlo en 0 para desactivar el desenfoque por movimiento para Grease PencilControla la emisión de fluido dentro de la malla (valores más altos producirán una mayor emisión desde el interior de la malla)Controles para la forma del perfil del tuboControla la direccionalidad del filtro. 0 significa completamente omnidireccional, mientras que 2 producirá una direccionalidad máxima a lo largo de los ejes de la imagenControla cuánto influencian a la deformación los polígonos cercanosPermite controlar cómo serán suavizados los límites abiertosControla cómo se aplica el suavizado a las UVControla la forma del perfil (0.5 = circular)Controla el tipo de fundido y la compatibilidad con ciertas característicasControla el contraste de toda la imagenControla el contraste de las luces de la imagenControla el contraste de la imagen. Cero establecerá automáticamente el contraste basado en su rango global, para una mejor distribución de la luminanciaControla el contraste de los medios tonos de la imagenControla el contraste de las sombras de la imagenControla el decaimiento entre los valores recortados y no recortados. 0 significa completamente definido y 1 completamente suaveControla la ganancia de toda la imagenControla la ganancia de las luces de la imagenControla la ganancia de los medios tonos de la imagenControla la ganancia de las sombras de la imagenControla el gama de toda la imagenControla el gama de las luces de la imagenControla el gama de los medios tonos de la imagenControla el gama de las sombras de la imagenControla la intensidad de la capa de barniz (tanto de su reflexión como de su tinte). Usualmente debería ser cero o uno, si se desea obtener un material con un comportamiento físicamente correctoControla la intensidad de la imagen, valores bajos la oscurecerán, mientras que valores altos la aclararánControla el desplazamiento de toda la imagenControla el desplazamiento de las luces de la imagenControla el desplazamiento de los medios tonos de la imagenControla el desplazamiento de las sombras de la imagenControla la saturación de toda la imagenControla la saturación de las luces de la imagenControla la saturación de los medios tonos de la imagenControla la saturación de las sombras de la imagenControla la definición del filtro. 0 significa completamente suave, mientras que 1 completamente definidoControla la dirección tangente de anisotropíaControla la transparencia de la superficie, con 1.0 resultando en una opacidad totalControla la uniformidad de la dirección del filtro. Valores mayores producirán direcciones más uniformesControla la transición entre las áreas iluminadas y en sombraHueso de convergenciaDistancia plano de convergenciaHueso de convergenciaConversión no soportadaConversión no soportada al evaluar la clausuraConversión no soportada al separar el paqueteConvertirConvertir dominio de atributoConvertir dominio de atributo de colorConvertir color de todos los bloques de datosConvertir espacio de colorConvierte caras en vértices y vértices en carasConvertir a decimalConvertir desdeConvierte capas de Grease Pencil a instancias de curvasConvertir orientaciónPermite convertir una imagen en color RVA a escala de grises, usando su luminanciaConvertir transformaciones/influencias a punteros de animaciónConvertir aConvierte los sombreadores UsdPreviewSurface a sombreadores BSDF principistasConvierte una temperatura de un cuerpo negro en un valor de color RVAConvierte la luminancia de un color en un valor de escala de grisesConvertirá una rotación en componentes de eje y ánguloConvertirá un valor de rotación estándar en una rotación EulerConvierte el espacio de coordenadas de un vector, un punto o una normal, entre los espacios global, cámara y objetoConvierte un valor de longitud de onda en un valor de color RVAConvierte la influencia activa a colores de vértices (en escala de grises)Convierte todas las caras de una malla en triángulosConvierte todas las caras en triángulosPermite convertir todas las caras en triángulosConvierte todas las texturas al formato KTX2, usando una súper compresión de tipo BasisUConvierte la animación desde cualquier modo de rotación a cualquier otroPermite convertir entre espacios de colorConvierte la geometría de una curva en una malla de tipo tubularConvierte curvas a una malla, con formas de perfil personalizadas opcionales definidas por curvasPermite convertir cada geometría de entrada en una instancia (mucho más rápido que el nodo Unir geometría cuando las entradas sean grandes)Convierte cada cara de la malla en una curva cíclica. Los atributos de las caras serán propagados a las curvas.Convierte la fuerza del efector en velocidad de flujo de aireConvierte las curvas-f y controladores de rotación a radianes. Advertencia: Usar esto sólo una vezPermite convertir los bordes del objeto en una estructura poligonal con un cierto grosorConvierte de grados a radianesConvierte del espacio de color de visualización al lineal de la escena. No todas las transformaciones de visualización podrán ser invertidas de manera exacta, siendo posible que el resultado no coincida exactamente con la imagen lineal originalConvierte de radianes a gradosConvierte desde el espacio de color lineal al de visualización, usando una transformación de visualización y retoque de apariencia para el mapeo tonalConvierte geometría e instancias a objetos editables y coleccionesConvierte la entrada a datos con coma decimalConvierte instancias en datos de geometría realConvierte los bordes de una malla a segmentos de curva. Los atributos serán propagados hacia los puntos de la curva.Convierte las transformaciones normales del objeto en transformaciones relativas, se incluirán en la conversión las transformaciones relativas ya existentesConvierte la animación del objeto, desde transformaciones normales a transformaciones relativasConvierte a los objetos en instanciados en carasConvierte sólo los fotogramas clave seleccionadosConvertir la orientación de los ejes a una convención distinta, para que coincidan con los de otras aplicacionesConvertir partículas a un objeto de tipo mallaConvierte de premultiplicado a directoConvierte un efecto de procesamiento (como luz y sombras) en un color. Usado típicamente en procesamiento no fotorrealista, para aplicar efectos adicionales al producto de sombreadores BSDF. Nota: sólo soportado para EEVEEConvertir rotaciones a Euler XYZConvertir rotaciones a Euler XZYConvertir rotaciones a Euler YXZConvertir rotaciones a Euler YZXConvertir rotaciones a Euler ZXYConvertir rotaciones a Euler ZYXConvierte rotaciones a cuaterniosConvierte los canales seleccionados de muestras a clavesConvierte los canales seleccionados en una colección de muestras no editables, para ahorrar espacio de almacenamientoConvertir los objetos seleccionados a otro tipoConvierte las imágenes de referencia seleccionadas a planos de tipo malla texturizadosConvertir los trazos seleccionados a un contornoConvierte de directo a premultiplicadoConvierte un trazo en un contornoConvierte las curvas en cada instancia de nivel superior a una capa de Grease PencilConvierte la primera luz de tipo bóveda de USD detectada a un sombreador de entornoConvierte el número decimal proporcionado en un entero, con la posibilidad de escoger un métodoConvierte el volumen del entorno a una malla. El volumen del entorno solía ser procesado por el antiguo EEVEE. Se necesitará una conversión para que pueda ser procesado apropiadamenteConvierte el material del entorno a una luz de tipo bóveda de USD. Actualmente funciona para materiales simples, consiste en una textura de entorno conectada a un sombreador de fondo, con una multiplicación vectorial opcional para el color de la texturaConvertir a visualizaciónConvertir a decimalConvertir a radianesPermite convertir el alfa entre premultiplicado y directoConvierte a espacio de color logarítmicoConvierte el tipo de las curvas seleccionadasConvertir espacios en blancoCapa convertidaConvertirNodo de conversiónConvirtiendo algunos objetos o datos de objetos no editables, forzando la activación de la opción "Mantener originales"Permite convertir valores relativos al tamaño de una imagen para que sean expresados en píxelesEnvolvente convexaConvolucionarPermite aplicar una convolución a una imagen, en base a un núcleoCoordenada 1Coordenada 2Espacio de coordenadasSistema de coordenadasEje de coordenadas usado para simetrizar la posición de las transformacionesEje de coordenadas usado para simetrizar la rotación de las transformacionesCoordenadasLas coordenadas a lo largo de este eje serán invertidasCoordenadas del punto de controlCoordenadas del punto de control. Nota: Cambiar este valor también actualizará las asas, de forma similar a si se usaran los operadores de Transformación del Editor de curvasCoordenadas de la primer asaCoordenadas del asa izquierda (anterior al punto de control)Coordenadas del asa derecha (posterior al punto de control)Coordenadas de la segunda asaEspacio de coordenadasCoordenadas a las que aplicar los cambios de traslación provenientes del casco de RVSe copiaron %d curvas seleccionadasSe copiaron %d bloques de datos seleccionadosSe copiaron %d nodos seleccionadosSe copiaron %d objetos seleccionadosSe copiaron %d puntos seleccionadosConjuntos de selección copiados al portapapelesRestricción copiada: %sSe copió el material al portapapeles internoSe copió la pose al portapapeles internoSe copiaron los clips seleccionados del Editor de video y sus cadenas de efectos asociadas al portapapeles internoSe copiaron los clips seleccionados del Editor de video al portapapeles internoSe copió el valor a {:d} huesosSe copiaron {:s} parámetros a {:d} huesosCopia la matriz del objeto activo o hueso de pose al portapapeles. Usará matrices relativas a un objeto específico o a la cámara activa de la escenaCopia la matriz del objeto o hueso de pose activo al portapapeles. Usa matrices en espacio-globalCobreCopiarCopia las coordenadas absolutas del vector normalCopia los colores del hueso activo a todos los demás huesos seleccionadosCopiar paquete a biblioteca...Copiar efectos de Grease PencilCopiar etiquetaCopiar posiciónCopiar posición (Local)Copiar posición (Local, orientación propietario)Restricción Copiar posiciónCopiar modificadoresCopiar normalCopiar poseCopia los colores del hueso activo en la pose a todos los demás huesos seleccionados de la poseCopia las opciones de cuerpo rígido del objeto activo a los seleccionadosCopia el tipo de sistema de control y sus parámetros desde el hueso activo a los seleccionadosCopiar rotaciónRestricción Copiar RotaciónCopiar escalaRestricción Copiar escalaCopiar opcionesCopia las opciones de iluminación de estudio al Editor de iluminación de estudioCopiar transformacionesRestricción Copiar TransformacionesCopiar XCopiar YCopiar ZCopia el vértice activo a los otros vértices seleccionados (si los grupos afectados se encontraran desbloqueados)Copia todas las transformaciones de un objetivo, para que se transformen juntosCopia todas las transformación del objetivoCopia el color a los nodos seleccionadosCopia el color a los rastros seleccionadosCopiar colores a huesos existentesCopia las restricciones a los otros objetos/huesos seleccionadosCopia restricciones a otros huesos seleccionadosCopia las restricciones a los otros objetos seleccionadosCopiar archivos a la carpeta de texturasCopiar desde el borde más cercano (usando los puntos medios)Copiar desde el borde más cercano de la cara más cercana (usando los puntos medios)Copiar desde el vértice más cercanoCopiar desde el vértice más cercano del borde más cercanoCopiar desde el vértice más cercano de la cara más cercanaCopiar desde una malla con topología idénticaCopiar desde las esquinas interpoladas de la cara de origen más cercanaCopiar desde las esquinas interpoladas de la cara de origen intersectada por la proyección normal de la esquinaCopiar desde valores interpolados de vértices desde el punto más cercano del borde más cercanoCopiar desde valores interpolados de vértices desde el punto más cercano de la cara más cercanaCopiar desde valores interpolados de vértices desde el punto de la cara más cercana intersectado por una proyección normalCopiar desde el borde más similar (el borde cuyos vértices se encuentren más cercanos a los del borde de destino)Copiar desde la esquina más cercana de la cara más cercanaCopiar desde la esquina más cercana que tenga una normal con el mejor grado de coincidencia con la de destinoCopiar desde la esquina más cercana del origen que tenga una cara cuya normal presente el mejor grado de coincidencia con la de destinoCopiar desde la cara más cercana (usando los puntos medios)Copiar desde las caras de origen cuya normal se encuentre más cercana a las de destinoCopia la ruta de datos completaCopiar en espacio globalCopiar usando el espacio local de cada objetoCopia la etiqueta del activo a los seleccionadosCopia la etiqueta del nodo activo a los seleccionadosCopia el material a los objetos seleccionadosCopia las coordenadas UV, provenientes de un objeto inverso, invertidas en el eje XCopia los modificadores del clip activo a los clips seleccionadosCopia los modificadores a los otros objetos seleccionadosCopiar las nuevas normales (sobrescribe las existentes)Resta las normales existentes a las nuevasCopia los nodos al portapapeles, los elimina y los reconecta.Copia la normal al portapapeles internoCopia de los colores asociados con el conjunto de colores del grupoAl duplicar copiarCopia sólo la capa activa, desmarcar para anexar todas las capasPermite copiar o reordenar modificadores, restricciones y efectosPermite copiar los sistemas de partículas del objeto activo a los objetos seleccionadosCopiar los sistemas de partículas al seleccionado: %d hechos, %d fallaronMultiplica las normales nuevas por las existentes (*no* es un producto vectorial)Copia los vértices UV seleccionadosCopia aspectos seleccionados de la pose actual a las poses subsiguientes ya marcadasCopia los claves seleccionados al portapapeles internoCopiar los marcadores seleccionados a la escenaCopia los puntos seleccionadosCopia los puntos o curvas seleccionadasCopia los reportes seleccionados al portapapelesCopiar texto al portapapelesCopia la opciones del nodo activo a los seleccionadosCopia las opciones desde la versión anteriorCopia las opciones de la capa de visualización actualAdición de las normales nuevas y las existentesCopia texto al portapapelesCopia los modificadores-f de la curva-f activaCopia los modificadores-f del clip activo de ANLPermite copiar el comando Python coincidente con este botónCopia la ruta de datos RNA de esta propiedad al portapapelesCopia el conjunto de líneas activo al portapapeles internoCopia la forma clave actual de otro objeto seleccionado a esteCopia el color del hueso activo a todos los demás huesos seleccionadosCopia el contenido de la consola para ser usado en un scriptCopia el archivo .blend actual a una biblioteca de recursos. Sólo funcionará con archivos .blend independientes (es decir, en los que no se referencie a ningún archivo externo)Copia la pose actual de los huesos seleccionados al portapapeles internoCopia el controlador al botón resaltadoCopia las variables del controlador activoCopiar el archivo a la ruta de destinoCopiar el archivo a la ruta de destino (o una sub carpeta)Copia la imagen al portapapelesCopia la posición de un objetivo (con un desplazamiento opcional), para que se muevan juntosCopia la posición del objetivoCopia las opciones de material y sus nodosCopia las opciones y nodos de texturizado del materialCopia el modificador del objeto activo a todos los demás objetos seleccionadosCopia el controlador de la propiedad del elemento activo hacia la misma propiedad en todos los elementos seleccionados, donde ésta existieraCopia el valor de la propiedad desde el elemento activo hacia la misma propiedad en todos los elementos seleccionados, donde ésta existieraCopia la rotación de un objetivo (con un desplazamiento opcional), para que roten juntosCopia la rotación del objetivoCopia la escala de un objetivo (con un desplazamiento opcional), para que se escalen juntosCopia la escala del objetivoCopiar los puntos o trazos de Grease Pencil seleccionados al portapapeles internoCopia los conjuntos de selección seleccionados al portapapelesCopia los bloques de datos seleccionados al portapapeles internoCopia los nodos seleccionados al portapapeles internoCopia los nodos seleccionados al portapapeles internoCopia los puntos seleccionados a un nuevo trazoCopiar curvas seleccionadas al portapapeles internoCopia los clips seleccionados al portapapeles internoCopia los rastros seleccionados al portapapeles internoCopia la posición X del objetivoCopia la rotación X del objetivoCopia la escala X del objetivoCopia la posición Y del objetivoCopia la rotación Y del objetivoCopia la escala Y del objetivoCopia la posición Z del objetivoCopia la rotación Z del objetivoCopia la escala Z del objetivoCopia la influencia de este grupo a los otros vértices seleccionados (deshabilitado si el grupo de vértices se encontrara bloqueado)Copia el valor de esta propiedad a todos los sistemas de control seleccionados del tipo apropiadoCopiar al portapapelesCopiar a seleccionadosCopiar a seleccionados (menú)Copiar a huesoCopiar a objetoCopia al árbol de nodos superior, manteniendo el grupo intactoCopia todos los elementos del vector a lo seleccionadoCopia a los objetos seleccionados los controladores de todos los elementos del vectorCopia las opciones de rastreo del marcador activo como predefinidasPermite copiar las opciones de rastreo del marcador activo a los seleccionadosCopia las coordenadas de los vértices desde otro objeto seleccionadoCopiar grupos de vértices a seleccionado: %d hechos, %d fallaron (los datos del objeto deben soportar grupos de vértices y tener identificadores coincidentes)Copia las influencias del activo a los seleccionadosNo es posible copiar el ID '%s', el tipo de datos '%s' no está soportadoFalla al copiar el modificador '%s' al objeto '%s'AutorNota de derechos de autor para este recurso. Una nota vacía no significa necesariamente que no existan derechos de autor. Contactar al autor si fuera necesaria una clarificación.Mate de retenciónCorchoEsquinasÁngulo de esquinasCentro de esquinaIdentificador de esquina de caraAsas en esquinasIdentificador de esquinaIdentificador de esquina en caraBorde siguiente de esquinaNormales de esquinaDesplazamiento de esquinasDistancia de desplazamientoFactor de desplazamientoMétodo de desplazamientoFijar esquinasBorde anterior de esquinaRedondeado de esquinasRedondeado de esquinasDivisión desde esquinasSubdivisiones de esquinasTipo de esquinaVértice de esquinaEsquina de bordeEsquina de caraEsquina de vérticeEsquinasEsquinas de bordeEsquinas de caraEsquinas de vérticeCorregir proporciónCorregir atributos de carasCorregir coordenadas UV al transformarCorregir UVCorrige datos tales como las UV y atributos de color al transformarCorrige la distorsión causada por la deformaciónMétodoCorrección para el rango tonal completoCorrección para lucesCorrección para medios tonosCorrección para sombrasCorrectivaInversión correctiva de normalesModificador Suavizado correctivoFactor de corrección aplicado a la influencia de las caras, 50 es neutral, valores menores aumentan la influencia de las caras débiles, mientras que valores mayores aumentan la influencia de las caras fuertesSuavizado_correctivoCoincidenciaCosenoModo CosenoAlgodónNo fue posible (des)vincular la colección '%s' porque la colección '%s' se encuentra vinculadaNo fue posible (des)vincular la colección '%s' porque la colección '%s' se encuentra redefinidaNo fue posible (des)vincular el objeto '%s' porque la colección '%s' se encuentra vinculadaNo fue posible (des)vincular el objeto '%s' porque la colección '%s' se encuentra redefinidaNo se pudo agregar nodo de colorNo fue posible agregar una capa al archivo de cachéNo se pudo agregar nodo de máscaraNo se pudo agregar un nuevo mapa UV al objeto '{:s}' (malla '{:s}')No fue posible agregar la acción '%s' porque no puede ser usada en relación con bloques de datos de ID de tipo '%s'No se pudo agregar nodo de imagenNo fue posible agregar el controlador, porque la ruta RNA es inválida para el ID proporcionado (ID = %s, ruta = %s)No fue posible agregar un modificador Nodos de geometríaNo fue posible agregar la imagen. No se ha creado o asignado un árbol de nodosNo se pudo agregar un materialNo se pudo agregar colección de nodosNo se pudo agregar grupo de nodosNo se pudo agregar objeto de nodoNo fue posible agregar la colección porque se encuentra vinculadaNo fue posible agregar la colección porque se encuentra redefinidaNo fue posible agregar la colección porque se detectó una dependencia cíclicaNo fue posible asignar una nueva acción a %sNo fue posible asignar la acción %s a la restricción Acción %sNo fue posible asignar la acción %s al clip de ANL %sNo fue posible cambiar de acciónNo fue posible eliminar el fotograma clave porque la ruta RNA para el ID proporcionado es inválida (ID = %s, ruta = %s)No fue posible evaluar una ruta válida a los datosNo fue posible conectar una selección de carasNo fue posible conectar elementos de distintos tiposNo fue posible conectar los vérticesNo fue posible crear una copia del ID '%s' para escribirla en la bibliotecaNo fue posible crear lector de caché para el archivo %sNo fue posible crear una redefinición de biblioteca a partir del bloque de datos '%s', debido a que no es redefinibleNo fue posible crear una redefinición de biblioteca a partir del bloque de datos '%s', debido a que uno de sus superiores no es redefinible ('%s')No fue posible crear una redefinición de biblioteca a partir de uno o más de los bloques de datos seleccionadosNo fue posible crear un nuevo nombre de carpetaNo fue posible crear la nueva carpeta: %sNo fue posible crear lector para el archivo: %s¡No fue posible crear el archivo para copiar y pegar!No fue posible crear {:d} curvas-f. Esto puede ocurrir al insertar únicamente en las curvas-f disponiblesNo fue posible borrar %d formas clave bloqueadasNo fue posible borrar el fotograma clave porque la ruta RNA para el ID proporcionado es inválida (ID = %s, ruta = %s)No se pudo determinar el tipo del nodo de grupoNo fue posible encontrar '%s' en '%s'No fue posible encontrar una colección editable en la escena actual, los datos importados no serán instanciadosNo fue posible encontrar un objeto raíz de la jerarquía redefinible para el objeto '%s'No fue posible encontrar ningún borde seleccionado que pudiera ser rotadoNo fue posible encontrar el hueso '%s'No fue posible encontrar datos para 'Activar compensación' de la restricción SubordinarNo fue posible encontrar datos de restricción para 'Activar compensación' de la restricción Resolver objetoNo fue posible encontrar el controlador a ser copiado, porque la ruta RNA es inválida para el ID proporcionado (ID = %s, ruta = %s)No fue posible encontrar una cuadrícula de nombre %sNo fue posible encontrar un modificador GanchoNo fue posible encontrar la imagen '{:s}'No fue posible encontrar un material o luz que use el árbol de nodos de sombreado - {:s}No se pudo encontrar conector de colección de nodosNo se pudo encontrar conector de nodo de colorNo fue posible encontrar la escenaNo fue posible encontrar una escena que use el árbol de nodos de composición - {:s}No fue posible encontrar un tipo soportado de conectorNo fue posible generar una malla a partir de la cuadrículaNo fue posible obtener una malla válida¡No fue posible inicializar los datos de idiomas!No fue posible inicializar uniones en ninguno de los objetos seleccionadosNo fue posible inicializar las fuentes, probablemente debido a una combinación no soportada de compresoresNo fue posible insertar %i clave(s) debido a un valor de cero en la influencia de ANL, su valor base, o a un remapeo fallido de su valor: %s.%s para índices [%s]No fue posible insertar el fotograma clave porque la ruta RNA para el ID proporcionado es inválida (ID = %s, ruta = %s)No fue posible insertar un fotograma clave, debido a que este tipo no soporta datos de animación (ID = %s)No fue posible cargar la acción para el recurso activoNo fue posible abrir el volumen para escrituraNo se pudo crear una nueva imagenNo se pudieron crear nuevos segmentosNo fue posible mover el exportador de la colección desde el identificador '%d' al '%d'No fue posible mover la restricción desde el '%d' al '%d'No fue posible mover la capa desde el identificador '%d' al '%d'No fue posible abrir el archivo Alembic para su lectura, ver la consola para más detallesNo fue posible abrir SVGNo fue posible abrir el archivo USD para su lectura, ver la consola para más detallesNo fue posible abrir el archivo para escrituraNo fue posible abrir la carpeta '%s'No fue posible pegar el controlador, porque la ruta RNA es inválida para el ID proporcionado (ID = %s, ruta = %s)No fue posible leer "%s"No fue posible eliminar la forma claveNo fue posible eliminar el grupo de curvas-f de la colección, debido a que no existía en la mismaNo fue posible renombrar: %sNo fue posible re abrir el archivoNo fue posible resolver la ruta '%s'No fue posible resolver la ruta (%s)No fue posible guardar el archivo empacado al disco como '%s'No es posible separar las curvas seleccionadasNo fue posible adherir algunas curvas a la superficieNo fue posible anular la asignación de la acción de %sNo fue posible anular la asignación de la acción activaNo fue posible actualizar los indicadores para esta curva, dado que la ruta RNA es inválida para el ID proporcionado (ID = %s, ruta = %s)No fue posible guardar la imagen: %sNo fue posible guardar la imagen: {}No fue posible guardar en el volumen: %sNo fue posible guardar el volumen: Error desconocido al guardar el archivo VDBNo fue posible cerrar el recurso de destino %sNo fue posible encontrar una capa coincidente, se pegará en la activaNo fue posible abrir el archivo %r (%s)No fue posible ejecutar el reproductor externo de animaciones, usando el comando {!r} {:s}CantidadCantidad máxMétodo de generaciónModo de conteoContará cuántos elementos existen en la lista proporcionadaCantidadCuadrículaModo de resoluciónTamañoAntihorarioAntihorariaRotación antihoraria del sistema de coordenadas de cada segmento. Podrá ser usada para alinear la rotación de las texturas de cada segmentoCoberturaCrLa transformación en espacio de deformación sólo se encuentra disponible para objetos de tipo mallaPlegadoPlegado (ángulo en caché)Ángulo de plegadoFactor de pellizcado del pincel de plegadoPlegar bordesPlegar InteriorPlegado sobre definidosPlegado en bordes definidosPlegado sobre suavesPlegado en superficies suavesUmbral plegadoInfluencia de plegadoPliega los bordes confluyentes para mejorar la subdivisión de la superficiePliega los bordes confluyentes para mejorar la subdivisión de la superficieInfluencia de plegado (si está activo)Plegado:CrearCrear %sCrea un objeto de texto 3D a partir del bloque de datos de texto activoCrear sobre trayectoriaCrear esqueletoCrear colecciónCrear datosCrear hoyosCrea curvas-f en el objeto que copiarán el movimiento causado por esta restricciónCrea un material de trazo de Freestyle para pruebasCrear mapa identificador de guíasCrear instanciasCrear tensores internosCreará claves de posición al fijar a la escena de la cámaraCrear malla desde máscara de pinturaCrear enégonosCrear nueva acciónCrear nuevas preferenciasEl parámetro Usar de 'Crear orientación' sólo es válido en un contexto de vista 3DCrear recurso de poseCrea código Python que generará el metarig seleccionadoCrea código Python que generará el metarig seleccionado como un modeloCrear cuadriláterosCrear crestasCreará claves de rotación al fijar a la escena de la cámaraCreará claves de escala al fijar a la escena de la cámaraCrear WebPCrea un "hueco" en la imagen con una transparencia cuyo valor alfa es cero, lo cual puede resultar útil en el proceso de composición. Nota: el sombreador hueco sólo es capaz de afectar al valor alfa cuando la opción Transparentar se encuentra habilitada en las Opciones de películaCrea una cuadrilátero en forma de cometaCrear una nueva imagenPermite crear una topología de cuadrícula booleana de las dimensiones indicadas, para ser usada con el nodo Campo a cuadrículaPermite crear una selección rectangularCrea un puente de caras entre dos o más bucles de bordes seleccionadosGenera un color a partir de componentes individuales, usando múltiples modelosPermite crear una relación basada en una restricción con un atributo de la geometríaCrear un hueso de control para la copiaCrear un hueso deformante para la copiaCrea un gradiente lineal en diagonal con interpolación linealCrear una carpeta para cada archivo exportadoCrea un conjunto de caras a partir de la selección de caras en el modo EdiciónCrea un conjunto de caras por cada conjunto de caras aisladoCrea un conjunto de caras por cada parte suelta de la mallaCrea un conjunto de caras por cada contenedor de materialCrea una cuadrícula volumétrica rellena a partir de una mallaCrea un volumen de humo con la forma de la superficie de la malla de entradaCrea una fuerza a lo largo de una curvaCrea una fuerza basada en las velocidades de la simulación de fluidoCrea una fuerza que actúa como un predador o un objetivo de boidsCrea una fuerza que amortigua el movimientoCrea un efecto de resplandorPermite crear un gradiente entre dos máscarasCrea un gradiente lineal con interpolación linealCrea una lista de valoresCrea una redefinición local del bloque de datos vinculado seleccionado y su jerarquía de dependenciasCrea una redefinición local de los bloques de datos vinculados seleccionados y su jerarquía de dependenciasCrea una redefinición local de los objetos vinculados seleccionados y su jerarquía de dependenciasPermite crear un mate basándose en la diferencia de luminancia (brillo)Permite crear un mate a partir del identificador de un objeto o un material en la pasadaCrear un mecanismo para definir una esquina conectada, cuando el ángulo sea menor a este valorCrea una malla que encierra a todos los puntos de la geometría de entrada, usando la menor cantidad de puntos posibleCrea un nuevo contenedor de acción para un ID. Nótese que el ID que _debería_ obtener este contenedor deberá ser establecido en el puntero de contexto 'animated_id', usando: >>> layout.context_pointer_set("animated_id", animated_id) Cuando el ID ya tuviera un contenedor asignado, el nuevo contenedor creado será nombrado según el nombre de aquel (asegurando que sea único con un sufijo numérico) y cualquier dato de animación del contenedor asignado será duplicado para el nuevo contenedor.Agrega una nueva cámara y punto de referencia de RV desde la posición del visor de la sesión de RV y la seleccionaCrea una nueva cámara a partir del punto de referencia de RV seleccionadoCrea un nuevo conjunto de selección a partir de los huesos seleccionadosCreará un nuevo mapa UV para cada malla empacadaCrea una nueva acciónCrea una nueva acción, una vez que la ya existente haya sido almacenada de forma seguraCrea un nuevo contenedor de acción para este bloque de datos, para contener su animaciónCrea un nuevo recurso a partir de los huesos seleccionadosCrea una nueva colección de huesos y asigna a ella todos los huesos seleccionadosCrea un nuevo hueso que va desde la articulación seleccionada hasta la posición del ratónCrea un nuevo catálogo dónde colocar los recursosCrea un nuevo grupo de nodos de composición y lo inicializa usando nodos predefinidosCrea un nuevo grupo de nodos de composición para el editor de videoCrea una nueva carpetaCrea un nuevo controlador con esta propiedad como entrada y lo copiará al portapapeles interno. Usar Pegar controlador, para agregarlo a la propiedad de destino; o Pegar variables en el controlador, para agregar esta propiedad como una variable a un controlador ya existenteCrea un nuevo conjunto de selección vacíoCrea un nuevo conjunto de carasCrea un nuevo conjunto de caras a partir de las caras enmascaradasCrea un nuevo conjunto de caras a partir de los vértices visiblesCrear un nuevo archivo de este tipoCrea un nuevo marco de nodos alrededor de los nodos seleccionados y le asigna un nombre inmediatamenteCrea un nuevo grupo de nodos de geometría y lo asigna al modificador activoCrea un nuevo grupo de nodos de geometría para una herramientaPermite crear una nueva imagenCrea un nuevo archivo de imagen sin modificar la imagen actual en BlenderCrear un nuevo árbol de nodos encapsulado, a medida que sea requerido por los motores de procesamientoCrear un nuevo nivel usando el método Catmull-ClarkCrear un nuevo nivel usando una interpolación lineal del desplazamiento esculpidoCrear un nuevo nivel usando un método simpleCrea un nuevo estilo de línea, reutilizable por múltiples conjuntos de líneasCrea una nueva ventana principal con su propio espacio de trabajo y selección de escenaCrea un nuevo objeto poligonal a partir de la máscara de pintura actualCrea un nuevo objeto a partir del conjunto de caras seleccionadoCrea un nuevo grupo de nodos de geometría para un modificadorCrea un nuevo árbol de nodosCrea un nuevo objeto a partir de la máscara pintadaCrea un nuevo recurso de pose en el portapapeles, para ser pegado en el Explorador de recursosCrea una nueva malla basada en cuadriláteros, usando los datos de superficie de la malla actual. Todas las capas de datos se perderánCrea un nuevo bloque de datos de textoCrea una nueva ventanaCrea un nuevo bloque de datos de entornoCrear una notificación luego de la operaciónCrea un paralelogramoCrear un punto en la nube de puntos para cada borde seleccionadoCrear un punto en la nube de puntos para cada cara seleccionadaCrear un punto en la nube de puntos para cada esquina de la cara seleccionadaCrear un punto en la nube de puntos para cada vértice seleccionadoCrea una previsualización para este recurso, procesando el objeto activoCrea un gradiente lineal con interpolación suave de un nivel al siguienteCrea un gradiente lineal con interpolación cuadráticaCrea un gradiente esférico con interpolación cuadráticaCrea un cuadrilátero a partir de cuatro puntosCrea un gradiente radial con interpolación linealCrea un rectánguloCrea una distorsión de rotaciónPermite crear una rotación a partir de ejes primario y secundario (idealmente ortogonal al primario)Crear un control de pivote de rotación que podrá ser reposicionado de forma arbitrariaCrea un modelo de metarig, para ser modificado antes de generar el sistema de control finalPermite crear una selección por normalesCrear una instancia separada de la curva para cada capaCrea un relleno separado para cada trazo individualCrear una capa separada para cada instanciaCrea un sistema de partículas separado para cada tipo de partículas secundarioCrea un efecto de sombraCrea una cuadrícula de volumen de distancia con signo a partir de una mallaCrea una cuadrícula de volumen de distancia con signo a partir de puntosCrea un objeto de Grease Pencil con un trazo simpleCrear una transición suave entre huesos flexibles, cuando un extremo de la cadena se encuentre con otra cadena en la misma direcciónCrear una transición suave entre huesos flexibles, cuando uno de los extremos de la cadena se encuentre con su cadena simétricaCrea una superficie curva suavizada utilizando el método de subdivisión Catmull-ClarkPermite crear un recubrimiento sólido a partir de vértices y bordes, usando el radio de cada vértice para definir su grosorCrea una cubierta sólida por medio de una extrusión, compensando ángulos definidosCrea una cubierta sólida, compensando los ángulos definidosCrea una estructura sólida a partir de las carasCrea un gradiente esférico con interpolación linealPermite crear una selección esféricaCrea una pose intermedia apropiada en el fotograma actualCrea una imagen compuestaCrea un trapecioCrea un conjunto de caras único con todas las caras de la esculturaCrea un vector a partir de componentes X, Y y ZPermite crear un vector a partir de sus componentes cilíndricos.Permite crear un vector a partir de sus componentes esféricos.Crea un atajo para el nodo Visor del nodo seleccionado, presionando Ctrl+1 al 9Crea un objeto Vacío que copiará los movimientos del rastro activoPermite crear un esqueleto que acompaña a la disposición del forroCrea una previsualización automática para el bloque de datos seleccionadoCrea un objeto de Grease Pencil vacíoCrea una forma de envolventeCrea una imagen con canal alfaCrea una imagen con vistas derecha e izquierdaCrea una colección de objetos a partir de los objetos seleccionadosCrear una opción para que los párpados no se amolden al globo ocularCrear un control de cinemática inversa adicionalCrear un control opcionalCrear un hueso deformante opcionalCrea una operación de redefiniciónCrea un sistema de partículas de burbujasCrea partículas secundariasCrea un objeto de colisiónCrea una relación jerárquica basada en una restricciónCrea una relación de envoltura basada en una restricciónCrea restricciones para esta acción en el sistema de control generadoCrear huesos de control para la copiaCrear controles para ambos lados de la palmaCrea nodos de coordenadas y mapeo para la textura (será ignorado para los nodos de textura seleccionados)Crea copias de la geometría referenciada sobre los elementos de la geometríaCrea copias de la geometría mediante diferentes métodos de desplazamiento acumulativoPermite crear copias de la forma con desplazamientos entre ellasCrea advertencias personalizadas en grupos de nodosCrear huesos deformantes para la copiaCrea un dominio para gasesCrea un dominio para líquidosCrea un efecto de línea punteada en el trazoCrea controladores para esta propiedad sin asignarle objetivos por el momentoCrea controladores para todas las propiedades sin asignarles objetivos por el momentoCrea controladores para cada par de elementos correspondientesCrea bucles de bordes en los bordes de las caras ubicadas entre las superficies interior y exterior (lento, deshabilitar cuando no sea necesario)Permite crear efectos y pos procesar imágenes procesadas, imágenes externas y el Visor 3DPermite crear una máscara elíptica apropiada para ser usada como un mate simple o una máscara para viñetasCrea archivos vacíos para reservar su nombre, mientras se procesan los fotogramas que serán allí guardadosCrea conjuntos de caras para las caras que tengan normales similaresCrea conjuntos de caras usando las costuras UV como límitesCrea conjuntos de caras usando las influencias de biselado como límitesCrea conjuntos de caras usando los bordes plegados como límitesCrea conjuntos de caras usando los bordes definidos como límitesCrea un sistema de partículas de espumaModificador para crear una cuadrícula de instanciasCrea un objeto de guíaCrear huesos de cabeza y cuelloCrea una imagen con una profundidad de color de 32 bits decimalCrea instancias a lo largo de la trayectoria de las partículasPermite crear instancias para las colecciones al anexarlas, en vez de agregarlas directamente a la escenaPermite crear instancias para las colecciones al vincularlas, en vez de agregarlas directamente a la escenaPermite crear instancias para las colecciones, en vez de agregarlas directamente a la escenaPermite crear instancias para los datos de objetos que no se encuentren referenciados por ningún objetoCrea instancias desde partículas secundariasCrea instancias desde partículas normalesCrea fotogramas clave siguiendo la forma actual de las curvas-f de los canales seleccionadosCrea un sistema de partículas de líquidoCreará claves de posición al fijar a la cámara de la escenaPermite crear un mate basado en la distancia, en espacio tridimensional, entre los colores de la imagen y del fondoPermite crear un mate basado en los valores de cromaPermite crear un mate basado en las diferencias en los canales de colorPermite crear un mate usando un color indicado, para uso con películas filmadas sobre pantalla verde o azulCrea planos de tipo malla a partir de archivos de imagen, usando la proporción correspondienteCrea una nueva acciónCrea nuevos huesos a partir de las articulaciones seleccionadasCrea nuevos huesos a partir de las articulaciones seleccionadas y moverlos¿Crear una nueva carpeta?Permite crear nuevas cuadrículas evaluando nuevos valores en la topología de una cuadrícula volumétrica existenteCrea una nueva imagen a partir del contenido del marcador planoCrea una nueva colección de vinculación de iluminación a ser usada por el emisor activoPermite crear una nueva máscaraCrear nuevos materiales con nombres únicos para cada archivo OBJCrea nuevos usuarios de los datos del objeto, si fuera necesarioCrea un nuevo rastreo plano, a partir de los puntos de rastreo seleccionadosCrear una instancia del objeto a partir de los datos del objetoCrea un ciclo de bordes desplazado con respecto a la selección actualCrear un objeto por cada línea en el textoCrea un sistema de partículas que contendrá los tres tipos de partículas secundariasCrear o extender un bloque de texto 'i18n_info.txt'Crear separación en secundarias basada en hebras principalesCrea picos y valles con distintos valores de rugosidadPermite crear una pantalla para ser usada como referencia de color en los nodos de recorteCrea puntos a partir de los puntos evaluados de la curva, basándose en el atributo Resolución de las curvas de tipo NURBS y BezierCrea un trazo predefinido de Grease Pencil en forma de arcoCrea un trazo predefinido de Grease Pencil en forma de cajaCrea un trazo predefinido de Grease Pencil en forma de círculoCrea un trazo predefinido de Grease Pencil en forma de curvaCrea un trazo predefinido de Grease Pencil en forma de líneaCrea un trazo predefinido de Grease Pencil en forma de línea poligonalCrea las imágenes de reemplazo en una carpeta personalizada (la carpeta predefinida es la de películas)Crea mechones aleatorios alrededor del principalPermite crear una máscara rectangular que podrá ser usada como un mate simpleCrea restricciones de cuerpos rígidos entre lo seleccionado y los cuerpos rígidos activosCreará claves de rotación al fijar a la cámara de la escenaCreará claves de escala al fijar a la cámara de la escenaCrear deslizadores de influencia de seguimiento de párpados, separados para X y ZPermite crear geometrías separadas que contengan a los elementos de un mismo grupoCrea picos definidosCrea capturas (atenuadas) de las curvas-f seleccionadas como una guía de referencia en el editor de curvas activoCrea un sistema de partículas de rocíoCrea tensores durante esta cantidad de fotogramas desde el nacimiento de las partículas (0 lo hace permanente)Crea modificadores de subdivisión de superficies basándose en el atributo SubdivisionScheme del USDCrear huesos de colaCrear el modificador correspondiente en caso de que no existieraCrear la cuadrícula en un patrón hexagonalPermite crear una nueva forma clave a partir de la mezcla de las formas existentesCrea un sistema de partículas trazadorasDefinir la orientación del manipulador de transformación a partir de la selecciónCrea turbulencia con ruidoCrea una nube de vértices usando las coordenadas de los rastros reconstruidosCrea, restablece o elimina jerarquías de redefiniciones de bibliotecaCrea texturas WebP para cada textura. Las texturas que ya se encuentren en este formato no se verán alteradasCrea una máscara basada en el atributo de color activoCrea una máscara basada en los límites de la superficieCrea una máscara basada en la curvatura de la superficieCrea una nueva máscara para toda la mallaCrea un segmento de pose por cada conjunto de caras, comenzando a partir del conjunto de caras activoCrea un atributo que mapea cada curva a su guía más cercana, por intermedio de un identificadorCrea un parche de geometría tan suave como sea posible a partir del conjunto de caras, minimizando cambios en las posiciones de los vérticesCrea un parche de geometría tan suave como sea posible a partir del conjunto de caras, minimizando cambios en las tangentes de los vérticesCrea viscosidad para el fluido en expansiónNo es posible crear un nuevo contenedor en una acción vinculadaCreatividadCréditosCorrupción crítica del archivo blend: Existen nombres de bloques de datos inválidos y/o conflictivos (ver la consola para más detalles)Corrupción crítica de datos: Existen nombres de bloques de datos inválidos y/o conflictivos (ver la consola para más detalles)RecortarRecortar máximo XRecortar máximo YRecortar mínimo XRecortar mínimo YRecorta la imagen procesada al tamaño definido por la regiónRecortar a la regiónParámetros de recorte para un clip de la secuenciaPermite recortar una región de la imagen, haciendo que el área recortada sea transparente o redimensionando la imagenOjos cruzadosFundido cruzadoFundido cruzado con corrección de colorCrypto 00CryptomatteCryptomatte (antiguo)Cryptomatte - PrecisoCryptomatte - RecursoCapa de CryptomatteCryptomatte - NivelesCryptomatte - MaterialCryptomatte - ObjetoCtrlCtrlIzqCtrlDerCuboTopología de cuadrícula cúbicaTamaño cuboTamaño mapa cúbicoCúbicaB-Spline cúbicoFiltro B-Spline cúbico (más desenfocado pero sin imperfecciones) sobre 4×4 muestrasCentímetros cúbicosCadenas cúbicasDecímetros cúbicosDecámetros cúbicosPies cúbicosFurlongs cúbicosHectómetros cúbicosPulgadas cúbicasKilómetros cúbicosMetros cúbicosMicrómetros cúbicosMillas cúbicasMilímetros cúbicosMitchell cúbicoFiltro Mitchell cúbico sobre 4×4 muestrasMils cúbicosYardas cúbicasInterpolación cúbicaInterpolación cúbica con exceso y amortiguaciónInterpolación cúbicaCuboideDescartarDistancia de descarteDescartar a los objetos que se encuentren más lejos de la cámara que esta distanciaDescartarDesplazamiento acumulativoRuloEnrular curvas de peloInicio de rulosActualTamaño caché actualCaracter actualArchivo actualFotograma actualFotograma actual resultanteValor del fotograma actualIdentificador del conjunto de claves actualIdentificador del conjunto de claves actual (negativo para 'el predefinido' y positivo para 'absoluto')Línea actualIdentificador de la línea actualSub fotograma actualTransformación actualOrientación de transformación actualLimitaciones actuales con Vulkan:El editor actual no es un editor de nodos.El editor actual no es un Explorador de recursosTipo de editor actual para este áreaEl fotograma actual no se encuentra dentro del rango de fotogramas del clipEl número del fotograma actual puede ser manualmente definido a un valor negativoNúmero actual de fotograma de la secuencia de imágenes o películaNúmero del fotograma actual de una película o secuencia de imágenesFotograma actual, con los sub fotogramas y el remapeo de tiempo aplicadosFotograma actual, para actualizar los datos de animación desde Python, usar la función frame_set()Línea actual y línea inicial de la selección, si esta existeEl modo actual del objeto de origen '%s' no es compatible con el objeto redefinido de biblioteca '%s' de destinoEl modo actual del objeto de origen '%s' no es compatible con el objeto '%s' de destinoEl nodo activo no tiene salidas visibles.El árbol de nodos actual no contiene ningún nodo.El árbol de nodos actual se encuentra vinculado desde otro archivo .blend.Tipo actual de árbol de nodos no soportado. Debería ser uno de {:s}.Matriz de perspectiva actual (``matriz_ventana x matriz_vista``)Pose actual para los esqueletosEl motor de procesamiento actual no soporta la operación de capturaForma clave actualIdentificador de forma clave actualEtapa actual del proceso de importaciónOjo estéreo mostrado actualmenteTiempo actual de la simulaciónMatriz de la vista actualMatriz de ventana actualActual: La escena que está siendo evaluada actualmenteLa capa de visualización que está siendo evaluada actualmenteAsignación actualmente seleccionadaCursorCursor (desplazamiento)Color del cursorDistancia al cursorPosición cursorFijar ajuste de cursorCursor 3D planoProyectar cursor en superficiesValor Y del cursorCursor a selección (Y)Cursor 3D vistaCursor XValor X del cursorValor Y del cursorPosición del cursor en coordenadas normalizadas (de 0.0 a 1.0)Posición del cursor en coordenadas normalizadas del clipPosición del cursor en coordenadas normalizadas de previsualizaciónPosición del cursor en coordenadas de pantallaEl puntero debe encontrarse sobre la malla de la superficieCursor a selección (XY)CurvaturaCurvatura 3DCurvatura MínPicos de curvaturaIteraciones de suavizado de curvaturaValles de curvaturaSombreado basado en la curvatura, útil para hacer más visibles a los detalles finosCurvaCírculo_BezierCurva_BezierConstanteCurvaTrayectoria_curvaPersonalizadoCurva personalizadaExtenderExtrapolarDecaimientoPreajuste de curva de decaimientoTipo de decaimientoDecaimiento esfumadoHorizontalInverso al cuadradoLínealLinealMáxEscalonado medioModoNuevaSin decaimientoCírculo_NURBSCurva_NURBSTrayectoria_NURBSForma del perfilDecaimiento de edición proporcionalDecaimientoAleatorioRadicalCircularAgudoMuy definidoSuavizadoMás suaveEsféricoSup_círculoSup_curvaSup_cilindroSup_parcheSup_esferaSup_toroideSuperficieLa curva '%s' no contiene la curva indicadaCurva 2DFlexión de la curvaCírculo (curva)Datos de curvaDeformar con curvaModo edición de curvasSobreimpresos modo Edición (curvas)Decaimiento de curvaRango de fotogramas de curvasID grupo curvasCurva guíaPosición de asas curvaID de la curvaCurvatura inicial XIdentificador de la curvaInformación de curvaInstancias de curvaCurva de alteraciónLongitud de curvaNodo Longitud de curvaLínea (curva)Punto de curva de mapeoCurva de mapeoModificador CurvaObjeto curvaDesplazamientos de curvasCurvatura final XOpciones de pintura con curvasDecaimiento parámetro de curvaPunto de la curvaCantidad de puntos en curvaControl curva de perfilRadio de la curvaRaíz de curvaEsculpido de curvasSobreimpresos modo Esculpido (curvas)Segmento de curvaCurva de sensibilidadForma de curvaContraer / Expandir curvaCurva individualCurvasCurva intensidadSubdivisiones de curvasTangente de curvaGiro de curvaPunta de curvaColores Control curvaComponente de una curva conteniendo datos de la curva y sus puntos de controlPunto de control de la curvaBloque de datos de curva para almacenar curvas, splines y NURBSBloque de datos de curva usado para almacenar superficiesBloque de datos de curva usado para almacenar textoBloques de datos de curvaCurva que define el afinado de los mechonesCurva para definir el desordenCurva que define la apertura del obturador en el tiempoCurva que define la torsiónModificador de deformación mediante curvasCurva para deformar el objeto de textoMétodo de ajuste de curvaCurva a partir de mallas o textosGeometría de la trayectoria de la curvaInfluencia de efectores de Curva guíaCurva de mapeoInterpolación de la curva en este punto: Bezier o VectorCurva de mapeo, definida por el usuario, que permite mapear valores vectoriales, escalares y de color a otros valoresNombre de la curva que define el afinado (ancho)Curva con la cual deformarCurva a cuya longitud ajustar la serie de repeticionesCurva de puntoSubdivisiones de la curva o superficie por cada segmentoLos tamaños de las curvas deben ser mayores a ceroCurva que controla esta relaciónCurva a mallaCurva a puntosCurva a tuboCurvas de las que calcular su longitudCurva a ser convertida a malla, usando el perfil proporcionadoTipo de curvaCurva usada para modular el efectoCurva usada para el mapeoCurva usada para el efecto de alteraciónCurva usada para la sensibilidadCurva usada para la intensidadCurva usada para mapear la presión a la alteración del pincelCurva usada para mapear la presión al tamaño del pincelCurva usada para mapear la presión a la intensidad del pincelEl tamaño del ancho de curvas no es soportado para interpolación USDCurva(s)La(s) curva(s) no tiene(n) ningún punto activoCurva: {} puntos, {} curvasMapeo de curvas no es el propietario de la curva de mapeoLa tabla de perfil de la curva no ha sido inicializada, invocar la función initialize()CurvoCurvasAgregarTipo de pincelPeinarTipo de formaCilindroBorrarDensidadExpandir / ContraerNuevaPintar selecciónPellizcarSoplarDeslizarSuaveGancho de serpienteHebrasBandasModo edición de curvasSobreimpresos modo Edición (curvas)Escala expandir/contraer curvasInformación de curvasEl objeto de curvas no soporta esta operación de definición de origenEsculpido de curvasOpciones adición de curvas (esculpido de curvas)Opciones del pincel de esculpido de curvasOpacidad jaula de esculpido de curvasPintar esculpido de curvasDecaimiento parámetro esculpido de curvasOpciones de esculpido de curvasLas curvas no están ancladas a ningún mapa UVCurvas como mallasCurvas como NURBSLas curvas no contienen información de anclaje que pueda ser usada para una deformaciónLas curvas no contienen información de anclaje a superficieCurvas a partir de datos evaluados de curvaLas curvas deben tener definida una superficie de mallaLas curvas no están ancladas a ninguna superficieLas curvas sólo soportan un único material; la entrada de selección no podrá ser un campoTipo de forma de las curvasCurvas a ser giradas en torno a la curva principalCurvas a Grease PencilCurvas a las cuales cambiar su estado cíclicoCurvas de la cual cambiar las asasCurvas de la cual cambiar las normalesCurvas a las cuales cambiar su resoluciónCurvas a las que cambiar su tipoCurvas a ser convertidas en puntosCurvas a ser deformadasCurvas a rellenar. Todas las curvas serán tratadas como cíclicas y proyectadas en el plano XYCurvas sobre las cuales generar esquinas redondeadasCurvas a remuestrearCurvas de las cuales tomar muestras de posicionesCurvas en las cuales definir asas de puntos de controlCurvas en la cual definir el radioCurvas en la cual definir el giroCurvas a ser acortadasCurvas a ser subdivididasCurvas de las cuales intercambiar su inicio y finLongitud curvilínea 2D para la división de cadenasCurvatura de los hilos que conectan los nodosPersonalizadoPersonalizado ({:.4g} fps)Atenuación personalizadaBytecode personalizadoCódigo de comprobación del bytecode personalizadoCámara personalizadaCompilación fallida del sombreador personalizado de cámara, ver errores en consolaCurva de cavidad personalizadaColor personalizadoPreajustes color personalizadosColores personalizadosColores personalizadosNodo de grupo personalizado de composición para nodos PythonCurva personalizadaCarpeta personalizadaDistancia personalizadaRuta al archivo personalizadoNodo de grupo personalizado de geometría para nodos PythonGradiente personalizadoGrupo personalizadoPivote de IK personalizadoÍcono personalizadoImagen personalizadaEtiqueta personalizadaPosición personalizadaNormal personalizadaNormales personalizadasSólo normales personalizadasObjeto personalizadoOclusión personalizadaColores personalizados de piel de cebollaSobreimpresos personalizadosParalaje personalizadoRuta personalizadaControl de pivote personalizadoPose personalizadaRuta al perfil personalizadoPropiedades personalizadasReemplazo personalizadoPersonalizadaRango personalizadoRegión personalizadaSombreador personalizadoNodo de grupo personalizado de sombreado para nodos PythonForma personalizadaRotación de forma personalizadaEscala de forma personalizadaTransformación de forma personalizadaPosición de forma personalizadaRango personalizado fotogramas simulaciónRango de simulación personalizadoPersonalizadoVista personalizadaVolumen personalizadoOrientar control personalizadoRuta al ejecutable del reproductor de animaciones personalizadoColor de la trayectoria después del fotograma actualColor de la trayectoria antes del fotograma actualColor presonalizado del cuerpo del nodoConjunto de colores personalizado a usarCurva personalizada para aplicar el efectoCurva personalizada para controlar la interpolación de la 'secuencia' entre los fotogramas del Grease PencilCurva personalizada para controlar el decaimiento del efecto del pincel con los fotogramas de Grease PencilCurva personalizada para controlar el grosor de la figuraNombre de la capa de datos personalizados para el identificadorNombre de la capa de datos personalizados para el valor aleatorizadoRegión personalizadaEtiqueta dinámica personalizada para el conector. Puede aparecer traducida, si las traducciones se encontraran habilitadas en las preferenciasValor de desvanecimiento personalizadoCurva de decaimiento personalizadaFiltro personalizadoInterpolación personalizada definida mediante una curvaCurva de mapeo personalizadaNodos personalizadosHerramientas para normales personalizadas que usan el Vector normal de la interfazPropiedades personalizadasPunto de referencia personalizado para las guíasOrigen del sombreador personalizadoTamaño personalizado al cual reducir la escala de las texturas exportadasEtiquetas personalizadas (fichas de nombre) del recurso, usadas para filtrar y realizar una administración general de recursosTexto personalizado a aparecer en la nota estampadaValor personalizado de metros por unidad del escenario USDCortarCortar bordesCortar partículas según formaCortar a travésCortar aCorta las caras en los puntos de intersecciónCortar los bordes de las caras para un mejor despieceCorta la geometría a lo largo de un plano (clic y arrastrar para definir el plano)Corta el pelo para que se ajuste al objeto de forma establecidoCorta el peloCorta la geometría manteniendo cada lado separado (sólo para el modo Seleccionadas / No seleccionadas)Hace cortes a un cierto ángulo en los elementos seleccionados para crear un biselPermite cortar un nuevo bucle de bordes en la malla y luego deslizarloCorta nueva topologíaCortar texto al portapapelesCorta geometría sólida desde lo seleccionado a lo no seleccionadoCorta texto al portapapelesCorta a través de todas las caras, no sólo de las visiblesPermite cortar, sustraer o unir varias cuadrículas volumétricas SDF de entradaCorta, sustrae o une varias mallas de entradaCorteDistancia de corteFrecuencia de corte de un filtro paso alto aplicado a los datos de audioFrecuencia de corte de un filtro paso bajo aplicado a los datos de audioCortesCorta la malla a lo largo del plano de simetríaCortes: %s, Suavizado: %sRecorrer cíclicamenteTipo de asa (recorrer)Longitud del cicloRecorrer en reversaPermite recorrer los cuatro tipos de asa disponiblesRecorrer en reversaRepetir cíclicamente la animación entre el comienzo y el final de la acciónRepetir cíclicamente los fotogramas de la secuenciaRepetir cíclicamente las imágenes de la películaPermite recorrer cíclicamente los contenedores de imágenes procesadas que no estén vacíosPermite recorrer cíclicamente las pantallas disponiblesPermite recorrer el historial de forma cíclicaRecorre los tipos de inglete interiorRecorre los métodos de intersecciónRecorre los modos de desplazamientoRecorre los tipos de inglete exteriorPermite recorrer cíclicamente los contextos del editor, activando el siguiente o el anteriorRecorre cíclicamente el arcoíris, intentando dar a cada curva un color únicoPermite recorrer cíclicamente las herramientas de este grupoPermite recorrer cíclicamente los espacios de trabajoClaves cíclicosCyclesCycles - Opciones procesamiento de curvasOpciones de cámara personalizada de CyclesDepurar CyclesModificador-f RepeticiónCycles - Opciones de lucesCycles - Opciones de materialCycles - Opciones de mallaCycles - Opciones de objetoDispositivos para procesamiento con CyclesMotor CyclesCycles - Opciones de procesamientoCycles - OpcionesCycles - Opciones de capas de visualizaciónCycles - Opciones de visibilidadCycles - Opciones de entornoCycles ha sido compilado sin soporte para EmbreeOpciones de procesamiento de curvas de CyclesCycles se encuentra deshabilitado en esta compilación del programaOpciones de luces de CyclesOpciones de material de CyclesOpciones de malla de CyclesOpciones de objeto de CyclesOpciones de procesamiento de CyclesIntegración del motor de procesamiento CyclesOpciones de visibilidad de CyclesOpciones de entorno de CyclesCíclicaAnimación cíclicaDesplazamiento cíclicoRepetir tiempo del clipCíclica en UCíclica en VExtiende y repite de forma cíclica la secuencia de fotogramas claveCiclar el efecto de la ondaModo de repetición a usar luego del último fotograma claveModo de repetición a usar antes del primer fotograma claveCilindroRadio del cilindroCheco - ČeštinaOBSOLETO: Adicionar la rotación original a la rotación copiadaDJVDLSDNxHDABAJODPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (nota: esto cambiará la resolución de procesamiento)DWAA (con pérdida)DWAB (con pérdida)AmortiguaciónFactor amortiguaciónAmortiguar las ondas reflejadas en dirección opuesta al vientoMínimos cuadrados amortiguado con filtrado numéricoApuntar (amortiguado)Restricción Apuntar (amortiguado)AmortiguaciónAmortiguaciónÉpsilon de amortiguaciónFactor de amortiguaciónAmortiguación máxTiempo de amortiguaciónAmortiguación TraslaciónAmortiguación XAmortiguación angular XAmortiguación YAmortiguación angular YAmortiguación ZAmortiguación angular ZAmortiguación de la fuerza armónicaAmortiguación en el eje XAmortiguación en el eje de rotación XAmortiguación en el eje YAmortiguación en el eje de rotación YAmortiguación en el eje ZAmortiguación en el eje de rotación ZLos nodos de redirección truncos serán ignorados.Danés - DanskOscurecerModo OscurecerOscurece los bordes.Más oscuroOscuridad de las sombrasPunteadoLínea 1Línea 2Línea 3Longitud punteadoSegmento de modificador PunteadoTasa punteadoLínea discontinuaOpacidad de líneas puntedasDatosAPI de datosProfundidad de datosCapa de datosOperación de datosRuta de datosPrevisualización de datosConjunto de datosOrigen de datos:Datos objetivoTransferir datosModificador Transferir datosTipo de datoCorrupción de datos: el bloque de datos '%s' está usando otro bloque de datos local ('%s') como referencia de redefinición de biblioteca, eliminando todos los datos redefinidosCorrupción de datos: el bloque de datos '%s' se está usando a sí mismo como una referencia de redefinición de biblioteca, eliminando todos los datos redefinidosCorrupción de datos: el bloque de datos `%s` contiene una propiedad con redefinición de biblioteca sin ruta RNARuta de datos no definidaPunto de un trazo curvo a mano alzadaFuente de datos usada para la imagen de fondoDatos que serán modificados durante la operación de expansiónDatos a ser leídos desde el cachéTipo de datoTipo de datos de la cuadrícula de topologíaTipo de dato de la AOVTipo de datos de la propiedadTipo de dato del conectorTipo de datos de los valores en los vóxelesDatos usados para identificar una columna de la planillaDatos usados para identificar una tabla de la planillaDatos usados para identificar los datos correspondientes en la fuente de datosDatos usados para identificar a la tablaValores de datos sin un comportamiento especialBloque de datosNombre del bloque de datosReferencias a bloques de datosTipos de bloque de datosBloques de datosEl bloque de datos '%s' tenía un grupo de nodos incluido inválido, que no pudo ser leídoEl bloque de datos '%s' no es una redefinición de biblioteca o no es parte de la jerarquía de una redefinición de bibliotecaEl bloque de datos '%s' ya no es más un recursoEl bloque de datos '%s' es ahora un recursoEl bloque de datos no soportar operaciones con recursos - debe ser de tipo Pincel, Colección, Grupo de nodos, Objeto, Acción de pose, Escena o EntornoEl bloque de datos no soporta previsualizacionesBloque de datos desde donde está vinculado el bloque de datos editadoEl bloque de datos no se encuentra marcado como un recursoBloque de datos renombrado a '%s', intentar nuevamente para forzar su cambio de nombre a '%s'El tipo de bloque de datos no soporta previsualizaciones automáticasEste tipo de bloque de datos no soporta un usuario ficticioTipo de bloque de datos a mostrarBloque de datos usado para anotaciones en la vista 3DBloque de datos que usa estas Formas claveEl bloque de datos que utiliza este archivo empacado no es editableBloque de datos cuyos nodos están siendo editadosLos bloques de datos de esta biblioteca serán editables aunque se encuentren vinculados. Usado por los recursos de pincel y sus dependencias.Los bloques de datos que no se encuentren en la base de datos global principal, no podrán ser renombradosTransferir_datosFechaFecha de modificaciónFecha: {:s} {:s}DíasDesactivar los nodos Visor al hacer clic en un espacio vacío (nodos de geometría)Permite desactivar los vóxeles por fuera de las coordenadas mínimas y máximas, colocando en ellos el valor de fondo.La simulación comenzará con el cuerpo rígido desactivadoDesactiva el nodo Visor seleccionadoDesactivaciónMuertasZona muertaMuerteDepuraciónÍcono de Depuración - FondoÍcono de Depuración - FrenteDepuración muestreoValor de depuraciónOpciones de depuración, sólo al iniciar con '-d'Desplazar calcomaníaEstrategia decente para la mayoría de los casos. Un hueso con un subordinado tendrá su cola ubicada sobre el eje local más cercano a ésteDecimalesDiezmarPermite diezmar las curvas-f eliminando los claves que ejercen menos influencia en su formaPermite diezmar curvas-f especificando cuánto podrán desviarse de su forma originalModificador DiezmarDiezmar: ¡Omitiendo los claves no lineales/Bezier!Modificación para diezmar una mallaDeclaración de un panel de nodoDeclaración de un conector de nodoDeclaración de conectores y paneles de interfaz de un grupo de nodosDescomponer en un balanceo para apuntar al eje X, seguido de una torsión alrededor del mismoDescomponer en un balanceo para apuntar al eje Y, seguido de una torsión alrededor del mismoDescomponer en un balanceo para apuntar al eje Z, seguido de una torsión alrededor del mismoPermite descomponer un vector en sus componentes cilíndricos.Permite descomponer un vector en sus componentes esféricos.Deconstruye el objeto en vez de construirloDisminuir contrasteDisminuye la altura del saltoDisminuir segmentosPredefinidoAtributo predefinidoPredefinido cerradoColor predefinidoAtributo de color predefinidoColores predefinidosPincel borrador predefinidoFundido predefinidoFotograma predefinido: {:.02f} (¡Debería ser un entero!)Fotograma predefinido: {:.0f}Valor predefinido objetivo (posición objetivo de los vértices)Valor predefinido del objetivo (posición objetivo de los vértices), cuando no se usa ningún grupo de vérticesAncho predefinido para grupos de nodosAsasMétodo predefinido de importaciónEntrada predefinidaInterpolaciónInsertar claves enConfiguración de teclado predefinidaOrganización predefinidaMáximo predefinidoMínimo predefinidoTamaño predefinido de previsualizaciónModo de suavizadoDe forma predefinidaValor predefinidoInfluencia predefinidaInfluencia predefinida AInfluencia predefinida BAcción predefinida para el botón derecho del ratónConfiguración de teclado predefinida del programaColor predefinido para texturas que no producen RVA o cuando está habilitado "RVA a intensidad"Color predefinido de la parte sólida de los huesosEtiqueta de color predefinida para nuevos nodos y grupos de nodosDistancia predefinida, desde los límites de la imagen, a la cual el marcador deja de ser rastreadoPincel borrador predefinido para alternar rápidamente con el pincel principalColor predefinido de rellenoPermite indicar la posición predefinida del encabezado para los nuevos tipos de espaciosUbicación predefinida donde se mostrarán las imágenes procesadasUbicación predefinida donde se mostrará el Explorador de archivosUbicación predefinida donde se mostrarán las PreferenciasValor mínimo predefinido de coincidencia entre el patrón encontrado y la referencia, para ser considerado un rastreo exitosoModo de movimiento predefinido a usar al rastrearEl orden predefinido de la clave de ordenamientoRutas predefinidas para archivos externosRelleno de patrón predefinidoRuta relativa predefinida para el selector de archivos, cuando aún no se hubiera definido una rutaOpción predefinida para los deslizadores (X y Z) de seguimiento de los párpadosTamaño predefinido de las miniaturas de previsualización de los recursos, expresado en píxelesIngreso numérico avanzadoHerramientas predefinidas para el modo de partículasValor predefinido fuera de los vóxeles de la cuadrículaDe forma predefinida el procesamiento volumétrico utiliza una dispersión nula, carente de sesgo alguno y produciendo resultados más correctos, aunque potencialmente también más ruidosos. La opción Sesgado permite utilizar el método de marcha de rayos, con control del tamaño de intervalo y la cantidad máxima de intervalosInfluencia predefinida que tendrá un vértice si no se encuentra en el primer grupo de vértices AInfluencia predefinida que tendrá un vértice si no se encuentra en el segundo grupo de vértices BInfluencia predefinida que tendrá un vértice si no se encuentra en el grupo de vérticesPredefinidosDefinir baseDefinir profundidadDefinir firmaDefine un rango personalizado de fotogramas a usar en el modificadorDefinir la línea mediante un punto de inicio, una dirección y una longitudPermite definir y editar controladores que vinculen propiedades a funciones personalizadas u otros datosDefinir el arco mediante 3 puntos en un círculo. El arco es calculado entre los puntos inicial y finalDefine las fuerzas para que los vértices se adhieran a la posición animadaPermite definir cómo serán interpretados los vectores de velocidad con respecto al tiempo, 'fotograma' significa que el delta de tiempo será de 1 fotograma, 'segundo' significa que el delta de tiempo será de 1/FPSDefinir el radio mediante un valor decimalDefinir abajo la concentración de melanina para obtener un pelo de apariencia realista (es posible encontrar referencias en línea a las concentraciones de melanina para distintos tipos de pelo)Definir el radio y la ubicación mediante tres puntosDefinir el radio mediante un valor decimalDefinir los puntos de inicio y fin de la líneaDefine el trazo con una curva Bezier (las pinceladas estarán separadas de acuerdo al espaciado)Definir las transformaciones de forma local o usando las de otro objetoDefine en qué punto de la curva finalizará la geometría (0 representa el comienzo, 1 el final)Define en qué punto de la curva comenzará la geometría (0 representa el comienzo, 1 el final)Define de dónde proviene la posición y rotación iniciales de la vista de RV, a las que se aplicarán los cambios de traslación y rotación provenientes del casco de RVDefine qué subconjunto de los grupos debe ser usadoSólo primitivas definidasPermite definir funciones de retrollamada para extender las opciones de entrada/salida de USDDefine cómo alinear los puntos y cuadrados según la trayectoria del trazo y la rotación del objetoDefine qué extensión del trazo será fundida en ambos extremosDefine qué extensión del trazo será visibleDefine cómo se comportará el operador sobre la selección en la capa activaDefine cómo serán ordenados los trazos en el espacio 3D (para objetos no mostrados 'En frente')Permite definir cómo afectará al trazo el color de los vérticesDefine si los claves deberán estar alineados en una curva con partida o llegada suaveDefine si se le permite al método de resolución reiterarse (converger hasta que la precisión sea alcanzada), en ninguno, en el primero o en todos los fotogramasDefine el tamaño del desplazamiento derivado usado para calcular el gradiente y las ondasDefine la interfaz a ser sobrescrita. En caso de no estar definida, una nueva será creada y su nombre estará basado en el nombre del sistema de controlDetermina el canal a ser usado para la limitación de derrame. Permite balancear entre los dos canales de color no primarios contra los cuales se comparará el canal de color primario. 0 significará que se use el segundo de los dos canales, mientras que 1 significará que se use el primero de los dosDetermina la dimensión de la imagen con respecto a la cual se expresará el valor relativoDefine la proyección de la lente como polinómica, para permitir simular lentes de cámara realesDefine el formato específico de los argumentos mediante los cuales el editor de texto abre los archivos. Las expansiones soportadas son las siguientes: $filepath La ruta absoluta al archivo. $line La línea en la cual abrir el archivo (opcional). $column La columna en la cual abrir, desde el comienzo de la línea (opcional). $line0 & column0 comienza en cero. Ejemplo: -f $filepath -l $line -c $columnDefine qué porción del trazo será usada al calcular la extensiónDefine si la imagen de frente contiene un alfa directo, lo cual será necesario saber para una composición apropiada. Las imágenes en el compositor utilizan, de forma predefinida, un alfa premultiplicado, por lo que esta opción debería encontrarse inactiva en la mayoría de los casos. Pero, en caso de que la imagen de frente usara un alfa directo, deberá activarse esta opciónPermite definir en qué colección colocar los objetos de control. En caso de no estar definida, se creará una nueva basándose en el nombre del sistema de controlDefine qué claves usar como pendiente y en qué medida fundir hacia ellosDefine qué sistema de control sobrescribir. En caso de no estar definido, se creará uno nuevo con un nombre basado en la opción Nombre sist. de control o en el nombre del metarigDefiniciónDefinición de la elección en una propiedad enumerador RNADefinición de los canales de audioDesinflarDeflectar emisorPermite deflectar fluidos e influenciar el flujo de los mismosDeflexiónDeflectoresDesenfoque de cámaraDeformaciónEje de deformaciónHueso deformanteDeformar curvas sobre superficieModo de deformaciónHuesos deformantes de la poseDeformación alrededor del eje localPermite deformar el objeto basándose en una serie de punto de anclajeDeformar en el eje XDeformar en el eje YDeformar en el eje ZPermite deformar la interpolación de la rotación usando cuaterniosPermite deformar puntos específicos usando otro objetoDeforma puntos del trazo usando un esqueletoDeforma puntos del trazo usando objetosDeforma trazos usando una jaulaPermite deformar la malla o curva usando un caché externo de mallas en formato AlembicPermite deformar la malla usando un caché externo de transformaciones fotograma a fotogramaPermite deformar el objeto torsionando, flexionando, afinando o estirándoloPermite causar deformaciones mediante un esqueletoDeforma el trazo para que coicida de mejor manera con la forma de la envolventePermite deformar el objeto usando otra malla, que actuará como jaula de deformaciónPermite deformar el objeto usando una jaulaPermite deformar un volumen en base a un ruido u otros campos vectorialesEl grupo de deformación '%s' no está en el objeto '%s'DeformaciónPuente deformanteObjetivo de deformaciónTipo de deformación a ser usada en el pincelDeformaciones (incl. formas clave y modificadores de deformación)Posición deformadaDeformableDeforma curvas de pelo existentes para que formen trenzas, usando curvas guíaDeforma curvas de pelo existentes para que formen rulos, usando curvas guíaDeforma las curvas de pelo usando una textura de ruidoDeforma las curvas de pelo usando un vector aleatorio por cada punto, para provocar un encrespamiento de las mismasGradosDesentrelazarDesentrelaza todas las películas seleccionadasPermite desentrelazar la película al cargarlaSuprDelaunayRetardoDemorar actualización de vistaRetardo en segundos antes de que la velocidad máxima sea alcanzadaBorrarBorra 4 espacios del principio de la líneaBorrar capturaBorrar recurso de pincelBorrar catálogoBorrar datosBorrar marcos vacíosBorrar geometríaBorrar globalmenteBorra fotograma(s) de Grease PencilBorrar el más altoBorrar modificadorBorrar deshabilitadosBorrar puntoBorrar recurso de poseBorrar objeto de referenciaBorrar segmentosBorrar selecciónBorrar iluminación de estudioBorrar rastrosBorrar no usadoBorrar nodos no usadosDefine si borrar partículas enteras o sólo sus puntos clave seleccionadosBorra un fotograma clave de los rastros seleccionados en el fotograma actualBorra los fotogramas activos en todas las capasBorra los fotogramas clave activos de todas las capasBorra la escena activaPermite borrar la organización de pantalla activa¿Borrar archivo de texto activo?Borrar todosBorra todos los metadatos del recurso y vuelve a hacer que el bloque de datos del recurso sea normalBorra todos los metadatos de recursos y vuelve a hacer que los bloques de datos de los recursos seleccionados sean normalesBorra todos los metadatos del recurso, regresando a la normalidad a los bloques de datos del recurso seleccionado, y estableciendo un Usuario ficticio para asegurarse de que los bloques de datos sean guardadosBorra todos los cachés capturados de todos los objetos de la escena actualBorra todos los contenedores de datos de animación vacíos, de los bloques de datos visiblesBorra todos los marcos que no contengan nodos dentroElimina todos los marcadores inválidosBorrará todos los claves que hubieran sido generados por el operador 'Fijar a cámara de la escena'Borrar los datos capturados de todas las sondas de iluminaciónBorra todos los nodos cuyas salidas no estén siendo usadasBorra todos los canales de animación seleccionadosBorra todos los trazos o puntos seleccionadosBorra todos los controladores visibles considerados inválidosBorra todos los espacios de trabajo, excepto el actualBorra vértices del trazo de forma alternada, exceptuando los extremosBorra un atributo de una geometría con un nombre específico. Usado típicamente para optimizar el rendimientoBorra un bucle de bordes fusionando las caras a ambos ladosBorra un punto existenteBorra los datos capturados de un nodo Capturar individual o de una simulaciónBorra el caché en todos los objetos seleccionadosBorra la iluminación indirecta guardada en cachéBorra las simulaciones en caché o capturadas de modificadores de nodos de geometríaBorra los objetos y colecciones subordinadosBorra la regla actual de los boidsBorra el estado actual de los boidsBorra el caché actualBorra el fotograma clave actual de la propiedad activa en la interfazBorra nodos de la curvaBorra los controladores asignados a los elementos seleccionadosBorra los controladores de todos los elementos del vectorBorra el vacío de la imagen de referencia, una vez que el plano haya sido creadoBorra el punto de control de la envolventeElimina fluido a la simulaciónElimina el fluido en el interior de los obstáculosBorrar dentro de obstáculosBorra fotogramas clave de todos los elementos del vector¿Borrar claves de los objetos seleccionados?¿Borrar claves de los clips seleccionados?Borra los fotogramas clave existentes en el fotograma actual, para todas las propiedades del conjunto de claves especificadoBorra los vértices, bordes o caras sueltasBorra el marcador en el fotograma actual, de la selección de rastros¿Borrar el marcador en el fotograma actual, de la selección de rastros?Borra los archivos de reemplazo de clips de película del disco duroBorrar uno de cada par para resolver:Borra sólo rellenos y no trazosBorra sólo trazos y no rellenosBorra las dinámicas capturadasBorrar puntoBorrar partículas secundarias que se encuentren dentro de obstáculos o hayan dejado el dominioBorra las pistas de ANL seleccionadas y los clips que contienen¿Borrar huesos seleccionados?Borra el marcador seleccionadoBorra las jerarquías de las colecciones seleccionadas¿Borrar los puntos de control y curvas seleccionadas?Borra los puntos de control o segmentos seleccionadosBorra los puntos de control o curvas seleccionadasBorra los puntos de control seleccionados, corrigiendo las asas relevantesBorra los elementos seleccionados que no están siendo usados por la envolventeBorra las caras seleccionadas que están siendo usadas por la envolvente¿Borrar los archivos seleccionados?¿Borrar claves seleccionados?Borrar elemento seleccionado de la lista¿Borrar marcadores seleccionados?Borra los meta-elementos seleccionados¿Borrar los elementos seleccionados de metabola?Borra los objetos seleccionadosBorra los objetos y colecciones seleccionados¿Borrar los objetos seleccionados?Borra las partículas o puntos clave seleccionadosBorra los puntos seleccionados, sin dividir el trazoBorra los reportes seleccionadosBorra los claves de retemporización seleccionados del editor de videoBorra los clips seleccionadosBorra los clips seleccionados del editor de videoBorra los trazos o puntos seleccionadosBorra los marcadores de tiempo seleccionadosBorra los marcadores seleccionados¿Borrar los rastros seleccionados?Borra los vértices, bordes o caras seleccionadosPermite cortar puntos de un trazo en trazos que se intersecanBorrar variable de objetivoBorra el texto en la posición del cursorBorrar texto por posición del cursorBorra el ID bajo el punteroBorra los fotogramas activos de Grease PencilBorra el recurso de pincel activoBorra el fotograma activo de la capa activa de anotaciónBorra el grupo de vértices activo, o todos ellos, del objeto activoBorra la parada de color seleccionadaBorra el espacio de trabajo activoPermite borrar el complemento del discoBorra el recurso de pose seleccionadoBorra el punto de referencia de RV seleccionado de la listaBorrar la redefinición local seleccionada y revincular sus usuarios al bloque de datos vinculado externamente, si fuera posible; de lo contrario será restablecida y marcada como no editableBorra las redefiniciones locales seleccionadas (incluyendo sus jerarquías de redefiniciones dependientes) y revincula nuevamente lo que corresponda a los bloques de datos externosBorrar las redefiniciones locales seleccionadas y revincular sus usuarios a los bloques de datos vinculados externamente, si fuera posible; de lo contrario serán restablecidas y marcadas como no editablesBorrar esta biblioteca y todos sus elementosBorra esta influencia del vértice (deshabilitado si el grupo de vértices se encuentra bloqueado)Borra el rastro correspondiente a la curva seleccionada¿Borrar el rastro correspondiente a la curva seleccionada?Borra la orientación del manipulador de transformaciónBorrar los segmentos de rastreo defectuososBorrar los rastros defectuososBorrar y reconectarSe borraron %d bloques de datosSe borraron %u controladoresSe borraron %u objeto(s)Se borró 1 nodoSe borraron {} nodosBorra el fotograma actual en la capa activaBorra el desplazamiento del modificador Multi-resoluciónBorra las caras asignadas al conjunto de carasBorra el nivel más alto de subdivisión, con una pérdida potencial de detalleDelimitar porDelimitar por coordenadas UVDelimitar por bordes de costuraDelimitar por dirección de las carasDelimitar por material de las carasDelimitar por bordes definidosDelimita la operación de disoluciónDelimita la selección de bucles de bordesDelimita la selección de bucles de bordes en las costurasDelimita la selección de bucles de bordes en los bordes definidosDelimita la selección de un anillo de bordesDelimita la selección del anillo de bordes en los límites de los materialesDelimita la selección del anillo de bordes en las costurasDelimita la selección del anillo de bordes en los bordes definidosDelimita la selección de bucles de carasDelimita la selección de bucles de caras en los límites de los materialesDelimita la selección de bucles de caras en las costurasDelimita la selección de bucles de caras en los bordes definidosDelimita la región seleccionadaDelimitadorEl delimitador debe ser un único caracterEl delimitador no podrá ser \n, \r, " ni \Produce una pasada de oclusión ambientalEntregar el resultado del procesamiento de Grease Pencil como una pasada separadaProduce una pasada con las superficies fundidas mediante alfaProduce una pasada de resplandor (obsoleto)Produce una pasada con valores de profundidadProduce una pasada de color de difusiónProduce una pasada de difusión directaProduce una pasada de difusión indirectaProduce una pasada de transluminiscencia directaProduce una pasada de emisiónProduce una pasada de iluminación ambientalProduce una pasada compuesta RVAαProduce una pasada de color de reflectividadProduce una pasada de reflectividad directaProduce una pasada de reflectividad indirectaProduce una pasada de transluminiscencia indirectaProduce una pasada con un identificador de materialesProduce una pasada con valores de factor de niebla (0.0 a 1.0)Produce una pasada con normalesProduce una pasada con un identificador de objetosProduce una pasada de posiciónProduce una pasada de sombrasProduce una pasada de velocidad vectorialProduce una pasada de color de transluminiscenciaProduce una pasada de transluminiscencia directaProduce una pasada de transluminiscencia indirectaProduce una pasada con coordenadas UV de texturizadoProduce una pasada de color de transmisiónProduce una pasada de transmisión directaProduce una pasada de transmisión indirectaProduce una pasada de iluminación volumétrica directaVariaciónPosición relativaRotación relativaRotación relativa (Euler)Rotación relativa (Cuaternio)Escala relativaTiempo deltaTransformación relativaVariación XVariación YDesplazamiento relativo de la imagen clonada, en coordenadas de 0.0 a 1.0VariaciónX: %sDemoTejido vaqueroReducción de ruidoNodos de reducción de ruidoPrevisualizar reducción de ruido por GPUReducir el ruido de las pasadas de color y de guía en conjunto. Mejora la calidad cuando las pasadas de guía presentan ruido, usando la menor cantidad de tiempo adicional de procesamientoReducir el ruido de las pasadas de imagen y de guía en conjunto. Mejora la calidad cuando las pasadas de guía presentan ruido, usando la menor cantidad posible de tiempo adicional de procesamiento.Reduce el ruido de la imagen usando una reproyección temporal (puede dejar algunos fantasmas)Reducción de ruido por GPUReduce el ruido de una secuencia animada ya procesada usando las opciones de la escena y la capa de visualización actuales. Requiere que la secuencia haya sido procesada a archivos OpenEXR multicapa y que éstos contengan la pasada 'Datos reducción de ruido'Permite reducir el ruido de imágenes procesadas mediante Cycles u otros motores de procesamientoReduce el ruido de la imagen luego de cada actualización de la vista, usando el método de reducción de ruido seleccionadoReduce el ruido de la imagen en la vista 3DReduce el ruido en la imagen usando el reductor de ruido seleccionado. Útil para reducir el ruido de una imagen luego de haber sido procesadaPermite reducir el ruido en la imagen procesadaReductor de ruidoReducción de ruidoAlbedo reducciónDatos reducción de ruidoDispositivo reducción ruidoPasadas para reducción de ruidoNormal reducciónPrefiltro de reducción de ruidoCalidad de reducción de ruidoReducción de ruido finalizadaDenota si el objeto es generado a partir de otro objetoDensidadDensidad (en kg/l) del fluido contenido dentro del objeto, usada para crear un gradiente de presión hidrostática para simular el peso del fluido interno o la flotabilidad con respecto al fluido circundante, si el valor fuera negativoIntentos de adicionar densidadAtributo de densidadFactor densidadCuadrícula de densidadMáscara de densidadDensidad MáxMétodo de densidadIntensidad de densidadObjetivo de densidadLa densidad es calculada como un factor de la densidad predefinida (depende del tamaño de la partícula)Densidad de moléculas de aire. 0 significa ausencia total, 1 un nivel normal en ciudadesDensidad de polvo, polución y gotículas de agua. 0 significa ausencia total, 1 un nivel normal en ciudadesDensidad de la capa de ozono. 0 significa ausencia total, 1 un nivel normal en ciudadesDensidad del volumen a ser creadoValor de densidad (en kg/m³), permite usar un valor personalizado cuando se use el preajuste 'Personalizado'Dependencias según los datos de la escenaGráfica de dependenciasInstancia de objeto en la gráfica de dependenciasActualización de gráfica de dependenciasDependencia cíclicaSe ha solicitado una actualización de la gráfica de dependencias durante la evaluaciónObsoletoNotificación de obsolescenciaVersión de caducidadVersión de obsolescenciaOperador obsoleto, usar screen.keyframe_jumpObsoleta, el procesamiento mediante celdas estará siempre activoObsoleto, usar en cambio las propiedades 'uv', 'vertex_select', 'edge_select' o 'pin'Obsoleto, en su lugar usar use_data_displayObsoleto. Usar el nodo Cryptomatte, en vez de esteProfundidadProfundidad 3DProfundidad AProfundidad BCombinar por profundidadNodo Combinar por profundidadObjeto de profundidadProfundidad de campoDesplazamiento de profundidadOrden de profundidadDesviación en la profundidad usada al seleccionarProfundidad de campoOpciones de profundidad de campoProfundidad del cálculo de la nubeProfundidad del ruidoProfundidad del suelo debajo de la superficie del aguaDesplazamiento en profundidad del rolloProfundidad demasiado grandeDerivará un valor numérico a partir de su representación como cadena de textoDeriva las coordenadas de texturizado desde otra mallaDescripciónDescripción de una propiedad redefinidaDescripción de una operación de redefinición sobre una propiedad redefinidaDescripción del propósito del elementoDescripción del árbol de nodosDescripción emergente de la propiedadDescripción:DeseleccionarDeseleccionar extremosDeselecciona las caras conectadas a la selección actualDeseleccionar unidosDeseleccionar sobre vacíoDeselecciona los vértices UV en el límite exterior de cada región seleccionadaSelecciona los vértices conectados a la selección actualDeselecciona todos los caracteresDeselecciona todos los elementosDeselecciona todos los vértices seleccionados asignados al grupo de vértices activoDeseleccionar todo cuando no haya nada bajo el cursorDeselecciona huesos de la colección de huesos activaDeselecciona los claves seleccionados limítrofes de cada partículaDeseleccionar por contenedor activo de materialDeselecciona los puntos de control en el límite exterior de cada región seleccionadaDeselecciona un elemento de cada N, comenzando desde el vértice, borde o cara activaDeselecciona un punto de cada N, comenzando desde el activoDeselecciona los fotogramas clave en los extremos de las islas de selecciónDeselecciona los UV vinculados, en vez de seleccionarlosDeselecciona los puntos de control vinculadosDeselecciona claves vinculados, en vez de seleccionarlosDeselecciona los objetos en los límites de la relación jerárquicaDeselecciona los objetos de la colecciónDeseleccionar los clips previamente seleccionados, después de completarse la operación de adiciónDeseleccionar elementosDeselecciona los puntos de la spline en el límite exterior de cada región seleccionadaDeselecciona los huesos en el límite exterior de cada región seleccionadaDeseleccionar aquellos huesos que sean usados en esta poseDeselecciona los vértices en el límite exterior de cada región seleccionadaDeselecciona los vértices, bordes o caras en el límite exterior de cada región seleccionadaDeseleccionadosHuesos deseleccionados desde %sCantidad deseada de vóxeles a lo largo de un ejeTamaño deseado de cada voxelEscritorioQuitar manchasSupresión de derrameIntensidad derrameAncho de indicador de destinoCapas de destinoFotograma de destinoSepararSeparar conexionesSeparar nodosDesconectar salidasSepara y redirecciona las conexiones existentesSepara los nodos, los mueve e incorpora a un marcoDesconecta las salidas del nodo seleccionado, manteniendo conectadas a las entradasSepara los nodos seleccionados de sus superioresDetalleModo de detallePorcentaje de detallesMétodo de refinamiento de detallesRugosidad de detalleEscala de detalleTamaño de detallesTipo de detalladoDetalladoDetectar esquinasDetectar curvas cíclicasDetectar secuenciasDetectar secuenciasDetectar UDIMPermite detectar esquinas y usar asas no alineadasDetecta los contenedores de imagen del materialPermite detectar los archivos UDIM seleccionados y cargar todas sus celdas correspondientesDuración detectada del clip de película, en fotogramasVelocidad detectada del clip de película, en fotogramas por segundoDeterminanteDeterminadorDetermina qué tan rápido se disuelve el humo (valores más bajos harán que el humo se disuelva más rápido)Determina cómo será importado el recursoDetermina cómo será importado el recurso, a menos que sea redefinido en el Explorador de recursosDetermina cómo se calcula el radio efectivo del punto de la curva, cuando se especifica un objeto de afinadoDetermina cómo se mapeará el factor de finalización de la geometría sobre una curvaDetermina cómo se mapeará el factor de inicio de la geometría sobre una curvaDetermina cómo se construirá la geometría del bisel de la curvaDefine cómo usar la visibilidad para seleccionar rasgosDetermina la cantidad de hilos de procesamiento a usarDetermina el umbral de iluminación por encima del cual serán generados los trazosDetermina si el ruido devuelve valores en escala de grises o en RVADetermina qué otros objetos podrán ocluir a la imagenDetermina qué tan lejos se encontrará el fluido de los obstáculos (valores mayores harán que el fluido se encuentre más alejado de los obstáculos, mientra que valores más pequeños permitirán que el fluido penetre en los obstáculos)Determina la cantidad de fluido permitido en una celda de obstáculo (valores altos permitirán etiquetar más fácilmente a una celda limítrofe como un obstáculo y reducir el efecto de suavizado en los límites del fluido)Permite determinar cómo se elegirán las capas que serán fusionadasDetermina cómo resolver ambigüedades durante la decomposición del mapa de bits en trazosDetermina si trazar una imagen única o una secuencia completaDetermina propiedades como la visibilidad, modificadores, etc. de los objetos, en caso de que difieran para el procesamiento y las vistasDetermina el desplazamiento de los ladrillos de las distintas filasDetermina la cantidad de rayos por píxel. Resoluciones más altas usarán más memoria.Determina el orden de los puntos en cada curvaDefinirá la visibilidad de algunos elementos de la interfaz relacionados con los grupos de nodosDetermina la visibilidad de los objetos, opciones de modificadores y otras áreas donde existan diferentes para visualización en la vista 3D y el procesamientoDetermina si el pincel agregará o eliminará curvasDetermina cómo se producirá el efecto volumétrico en las partes internas de la mallaPermite determinar qué sistemas de partículas serán creados a partir de las partículas secundariasDeterministaGenera valores de forma determinista para la curva-f modificadaAdicionales para desarrolladoresHerramientas para desarrolladoresDesarrolloFondo de desarrolloDispositivoDispositivo a usar para el cálculo (al procesar con Cycles)Dispositivo a usar para el procesamientoArriba y abajo del dispositivo controla directamente la posición Z de la vista 3DDiagnósticoDiagonalDiagonalesManipulador (dial)DiámetroDiámetro RaízEscala del diámetroDiámetro en píxeles para la visualización del origen de objetos y lucesDiámetro del pincel, en unidades de BlenderDiámetro de nuevos puntosDiámetro de las esferas de referencia HDRIDiámetro del pincelDiámetro del pincel, en píxelesDiámetro manipuladoresDiámetro de las gotas de agua, expresado en micrómetrosDiamanteDefinir (diamante)Diamante con punto internoCámara para subdivisiónTasa de subdivisiónTasa subdivisión ProcesarNo se encontró ningún recurso en el portapapelesNo se guardó, no hay una imagen multi capaNo se guardó, error inesperado al guardar la imagen estéreoscópicaTiempo muerteMorir al colisionarMuertasDiferenciaRecortar por diferenciaModo DiferenciaDiferencia entre las influencias de los grupos de vértices A y BDiferencia entre la pose actual y la pose de reposo, en relación al hueso superiorDistintas imágenes se encuentran empacadas en los canales RVA y alfa, las cuales no deberían afectarse unas a otras. Este método es comúnmente usado por motores de procesamiento de videojuegos para ahorrar memoria.Distintos estilos de aberración cromáticaDiferentes estilos de visualización del selector de colorDiferencialDifusiónBSDF DifusoRebotes de difusiónColor de difusiónColor de difusión azulFactor color de difusiónColor de difusión verdeColor de difusión rojoProfundidad de difusiónDifusión directaFactor de difusiónDifusión indirectaProducto difuso MISRugosidad de difusiónVisibilidad difusiónSombreadores difusos y reflectivos con efectos de iluminación de tipo dibujo animadoColor de difusión del materialMultiplicador para la reflexión difusaDifusiónTamaño dilataciónPermite dilatar o erosionar las regiones activas de una cuadrícula. Esto cambiará qué vóxeles estarán activos, pero no cambiará sus valores.Dilata o erosiona el mate calculado, usando un elemento de estructura circular del tamaño especificado. Valores negativos producirán una erosión, mientras que valores positivos producirán una dilataciónDilata o erosiona el mate calculado, usando una operación de distancia inversa, evaluada en el decaimiento especificado del tamaño indicado. Valores negativos producirán una erosión, mientras que valores positivos producirán una dilataciónDilatar / ContraerDilatar / ErosionarRadio (dilatación)Umbral (dilatación)DimensiónDimensionesModo de dimensionesDimensiones del esténcil de máscara en la vistaDimensiones del esténcil en la vistaDimensiones del archivo exportadoDimensiones del conector vectorialDimensiones:DirectaDefinir color directamenteIluminación directaMuestreo de iluminación directaIntensidad de iluminación directaControl directo de la puntaConversión directa de números de fotograma a segundosNo se soporta la ejecución directaLas contribuciones de iluminación directa serán muestreadas únicamente usando disparo de rayosLas contribuciones de iluminación directa serán muestreadas usando únicamente estimación de próximo eventoBloque de datos vinculado directamente a una biblioteca, clic para hacer local, Mayúsculas + clic para crear una redefinicion de bibliotecaDirectXDirecciónDirección (eje Y)Dirección desde el punto inmediatamente anterior en el segmentoDirección, desde la raíz hasta la punta, de cada curvaDirección desde donde proviene la luz del solDirección en la cual escalar el elementoLa dirección es definida en coordenadas globalesLa dirección es definida en coordenadas localesDirección para orbitar vistaDirección del desplazamiento de la vistaDirección de las líneasDirección del efecto de aberraciónDirección del rellenoDirección de la luz, usada para mostrar luces y sombrasDirección del segmento de la raíz de una curvaDirección de la esfera o cilindroDirección del trazo a la cual el pincel obtiene su máximo grosor (0° para horizontal)Dirección del segmento de la punta de una curvaDirección de la ondaDirección de iluminación de la luzDirección de la línea. La longitud de este vector es irrelevanteDirección del recorrido cíclicoDirección en la cual hacer cíclica a la superficieDirección en la que mover la colección de huesos activaDirección en la cual mover el conjunto de selección actual: ARRIBA (predefinida) o ABAJODirección en la cual mover el marcador activoDirección en la que mover el exportador activoDirección en la que mover la capa activaDirección en la que mover la capa activaDirección en la que mover el conjunto de líneas activoDirección en la que mover el material activoDirección en la que mover el grupo de vértices activoDirección en la que mover el modificador seleccionadoDirección en la que mover el módulo de estilo seleccionadoDirección en la que desplazar los nodos durante la inserciónDirección a seleccionar en la jerarquíaDireccionalDesenfoque direccionalÁrbol cuaternario direccionalTipo de muestreo direccionalLuz de área direccionalFuente de luz direccional de áreaLuz direccional de haz cónicoFuente de luz direccional de haz cónicoVector direccional que apunta al centro entre el borde siguiente y el anterior de una esquina de caraDireccionalidad de la dispersión. Cero producirá una dispersión isótropa, negativo una trasera y positivo una directaDireccionalidad de la dispersión volumétrica dentro del medio subsuperficial. Cero generará una dispersión uniforme en todas las direcciones, valores mayores dispersarán más fuertemente hacia adelante. Por ejemplo, la piel ha sido medida con una anisotropía de 0.8Mostrar directamente la imagen tal como es producida por OpenColorIO. En general, esto no será correcto, aunque podrá ser usado cuando se sepa que tanto la configuración del sistema como la pantalla real coinciden con el dispositivo de visualización escogidoEstablecer directamente el coeficiente de absorción "sigma_a" (no es la manera más intuitiva de colorear el pelo)CarpetaRuta de carpetaCarpeta mostrada en el explorador de archivosCarpeta del archivoCarpeta que contendrá los archivos de caché de fluidosCarpeta donde guardar las texturasCarpeta y nombre dónde guardar las animaciones, usar caracteres # para definir la posición y cantidad de dígitos de fotograma dentro del nombre de archivoÁngulo suciedadSólo suciedadSuciaDeshabilitarDesabilitar la opción 'solo' en cualquiera de las pistas de ANL luego de salir del modo de retoque, para volver las cosas a su estado normalDeshabilitar opciones huesosDeshabilitar forma de huesosDeshabilitar colisionesDeshabilita la evaluación de la curva-fDeshabilitar MetalRT (usa una organización BVH2 para consultas de intersección)Deshabilitar evaluación de clip de ANLDeshabilitar evaluación de pista de ANLDeshabilitar cuantizaciónDeshabilitar selecciónDeshabilitar edición de iluminación de estudioDesactivar vista para otros objetosAcción de deshabilitación a ejecutarDeshabilitar el complemento en el espacio de trabajoDeshabilitará y desinstalará la extensiónDeshabilitar empaque automático, mantener los archivos ya empacadosDeshabilita las colisiones entre los cuerpos rígidos restringidosDeshabilita la edición de los bordes limítrofes de las UVDeshabilitar en sondas planasDeshabilitar en procesamientoDeshabilitar en sondas esféricasDesactivar al escoger superficiesDeshabilitar en vistasDeshabilitar en sondas volumétricasDeshabilita la optimización de núcleos. Procesamiento más lento, sin uso adicional de CPU en segundo planoDeshabilita la detección y el procesamiento de la resincronización automática de redefiniciones de bibliotecas al cargar un archivo (puede resultar útil para ayudar a corregir archivos dañados). Ver también la opción "--disable-liboverride-auto-resync" de la línea de comandosHabilita o deshabilita la vista de procesamientoDeshabilita la cuantización; producirá archivos glTF mucho más grandes y sin extensionesDeshabilitar marcadores seleccionadosDeshabilita la selección en las vistasDeshabilitar la selección en las vistas • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colección y objetosDeshabilitar selección en las vistas • Mayúsculas para aplicar a subordinadosDeshabilita la propiedad especificada en los canales de animación seleccionadosDeshabilita el esténcil y superpone las intersecciones propias usando el alfaDeshabilita el clip para que no contribuya al resultado finalDesactiva la influencia de superficies durante las operaciones de selección, adherencia y selección de profundidad. Usualmente usado para evitar que objetos semitransparentes afecten la navegación en la escenaDeshabilitar el indexador de recursos para forzar a que con cada refresco de la biblioteca de recursos, éstos tengan que volver a ser leídos completamente desde el discoDeshabilita el comportamiento predefinido de arrastre de recursos. Resulta útil para implementar un arrastre personalizado mediante elementos personalizados de un mapa de teclado.Deshabilitar el modo de selecciónOculta esta colección en la vista 3D, en las capas de visualizaciónDeshabilitar cuando se use una imagen como entrada, en vez del buffer Z real (habilitado automáticamente cuando el nodo no se base en una imagen, ej: un nodo de tiempo)Deshabilita o habilita los marcadores seleccionadosDeshabilitadoMarcador deshabilitadoRastros deshabilitadosDeshabilitar al inicio, redefiniendo las preferencias.Deshabilitado, Blender fue compilado sin soporte para BulletDeshabilitado, Blender fue compilado sin soporte para entrada/salida de OBJDeshabilitado, Blender fue compilado sin soporte para OpenSubdivDeshabilitado, Blender fue compilado sin soporte para OpenVDBDeshabilitado, Blender fue compilado sin soporte para entrada/salida de PLYDeshabilitado, Blender fue compilado sin soporte para entrada/salida de STLDeshabilitado, la versión de OpenVDB es demasiado antiguaDeshabilitado, compilado sin soporte para OpenColorIODeshabilitado, compilado sin soporte para OpenSubdivDeshabilitado, compilado sin soporte para OpenImageDenoiseDeshabilitado. Plataforma no soportadaDeshabilitado: {}Deshabilita la salida de audio, para procesar únicamente videoDeshabilita la salida de video, para procesar únicamente sonidoLa deshabilitación de temas aún no es soportadaDeshabilita cambios en el eje X de los verticesDeshabilita cambios en el eje Y de los vérticesDeshabilita cambios en el eje Z de los vérticesImpide el movimiento alrededor del eje XImpide el movimiento alrededor del eje YImpide el movimiento alrededor del eje ZDescartarPermite descartar puntos basándose en una textura de máscara, luego de efectuada la distribuciónDesconectarDesconectar del superiorDesconecta todos los sistemas de pelo de la malla emisoraDesconecta el pelo de la malla emisoraDesconectar nodos conectados a la entradaDesconecta vértices o bordes de la geometría conectadaSuperponer (segmentado)DiscoCaché en discoDispersiónDesplazarFactor desplazamientoDesplazar geometríaDesplazar curvas de peloModificador DesplazarTipo DesplazamientoVector de desplazamientoDesplazar a lo largo de las normalesDesplaza la geometría existente de acuerdo a la simulaciónPermite desplazar la geometría una determinada magnitud de forma iterativaDesplaza la geometría de las mallas con alfaPermite desplazar las posiciones de los píxeles, usando un vector de desplazamientoDesplaza la superficie a lo largo de una dirección arbitrariaDesplaza la superficie a lo largo de su dirección normalDesplazará los vértices que se encuentren alejados del plano.Base desplazadaDesplazamientoMétodo de desplazamientoSólo desplazamientoEspacio de desplazamientoDesplazamiento y relieveDirección de desplazamientoEl desplazamiento está en espacio del objeto, siendo afectado por la escala del mismoEl desplazamiento está en espacio global, no siendo afectado por la escala del objetoModificador de desplazamientoVector de desplazamientoDesplazamiento aplicado desde el inicio del trazoDesplazamiento aplicado desde el final del trazoDesplazamiento aplicado a las coordenadas X de los vértices del trazoDesplazamiento aplicado a las coordenadas Y de los vértices del trazoDesplazamiento que se aplica a la línea principal de dirección en sentido perpendicularDesplaza las curvas de pelo usando un vector, basándose en varias opcionesVisualizaciónMostrar cursor 2DMuestra el cursor 3DMuestra las normales de las curvas 3D en el modo ediciónTodos los bordesCantidad en VistasMostrar esqueletosMostrar comoProporción visualizaciónProporción de visualización de este clip, no afecta al procesamientoProporción de visualización de esta imagen, no afecta al procesamientoMostrar ejesMostrar fondoMostrar imágenes de fondoMostrar influencias biseladoMostrar colores de huesosVolumen delimitadorTipo de volumen delimitadorMostrar archivos de cachéMostrar cámarasMostrar canalCanales a mostrarColor a mostrarMostrar bordes plegadosMostrar cursorMostrar curvasMostrar formas personalizadas de huesosMostrar normales personalizadasMostrar datosMostrar datos (Obsoleto)Tamaño visualización de datosEmulación de pantallaMostrar centro de carasMostrar carasMostrar selector de archivosFiltro de visualizaciónMostrar fotogramasMostrar bordes marcados de FreestyleMostrar caras marcadas de FreestyleMuestra los bordes marcados de Freestyle, usados por el motor de procesamiento FreestyleMuestra las caras marcadas de Freestyle, usadas por el motor de procesamiento FreestyleVisualización interactivaMostrar Grease PencilMostrar cuadrículaMostrar cuadrícula de pisoMostrar peloMostrar asasMostrar ocultosMostrar instanciadorMostrar jaulasMostrar lucesMostrar sondas de luzMostrar estilos de líneaMostrar materialesMostrar mallasMostrar metabolasModo de visualizaciónMostrar bordes modificadosMostrar datos de modificadoresMostrar clips de películaMostrar nombreMostrar nombresMostrar nodosMostrar normalesMostrar información de objetoMostrar solo en vista alineadaDisplay P3Mostrar partículasMostrar partículasMuestra la trayectoria de las poses dentro de una cierta cantidad de fotogramas en torno al fotograma actualMuestra la trayectoria de las poses dentro de un rango especificadoMostrar velocidad de reproducción (fps)Mostrar nubes de puntosMostrar propósitoRVA (pantalla)Mostrar repeticionesMostrar escenasMostrar costurasOpciones de visualizaciónMostrar efectos de sombreadoMostrar Formas claveMostrar bordes definidosTamaño de visualizaciónTamaño visualización XMostrar altavocesMostrar estiramientoMostrar resumenMostrar texturasMostrar espacio texturizadoMostrar delgadoMostrar transformacionesMostrar transparenciaTipo de visualizaciónMuestra las coordenadas UV en píxeles en vez de en el rango de 0.0 a 1.0Muestra las costuras de despliegue de las UVMostrar UVMostrar normales de vérticesMostrar nombre de vistaMostrar volúmenesMostrar forma de ondaMostrar estructuraMostrar entornoMostrar eje XMostrar eje YMostrar eje ZMostrar el buffer Z asociado con la imagen (mapeado desde el punto inicial de recorte de la cámara, hasta el punto final)Permite mostrar un conjunto independiente de colecciones en esta vistaMuestra sobreimpresa la selección de carasMuestra una cuadrícula sobre el papel de Grease PencilMuestra una línea desde la cámara para indicar el área de nieblaMuestra una región con recursos (tales como pinceles en los modos de pintura o poses en el modo Pose) que podrían ser relevantesMostrar la acción sin ningún remapeo de tiempo (si no está fijo)Muestra las partículas realesMostrar datos adicionales de las partículas usando coloresMuestra opciones y herramientas avanzadas adicionales para desarrolladoresMuestra todos los bordes de los objetos poligonalesMostrar todos los bloques de datos locales de la redefinición de biblioteca, con sus propiedades redefinidas y botones para poder editarlosMuestra el canal alfa de transparenciaMuestra una línea adicional de 'resumen' (sólo para el editor Planilla de tiempos)Muestra el banco de recursos como un panel emergenteMuestra un subconjunto de objetos, aislándolos del resto de la escenaMostrar y permitir establecer valores de fotograma con decimales para el fotograma actualMostrar piel de cebolla de anotaciones antes y después del fotograma actualMostrar flechas en los campos numéricos para aumentar o disminuir su valorMuestra los atributos cuyos nombres comiencen con un punto, y que están destinados a un uso internoDibuja bordes negrosMostrar salud de boidsMuestra los ejes de los huesosMuestra los colores de los huesosMuestra los nombres de los huesosMuestra los grupos de huesos deformantes como si todos los grupos de deformación bloqueados hubieran sido borrados, y los restantes se encontraran normalizadosMuestra los huesos (deshabilitar para mostrar sólo trayectorias de movimiento)Muestra los huesos como cajas, mostrando las subdivisiones y B-splinesMuestra los huesos como esferas extruidas, mostrando el volumen de la influencia de deformaciónMuestra los huesos en forma de octaedrosMuestra los huesos en forma de octaedros (predefinido)Muestra los huesos como simples líneas 2D con puntosMuestra los huesos como alambres delgados, mostrando las subdivisiones y B-splinesMuestra los huesos con sus formas personalizadasMostrar volúmenes delimitadores para los nodos del árbol volumétricoVolumen delimitador tipo cajaVolumen delimitador tipo cápsulaVolumen delimitador tipo conoVolumen delimitador tipo cilindroVolumen delimitador tipo esferaMuestra una caja por cada nodo secundario del árbol que contenga 8 x 8 vóxelesMostrar migas de pan para el contexto del editorMuestra una guía central de composición dentro del encuadre de la cámaraMostrar estos canales en el editor, sin tomar en cuenta la selección de objetosMuestra colecciones y objetos en la capa de visualizaciónMuestra un marco de color detrás del textoMuestra los pliegues usados con el modificador Subdividir superficieMuestra la imagen actual sin tomar en cuenta la selección de objetosMuestra las curvas usando un rango normalizado entre -1 y 1, para una edición más sencilla de múltiples curvas de distintas magnitudesDibuja bordes discontinuos en blanco y negroMuestra bloques de datos pertenecientes al editor de videoMuestra bloques de datos del archivo actual y sus bibliotecas vinculadasMuestra los bloques de datos no usados, que serán descartados cuando el archivo vuelva a ser cargadoMuestra bloques de datos que contengan redefiniciones de biblioteca y un listado de sus propiedades redefinidasMuestra reportes de depuraciónMuestra una guía diagonal de composición dentro del encuadre de la cámaraMostrar el consumo de tiempo de la última ejecución de cada nodoMuestra la previsualización de cada nodo, si el nodo se encuentra activoMuestra los bordes luego de la aplicación de los modificadoresMostrar el modificador en modo EdiciónMostrar el efecto en las vistasMuestra mensajes de errorMuestra el centro de las caras en los modos de sombreado sólido, al estar en modo de selección de carasMuestra las normales de las caras como líneasMuestra las caras coloreadas de acuerdo a la diferencia entre su forma UV y la de su contraparte en 3D (azul para baja distorsión, rojo para alta distorsión)Sombrea las caras de manera que la unión entre ellas sea visibleMuestra las caras sobre la imagenSombrea las caras de manera que la unión entre ellas parezca continua (usando las normales de sus vértices)Mostrar factores como porcentajesMostrar factores como valores entre 0 y 1Mostrar archivos en una lista detalladaMostrar archivos en una lista horizontalMostrar archivos en una lista verticalMostrar archivos en una lista reducidaMostrar archivos en forma de miniaturasMostrar el relleno de los trazos en las vistasMuestra el fotograma en escala de grisMuestra fotogramas en vez de segundosMostrar forma de onda completaMuestra información generalMuestra la interfaz de glTF para administrar animacionesMuestra una guía de composición de proporción áurea dentro del encuadre de la cámaraMuestra una guía de composición de triángulo áureo A dentro del encuadre de la cámaraMuestra una guía de composición de triángulo áureo B dentro del encuadre de la cámaraMuestra una guía de composición de triángulo armónico A dentro del encuadre de la cámaraMuestra una guía de composición de triángulo armónico B dentro del encuadre de la cámaraMuestra la imagen a su tamaño originalMostrar la imagen en el modo ortogonalMostrar la imagen en el modo perspectivaMuestra la imagen con colores RVAMuestra la imagen con colores RVA y transparencia alfaMostrar las imágenes de una forma consistente con la mayoría de aplicaciones, útil para previsualizar imágenes y video para su exportación. Se realizará el máximo esfuerzo posible por emular el dispositivo de visualización escogido en la pantalla real.Mostrar en modo ortogonalMostrar en modo perspectivaMostrar información y preferencias de este complementoMuestra los tipos de asas de los claves y los modos de interpolación distintos al BezierMostrar el teñido de las capasMuestra las relaciones de la redefinición de bibliotecaMuestra líneas en vez de siluetas rellenasMuestra bloques de datos de bajo nivel de Blender y sus propiedadesPermite mostrar la transparencia del material en el objetoMuestra un menú con las últimas acciones realizadasMuestra las propiedades de metadatos de la imagenMétodo de visualización usado en la vista del Editor de videoModo de visualización de la listaVisualiza el modificador en modo EdiciónMostrar el modificador en las vistasMostrar modificadoresNombre del dispositivo de visualización. Este es el dispositivo que será emulado limitando el gama y los colores HDR. Para la producción de imágenes y video, este será el espacio de visualización usado al guardar.Muestra el nodo en el modo texturizado de la vistaMuestra el estado de la geometría hasta los nodos VisorMostrar la cantidad de usuarios de este bloque (clic para hacer una copia de un único usuario)Muestra los objetos con iluminación plana y un sombreado básico de superficieMuestra una caja o punto por cada nodo intermedio del árbolMostrar fotograma inicial de piel de cebolla, útil para animaciones cíclicasMostrar los fotogramas de piel de cebolla con un desvanecimiento progresivoMostrar piel de cebolla antes y después del fotograma actualSólo muestra los bordes de la geometría, sin un sombreado de superficieMostrar sólo las caras que tienen asignada la imagen mostrada actualmenteMuestra un contorno alrededor del textoMuestra la capa UV sobreimpresaMuestra textos informativosMuestra los sobreimpresosSobreimprimir elementos tales como mapas UV y metadatosSobreimprimir elementos tales como estructuras coloreadas o líneas de conexión punteadasSobreimprime elementos como el cursor y anotacionesSobreimprime elementos como manipuladores y contornosMuestra parámetros para la última acción realizadaMuestra la ruta hasta el archivo o el nombre del bloque de datos de origenEl porcentaje de visualización hace que las dinámicas sean imprecisas cuando no están capturadasMostrar puntos para los nodos del árbol volumétricoMostrar la previsualización usando la resolución completa o distintas resoluciones de reemplazoMuestra el menú contextual del editor de propiedadesMuestra datos de reconstrucción desde el clip de película activoMuestra las imágenes de referencia detrás de los objetos en la vista 3DMuestra el menú contextual de la regiónMuestra los claves de retemporización sobre los clipsMuestra una guía de composición de regla de tercios dentro del encuadre de la cámaraMuestra los datos muestreados en el visor para depurar la iluminación capturadaMuestra estadísticas de la escenaMuestra escenas y sus capas de visualización, colecciones y objetosMostrar el ángulo del borde seleccionado, usando valores globales si se define en el panel de transformacionesMostrar la longitud de los bordes seleccionados, usando valores globales si se define en el panel de transformacionesMuestra una sombra detrás del textoPermite visualizar el efecto final de las Formas clave en modo edición (sólo para mallas)Muestra los bordes definidos, usados con el modificador Separar bordesMostrar un volumen delimitador simple para todo el volumenTamaño de visualización de las normales en la vista 3DTamaño de visualización para el círculo de edición proporcionalTamaño de visualización del objeto vacío, cuando se crean nuevas instancias de una colecciónMuestra el tamaño de las trayectorias para los datos reconstruidosMostrar curvas de velocidad para los rastros seleccionadosMostrar la pantalla de bienvenida al iniciarMostrar etiquetas ("Cámara" delante del nombre de la cámara, etc.)Muestra información estadística acerca de la mallaIntervalos de dibujo de la trayectoria de la partículaMuestra los recortes de entrada/salida de los clipsMuestra las curvas de opacidad y volumen del clipDibujar los trazos usando el orden de las capas de Grease Pencil y de los trazosDibujar los trazos usando las capas de Grease Pencil para definir su ordenDibujar los trazos usando su posición real en el espacio 3D para definir su ordenMostrar los trazos usando este color al usar piel de cebollaTipo de visualización para bordes UVMostrar nivel de soporteMuestra el texto en negritaMuestra el texto en cursivaMostrar el ángulo de los bordes seleccionados, usando valores globales si se define en el panel de transformacionesMostrar el área de las caras seleccionadas, usando valores globales si se define en el panel de transformacionesMuestra la forma de onda de audio sobre el clipMostrar el volumen delimitador del objetoMuestra centro y eje durante una rotaciónMuestra el rango de recorte y el punto de enfoque de la cámaraMuestra la imagen en estereoscopía 3DMuestra la imagen repetida por fuera de la vista principalMostrar el número de identificador de los vértices, bordes y caras seleccionadosMuestra los datos de entrada en el editor PlanillaMostrar el objeto sólido (si la visualización sólida está habilitada en la vista)Mostrar la estructura del objetoMostrar el objeto con texturas (si las texturas están habilitadas en la vista)Muestra los límites del objetoMuestra el nombre del objetoMuestra el origen del objeto y sus ejesPermite mostrar el espacio de texturizado del objetoMuestra la estructura del objeto sobre la visualización sólidaMuestra el registro del operadorMuestra el centro de órbita durante una rotaciónMuestra la región de procesamiento finalMuestra el resultado del procesamiento de la escena del editor de video, en vez de la escena activaMuestra la curva del error de reproyección para los rastros seleccionadosMuestra las etiquetas de color de los clips en la línea de tiempoMostrar regiones de herramientas y propiedades superpuestas a la región principalMostrar descripciones de herramientas (cuando esté desactivada, pulsar Alt y posar el puntero sobre una opción forzará su visualización)Muestra un cono transparente en la vista 3D para visualizar qué objetos están contenidos en la luzTipo de visualización para curvas de máscarasDibujar por detrás o delante de todoMostrar unidades en pares (ej: 1m 0cm)Muestra los vértices sin influenciasMostrar la mitad superior de la forma de ondaMostrar usando una iluminación planaMostrar usando materiales e iluminación de matcapMostrar usando iluminación de estudioMuestra el campo vectorial como una cuadrícula MACMostrar los vectores como agujasMostrar los vectores como líneas de flujoMuestra las normales de los vérticesMuestra las normales de los vértices por cada caraMuestra tiempos de rendimiento de la vista: • Evaluación: Tiempo para evaluar la gráfica de dependencias. • Sincronización: Tiempo para construir los buffers de GPU.Muestra advertenciasMostrar formas de onda dependiendo de las opciones del clipMostrar formas de onda para todos los clips de sonidoMuestra las influencias usadas con el modificador BiselarMuestra las influencias en modo EdiciónMuestra lo que ve el algoritmo de rastreo en la previsualizaciónDibuja bordes blancosDibuja bordes blancos con un contorno negroMuestra el nodo de salida de Material glTF en el editor de Nodos de sombreadoMuestra la interfaz de glTF para administrar variantes de materialesMostrar valores globalesMostrar valores localesLos dispositivos de visualización, vistas o espacios de color de este archivo se perdieron y han sido cambiadosDispositivos de visualización, transformaciones de visualización o espacios de color faltantes en este archivo, por lo que han sido cambiados.Disolver bordes ortogonalesDisolución del humoVelocidad de disoluciónTiempo de disoluciónDisolver vérticesDisuelve todos los nodos deshabilitados con reconexiónDisuelve todos los puntos no seleccionadosDisuelve todos los vértices dentro de las fronteras de la caraDisuelve todos los vértices dentro de los límites de las caras (sólo modo Plano)Disolver e intersectarDisuelve bordes, fusionando las carasDisuelve carasDisuelve geometría basándose en el modo de selecciónDisuelve la geometría para formar polígonos planosDisuelve los puntos entre los seleccionadosDisolver los vértices remanentes que estén conectados sólo a dos bordesDisuelve los huesos seleccionados del esqueletoDisuelve los bordes y vértices seleccionados, limitando según el ángulo de la geometría cercanaDisuelve los puntos seleccionadosDisuelve el humo de manera logarítmica. Se disolverá más rápidamente al comienzo, pero permanecerá visible más tiempo.Disuelve vértices; fusiona bordes y carasDisuelve caras con área nula y bordes con longitud nulaDisuelve las caras adyacentes y las intersecta con la nueva geometríaDistanciaDescartar por distanciaDistancia de decaimientoRecortar por distanciaDistancia métricaDistancia MínModelo de distanciaDistancia de referenciaDistancia al cuadradoUmbral de distanciaDistancia a la cual se desvaneceDistancia alrededor de cada guía en donde generar las curvas interpoladasDistancia alrededor del volumen de la sonda que será considerado durante la capturaDistancia a la cual la influencia de la luz será puesta en 0Distancia a seguir detras del líderDistancia por debajo de la cual se fusionarán los puntosDistancia por debajo de la cual se fusionarán los segmentosDistancia entre A y BDistancia entre los cuadros del dameroDistancia entre intra fotogramas, también conocido como tamaño del GOP; influye sobre el tamaño del archivo y su capacidad de búsqueda internaDistancia entre las líneas de textoDistancia entre puntosDistancia entre los puntos de rastreo seleccionadosDistancia entre la zona superior y la base de la onda, a mayor valor, más estrecha es la ondaDistancia entre los dos puntosDistancia entre las ondasDistancia entre dos huesos u objetosDistancia entre dos marcadores 3D usados para escalar objetosDistancia entre dos marcadores 3D usados para escalar la escenaDistancia entre dos puntos de muestra a lo largo de la curvaDistancia entre las muestras volumétricas. Valores menores producirán un mayor nivel de detalle, a costa de un menor rendimiento. En caso de que sea cero, el tamaño de los intervalos será determinado automáticamente en base al tamaño de los vóxeles.Distancia entre las muestras del sombreado volumétrico al procesar un volumen (valores menores producirán un resultado más preciso y detallado, a costa de un mayor tiempo de cálculo)Factor de distancia a ser multiplicado por el atributo de radio de la curva para definir el radio resultante del tuboDistancia desde la cámaraDistancia a objetoDistancia desde el centro necesaria antes de que se produzca una selecciónDistancia, desde los límites de la imagen, a la cual el marcador deja de ser rastreadoDistancia, desde el plano de bisección, dentro de la cual los vértices serán eliminadosDistancia de los puntos generados a partir del origenDistancia desde el plano del sueloDistancia a partir de la superficie a envolverDistancia mapeada para la influencia 0.0Distancia mapeada para la influencia 1.0Distancia mapeada a la influencia 0.0Distancia mapeada a la influencia 1.0Modelo de distancia a usar para el cálculo de la atenuaciónDistancia recorrida por el ratón al dibujar el trazo a incluirDistancia de los duplicadosDistancia de objetos que contribuyen al efecto de oclusión ambientalDistancia del objeto que contribuye al efecto de cavidades/bordesDistancia de la dispersión aleatoria en la punta de las curvasDistancia de desplazamiento en la dirección normalDistancia de las instancias desde el origenDistancia de los puntos desde el origenDistancia de los vértices desde el origenDistancia a lo largo de la cual la niebla apareceUmbral de distancia más allá del cual se efectuará la selección (cero para deshabilitar)Umbral de distancia para el decaimiento alrededor de la guíaDistancia al bordeDistancia a las guíasDistancia al objetivoDistancia a desplazar la superficie a lo largo de su normalDistancia a mantener desde el objetivoDistancia a la cual mantener las partículas del emisorDistancia a mantener apartadas las curvas de la superficieDistancia a mover las UVDistancia a mover la curva en forma paralela a sus normalesDistancia a desplazarDistancia a desplazar cada instancia a lo largo de la normal de la geometría recibidaDistancia a desplazar cada instancia a lo largo de la normal de la superficie de la geometríaDistancia a desplazar las instancias desde la esquina de la caraDistancia hasta el punto anterior de la curvaDistancia de búsqueda de posiciones válidas de captura, para prevenir defectos de iluminaciónDistancia al plano de enfoque de la cámara (Profundidad de Campo)Distancia a la posición de la vistaDistancia (a partir de los bordes limítrofes de la máscara automática) dentro de la cual se protegerá a los vértices de los bordes completamente enmascaradosDistancia dentro de la cual la geometría generada se fusionaráDistancia dentro de la cual se buscarán los vértices correspondientesDistancia dentro de la cual se fusionarán los vértices simetrizadosDistancia dentro de la cual se fusionarán los vértices simétricosDistancias permitidas en relación a la esfera de influenciaDistorsionarDistorsión máxDistorsión mínNodo de distorsiónRuido distorsionadoDistorsiónCantidad de distorsiónCuadrícula de distorsiónModelo de distorsiónModelo de distorsión usado para lentes de cámaraDistorsión para simular un bokeh de lente anamórficoDistorsión a usar para los calculosDistribuir puntos en cuadrículaDistribuir puntos en volumenDistribuir puntos en carasDistribuir paradas de forma homogéneaDistribuir paradas desde la izquierdaDistribuir en la memoria de dispositivosDistribuye más muestras cerca de la cámaraDistribuye puntos de forma aleatoria en el interior del volumenDistribuye puntos de forma aleatoria sobre la superficieDistribuye puntos en un patrón de cuadrícula en el interior del volumenDistribuye los puntos de forma aleatoria sobre la superficie, manteniendo una distancia mínima entre ellosDistribuciónMáscara de distribuciónMétodo de distribuciónForma de distribuciónTipo de distribuciónTramadoIntensidad del tramadoTramadoDivergenciaDividirModo DividirDividir las influencias del grupo de vértices A por las del grupo de vértices BDivide y redondea el resultado al menor entero mayor o igual que ADivide y redondea el resultado al mayor entero menor o igual que ADivide y redondea el resultado hacia ceroPermite dividir las caras de una malla en caras más pequeñas, sin modificar la forma o el volumen de la malla, usando una interpolación lineal para ubicar los nuevos vérticesPermite dividir las caras de una malla para transformarla en una superficie suave, usando el método de subdivisión Catmull-ClarkDivide el intervalo entre dos fotogramas en esta cantidad de sub-intervalosPermite dividir cada segmento de una curva en la cantidad especificada de partesModelo de distorsión por división, representa mejor a cámaras de ángulo abiertoDivisiónReemplazar antiguoNo fusionar animacionesMancharPermite comparar diferenciando mayúsculas de minúsculasElimina todos los huecos hacia la derecha del fotograma actualRealiza un rastreo en reversaPermite silenciar estos canales, dejando de contribuir al resultado finalRealizar un fundido cruzado de volumen de dos clips de sonido seleccionadosRealiza un fundido cruzado entre el fotograma actual y el siguienteRealiza fotogramas adicionales, entre los fotogramas de la escena, para asegurar un movimiento suavePermite no afectar los bordes limítrofes de mallas no desplegablesNo afectar a los vértices en picos, se basa en la curvatura de la superficiePermite no afectar los vértices limítrofes de un conjunto de carasNo afectar a los vértices en valles, se basa en la curvatura de la superficieNo permite que los bordes o vértices biselados se superpongan unos con otrosNo permitir deformación a lo largo del eje XNo permitir deformación a lo largo del eje YNo permitir deformación a lo largo del eje ZNo cambiar la selección si el elemento bajo el puntero ya se encuentra seleccionado, tan sólo activarloNo colapsar las curvas en un único punto individual, cuando sean más cortas que la longitud indicada. El comportamiento de colapso aún existe únicamente por razones de compatibilidad.No crear previsualizaciones de archivos blendNo crear formas de huesosNo mostrar el color de relleno mientras se dibuja el trazoNo exportar atributos de colorNo exportar materiales y combinar los grupos de primitivas de mallas, perdiendo la información de los contenedores de materialesNo exportar materiales, pero guardar en cambio varios grupos de primitivas por malla, manteniendo la información de los contenedores de materialesNo exportar colores de vérticesNo invertir los polígonos cuando sus normales no sean consistentes con sus nuevas normales de vértices personalizadasNo seguir la trayectoria del trazo ni la rotación del objeto, sino mantenerlos alineados con la vistaNo importar atributos personalizados de USDNo importar atributos de colorNo importar las primitivas USD invisibles. Sólo se aplica a las primitivas que no contengan animación en su atributo visibilidad. Las primitivas con una visibilidad animada siempre serán importadasNo importar/exportar atributos de colorNo cargar los datos de esta capaNo modificará las imágenesNo realiza ninguna transformación de color para visualización en pantalla, usa la antigua técnica de administración para representar en pantalla datos que no son coloresNo realizar ninguna transformación de color al cargar, y tratar a los colores como si ya se encontraran en el espacio lineal de la escenaNo preservar las relaciones jerárquicas de los objetosNo propagar ningún mensaje hacia arribaNo eliminar el modificador de la listaNo procesar esta colecciónNo repetir la textura y limitar a sólo una instanciaNo permite que el segmento sea rotado al usar el modo de deformación de escalaNo definir intensidad de carasNo establecer bordes definidos a la caraNo desplazar clips conectados al usar la posición del punteroNo sincronizar, reproducir cada fotogramaNo usar ninguna compresiónNo usar un dispositivo para cálculosNo usar esta superficie como una luz al efectuar el muestreoResolver uniones e intersecciones propias¿Instalar el siguiente {:s}?ID docDocumentosModo SobreexponerPermite silenciar este canal, dejando de contribuir al resultado finalNo se soporta la opción Orígenes individuales como pivoteNo realizar ninguna operación, previene que se agreguen redefiniciones reales (NO USADO)Si esta herramienta usa un lienzo para pintarDolby Digital ATRAC 3AvancePermite acercar o alejar la vista, desplazándolaDominioObjeto dominioOpciones dominioTamaño del dominioTipo de dominioLa combinación de dominio y tipo de geometría no es soportadaDatos de dominioDominio de operación del atributoDominio en el que será evaluado el campoDominio en el que será evaluado el campoDominio en el cual evaluar los camposDominio no soportado para el atributo "%s"No guardarNo agregar meta datos o etiqueta de recurso del bloque de datos originalNo agregará ninguna restricción nuevaNo permite que un fotograma sea seleccionado con el ratón si está fuera del rango de fotogramasNo calcular áreas despejadas en áreas convexasNo corregir superposición de nuevos clipsNo mostrar el volumen en modo de estructuraNo mostrar formas de onda para ningún clip de sonidoNo hacer nadaNo exportar imágenesNo rellenarNo rellenar los polígonos durante la ediciónNo importar texturasNo propagar el corte hacia los clips conectadosNo eliminar bordes definidos, que resultarán redundantes con caras sombreadas de forma suaveNo eliminar bordes definidos. Los bordes marcados permanecerán definidosNo redondear a píxelesNo muestrear el entorno, más rápido pero puede causar ruido en fondos no sólidosNo escalar en el eje YNo escalar los ejes X y ZNo superponer mientras se trazaNo mostrar el valor de entrada en la interfaz del modificador de nodos de geometríaNo adherir a clips ocultosNo adherir a clips de sonidoNo estirar el objetoNo usar flecha/estilo en esquinasNo usar una alineación fija, rellenar el espacio disponibleNo usar esta colección en el arte linealNo usar este objeto al procesar el arte linealNo usar pasadas utilitarias para la reducción de ruidoNo escribir en el buffer de profundidadPlanilla de tiemposSobreimpresos planilla de tiemposDatos del espacio de la planilla de tiemposVista de planilla de tiempos para los datos de rastreoPlanilla de tiempos/Línea de tiempoOrden de los camposFactor DopplerVelocidad DopplerEscalarLínea y puntoProducto escalarPuntosEl dobleDoble clicVelocidad doble clicRitmo doble clicMáscara de doble bordeVector doblePrecisión dobleDensidad dobleAbajoDescargará e instalará la extensiónLos archivos de paquetes serán borrados luego de la instalaciónDescargando "{:s}"Descargando...DescargasComprimir malla con DracoResistenciaOperador al arrastrarArrastre inicialUmbral de arrastreEl arrastre permite que los eventos de clic sean transmitidos a la herramienta, agregando una pequeña demoraDefine el radio desde un lado al opuestoArrastrar y soltar un elemento a otro lugarArrastrar y soltar sobre un conjunto de datos o uno de sus elementosComponente de resistencia proporcional al cuadrado de la velocidadComponente de resistencia proporcional a la velocidadInfluencia de efectores de ResistenciaArrastrar material a los contenedores de material en panel de PropiedadesArrastrar material a un objeto en el ListadoArrastrar objeto sobre una escena en el ListadoArrastrar para eliminar el superior en el ListadoArrastrar para continuar tomando muestras, soltar para terminarArrastrar para mover a una colección en el ListadoArrastrar el objeto para definir su superior en el ListadoArrastrando {} archivosDraineFunciones de fase Draine, usadas mayormente para la dispersión de luz de polvo estelarDibujarDibujar línea de corteDibuja las curvas-f usando suavizado de bordes (deshabilitar para un mejor rendimiento)Dibujar a mano alzadaDibujar Grease PencilModo DibujoMostrar normalesDibujar línea poligonalDibujo de regiónDibujo de región e intercambioDibujar línea rectaDibujar trazos por detrásDibujo de ventanaDibujo de ventana e intercambioDibujar el diseño usando trazos de contorno circularDibujar el diseño usando trazos de contorno elípticoDibujar el diseño usando trazos de contorno cuadradoDibuja un marco alrededor de las partes de los clips que se desee cortarPermite dibujar una curva a mano alzadaPermite dibujar una curva a mano alzadaDibujar una línea para aplicar un gradiente de influencia a los vértices seleccionadosDibuja una línea para definir el gradiente del material de relleno para los trazos seleccionadosDibuja una línea con pinceladas separadas de acuerdo al espaciadoDibuja un nuevo trazo en el objeto activo de Grease PencilMuestra la curvaDibujar controlador oscuroDibujar controlador oscuro con un rayo en la dirección del eje al cual apuntaPermite dibujar trazos a mano alzadaDibuja en un plano alineado a la vistaDibuja en un plano perpendicular a la superficieDibuja en el plano de la superficieDibujar controlador claroDibujar controlador claro con un rayo en la dirección del eje al cual apuntaAl dibujar líneas, aplica un retraso que permite lograr trazos suaves (presionar la tecla Mayúsculas para redefinir esto mientras se dibuja)Dibuja colores de vértices en el objeto activo de Grease PencilDibujo de regiónDibujo de región e intercambioPermite dibujar segmentos de rectaDibujar el trazo en el cursor 3DDibujar el trazo en el origen del objetoDibujar los trazos usando una línea continuaDibujar los trazos usando puntos separadosDibujar los trazos usando cuadrados separadosDibujar los trazos usando una texturaDibujar los trazos con un color sólidoDibuja trazos estilizados usando FreestyleMostrar el conector del menú como un menú desplegable expandidoMostrar líneas de relación desde la cabeza del superior a la cabeza de sus subordinadosMostrar líneas de relación desde la cola del superior a la cabeza de sus subordinadosDibuja influencias en puntos de trazos del objeto activo de Grease PencilDibujo de ventanaDibujo de ventana e intercambioDibujar:DibujoPlano de dibujoTipo de dibujoDerrameControla todos los componentes de esta propiedad usando el objetivo indicadoConduce al cuerpo rígido libremente o a lo largo de un ejeControla este componente de esta propiedad usando el objetivo indicadoControladoPropiedad controladaPropiedad controlada:Controlado seleccionadoControladorEl controlador '%s[%d]' ya existeObjetivo del controladorResultado:Variable de controladorNo fue posible evaluar el controlador con anterioridad, debería ser omitidoControlador para el valor de una propiedad, basado en un valor externoEl controlador no contiene variables para copiarNo se encontró un controlador en estos datos de animaciónTipo de controladorTipo de variable del controladorControlador:Controlador: {:s} ({:s})ControladoresControladores:DroneUbicación XUbicación YPermite soltar un entorno en la escenaSoltar colores sobre botonesOmitir fotogramas cuando la reproducción sea demasiado lentaDescarta fotogramas para mantener frecuencia de reproducciónSoltar nombre a botónSoltar {} sobre el contenedor {} (contenedor activo) de {}Soltar {} sobre el contenedor {} (reemplazando {}) de {}Soltar {} sobre el contenedor {} de {}Soltar {} en {} (contenedor {})Soltar {} en {} (contenedor {}, reemplazando a {})SecadoTiempo de secadoMalla dualDebido a la configuración de la pila de ANL, {:d} claves no han sido insertados.Debido a la opción 'Sólo insertar si es necesario', {:d} claves no han sido insertadosVacíoDuotonoDuplicarDuplicar acciónDuplicar esqueletoDuplicar cámaraDuplicar curvaDuplicar curvasDuplicar elementosDuplicar Grease PencilDuplicar curvas de peloIdentificador de duplicadoDuplicar clavesDuplicar jaulaDuplicar luzDuplicar sonda de luzDuplica (vinculándolos) los clips de ANL seleccionados, agregando los nuevos clips a nuevas pistasDuplicar máscaraDuplicar materialDuplicar mallaDuplicar metabolaDuplicar meta-elementosDuplicar árbol de nodosDuplicar nodosDuplicar objetosDuplicar partículaDuplicar nube de puntosDuplicar huesos seleccionadosDuplicar opcionesDuplicar altavozDuplicar clipsDuplicar superficieDuplicar textoDuplicar volumenDuplica los fotogramas clave activos en todas las capasDuplicar todoDuplica y extruye los vértices, bordes o caras seleccionados en dirección al puntero del ratónDuplica y voltea las partículas seleccionadas en torno al eje XDuplicar atributo de colorDuplica el efecto en la misma posición en la listaDuplicar curva y moverDuplica el efecto en la misma posición de la listaIdentificador duplicado %d en el conjunto de vérticesDuplicar en ventanaDuplicar clavesDuplicar máscara y moverDuplicar malla y moverPermite colocar un duplicado de una malla en la ubicación de cada partículaPermite duplicar los bordes de una malla, desconectándolos de las caras adyacentesDuplica el modificador en la misma posición de la listaDuplica el nodo pero no los árboles de nodos, manteniendo la conexión con los datos originalesDuplicar el objeto pero no sus datos, vinculándolo a los datos originalesPermite duplicar un sistema de partículas perteneciente al objeto activoDuplica los clips de ANL seleccionados, agregando los nuevos clips a nuevas pistasPermite duplicar el área seleccionada en una nueva ventanaDuplica los puntos de control seleccionadosDuplicar los puntos de control seleccionados y los segmentos que los unenDuplica los meta-elementos seleccionadosDuplica los nodos seleccionadosDuplica los nodos seleccionados y permite moverlosDuplica los nodos seleccionados, manteniendo sus conexiones de entrada, y permite moverlosDuplica los nodos seleccionados, pero no sus árboles de nodos, y permite moverlosDuplica los objetos seleccionadosDuplica los clips seleccionados y permite moverlosDuplica los clips seleccionados pero no sus datos, y permite moverlosDuplica los marcadores de tiempo seleccionadosDuplicar los vértices, bordes o caras seleccionadasPermite duplicar también las opciones, para que el nuevo sistema de partículas use sus propias opcionesDuplicar el clip pero no sus datos, vinculándolo a los datos originalesDuplica los trazos en serieDuplica trazos en forma simétricaDuplica el grupo de nodos de geometría activo y lo asigna al modificador activoDuplica la forma clave activaDuplica el objeto instanciado actualDuplica la línea actualDuplicar el grupo de nodos de composición actualmente asignado.Duplica el modificador en la lista de modificadoresDuplica el objeto un cierto número de vecesDuplica el objeto tantas veces como quepa en una determinada longitudDuplica los objetos seleccionados y permite moverlosDuplica los objetos seleccionados pero no sus datos, y permite moverlosDuplica los puntos seleccionadosDuplica los clips seleccionadosSe duplicó %sClaves duplicadosDuplicadosDuplica curvas de pelo una cierta cantidad de veces dentro de un radio específicoDuplicados: {}DuraciónDuración (en fotogramas) de la imagen (1 cuando no sea un vídeo o secuencia)Duración del segmento congeladoDuración del desvanecimiento en segundosDuración: %s (Fotograma %i/%i)Durante la resincronización del bloque de datos %s, se borraron %d redefiniciones obsoletas, que presentaban cambios locales definidos por el usuarioDurante la corrección de atributos de caras, fusionar los atributos conectados al mismo vérticeDurante las transformaciones,permite usar Alt para navegar en la vista 3D. Nota: Cuando esta opción se encuentre deshabilitada, los atajos para Edición proporcional, Restricciones automáticas y Longitud automática de cadena de CI requerirán mantener presionada la tecla AltHolandés - NederlandsMuriendoDinámicaBVH dinámicaMalla dinámica de baseTamaño dinámico de cuadrículaMalla dinámicaModo dinámicoPintura dinámicaModificador Pintura dinámicaOpciones del lienzo de la pintura dinámicaModificador de pintura dinámicaEsculpido de topología dinámicaSe encontró topología dinámica: %s, se deshabilitóCuadrícula dinámicaLa topología dinámica permite alterar la topología de la malla mientras ésta es esculpidaPinturaDinámica: ¡Captura completa! (%.2f)PinturaDinámica: Falló la captura: %sPermite ocultar dinámicamente vértices basándose en un grupo de vértices o esqueletoDinámicasTopología dinámicaLa topología dinámica no preservará los colores, los UV u otros atributosEEVEEDepurar EEVEEOpciones de trazado de rayos de EEVEEOpciones de EEVEEOpciones de EEVEE para la escenaOpciones de EEVEE para el trazado de reflexionesDatosCurvaMapeoECERROR: El controlador es inútil sin valores de entradaERROR: expresión Python inválidaERROR: canales de destino inválidosERROR: ¡el tipo "{:s}" no existe!Esc/clic Der. para cancelar, Intro/clic Izq. para confirmar, RUEDA/MOVER para ajustar el factorCada canal será convertido a un archivo monoCada colección (de bloques de datos) como un archivo, no incluye el contenido de colecciones subordinadasCada colección (incluyendo a la principal, no las de bloques de datos) de la escena activa como un archivo, incluyendo el contenido de colecciones subordinadasCada colección (incluyendo a la principal, no las de bloques de datos) de cada escena como un archivo, incluyendo el contenido de colecciones subordinadasEl índice de cada punto de control de la curvaCada cara será considerada como una interfaz entre los distintos medios. Producirá un resultado correcto en geometría desplegable que no contenga partes en su interior.El valor del conjunto de caras de esculpido de cada caraCada geometría de entrada será convertida en una instancia separadaCada campo de salida debe corresponder a una geometría sobre élCada escena como un archivoSuavizadaPartidaPartida y llegadaLlegadaAceleraciónSe escogerá automáticamente dónde aplicar la modificación en la interpolación, según el tipo de interpolación usado (p.ej: 'Partida' para los tipos de interpolación normales y 'Llegada' para los efectos dinámicos)EsteExcentricidadBordeÁngulo entre bordesBorde - Texto ánguloCentro de bordeColisionar usando bordesCantidad de esquinas de bordesCosto del bordeCantidad de bordesPlegado de bordesDatos de bordesTipo datos de bordesDatos del borde:Detección de bordesTipo visualización bordesIdentificador de bordeLongitud de bordesModo longitud bordesBorde - Texto longitudMapeo de bordesBordes marcadosBordes marcadosBorde - Selección modalCampo de cantidad de cercanos a bordeCercanos al bordeDesplazar bordesCamino de bordes a curvasCamino de bordes a selecciónPerpendicular a bordeCampo de posición de bordeBordes como rielesRedimensionar desde bordesDelimitar anillo de bordesBorde - SeleccionadoSelección de bordesDefinición de bordesDeslizar bordeDeslizar borde: Separar bordesEtiquetar bordesTinte lateralTipo de bordeCombinación de tipo de bordeInversión de tipo de bordeTipos de bordesVértices de bordeCampo de vértices de bordeInfluencia de bordesBorde - AnchoInfluencia de biselado de bordes a ser agregado a los bordes exterioresBorde en el bloque de datos de una mallaIdentificador del bordeEl borde no se encuentra conectado a ninguna caraLongitud de bordes en espacio UVLongitud del borde del marco de selecciónBorde de vérticeSelección de bordes - Mayúsculas-clic para varios modos, Ctrl-clic expande/contrae la selección dependiendo del modo actualModo de selección de bordesModificador de separación de bordes, crea bordes definidosFricción de tensores de bordesRigidez de los tensores de bordes al encontrarse estiradosRigidez de los tensores de bordes al encontrarse comprimidosUmbral de bordesDe borde a bordeInfluencia de borde usada por el modificador BiselarEl par de anillos de bordes no está conectadoLos anillos de bordes no están conectadosDe lado a ladoSeparar_bordesModificador Separar bordesBordesDatos de bordes:Bordes entre caras que apuntan en direcciones opuestasBordes cambiados de %d a %dSe usarán los bordes para calcular las colisionesBordes de esquinaBordes de vérticeBordes de la mallaLos bordes reciben una fuerza de resistencia desde el medio circundanteLos bordes reciben una fuerza de elevación al pasar a través del medio circundanteBordes compartidos por más de dos carasBordes a grupos de carasBordes a ser convertidos en curvasBordes que demarcan dónde será "cortada" la malla para propósitos del despliegueBordes usados para dividir caras en grupos separadosEditarHueso (Edición)Matriz hueso (Edición)Editar hueso(s)Editar huesosEditar curva de mapeoFormato de ediciónEditar Grease PencilEditar Trazos de Grease PencilLíneas de ediciónEditar metadatosMétodos de ediciónModo EdiciónEstructura suavizada en Modo ediciónEditar trayectoriaEditar iluminación de estudioEditar espacio de texturizadoEditar árbolEditar el código fuente del botón activo de la interfazEdita directamente un valor de Python, para tipos de propiedades no soportadosEdita una restricción del hueso activoEdita una restricción del objeto activoPermite editar una captura de la Vista 3D en un programa de edición externoEdita todos los fotogramas clave de la escenaPermite editar y guardar los temas ya instaladosEdita animación y fotogramas clave, mostrados como curvas 2DEditar un grupo de nodos de geometría para usarlo como operadorPermite editar la información del recurso, como su catálogo, imagen de previsualización, etiquetas o autorEditar grupo de nodos de composición de modificadores del editor de videoEditar el grupo de nodos de composición de la escena actualPermite editar la interpolación de los fotogramas clave y controladoresEditar imagen en una aplicación externaPermite editar los fotogramas clave de la acción, a nivel de objeto, del objeto activoPermite editar los fotogramas clave de la acción, de Formas clave, del objeto activoPermite la edición de materiales, luces y el entorno mediante el uso de nodosHueso en modo Edición de un bloque de datos de esqueletoEdita un grupo de nodosEditar el grupo de nodos del modificador activo del objeto activoEdita el espacio de texturizado de los datos del objetoPermite editar las opciones generales de configuraciónPermite editar las propiedades del objeto activo y sus bloques de datos relacionadosPermite editar scripts y documentación inserta en el archivoPermite editar los trazos de Grease Pencil seleccionadosEditar nodos de sombreado de estilo de líneaEditar nodos de sombreado de objetosEditar nodos de sombreado del entornoEditar etiquetas para detección automática de texturas en una configuración de BSDF PrincipistaEditar nodos de texturizado de pincelEditar nodos de texturizado de estilo de líneaEditar nodos de texturizado del entornoPermite la edición de texturas mediante el uso de nodosEdita los controladores de la propiedad conectada representada por el botón resaltadoEditar el archivoEdita el valor de una propiedad personalizadaPermite editar la visibilidad de la malla actualEdita las influencias de vértices pertenecientes a un grupoPermite editar la temporización de los bloques de datos de archivos de cachéPermite editar temporización de las curvas del Editor de máscarasPermite editar la temporización de todos los dibujos de Grease Pencil en el archivoPermite editar las preferencias de usuario y las opciones del sistemaEdición: {}, {}, {}Permite (des)bloquear esta pistaPermite (des)bloquear este canalEditableCurva de cavidad editableCurva de decaimiento editableEditadoObjeto editadoEdiciónTipo de ediciónContexto de edición mostradoEdición de peloOpciones de edición de formato de caracteresModo de edición de jaula no soportado aúnEditorBorde del editorContorno editoresTipo de editorEditor de nodos de sombreado y composiciónEncabezado del editor que contiene elementos de la interfazMenú del editor que contiene botonesEditoresEdita el conjunto de caras activo actualProblema en conversión de material de Eevee (ver error en consola)EfectoEl efecto '%s' no está en el objeto '%s'DesvanecimientoGrado de desvanecimientoOpacidadRadio sólido del efectoClip de efectoColor del clip de efectoTipo efectoEfecto que modifica al objeto de Grease PencilNo es posible agregar este efecto al objeto '%s'Efecto completo o sólo en la dirección Z positiva o negativaModo del efectoNombre del efectoAfectar el propio claveAfectar asas izquierdasAfectar asas derechasAfectar rastros con una longitud menor a la especificadaAfectar rastros que presentan un mayor error de reproyecciónEfecto / VinculadoRango efectivoVisibilidad efectivaCompresión lenta pero efectivaConvertirá la película a una secuencia de imágenes, ignorando fotogramas incompletos o descartados, así como cambios en su velocidad de fotogramasEfectividadEfectorCantidad de efectoresColección de efectoresCantidad de efectoresOpciones del efectorTipo de efectorInfluencias del efectorInfluencias de efectores en la simulación dinámicaEfectosEfectos que definen la apariencia del objetoSelección tanto de curvas reales como instanciadasAgrega o elimina curvas dependiendo de la distancia mínima de las curvas bajo el punteroPasar directamente el valor de entrada o el valor alternativoTanto curvas reales como instanciadasEl fotograma inicial (para velocidades positivas) o el fotograma final (para velocidades negativas)ElásticaLímite elásticoElementoIdentificador del elementoElemento que define el color de una posición en la rampa de coloresElemento no encontrado en colección de elementos o es el último elementoElemento de una curva, tanto NURBS, como Bezier, línea poligonal o un caracter de un objeto de textoElemento de una ruta del VisorElemento de la ruta del árbol de espacio del nodoElemento de la geometría objetivo a partir del cual calcular la distanciaTipo de elemento a transformarPor elementosElementosElementos dentro del marcoElipseMáscara elípticaElipsesElipsoideIncorporar texturasIncorpora las texturas al archivo binario FBX (sólo para el modo de ruta "Copiar"!)Datos incorporadosEmbreeEmbree en GPUEmbree en GPU habilita el uso de trazado de rayos por hardware en GPUs de Intel, brindando un mejor rendimiento generalEmisiónCoeficientes de emisiónColor de emisiónIntensidad de emisiónTiempo de emisiónFactor tiempo de emisiónPuntos de emisión por cara (0 = automático)Sombreador de emisiónColor de emisiónEmisiónEmitir desdeEmite fluido desde la superficie de la malla o su volumenEmitir elementos en orden aleatorioEmite partículas desde la malla con sus modificadores ya aplicados (para resultados correctos se deberá usar el mismo nivel de subdivisiones para la vista y el procesamiento)Emite humo desde las partículasRadiancia emitida por canal de color que será adicionada a un rayo, por unidad de distanciaEmisorDistancia emisorEnfatiza la posición de los fotogramas clave en las trayectoriasVacíosVacíoTamaño visualización de VacíosTamaño visualización de Vacíos: %.3fTipo de visualización de objeto vacíovacío (relleno)Cuadrícula vacíaVacío - Profundidad de imagenClaves vacíosMaterial vacíoEscena vacíaEspacio vacíoNo se podrá usar un identificador vacío en caso de que antes se hubiera usado un identificador explícito. Por ejemplo: "{} {x}" será correcto, pero no "{x} {}".Emular 3 botones ModificadorEmular ratón de 3 botonesEmula el botón central del ratón usando Alt+clic izquierdoEmular teclado numéricoHabilitarHabilitar la opción 'solo' en la pista de ANL que contiene el clip activo, para editarla sin ver sus efectos en la lista de ANLHabilitar complementoHabilita a que el editor y los operadores del Explorador de recursos administren bloques de datos normales como si fueran recursos, y no únicamente los de posesHabilitar opciones huesosHabilita la deformación de la geometría con el huesoHabilitar colisionesHabilitar el complemento Cycles Render Engine para usar poder usar CyclesHabilita las opciones de depuración de Cycles para desarrolladoresHabilitar desactivaciónHabilita las opciones de depuración de EEVEE para desarrolladoresHabilita la evaluación del modificador de curvas-fPermite (des)habilitar los modificadores de curvas-f en este canalHabilita la aceleración por GPU de la evaluación de los últimos modificadores Subdividir superficie de la lista¡Habilitar Visualización de cuadrícula para usar el resaltado de rangos!¡Habilitar antes las guías! Volviendo a Velocidad del fluidoHabilitar cinemática inversa con estiramientoHabilitar MetalRT para consultas de interesecciónHabilitar vistas múltiplesHabilitar salidaHabilita la evaluación de Python para los archivos seleccionadosHabilitar colisiones propiasHabilita un efecto Fresnel en los sobreimpresos al editar mallas Mejora la legibilidad de las formas en mallas muy densas, aunque aumenta la fatiga visual al modelar con baja cantidad de polígonosHabilitar el complemento en el espacio de trabajoHabilita características adicionales para el nuevo bloque de datos de curvasHabilitar luego de la instalaciónHabilita el motor angularHabilita la simetría con respecto a este ejeHabilita enlaces para los controladores HP Reverb G2. Nótese que existe la posibilidad de que esto no sea soportado por todos los ejecutables de OpenXRHabilita enlaces para los controladores HTC Vive Cosmos. Nótese que existe la posibilidad de que esto no sea soportado por todos los ejecutables de OpenXRHabilita enlaces para los controladores HTC Vive Focus 3. Nótese que existe la posibilidad de que esto no sea soportado por todos los ejecutables de OpenXRHabilita enlaces para los controladores Huawei. Nótese que existe la posibilidad de que esto no sea soportado por todos los ejecutables de OpenXRHabilita el catálogo, haciendo que los recursos allí contenidos sean visibles en el Banco de recursosHabilita la división de las cadenas usando la longitud curvilínea 2DHabilita la división de cadenas usando patrones de líneas discontinuasHabilita el encadenamiento de rasgosHabilita el instanciado de coleccionesHabilita el cálculo de colisiones con la superficie mientras se esculpeHabilita las colisiones con el límite trasero del dominioHabilita las colisiones con el límite inferior del dominioHabilita las colisiones con el límite frontal del dominioHabilita las colisiones con el límite izquierdo del dominioHabilita las colisiones con otros objetosHabilita las colisiones con el límite derecho del dominioHabilita las colisiones con el límite superior del dominioHabilita este rango de colores, a ser usado para visualizar las influencias en el modo Pintar influenciasHabilita opciones personalizadas para el volumen de corrección de paralajeHabilita distancias de recorte personalizadas de inicio y fin para el cálculo del volumenHabilitar la opción cíclica en trazos punteadosHabilita la desactivación de cuerpos rígidos estáticos (mejora el rendimiento y la estabilidad, pero puede causar saltos)Habilita las acciones predefinidas del controlador de RV, incluyendo poses y hápticasHabilitar el desplazamiento a lo largo de la normal XHabilitar el desplazamiento a lo largo de la normal YHabilitar el desplazamiento a lo largo de la normal ZHabilita una más sencilla reutilización de un bloque de datos, mediante el Explorador de recursos, con la ayuda de metadatos personalizables (como previsualizaciones, descripciones y etiquetas)Habilita una más sencilla reutilización de los bloques de datos seleccionados, mediante el Explorador de recursos, con la ayuda de metadatos personalizables (como previsualizaciones, descripciones y etiquetas)Habilita la transferencia de datos de bordesHabilita el desplazamiento del borde en una vista 2DHabilita el suavizado de bordes de estructuras en Modo edición, reduciendo defectos de imagen (requiere reiniciar)Habilita la transferencia de datos de esquinas de carasHabilita la transferencia de datos de carasHabilita la compresión al guardar archivos .blendHabilitar el filtrado de archivosHabilita el filtrado de archivos en el Explorador de archivosHabilita las opciones de difusión del fluido (p.ej: viscosidad, tensión superficial)Habilita el uso de guías en el fluidoHabilita el uso de mallas en el fluido (usando aumento de resolución)Habilita el uso de ruido en el fluido (usando aumento de resolución)Habilita las dinámicas de pelo usando la simulación de ropaHabilitar para nuevas escenasActiva la alteración de sombras en las vistas. (Las sombras alteradas siempre estarán activas en el procesamiento final).Activa la alteración de sombras suaves para aumentar la precisión de las mismas (estará inactiva en las vistas a menos que se active en las opciones de procesamiento). Tendrá un alto impacto en el rendimiento.Habilita el motor linealHabilita los límites de materialesHabilita la simetría de malla en el eje XHabilita la simetría de malla en el eje YHabilita la simetría de malla en el eje ZActiva la edición multifotogramaHabilita una detección propia sencilla de vérticesHabilita los nuevos tipos de listas y sus nodos correspondientesHabilita el uso de nodos para definir una luzHabilita técnicas de reducción de ruido para los efectos basados en trazado de rayosHabilita el desplazamientoHabilitar al instalarHabilitar el acceso en línea en Preferencias > SistemaActiva o desactiva todas las etiquetasHabilita o deshabilita la línea discontinuaHabilita o deshabilita la posibilidad de posar y seleccionar huesosHabilita el procesamiento de esta capa de visualizaciónHabilita o deshabilita los trazos texturizadosHabilita o deshabilita este conjunto de líneas durante el procesamiento del trazoHabilita o deshabilita este modificador durante el procesamiento del trazoHabilita o deshabilita este módulo de estilo durante el procesamiento del trazoHabilita a sobreimprimir una estructura suavizada, para reducir los defectos visualesHabilita las opciones de depuración de pintura y esculpido para desarrolladoresHabilita picos y vallesHabilitar scriptsHabilitar marcadores seleccionadosHabilita los reemplazos seleccionados en todos los clips de película e imagen seleccionadosHabilita las colisiones con otra partes del mismo objetoHabilita la proyección de sombras desde las lucesHabilita la simplificación de la escena para procesar previsualizaciones más rápidasActivar adherenciaHabilita las opciones de adherencia a guías, ángulos y espaciadoHabilita la adherencia al transformar clavesHabilita la adherencia al transformar claves en el editor de ControladoresHabilita algunos campos adicionales en el Explorador de recursos para ayudar con la depuraciónHabilitar propiedad especificada en los canales de animación seleccionadosHabilita las guías rápidasHabilita el tensor en el eje XHabilita el tensor en el eje rotacional XHabilita el tensor en el eje YHabilita el tensor en el eje rotacional YHabilita el tensor en el eje ZHabilita el tensor en el eje rotacional ZHabilita los contornos insinuadosHabilita la proyección de sombras desde luces de tipo SolHabilita la simetría en el eje XHabilita la simetría en el eje YHabilita la simetría en el eje ZHabilita la sensibilidad a la presión de la tableta para el radio del áreaHabilita la sensibilidad a la presión de la tableta para la alteraciónHabilita la sensibilidad a la presión de la tableta para el desplazamientoHabilita la sensibilidad a la presión de la tableta para el tamañoHabilita la sensibilidad a la presión de la tableta para el espaciadoHabilita la sensibilidad a la presión de la tableta para la fuerzaActivar antes la rampa de colorHabilitar la biblioteca de recursosHabilitar el grupo de nodos de composición.Habilita la curva para ser usada como trayectoria de movimientoHabilita el módulo de trazado de rayosHabilitar el repositorioHabilitar el repositorio e intentar nuevamente.Habilitar el modo de selecciónHabilita la selección de cadenas usando una longitud máxima 2DHabilita la selección de cadenas usando una longitud mínima 2DHabilita la selección de las primeras N cadenasHabilita el conectorHabilita el uso de luces sobre los materiales de trazos y rellenosHabilita esta restricciónHabilitar esta luz en el modo de visualización SólidoHabilitar este modificadorHabilitar este objeto como colisionador para los sistemas de dinámicasHabilitar para procesar la exportación en segundo plano, deshabilitar para mantener Blender bloqueado mientras se importa. Esta opción se ha marcado como obsoleta; EJECUTAR este operador para correrlo en primer plano; INVOCAR este operador para correrlo como una tarea en segundo planoHabilitar para procesar la importación en segundo plano, deshabilitar para mantener Blender bloqueado mientras se importa. Esta opción se ha marcado como obsoleta; EJECUTAR este operador para correrlo en primer plano; INVOCAR este operador para correrlo como una tarea en segundo planoHabilitar para hacer que los cambios en la superficie desaparezcan con el tiempoHabilitar para hacer que la humedad de la superficie se seque con el tiempoHabilitar para usar la región bajo el cursor para una ejecución modalHabilita la transferencia de datos de vérticesPermite desplazar y orbitar la cámara usando la vista de cámaraHabilita opciones de depuración de la vista 3D para desarrolladores, mediante el menú de sobreimpresosMuestra esta colección en la vista 3D, en las capas de visualizaciónHabilita el uso de comodinesHabilita o deshabilita la restricciónHabilitadoSólo habilitadosSólo habilitadosRango de rotación habilitadoHabilitar al inicio, redefiniendo las preferencias.Activa un modo de navegación de tipo Volar, pero en el que al inclinar hacia adelante para mirar hacia abajo no se alterará la altitud de la cámara.Habilita el cálculo de alta calidad del volumen delimitador para obtener resultados perfectos en rotación y escala de mallas con formas complejas (más lento)Habilita las previsualizaciones en el editor Nodos de sombreadoPermite usar el ratón 3D como si fuera una cámara. Empujar hacia la escena para hacer que la cámara se mueva hacia adelante. Se estará entrando a la escena como si se estuviera volando por ella. Esto también invertirá el desplazamiento y la ampliación en las vistas 2DPostScript encapsulado (.eps)Encerrar los vértices seleccionados en un poliedro convexoCodificaciónVelocidad de codificaciónSe encontró un error no previsto durante la inserción de fotogramas claveFinFactor finalLongitud finalEstilo final de flechaExtremo finalFactor finalF. finalFotograma final (manipulado desde la interfaz)Fotograma final (valor crudo)Fotograma final (si Restringir rango de fotogramas está activado)Asa finalSuavizado del asa finalEscala del asa finalPosición finalTipo de mapeo de finalizaciónFinal desplazamientoExtremosRadio finalCantidad finalVértice finalDistancia máxima del mapa de sombras en cascada (sólo en vista perspectiva)Distancia de finalización del efecto volumétricoFotograma final limitado al rango válido de procesamientoFotograma final mostrado en el editor de secuencias luego de aplicar desplazamientosFotograma final a capturarFotograma final del rango de trayectoria a ser mostrado/calculado (no válido para el tipo 'Rango variable' de piel de cebolla)Fotograma final del clip de ANL. Nota: cambiar este valor también actualizará el valor de las repeticiones del clip o del fotograma final de sus acciones. Si sólo se necesita cambiar el fotograma final, ver la propiedad "frame_end" en su lugar.Fotograma final de la exportación, usar el valor predefinido para tomar el fotograma final de la escena actualFotograma final de captura del océanoFotograma final del rango almacenadoFotograma final a exportarLínea final de la selecciónFinalizar en fotogramaTiempo final de la trayectoriaFinalSelección de extremosNodo Selección de extremosExtremos en UExtremos en VFinaliza conEnemigoImponer simetría (tanto geométrica como topológica) a la fuerza con respecto a un ejeImponer simetría a la fuerza, creando copias de la selección o usando los elementos ya existentesMotor de procesamientoEl motor '%s' no está disponible para la escena '%s' (es posible que se necesite instalar o activar un complemento)Motor a usar para el procesamiento de imágenesInglés (Reino Unido) - English (UK)Inglés (EE.UU.) - English (US)Mejorar detallesMejora el detalle fino de la superficieMejora el detalle de la superficieMejora el contraste, color, claridad y enfoque de la imagen.Asegurar modificadorAsegura que todos los grupos de vértices correspondientes a huesos deformantes sumen 1.0, al pintar influencias o asignar vérticesPermite asegurarse de que el bloque de datos sea guardado aunque no se encuentre en uso (p.ej: para bibliotecas de movimientos y materiales)Permite asegurarse de que las previsualizaciones de los bloques de datos se encuentren disponibles y actualizadas (para ser guardadas en un archivo .blend, sólo para algunos tipos de datos como materiales, texturas, etc.)Asegurar de que las asas de los claves seleccionados tengan una misma longitud, haciéndolas opcionalmente horizontales. Las asas de tipo Automática, Automática limitada o Vector, serán convertidas a AlineadaAsegurar que los datos sean válidos (cuando esta opción se encuentre desactivada, será posible que los datos importados lleguen a causar la detención del programa durante su visualización o edición)Asegurar que el bloque de datos sea guardado, aun en caso de no encontrarse marcado como un recursoIntroIngresar a modo EdiciónIntroducir un valor hexadecimal del punto de código UnicodeIngresar al modo Edición automáticamente luego de agregar un nuevo objetoIngresar al modo Edición al agregar un objeto de este tipoPermite entrar o salir de un grupo de nodos, basándose en la posición del cursorIngresar en el modo retoque de la acción referenciada por el clip activo, para editar sus fotogramas claveIngresar/Salir del modo de pintura de trazos de Grease PencilIngresar/Salir del modo de esculpido de trazos de Grease PencilIngresar/Salir del modo de esculpido de curvasIngresar/salir del modo de pintura de vértices de trazos de Grease PencilPermite ingresar o salir del modo de pintura de influencias de trazos de Grease PencilTodos los elementosIdentificador de la entradaValor absoluto elemento a elementoTecho elemento a elementoCoseno elemento a elemento de ADivisión elemento a elementoPiso elemento a elementoMáximo elemento a elementoMínimo elemento a elementoResto elemento a elemento usando fmod(A,B)Producto elemento a elementoPotenciación elemento a elementoRedondea al entero más cercano, elemento a elemento. Redondeará hacia arriba cuando la parte fraccionaria sea mayor que 0.5Signo elemento a elementoSeno elemento a elemento de ATangente elemento a elemento de ARepetición elemento a elemento entre A y BDefinición de enumerador (obsoleto)Elementos de definición de enumeraciónIndicador de enumeradorElemento de enumeraciónDefinición de elemento enumeradorEnumerarEnumeraciónEnumeradores como cadenasEnvolventesPunto control envolventeEnvolvente - DistanciaInfluencia de deformación de la envolventeEnvolvente DistanciaModificador-f EnvolventeRadio envolvente CabezaMultiplicar envolventeEnvolvente - Radio ColaInfluenciaModificador de efecto de trazo EnvolventeEnvolvente: %3fEnvolvente: %sEntornoImagen de entornoÉpsilonIgualEjes igualesIgual aIgualar radiosEcualizar audioEcualizar las asas a ambos lados de los claves seleccionadosEcualizar las asas a la izquierda de los claves seleccionadosEcualizar las asas a la derecha de los claves seleccionadosEquiangularCara de mapa cúbico equiangularEquirrectangularProyección tipo equirectangular o latitud-longitudBorradorPermite borrar la pintura, en vez de agregarPermite borrar trazos de anotaciónBorrar desplazamiento MultiresBorrar pinturaBorrar el canal alfa al pintarPermite borrar trazos completosPermite borrar sólo trazos visibles, que no se encuentren ocluidosBorra puntos dentro del marco definidoBorra puntos dentro del lazo definidoPermite borrar puntos de un trazoBorra trazos, desvaneciendo la intensidad y grosor de sus puntosBorradorReferencia a recurso de pincel borradorModo de borrarRadio del borradorErrorError (ver consola)Ícono de Error - FrenteLímite de errorMargen de errorMensaje de errorProblema al capturar desde el objeto "%s"Error al crear archivo '%s'Error al borrar '%s' (ignorado)Error de umbral de distancia (en unidades del objeto)Error al escribir el archivo para "%s"Error al evaluar el número, ver editor Info para obtener más detallesError al manipular los objetos seleccionadosError inicializando fuente de audioError inicializando fuente de videoError al leer muestra de malla; más detalles en la consolaError al leer muestra de puntos; más detalles en la consolaError al registrar herramienta de nodos "%s", %d duplicadosError al registrar herramienta de nodos "%s", %sError al registrar la herramienta de nodos "%s", el operador ya se encuentra registradoError al procesar la escena %s previsualización: %s.Error al restablecer archivo temporal (comprobar archivos '%s' '%s')Error al guardar archivo '%s'Error al guardar fotogramaError al guardar el resultado del procesamiento, %s (ver consola)Error al guardar en el recurso de destino %sError:Error: No fue posible asignar la textura de la etapa de irradianzaError: No fue posible asignar el atlas de sombras. Muy probablemente debido a una falta de memoria en la GPU.Error: El objeto de curvas contiene demasiados puntos. Reducir la resolución o la cantidad de curvas para corregir este problema.Error: Falló la asignación de cuadrículas de irradianzaError: Datos de cuadrícula de irradianza mal formadosError: Memoria insuficiente para capturar {}.Error: Se alcanzó el máximo de actualizaciones de sombras.Error: Buffer de sombras lleno, podría causar la falta de algunas sombras y un menor rendimiento. ({} / {})Error: Demasiadas AOVError: Demasiadas cuadrículas visiblesError: Demasiadas cuadrículas de irradianza en la escenaError: Demasiadas luces en la escena.Error: Demasiadas actualizaciones de sombras, algunas sombras podrían resultar incorrectas.Error: {:.5f} .. {:.5f} (prom. {:.5f})Error: {:s}ErroresErrores y advertenciasErrores durante el procesamiento. Ver la Consola del sistema para más información.EscEsperanto - EsperantoEsencialesOcéano calmoOcéano calmo (crestas definidas)Estimar transformacionesRastros estimadosMatriz estimada de rotaciónMatriz estimada de escalaEuclideanaDistancia euclideanaEulerEuler (nativa)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Orden EulerRotación EulerLa curva-f de rotación Euler tiene un identificador inválido (ID='%s', Ruta='%s', Identificador=%d)Ángulos de rotación Euler en radianesRotación Euler de la capaEuler a rotaciónLas rotaciones Euler utilizan el orden de rotación XYZLas rotaciones Euler utilizan el orden de rotación XZYLas rotaciones Euler utilizan el orden de rotación YXZLas rotaciones Euler utilizan el orden de rotación YZXLas rotaciones Euler utilizan el orden de rotación ZXYLas rotaciones Euler utilizan el orden de rotación ZYXLas rotaciones Euler utilizan el orden predefinido de rotaciónEuler usando el orden de rotación del objetivoEvaluar clausuraEvaluar ID nodoEvaluar pistas superioresEvaluar en identificadorEvaluar en dominioEvaluar las mallas de origen y destino en espacio globalEvaluar el espacio de nombres hasta el cursor y dar una lista de opciones o completar el nombre si hay sólo unoEvaluarClausuraEvaluadoValor evaluado del campo para el elemento actualTransformación evaluada final del hueso, en espacio del esqueletoLa geometría evaluada por el modificador no contiene geometría de Grease PencilLa geometría evaluada por el modificador no contiene una mallaLa geometría evaluada por el modificador no contiene nubes de puntosLa geometría evaluada por el modificador no contiene curvasObjeto evaluado al cual apunta el iteradorObjeto evaluado que está siendo instanciado por este iteradorObjetos evaluados en la gráfica de dependenciasSistema de partículas a partir del cual fue instanciado este objetoSuperficie de malla evaluada vacíaFalta un mapa UV en la superficie evaluada: "{}"Falta un atributo en la superficie evaluada: "rest_position"EvaluaciónFactor de evaluaciónFotograma de evaluaciónTiempo de evaluaciónModo de evaluaciónTiempo de evaluación para Formas clave absolutasTiempo de evaluación en segundosUniformeDistribución uniformeDivisiones uniformesDistancia uniforme entre bordesGrosor uniformeInvertir grosor uniformeCuadros pares del dameroAún en una ejecución exitosa, pasa el evento de manera que otros operadores también puedan ejecutar sobre élCálculo de grosor uniforme, tomando en consideración el ángulo entre las carasPar-ImparEn cada puntoCada punto será afectado por varios tensoresLa cantidad de fotogramas procesados en cada ciclo de rastreoExactoCoincidencia exactaForma exactaExacta (cóncava)Cantidad exacta de instancias distribuidas, antes del enmascaramientoExacto, más lento pero resuelve más casosExagera o minimiza el valor de los claves seleccionadosExagera la pose actual con respecto a la pose intermediaExcluirExcluir intermediosExcluir primeraExcluir últimaExcluir al interactuarExcluir no desplegablesExcluir no seleccionablesExcluir el lado inverso de la geometría al usar adherenciaExcluir bordes limítrofesExcluye una colección de la capa de visualización activaExcluir contornosExcluir bordes plegadosExcluir bordes marcadosExcluir bordes limítrofes de los materialesOmite los claves intermedios existentes como extremos para la interpolaciónExcluir contornos exterioresExcluir de capa de visualizaciónExcluir de la capa de visualizaciónExcluir los polos no desplegablesExcluir picos y vallesExcluir a los bloqueadores seleccionados de la proyección sombras desde el emisor activoExcluir a los receptores seleccionados de la recepción de luz desde el emisor activoExcluir bordes de siluetaExcluir contornos insinuadosExcluir la primera copia (el objeto original) de la aleatorizaciónExcluir la última copia de la aleatorizaciónRutas excluidasLa trayectoria excluida ya no es válidaPreviene que los vértices limítrofes sean suavizadosExclusiónExclusivoO exclusivoBotones de ejecuciónEjecuta una operación booleana entre la malla y una forma poligonal definida con el ratónEjecuta una operación booleana entre la malla y un rectángulo definido por el ratónEjecuta una operación booleana entre la malla y una forma definida con el ratónEjecuta una clausura indicadaEjecuta nodos con una cantidad dinámica de repeticionesEjecutar operador al presionar el botón (sólo para operadores no modales)Ejecutar operador al soltar el botón (sólo para operadores no modales)Ejecutar el archivo seleccionadoEjecutar la línea actual de la consola como una expresión de PythonTiempo de ejecuciónMapa de guías existenteExisteSalirSalir de Blender después de guardarDeja el modo retoque para la acción referenciada por el clip activoExpandirExpandir todos los canales de animación expandibles seleccionadosExpandir usando un decaimiento linealExpandir todos los canales (no sólo los seleccionados)Expande todas las entradas un nivel de profundidadPermite expandir y contraer máscarasExpande o colapsa los menús desplegables del encabezadoExpandir o contraer el radio de la selección de puntos de una curvaExpande este cuadro en una lista con todas las etiquetas de nomenclatura de configuraciones de texturizado PrincipistaExpande este cuadro en una lista con todos los atajos para las funciones de este complementoExpande o colapsa todos los elementosExpandir / ContraerExpande o colapsa un nivel todas las entradasExpande o contrae las influenciasExpandidoPolinomio expandidoExpandido en el editor de curvasExpandidos en la interfaz de usuarioEstado expandido del contenedorExpande las dimensiones de la ropaEspera que el color en el archivo se encuentre expresado en espacio de color linealEspera que el color en el archivo se encuentre expresado en espacio de color sRGBPosición esperadaRotación esperadaEscala esperadaSe esperaba un númeroSe esperaba que un área de la línea de tiempo o la animación estuviera activaSe esperaba una región de la Vista 3DSe esperaba una región de la Vista 3D y una curva en modo EdiciónSe esperaba una región de la Vista 3D y una malla en modo EdiciónSe esperaba un archivo zip {!r}Se esperaba una región de ListadoSe esperaba un Listado activoSe esperaba un objeto de texto editable activoSe esperaba que un área de animación estuviera activaSe esperaba un vector numérico: [n, n, ...]Se esperaba otro objeto poligonal seleccionado desde el cual poder copiarExperimentalCaracterísticas experimentalesEscala de forma explícita el fotograma resultante para compensar la ampliación de la toma originalPermite especificar de forma explícita el orden de las rotaciones EulerPermite especificar de forma explícita el orden de las rotaciones EulerExplotarExplosión fundidoModificador ExplotarEstilo de explosiónExplosión_fundidoPermite explorar datos de geometría en una tablaModificador Efecto explosión, basado en un sistema de partículasExponencialModo ExponencialExponencialExponencial limitadoDistribución exponencialMuestreo exponencialModelo exponencial de distanciaModelo exponencial de distancia con límitesInterpolación exponencial (drástica)Rebote parabólico con decaimiento exponencial, como cuando dos objetos colisionanOnda sinusoidal con decaimiento exponencial, como una banda elásticaExportarExporta (genera) también un archivo POTPermite exportar un archivo .srt conteniendo las cadenas de textoExportar color de vértices activo cuando no haya materialExportar todos los colores de vérticesExportar animaciónExportar punteros de animación (experimental)Modo de exportación de animaciónExportar atributos (que comiencen con guion bajo)Exportar coloresExportar curvas como NURBSExportar propiedades personalizadasSólo huesos deformantesExportar sólo huesos que producen deformaciónExportar carasExporta mallas de instancias en nodos de geometríaExportar Grease Pencil a PDFExportar Grease Pencil a SVGExportar peloManipuladores de exportaciónManipuladores de exportación configurados para esta colecciónExporta conjuntos de claves a un script PythonExportar biblioteca MTL usando extensiones PBR (rugosidad, metálico, brillo tangencial, barniz, anisotropía, transmisión)Exportar biblioteca MTL. Debe existir un nodo BSDF Principista para que las texturas de imagen sean exportadas al archivo MTLExportar script de MantaflowExportar grupos de materialesExportar materialesExportar materiales con extensión PBRMétodo de exportaciónExportar normalesExportar grupos de objetosOpciones de exportaciónExportar especularidad PBR originalExportar POTExportar partículasExportar primitivas usando accesores compartidos para atributosPropiedades de exportaciónExportar la escena tal como es mostrada en las vistas, pero dividir la animación por objetoExportar objetos seleccionadosExportar grupos de suavizadoSubdivisión de superficieExportar transformaciones e influencias como punteros de animación. Usando la extensión KHR_animation_pointerExportar texturasExportar celdasExportar malla trianguladaExportar coordenadas UVExporta la organización de las coordenadas UV a un archivoExportar UVExportar UV (coordenadas de texturizado) junto con las mallasExportar atributos de vérticesExportar colores de vérticesExportar grupos de vérticesExportar normales de vérticesExportar acciones (activas y en pistas de ANL) como animaciones separadasExporta sólo la escena activaExportar los colores activos de vérticesExportar animaciones adicionales. Esta característica no es estándar y necesitará de una extensión externa para poder ser incluida en el archivo glTFTodas las acciones del esqueletoExportar todas las UV de esta malla (no sólo las visibles)Exportar todas las acciones enlazadas a un único esqueleto. ADVERTENCIA: La opción no soporta operaciones de exportación que incluyan a múltiples esqueletosExportar todas las cámarasExportar todas las curvasExportar todos los fotogramas en el rango de procesamiento, en vez de sólo el fotograma actualExportar todas las lucesExporta todos los materiales usados por los objetos incluidosExportar todas las mallasExportar todas las nubes de puntosExporta todos los colores de vértices, aun cuando no estuvieran siendo usados por ningún material de la malla. En ese caso, se creará un COLOR_0, para mantener al material incambiadoExportar todos los volúmenesExportar esqueletos y mallas con modificadores Esqueleto como esqueletos y mallas deformadas de USDExportar esqueletos usando su posición de reposo como pose de reposo de sus huesos. Si está desactivado, la pose del fotograma actual será usada como reposoExportar en centro de colecciónExportar en el centro de masa de objetos superiores de la colecciónExportar una captura de la animación por fotogramas claveExportar la escena capturada como una única animaciónExportar cámarasExportar atributos de colorExportar en espacio de color linealExportar en espacio de color sRGBExportar la escena actual a un archivo de Universal Scene DescriptionExportar la escena actual a una archivo de AlembicPermite exportar curvas y superficies NURBS como mallasExportar curvas en forma paramétrica, en vez de exportarlas como una mallaExportar las propiedades personalizadasExportar propiedades personalizadas como atributos de USDExportar las propiedades personalizadas como extras de glTFPermite exportar las propiedades personalizadas como .userProperties de AlembicExportar atributos de vértices personalizadosExporta los datos de los objetos duplicados como instancias de Alembic; esto acelerará la exportación pero puede ser deshabilitado para una mayor compatibilidad con otros programasExporta luces de tipo Sol, Punto y Foco. Usa la extensión "KHR_lights_punctual" de glTFExporta cada acción como un AnimStack separado en el FBX, en vez de como una animación de la escena global (nótese que los objetos animados obtendrán todas las acciones compatibles con ellos, otros pueden no obtener ninguna animación en absoluto)Exportar cada clip no silenciado de ANL como un AnimStack individual de FBX, en vez de como animación global de la escenaExporta cada objeto como un archivo independienteExportar caras en forma de trazos rellenosExportar el archivo en formato ASCII, sino será exportado como binarioExporta la jerarquía completa, incluyendo colecciones intermediasPermite exportar los datos de traducción del complemento como archivos POExportar sistemas de partículas de pelo como curvas de USDExportar nodos de texturas de imagen no asignadas a ningún material. Esta característica no es estándar y necesitará de una extensión externa para poder ser incluida en el archivo glTFExportar imágenes no asignadas a ningún materialExportar cada pista de ANL como una animación separadaExportar objetos instanciados como referencias en el USD, en vez de objetos realesExporta la configuración del teclado a un script PythonExportar bordes sueltos (como polígonos de dos vértices)Exportar bordes sueltos como líneas, usando el material del primer contenedor de materialesExportar puntos sueltos como puntos de glTF, usando el material del primer contenedor de materialesExporta la animación de materiales, luces y cámaras como punteros de animación. Disponible sólo para los modos de animación capturada 'Pistas de ANL' y 'Escena'Exportar materialesExportar con operador de matrizExporta las mallas usando el esquema de subdivisión de AlembicExportar materiales mínimos, tal como estuvieran definidos en las propiedades de visualización de la Vista 3DExportar múltiples fotogramas, en vez de sólo el fotograma actualExportar normalesExportar los objetos tal como aparecen en el procesamientoExportar los objetos tal como aparecen en las vistasSólo exportar los objetos en la colección activaExportar sólo las UV en el rango [0, 1]La exportación tan sólo de huesos deformantes no es posible cuando no se está muestreando la animaciónExportar sólo las normales, en vez de almacenar la información de suavizado de bordes y carasExportar sólo los objetos de la colección activa (y sus subordinados)Exportar sólo los objetos de esta colección (y sus subordinados)Exporta sólo los objetos seleccionadosExportar sólo los objetos seleccionados, en vez de todos los objetos soportadosExportar la especularidad PBR original de glTF, en vez de la del sombreador principista de BlenderExporta las asignaciones de grupo de sombreado por caraExportar normales por cara, si la cara tiene sombreado facetado, y por esquina de cara, si tiene sombreado suaveExporta los colores de los vérticesExportar polígonos (de 4 o más lados) como triángulosSólo exportar los objetos procesablesExportar la escena como un archivo glTF 2.0Exporta la escena mediante un archivo USD, para una comparación con la exportación de archivos USD nativaExportar sólo objetos seleccionados y visiblesExportar sólo objetos seleccionadosCategorías de opciones de exportaciónExporta formas clave (objetivos de morph)Exporta animaciones de Formas clave (objetivos de metamorfosis)Exportar Formas clave como blend shapes de USDExporta los datos de deformación con esqueletosExportar información de suavizado (es preferible la opción 'Sólo normales' si el importador de destino es capaz de interpretar normales personalizadas)Exporta normales de vértices específicas, si estuvieran disponibles, de otro modo se exportarán normales calculadasExportar trazos con el relleno habilitadoExportar los trazos con un ancho uniformeExporta las superficies subdivididas como mallasExportar las texturas a una carpeta 'textures' junto al archivo USDExporta la organización de UV como una imagen 2DExporta la organización de las UV a un archivo de imagenExporta la organización de las UV a un archivo vectorial EPSExporta la organización de las UV a un archivo vectorial SVGExporta, como una subdivisión de FBX, el último modificador Subdividir superficie que use el método Catmull-Rom. (No se aplicará este modificador aunque la opción 'Aplicar modificadores' se encontrara activa)Exportar el nombre del grupo de vértices de una cara. Se aproxima eligiendo el grupo de vértices con el mayor número de miembros entre los vértices de la caraExporta la escena en el fotograma actual de la animación. Cuando se encuentre desactivado, se usará el estado del fotograma 0 como reposo para las transformaciones de los objetosExportar celdas usando la nomenclatura UDIM (Mari): 1001 + celda_u + 10*celda_vExportar celdas usando la nomenclatura UVTILE (Mudbox): u(celda_u + 1)_v(celda_v + 1)Exporta las coordenadas de los vértices de la malla no deformadaExportar usando EXT_mesh_gpu_instancing. Limitado a subordinados de un determinado objeto Vacío. Es posible que se omitan múltiples materialesExportar usando la convención de glTF: +Y hacia arribaExportar atributos de color de vérticesExportar colores de vértices cuando estén siendo usados por un materialExportar colores de vértices con este nombreExportar normales de vértices junto con las mallasExportar normales de vértices junto con las Formas clave (también llamados objetivos de metamorfosis)Exportar tangentes a los vértices junto con las mallasExportar tangentes a los vértices junto con las Formas clave (también llamados objetivos de metamorfosis)Exporta las opciones de Visualización en vistas de los materiales como materiales de previsualización de USD, y los materiales asignados se exportarán como subconjuntos de geometríaSólo exportar los objetos visiblesExportar con operadores de traslación, orientación mediante cuaternios y escalaExportar con operadores de traslación, rotación y escalaSe exportaron %d archivos desde %d coleccionesSe exportaron %d archivos desde la colección '%s'Se exportó '%s'Identificador del exportadorExportadoresExportando Alembic...Exportando USD...Exportar las UV de la malla modificadaExporta un único archivo, con todos los datos empacados en formato JSON. Es menos eficiente que el formato binario, pero más sencillo de editar posteriormenteExporta un único archivo, con todos los datos empacados en forma binaria. Es más eficiente y portable, aunque más difícil de editar posteriormenteExportar las acciones y pistas de ANL activas como animaciones glTFPermite exportar sistemas de partículas de pelo como curvas animadasExporta varios archivos, con datos separados de tipo JSON, binarios y texturas. Es más fácil de editar posteriormentePermite exportar sistemas de partículas normalesPermite exponer en su interfaz, en forma de entradas, los datos conectados desde dentro de un grupo de nodosExponer la escala y/o la torsión, propagadas hacia los controles de retoque, para que sean vistas como un movimiento superior por las cadenas de adhesión u otras cadenas que utilicen Fusionar rotación y escala del superior. En caso contrario, sólo se propagará internamente en esta cadenaExposiciónExposición (paradas de obturación) aplicada antes de la transformación de visualización, multiplicando por 2^exposiciónExposición para el desenfoque por movimiento, como factor de los FPSExpresiónExpresión a usar para la expresión tipo scriptExpresión:Expresión: {:s}Expresión: {}ExtenderExtender límitesExtensión extrapoladaExtensión horizontalExtender rangoExtender selecciónExtender selecciónExtender vérticesExtenderá los píxeles limítrofes hacia afueraPermite extender los bordes de una imagen en regiones transparentes o enmascaradasExtender repitiendo los píxeles de los bordes de la imagenExtender las colecciones actualmente visiblesAdicionar a la selección existenteExtiende el bucle alrededor de los extremosExtiende la pintura mas allá de las UV de las caras, para reducir defectos en las costuras (en píxeles, más lento)Extiende la selección de reportesExtender selecciónExtender selección para activaciónExtiende la selección, en vez de deseleccionar todo antesExtender la selección al transitarExtender la selección, en vez de reemplazar la ya existenteExtender los trazos en línea rectaExtiende el rango angular usando un gradiente de decaimientoExtiende la selección existenteExtiende la duración de la escena a la duración del archivo BVH (nunca la acorta)Extiende la selecciónExtiende los vértices a lo largo del borde más cercano al cursorExtender vértices y mover el resultadoExtender visibilidadExplorador de recursos extendidoInformación extendida acerca del iterador de objetos de la gráfica de dependencias (Advertencia: Se trata de datos *ya evaluados*, no los IDs originales del .blend)Extiende funcionalidad a los operadores que manipulan archivos, como la posibilidad de agregar soporte para operaciones de arrastrar y soltarExtiende el resultado de la captura por medio de un filtro de pos procesamientoExtensiónFiltro de extensiónElemento de extensiónRepositorios de extensionesRepositorio de extensionesOpciones de extensionesEtiquetas de extensionesActualización de extensión disponible ({:d}){:s}Actualización de extensiones disponibles ({:d}){:s}Extensión XExtensión YOperador de extensión no encontrado "%s"Repositorio de extensiones no encontradoSoporte de repositorios remotos para extensionesExtensionesExtensiones bloqueadasDepurar extensionesPlataforma de extensionesOpciones de filtradoExtensiones con actualizacionesExtensiónExtensión XExtensión YExtensión ZRadio exteriorExterior / InteriorExternoArchivo .blend externo de donde se vinculan los datosContornos exterioresDatos externosArchivo externo empacado en el archivo .blendDatos de biblioteca externaLos datos de las bibliotecas externas no son editablesEl script sombreador OSL externo debe tener una extensión .osl o .oso, o ser el nombre de un móduloExtinciónOtrosAnimaciones adicionalesControl adicionalDeformante adicionalControles finales adicionalesControles FK adicionalesControl IK adicionalAsignar IK adicional a coleccionesOpciones adicionalesAdicionales en menú circular de sombreadoControles iniciales adicionalesIntervalos adicionalesUsuario adicionalUtilidades adicionales de información de depuración y soporte a desarrolladores de extensionesRotación adicional, agregada a la rotación del objeto (al utilizar rotaciones de tipo Euler)Rotación adicional, agregada a la rotación del objeto (al usar rotaciones de tipo Cuaternio)Redimensionamiento adicional, agregado al tamaño del objetoIntervalos adicionales para la resolución de las características especiales del rizadoTraslación adicional, agregada a la posición del objetoExtraerPermite extraer trazos de Grease Pencil a partir de una imagenExtraerá un segmento de una cadena de texto, a partir de una cadena más extensaExtrae todos los colores usados en la imagen y crea una paleta con ellosExtraer como un sólidoExtrae la máscara como un objeto sólido usando un modificador SolidificarExtrapolarExtrapolar movimientoExtrapolar rangosExtiende la curva extrapolándola u horizontalmenteExtrapolaciónAdicionalesExtremoClave extremoClave extremo seleccionadoExtruirExtruir contextoTipo de asa extruídaExtruir caras individualmenteExtruir mallaModo de extrusiónExtruir sólo bordesExtruir sólo vérticesExtruir puntoExtruir regiónExtruir puntos del trazoExtruye la curva y mueve el resultadoExtruye cada cara de forma individual en dirección a su propia normalExtruye bordes y desplaza el resultadoExtruir libremente o a lo largo de un ejeExtruye sólo bordes de forma individualExtruye caras de forma individualExtruye sólo vértices individualesExtruye una región desplegable a lo largo de sus normalesExtruye una región y desplaza el resultadoExtruye una región de carasExtruye una región en conjunto en dirección a las normales de cada caraExtruye la región en conjunto en dirección a la normal promedioExtruye la fila limítrofe seleccionada alrededor del punto de pivote y los ejes de la vista actualExtruye los puntos de control seleccionadosExtruye y permite mover los puntos seleccionadosExtruye los vértices seleccionados en círculo alrededor del cursor en la vista indicadaExtruye los vértices seleccionados con una rotación en espiral alrededor del cursor en la vista indicadaExtruye repetidamente los vértices, bordes o caras seleccionadosExtruye la selecciónExtruye los puntos seleccionadosExtruye vértices y desplaza el resultadoExtruye, disolviendo los bordes cuyas caras conformen una superficie plana e intersecten a los nuevos bordesExtrusión: %.3fExtrusiónDeformación de globo ocular e irisCuentagotasOpción para no amoldar párpadosPárpados amoldados{}Seguimiento predefinido párpadosPárpados siguiendo{}OjosCurva-fLa curva-f '%s[%d]' ya existe en esta bolsa de canalesGrupo de curvas-fGrupos de curvas-fAlta calidadTipo de modificador de curvas-fEl modificador de curvas-f tiene opciones inválidas y no será evaluadoEl modificador de curva-f sólo es aplicado durante el rango especificado de fotogramas para ayudar a sectorizar efectos y poder combinarlosNombre del modificador de curvas-fEl resultado del modificador de la curva-f será atenuado mediante un factor predefinidoEl panel de modificadores de curvas-f está expandido en la interfazModificadores de curvas-fFiltrar nombres curvas-fMuestra de la curva-fLa curva-f ya contiene fotogramas claveLa curva-f ya contiene puntos de muestreoLa curva-f y sus fotogramas clave están ocultos en el editor de curvasRuta de datos de curva-f vacía, argumento inválidoCurva-f que define valores de un período de tiempoLa curva-f no contiene claves ya que sólo consiste en puntos muestreadosLa curva-f no contiene fotogramas claveLa curva-f no contiene puntos de muestreoLa curva-f está seleccionada para su ediciónFiltrado instantáneo de curvas-fModificador de curva-f '%s' no encontrado en la curva-fModificador de curva-f perdido en '%s[%d]' porque tiene un tipo desconocidoEl modificador de curvas-f mostrará sus opciones en el editorCurva-f no encontradaLa curva-f sólo tiene modificadores-fVisibilidad de esta curva-f en el Editor de curvasLas opciones de la curva-f no pueden ser editadasCurvas-fCurvas-f para controlar la influencia y temporización del clipLas curvas-f no tienen un tamaño válidoCurvas-f en este grupoModificador-fLos modificadores-f también son capaces de generar curvas para éstasF-stopParadas de f-stop (números bajos producen un mayor desenfoque, números altos producen una imagen más nítida)F1F2Tinte F82Todo a FBXEscala personalizada a FBXFBX: E/S de mallas, UV, colores de vértices, materiales, texturas, cámaras, luces y accionesImportación de FBX: No es posible importar el archivo '%s': '%s'Importación de FBX: No es posible abrir archivo '%s'Escala de unidades a FBXFormato FBXTipo de nodo (objeto) FBX usado para representar a los esqueletos de Blender (usar el tipo Nulo a menos que se experimenten problemas con otras aplicaciones, debido a que las otras opciones pueden causar que no sea posible importar el archivo correctamente de vuelta a Blender...)Preajustes de FFmpegOpciones FFmpegVideo FFmpegCompresor de audio FFmpeg a usarCompresor de FFmpeg a usar al generar videos¡FFmpeg sólo soporta audio estéreo de 48khz para DV!Opciones de la escena relacionadas con FFmpegCompresor de video FFmpeg N°1FILTER_ITEMControles FKFLACFLIPTasa FLIPFPSMuestras promedio de FPSBase de FPSFacCaraÁngulo de carasCara - Texto ánguloÁngulo entre carasÁrea de carasÁrea y esquinas de carasCampo de área de caraCara - Texto áreaApuntar a la cámaraCentro de caraColisionar usando carasEsquina de caraÁngulo de esquinasCantidad de esquinas de carasDatos de esquinas de carasTipo datos de esquinas carasMapeo de esquinas de carasCantidad de carasCantidad de caras: %sDescartar carasDatos de carasCara - Tamaño puntoLímites de conjunto de carasID de grupo de carasIdentificador de la caraInfluencia de carasDelimitar bucle de carasMapeo de carasCondición de marcado de carasFiltrar caras marcadasInvertir caras marcadasCaras marcadasCara - Selección modalCaras (más cercano)IntervalosCampo de cantidad de cercanos a caraCercanos a la caraNormal de caraOrientación de carasCara - Orientación traseraCara - Orientación frontalCaras (proyectando)Cara - RetopologíaCara - SelecciónConjunto de carasConjunto de caras desde malla completaConjunto de caras desde selección del modo EdiciónConjunto de caras desde enmascaradasConjunto de caras desde visiblesConjuntos de carasLímite de conjuntos de carasAutoenmascarar (límites de conjuntos de caras)Edición de conjuntos de carasCD usando conjuntos de carasInicialización de conjuntos de carasConjuntos de caras desde influencia de biseladoConjuntos de caras desde bordes plegadosConjuntos de caras desde límites del conjunto de carasConjuntos de caras desde partes sueltasConjuntos de caras desde contenedores de materialesConjuntos de caras desde normales de la mallaConjuntos de caras desde bordes definidosConjuntos de caras desde costuras UVLa opacidad del sobreimpreso de Conjuntos de caras es actualmente 0Definición de carasSuavizado de carasDividir caraIntervalo de carasIntervalo de carasIntensidad de carasModo de intensidad de carasLímite angular de las carasÁrea de caras en espacio UVCentro de los límites de la caraDirección de caras definida por su devanado horario o antihorario (hacia arriba o abajo)Cara de esquinaSelección de caras - Mayúsculas-clic para varios modos, Ctrl-clic expande la selecciónPermite enmascarar las áreas a pintar, mediante la selección de carasModo de selección de carasCarasCaras y bordes de vérticesLas caras serán consideradas como una interfaz entre los distintos medios, sólo cuando presenten orientaciones consecutivas contrarias. Producirá un resultado correcto mientras la profundidad de los rayos no sea excedida. Implicará un uso significativamente mayor de memoria, comparado con el método Rápido.Caras de bordesSe usarán las caras para calcular las colisiones, puede ser muy lentoCaras a ser consideradas al desplegar islasCaras que participarán en la operación de despliegueLas caras con este material se comportarán como si tuvieran definidas capas de oclusiónNormales de carasDe frenteDesviación (incidencia)Apuntando hacia la cámaraApuntando hacia X negativoApuntando hacia Y negativoApuntando hacia Z negativoApuntando hacia X positivoApuntando hacia Y positivoApuntando hacia Z positivoApuntando hacia el eje dominante de la cámaraFactorFactor (no uniforme)Factor azulFactor densidadVisualización de factoresFactor FinFactor verdeFactor de lucesFactor máxFactor mínTipo de factorFactor radioFactor rojoFactor repulsiónFactor longitud de reposoFactor de sombrasFactor InicioFactor viscosidad rígidaFactor adicionado al tamaño del radio, para limitar el efecto de la simulación de ropaFactor aplicado a la densidad para la distribución de las curvasFactor aplicado sobre la densidad para la presentación en las vistasFactor entre la variación del volumen y el estiramientoFactor de escala del tono del audio.Factor por el cual contraer la ropaFactor que permite controlar la precisión en el tratamiento de islas (cuanto mayor, mejores resultados)Factor que controla la precisión del tratamiento de islas (típicamente, 0.1 debería ser suficiente, valores mayores pueden enlentecer mucho el proceso)Factor de fundido de la oclusión ambientalFactor para la precisión de los límites del relleno, valores mayores lograrán una mayor precisión a costa de la velocidad de cálculoFactor para los picos de las cavidadesFactor para los valles de las cavidadesFactor para los picos de la curvaturaFactor para los valles de la curvaturaFactor para el radio de los rulos al finalFactor para el radio de los rulos al inicioFactor para el color de tinteFactor de desenfoqueFactor de simplificaciónFactor de simplificación mediante un algoritmo adaptativoFactor de opacidadFactor de definición del trazoFactor del radio máximo de las trenzasFactor del radio mínimo de las trenzasFactor del radio en el máximoFactor del radio en el mínimoFactor para el color de tinteFactor que será multiplicado por el desplazamientoFactor para ajustar el ancho de los ladrillos para filas particulares, definidas por la Frecuencia de desplazamientoFactor global de fundido del efectoFactor para controlar la cantidad de desenfoque por movimientoFactor para determinar en qué medida la longitud de los segmentos individuales debería influenciar a la curvatura final calculada. Factores mayores hacen que los segmentos más pequeños tengan una menor influencia sobre la curvatura final.Factor para influenciar el ángulo de rotaciónFactor por el cual multiplicar el grosorFactor de escala del tamaño del pincelFactor global para escalar el desplazamientoFactor para escalar las UVFactor a ser usado al aplicar los datos al destino (el comportamiento exacto dependerá del modo de mezcla escogido)Factor a ser usado al aplicar los datos al destino (el comportamiento exacto dependerá del modo de mezcla escogido, multiplicado por las influencias del grupo de vértices especificado)Factor usado para mezclar el color de los vértices para obtener el color finalPolinomio factorizadoReinicio de fábricaSólo plantilla de aplicación de inicio de fábricaFundidoDistancia desvanecimientoDuración del fundidoFactor de fundidoDesvanecer geometríaDesvanecer objetos de Grease PencilDesvanece los objetos de Grease Pencil, excepto el activoFundido entranteFundido entrante y salienteDesvanecer geometría inactivaDesvanecer capas inactivasDesvanecer objetos inactivosDesvanecer capasDesvanecer objetosFundido salienteTiempo desvanecimientoTipo de fundidoDesvanece todos los objetos de la vista, usando un color pleno para mejorar la visibilidadCentro del fundidoEfecto de fundido predefinido (usualmente hará a la transición tan larga como el propio clip de efecto)Factor de fundidoFunde desde el inicio de los clips bajo el cursor de tiempo hasta el fotograma actualFunde desde el cursor de tiempo hasta el final de los clips superpuestosFunde los clips seleccionados de entradaFundido entrante, saliente, entrante y saliente, hacia o desde el fotograma actual. Entrante y saliente es el tipo predefinidoDesvanece la geometría inactiva hacia el color de fondo de la vistaDesvanece la influencia de la opacidad del trazoDesvanece la influencia del grosor del trazoDesvanece la distancia interocular a 0 más allá del ángulo de corte aquí indicadoDesvanece la opacidad de las capas de Grease Pencil, exceptuando a la activaDesvanece un clip, mientras hace aparecer al otroFunde los clips seleccionados de salidaDesvanece los trazos en vez de terminarlos abruptamenteDesvanece las trayectorias y claves más allá del fotograma actualFunde los clips seleccionados tanto de entrada como de salidaDesvanece las partes a lo largo del tiempoPermite desvanecer el grosor de cada trazo generadoDesvanecimientoFahrenheitRastros fallidosNo hay memoria suficiente para asignar al resultado del procesamientoNo fue posible acceder a la malla del objeto "%s", asegurarse de que esté visible al procesarFalla al agregar el modificador de alfaFalla al agregar el modificador de colorFalla al agregar el modificador de geometríaFalla al agregar el modificador de grosorFalla al asignar memoriaError al aplicar la rotación a algunos de los objetosError al asignar valor: {:s}Falla al crear buffer OpenGL fuera de pantalla, %sNo fue posible crear el buffer OpenGL fuera de pantalla: %sFalla al crear ruta de iluminación de estudioFalla al crear una ventana compatible con el método de visualización Secuencia temporalFalla al crear una ventana sin soporte para buffer cuádruple, es posible que se vean parpadeosNo fue posible crear una carpeta para la biblioteca de recursos en donde guardar el recursoFalla al intentar crear la ruta de preajustesError al crear buffer de imagen estéreoFalla al crear la redefiniciónFalla al crear ventanaNo fue posible borrar el archivo de la biblioteca de recursosError al ejecutar el preajuste: {:s}No se pudo encontrar '%s'No se pudo encontrar contenedor en la acción.No fue posible encontrar datos de anotación dónde dibujarFalla al buscar una solución de enlace (¿aumentar precisión?)Falla al obtener ruta de iluminación de estudioFalla al acceder a la ruta de complementosFalla al acceder a la ruta de temasNo fue posible insertar claves en la curva-f de ruta '%s[%d]'. Asegurarse de que no se encuentre bloqueada o convertida a muestras e intentar eliminar los modificadores-f de la mismaNo fue posible cargar biblioteca de recursosFalla al cargar la textura de imagen '%s'No fue posible cargar la interfaz usando Vulkan, se usará OpenGL como alternativa.Falla al cargar volumen:Error al fusionar animaciones. Nótese que los clips de ANL no pueden ser fusionadosFalla al abrir el archivo '%s'¡Error al abrir el explorador de archivos!Error al abrir ventana!Falla al leer el archivo blend '%s': %sFalla al leer el archivo '%s', no es un archivo .blendFalla al leer fotogramaNo fue posible eliminar la carpeta de captura %sNo fue posible eliminar la carpeta de metadatos %sFalla al resolver la ruta a la propiedad, intentar especificar manualmente esto usando un conjunto de clavesFalla al buscar fotogramaFalla al definir previsualización: ningún ID en el contexto (¿Contexto incorrecto?)Error al establecer una acción temporalError al definir las nuevas transformaciones de la cuadrícula.No fue posible definir el valorFalla al cambiar al modo Secuencia temporal estando en pantalla completaError al transferir datos de malla a %d objetosError al guardar el archivo .oso próximo al archivo .osl externo en {:s}No fue posible guardar en la biblioteca de recursosFalla al escribir en el atributo "{}" de dominio "{}" y tipo "{}"Falla al realizar operación externa de archivo sobre "%s"Posiciones justasTangencia justaUsuario ficticioVolver al comportamiento de anexión, en vez de empacar los bloques de datosAlternativoColor de alternativaHerramienta alternativaDecaimientoDecaimiento sobre curva de cadenaÁngulo de decaimientoCurva de decaimientoGradiente de decaimientoOpacidad decaimientoPotencia de decaimientoRadio de decaimientoRampa de decaimientoForma de decaimientoTamaño decaimientoTipo de decaimientoCoeficiente de curva de decaimiento: 0 es lineal, valores mayores representarán una influencia más amplia. Definirlo en -10 para desactivar la influencia por completoLa curva de decaimiento intentará formar un círculo en +1, en vez de una parábolaDistancia de decaimiento para el efecto de mechones (0 significa ausencia de decaimiento)El decaimiento será calculado recorriendo la curva de la cadena, en vez de proyectarlo sobre el eje que conecta sus puntos inicial y finalDecaimiento que es aplicado desde la punta hasta la raíz de cada curvaTipo de decaimiento del modo de edición proporcionalTipo de decaimiento del esfumadoDecaimiento:FalsoColor falsoFalso cuando no haya sido posible evaluar la curva-f con anterioridad, por lo que debería ser omitida durante la evaluaciónFalso cuando exista una capa, un contenedor o una curva-f antigua dentro de la acciónFalso cuando esta propiedad sea un argumento opcional en una función RNAAbanicoLejaníaPlano lejanoGrosor en lejaníaDistancia lejana de recorte de la cámara de sombrasRápidoEdición rápidaAceleración de iluminación globalMétodo de IG rápidaMétodo de aproximación de iluminación global rápidaGaussiano rápidoIluminación global rápidaMovimiento rápidoNavegación rápidaVariedad más rápida, aunque menos precisaEdición interactiva rápida mediante la integración nativa con HydraMapeo rápido, bueno para la mayoría de los casos, pero que ignora la curvatura del hueso flexible en la pose de reposoRápido, sin soporte para intersecciones propiasProcesamiento más rápidoMás rápido, con algunas limitacionesLa más rápidaMétodo de cálculo rápido que sólo funciona en mallas desplegables, pero que produce los mejores resultadosFavorecer los datos originales o la curva de suavizadoFavorecer al clave de la izquierda o de la derechaFactor de temorEsfumadoPuntos del esfumadoContraer / Expandir esfumado: %3fContraer / Expandir esfumado: %sTamaño esfumadoSensibilidad a la formaCaracterística usadaConjunto de característicasConjuntos de características:InfluenciasLa detección de características requiere un fotograma válido del clipLa carpeta del conjunto de características ya existe: '{:s}'RetroalimentaciónCoeficiente de retroalimentación para la corrección de errores, el tiempo medio de respuesta es 1/RetroalimentaciónPiesPies por segundoPies por segundo al cuadradoDistancia de recolecciónCampoAbsorción del campoPromedio de campoFactor de camposMín y máx de campoOpciones de camposVarianza de campoCampos de fuerza - InfluenciasEl campo depende de:Campo de visiónCampo de visión para la lente ojo de pezEl campo se origina en cada vértice del objetoEl campo se origina en el plano local XY del objetoEl campo se origina en el eje local Z del objetoEl campo se origina en el centro del objetoEl campo se origina en la superficie del objetoOpciones de campos de un objeto enen las simulaciones dinámicasCampo que será evaluado en el dominio de iteraciónCampo que será almacenado como un atributo en la geometría de arribaCampo a cuadrículaElemento de campo a cuadrículaCampo a listaElemento de campo a listaCamposLucharDistancia de luchaArchivoNo es posible abrir el archivo '%s'No fue posible cargar el archivo '%s'Archivo '{:s}' no encontradoFin del archivoExplorador de archivosTipo de explorador de archivosModo de exploración de archivosArchivo borrado fuera de BlenderExtensiones de archivoCarpetasFormato de archivoTipo de manipulador de archivosEl archivo contiene cambios no guardadosFecha de modificaciónArchivo modificado fuera de BlenderArchivo modificado fuera y dentro de BlenderNombre de archivoColisión de nombres de archivoArchivo no encontradoGuardar archivoElemento de salidaRuta del archivoRuta del archivo:Rutas de archivoTipo de previsualizaciónArchivos referenciadosFiltro de recursosArchivo seleccionadoSeleccionar filtro de IDParámetros de selección de archivosTamañoSufijo de archivoInicio del archivoArchivo ya instalado en {!r}La asociación de archivos será gestionada por el administrador de paquetesAsociación de archivo registradaRegistro de asociación de archivos anuladoAbsolutasAutoCopiarCarpeta personalizadaCarpetaRellenarCoincidirRutaModo de rutasRelativasQuitarURLVolúmenesDatos del espacio del explorador de archivosEl archivo contiene caracteres UTF-8 inválidosEl archivo no pudo ser leído, se detectó una corrupción crítica de los datosEl archivo no existeArchivo exportado exitosamenteFormato de archivoEl formato de archivo espera un espacio de color linealFormato de archivo no soportado en archivo "%s"Formato de archivo en el cual guardar la organización de las UVFormato de archivo en el cual guardar las imágenes procesadasVersión del formato de archivo en que fue guardado el archivo .blendManipulador de archivos '%s' no encontradoManipulador de archivo no encontradoOperador '%s' del manipulador de archivos no encontradoArchivo guardadoNombre de archivoNombre de archivo, sobrescribir existenteArchivo no encontradoArchivo no encontrado '%s'Ruta del archivoRuta "%s" del archivo inválidaLa ruta del archivo '%s' no es un archivo válidoRuta de archivo de las imágenes a las cuales reducir el ruido. Si no se especifica, se usará la ruta de salida de procesamiento y el rango de fotogramas de la escenaRuta al archivo de la imagen a fusionarRuta al archivo de la imagen fusionadaLa propiedad de ruta de archivo no fue definidaLa ruta de archivo no fue definidaArchivo guardado usando un Blender más nuevo ({}), es esperable una pérdida de datosModo de ordenamiento de archivosArchivo %s demasiado largoArchivo creado por un Blender más moderno (%d.%d), debe esperarse una posible pérdida de datos!Archivo {!r} no encontradoExplorador de archivos/recursosArchivo:Archivo: %sArchivo: *{:s} (no guardado)Archivo: {:s}idname del manipulador de archivosParámetro de explorador de archivosNombre de archivoNombre de archivo '%s' demasiado largo (longitud máxima %zu, era %zu)Nombre de archivo de la película o la secuencia de imágenesNombre del archivo de textoDejar sólo el nombre del archivoRuta del archivoRuta al archivo no definidaRuta usada para exportar el archivoRuta de donde importar el archivoArchivosRellenoCerrar extremosColor de rellenoRuta color relleno redefinidoProbar color relleno redefinidoRuta color rellenoRellenar curvaRellenar huecosModo de rellenoDesplazar rellenoSólo rellenoOpacidad del rellenoRellenar regiónRellenar cantoRotar rellenoRegla de rellenoEscalar rellenoSegmentos de rellenoLa cantidad de segmentos de relleno debe ser de al menos 1Método de rellenoUmbral de rellenoRellenar celda con imagen generadaTipo de rellenoRellena un bucle de bordes seleccionado con carasRellenar el área con un gradiente de coloresRellenar el área con una textura de imagenRellenar el área con un gradiente radialRellenar el área con un color sólidoRellenar el encuadre de la cámara, sobresaliendo hacia afuera en donde sea necesarioRellena los extremos de las curvas biseladasColor de relleno para la imagen generadaRellena con una cuadrícula a partir de dos buclesRellenar los huecos luego de rebanar la máscaraRellena huecos (en bucles de bordes limítrofes)Rellena la máscara, si nada estuviera enmascarado previamenteRellena el corteRellena el área internaRellena el inverso del áreaEl relleno es completamente transparenteRellenar nuevas celdas con una imagen generadaPermite rellenar sólo las áreas visibles en la vistaRegla de relleno para el método de relleno DelaunayCompleta los valores Rango mín./máx. usando la distancia mín./máx. entre los objetos seleccionados y el objetivo (tanto sea un objeto especificado por el usuario como la cámara activa)Rellena la capa activa de color de vértices con el color actual de pinturaRellena el grupo de vértices activo con la influencia actualRellena la celda actual usando una imagen generadaRellenar los huecos en los extremos del tubo con tapas geométricasRellena la imagen con una cuadrícula para comprobar el mapeo UVRellena la región arrancadaRellena toda la máscara con un valor dado o invierte sus valoresLa herramienta Rellenar necesita un material activoRellenar con un color específicoRellena con color la figuras cerradas formadas por trazosRedondear curvaRellenosAjusta la imagen para que abarque todo el lienzo, recortándola si fuera necesario y conservando su proporciónOpciones de películaFílmicaFílmica logarítmicaFílmica sRGBPelículaFiltrarFiltrar archivos .blendFiltrar accionesFiltra las acciones a ser exportadasFiltrar complementosFiltrar archivos AlembicÁngulo de filtradoFiltrar por tipoFiltrar archivos de BlenderFiltrar respaldos de BlenderFiltrar elementos de BlenderFiltrar pinceles por herramientaFiltrar extensionesPermite filtrar las extensiones por etiqueta y repositorioFiltrar marcas de carasFiltrar archivosFiltrar carpetasFiltrar carpetasFiltrar tipografíasFiltrar reflejosFiltrar por tipoFiltrar imágenesCoincidencia con filtroFiltrar películasNodo de filtradoFiltrar archivos OBJFiltrar objetosFiltrar archivos de volúmenes OpenVDBOrden de filtradoFiltrar PythonFiltrar archivos PythonFiltrar scriptsOpciones de filtradoTamaño del filtroFiltrar sonidosFiltrar origenFiltrar textosUmbral de filtrado para seleccionar rastros problemáticosTipo de filtroFiltrar archivos USDFiltrar visualización de grupos de vérticesFiltrar volúmenesAncho del filtroFiltrar complementos por categoríaFiltrar archivosFiltrar recursos por nombreFiltrar archivos .blend de respaldoFiltra basándose en las asignaciones de teclasFiltra basándose en el nombre del operadorFiltrar archivos btxFiltrar por nombreFiltrar por repositorioFiltrar por tipoFiltrar por tipo:Permite filtrar por nombre, autor y categoría del complementoPermite filtrar por nombre, autor y categoría de la extensiónFiltrar por nombre de grupo de capasEl filtrado por nombre o etiqueta, soporta el comodín '*'Filtrar las extensiones por repositorioFiltra líneas de rasgos basándose en los límites de las caras marcadasFiltrar líneas de rasgos usando marcas de caras de FreestyleFiltrar carpetasFiltrar archivos de fuentesFiltrar archivos de imagenRadio del núcleo del filtro, en vóxelesMétodo de filtradoFiltrar archivos de películaTamaño del filtro del desenfoque de visibilidad (obsoleto)Filtrar archivos de sonidoIntensidad del filtroFiltrar textoFiltrar archivos de textoFiltro a ser aplicado a la máscaraFiltra la interfaz usando etiquetasFiltrar las pasadas combinada, de difusión, reflectividad, transmisión y transluminiscenciaFiltra los rastros que contienen picos extraños en su curva de movimientoAncho de filtrado en píxeles, usado para calcular la dirección del mapeo de relieve. Para la mayoría de las texturas, el valor predefinido de 0.1 activará el filtrado de subpíxeles, logrando un resultado estable. Para texturas escalonadas podrá usarse un mayor ancho de filtrado, para obtener un efecto similar a un bisel en los cambios de nivel de la texturaFiltrar colecciónFiltrosFiltros que permiten eliminar filas de los datos mostradosFinalMatriz resultante de 4×4 luego de aplicar restricciones y controladores, en espacio de objeto del esqueletoTamaño caché finalImágenes finalesCalidad finalProcesamiento finalMatriz global finalFotograma final de la máscara (usado en el editor de video)Fotograma final del rango de reproducción/procesamientoFotograma final del rangoConfiguración final de teclado que combina los mapas de teclado de las configuraciones activa y de complementos, y que puede ser editado por el usuarioValor resultante de transformación del objeto o huesoScript de finalizaciónBuscarBuscar y reemplazarBuscar todoBuscar archivoBuscar operaciones de conexiónBuscar textoBúsqueda cíclicaBuscar todos los archivos en la ruta especificada (no sólo los faltantes)Buscar los límites de las regiones no rellenas, en vez de los de las rellenasBusca bordes limítrofes entre grupos de caras con el mismo valor de IDPermite encontrar grupos de vértices más cercanos que la distancia indicada y fusionarlosBuscar en carpetaBuscar en textoBuscar las posiciones a muestrear sobre la curva, usando una distancia desde su extremo inicialBuscar las posiciones a muestrear sobre la curva, usando un factor de su longitud totalBusca el texto especificadoBusca el texto especificado y lo seleccionaEncuentra el punto más cercano sobre la superficie para los puntos iniciales de cada curva y los mueve allíBuscará al control ubicado en la cola del hueso y lo usará para revincular el objetivo o cualquier restricción sin un sub objetivo asignado, ni una revinculación especificadaPermite encontrar el elemento de una geometría más cercano a una cierta posición. Similar al nodo "Identificador del más cercano"Encontrar las posiciones de los extremos usando un factor para la longitud de cada splineEncontrar las posiciones de los extremos usando una longitud desde el inicio de cada splinePermite buscar la mínima cantidad de intervalos, ignorando la distancia espacialPermite encontrar el elemento más cercano en un grupo. Similar al nodo "Muestrear más cercano"Halla la cantidad de veces que una determinada cadena ocurre dentro de otra cadena, así como la posición de la primera coincidenciaEncuentra las trayectorias más cortas a lo largo de los bordes de la malla entre los vértices seleccionados, con un costo por borde personalizableBuscar/reemplazarFinoAfina las posiciones X, Y y Z del mapeo de la texturaFinaliza la operación al soltar la teclaFinalizandoVolumen finitoFinlandés - SuomiFuegoFuego + HumoPrimeroPrimera ocurrenciaTipo de la primer asaPrimer puntoIdentificador primer puntoPrimer valor del rango de ICPrimer cuerpo rígido a ser restringidoPrimera y última copiaPrimer coeficiente de la distorsión radial Brown-Conrady de cuarto ordenPrimer coeficiente de la distorsión tangencial Brown-Conrady de segundo ordenPrimer coeficiente de la distorsión de Nuke de segundo ordenPrimer coeficiente de la distorsión de división de segundo ordenPrimer coeficiente de distorsión tangencial de NukePrimer coeficiente de la distorsión radial polinómica de tercer ordenPrimer color usado para el efectoPosiciones del primer punto de control para nuevas curvas interpoladasPrimer punto de control cúbico de la curva entre las velocidades mín y máxPrimer fotograma de la acción a ser usadoFotograma inicial de la animación de la trayectoriaPrimer fotograma de la acción a ser usadoPrimer fotograma de la línea de tiempo de la acciónFotograma inicial de la máscara (usado en el editor de video)Fotograma inicial del rango de reproducción/procesamientoFotograma inicial del rangoFotograma inicial del segmentoPrimer fotograma a transferirPrimera entrada del clip de efectoPrimer fotograma clave usado para la inicialización de la reconstrucciónPrimer archivo empacado de la imagenPrimer punto de la captura, en espacio de pantallaPrimero intentar deslizar el esfumado en vez del vérticeNombre del primer grupo de vérticesOjo de pez equidistanteOjo de pez equisólidoLente ojo de pezOjo de pez polinómicoK0 (ojo de pez polinómico)K1 (ojo de pez polinómico)K2 (ojo de pez polinómico)K3 (ojo de pez polinómico)K4 (ojo de pez polinómico)AjustarAjustar a curvaAjustar a longitudMétodo de ajusteTipo de ajusteAjustar vistaAjustar la imagen completa dentro del encuadre de la cámaraPermite ajustar el marco a la vistaAjusta la imagen de fondo a la vistaAjusta los objetos duplicados a una curvaAjustar a la selecciónAjustar a la altura del sensorAjustar al ancho del sensorAjustar al ancho o altura del sensor dependiendo de la resolución de la imagenAjusta la imagen dentro del lienzo, evitando recortes y conservando su proporciónAjusteCorregir polosCorregir sesgoPermite corregir grandes saltos y vueltas en las curvas-f de rotación Euler derivados de valores de rotación que han sido limitados al capturar las dinámicasFijar a cámaraFijoFijo alternativoProporción fijaCantidad fijaFotograma fijoPosición fijaSubdivisionesMalla fija para la primitiva: %sFijo/escenaCuadrícula de indicadores del dominio del fluidoIndicadoresLlamaCuadrícula de llamasFrecuencia de llamasHumo de la llamaCampo de llamaAletasLongitud del flequilloApertura del flequilloParámetro de flequilloFlashDestacar al transferirFlash VideoDestacar el objeto destino al transferir el modoPlanoNormales planas de esquinaCaras planasSombreado planoPlano XYPerímetro abierto planoAplanadoAplanarAplanar jerarquía de huesosAplana la jerarquía de huesos. Útil en caso de tener una matriz de transformaciones que no sea posible descomponerAplanar asasAplanar jerarquíaAplanar jerarquía de objetosAplana la jerarquía de objetos. Útil en caso de tener una matriz de transformaciones que no sea posible descomponerAplana los ángulos de los puntos seleccionadosSuaviza los ángulos en los vértices seleccionadosAplanar asas para una transición más suaveAplana las caras seleccionadasDistancia de huidaHuir hasta esta distanciaInvertirInvertir ejesInvertir ejeInvertir rampa de colorInvertir coloresInvertirInvertir carasVoltear nombres de gruposInvertir horizontalmenteInvierte el MatCapModo de inversiónInvertir nombresInvertir normalesVoltear poseDesplazamiento inversión en UVoltear en cada UDIMDesplazamiento inversión en VInvertir verticalmenteInvertir XInvertir YInvierte una fracción de las copias a lo largo de cada eje individualInvertir una fracción de las instancias a lo largo de cada eje individualVolteará una matriz en torno a su diagonal, convirtiendo sus columnas en filas y viceversaPermite voltear una imagen en un eje específicoInvierte la dirección de las coordenadas UV dentro de las carasInvierte la dirección del atributo de color de las esquinas dentro de las carasEfecto de inversiónInvierte los colores de rellenoInvertir imagenInvertir la imagen horizontalmenteInvertir la imagen verticalmenteInvierte las normales de las caras torneadasVoltear en el eje XVoltear en el eje YInvierte los valores de los cuaternios para lograr las rotaciones deseadas, manteniendo las mismas orientacionesVoltea los claves seleccionados en torno al eje de simetría especificadoVoltea la imagen de fondo en sentido horizontalVoltea la imagen de fondo en sentido verticalInvierte la dirección de las normales de las caras seleccionadas (y de sus vértices)Invertir la imagenInvertir la imagen horizontalmenteInvertir la imagen verticalmenteInvierte los ejes X e Y de la texturaVoltea el tiempo de los claves seleccionados, en torno al fotograma actualVoltea el tiempo de los claves seleccionados, en torno al primer marcador seleccionadoVoltea el tiempo de los claves seleccionados, en torno al fotograma ceroCambiar hacia abajoInvertir hacia la izquierdaInvertir hacia la derechaCambiar hacia arribaVoltea el valor de los claves seleccionados, en torno al valor cero (es decir, los valores negativos serán positivos y viceversa)Voltea el valor de los claves seleccionados, en torno al valor Y del CursorInvierte los nombres de los grupos de vérticesOpuestoInvertida en el eje XInvertirNo es posible invertir las regiones de la barra superiorInvierte (y corrije) los sufijos de eje de los nombres de los huesos seleccionadosInvierte la dirección de la divisiónInvierte la teselación de los cuadriláteros seleccionadosDecimalDecimal (completa)Decimal (media)Vector decimalAtributo decimalValor de atributo decimalBuffer decimalColor decimalAtributo de color decimalValor de atributo de color decimalCurvar valorCampo decimalPíxeles del ícono en decimalPíxeles de la imagen en decimalConector decimal de nodoInterfaz del conector decimal del nodoUmbral decimalDecimalesAtributo vectorial decimalValor de atributo vectorial decimalAcción flotante, representando un botón digital o analógicoDecimal a enteroValor decimalFlotante2Atributo vectorial 2D decimalValor de atributo decimal 2DFlotante3Región flotanteMatriz decimal de punto flotanteRotación cuaternio decimalConector numérico decimal de un nodoValor decimal de punto flotanteValor decimal en atributo de geometríaBandadaRellena la malla con el nivel de detalle seleccionadoPisoRestricción PisoPosición del pisoModo PisoFlujoComportamiento del flujoOpciones de flujoOrigen del flujoTipo de flujoFluidoColección de fluidosDensidad del fluidoFlujo de fluidoInfluencia de efectores de Flujo de fluidoInteracción del fluidoConjunto de niveles (Fluido)Modificador FluidoPreajustes de fluidoVelocidad del fluidoOpciones del dominio del fluidoOpciones del flujo del fluidoEl flujo tendrá una cierta velocidad inicial al ser emitidoRadio de interacción del fluidoDensidad del fluido en reposoModificador de simulación de fluidosFluido: %s cancelada en el fotograma %d!Fluido: %s completa (%.2fs)Fluido: %s falló en el fotograma %d: %sFluido: no fue posible crear carpeta de caché '%s', restableciéndola a la predefinida: '%s'Fluido: no fue posible usar carpeta de caché predefinida '%s', por favor definir manualmente una ruta de caché válidaFluido: ruta de caché vacía, restableciéndola a la predefinida: '%s'FluirPermite reflejar los datos editados en los modos de edición activosVolarVolar y transitarVelocidad de vueloFactor velocidad vueloModo vueloModo volar cuando se intercambien las manosVelocidad de vuelo, en metros por segundoEspumaEspuma + BurbujasCobertura de espumaDisipación espumaNombre capa espumaLas partículas de espuma y burbujas serán guardadas en el mismo sistema de partículasDistancia focalFocoHueso de enfoqueDistancia de enfoqueDistancia de enfoque: %.3fModo EnfoqueObjeto de enfoqueFoco en regiónFoco en huesoFoco en objetoResplandor de nieblaVolumen de nieblaCarpeta donde ubicar los archivos de texturas. Relativa al archivo .gltfCarpeta en donde buscar archivos de imagenCarpetasSeguirSeguir hueso flexibleSeguir fotogr. actualSeguir curvaSeguir a líderSeguir trayectoriaRestricción Seguir trayectoriaRestricción Seguir trayectoria no encontradaPredefinidoDe la escenaSeguir normal de superficieSeguir rastroRestricción Seguir rastroSeguir UV desde el cuadrilátero activo a lo largo de bucles de caras continuasSeguimiento XSeguimiento ZSeguir a un boid u objeto asignadoSeguir una transformación personalizada para definir la pose inicial del visor de RVSeguir al fotograma actual en todos los editoresRecorre las ramificaciones en la cadena del superiorSeguir al líder en una líneaSeguir al puntero del ratónSeguir posición del puntero del ratónSeguir la rotación del objetoSeguir la forma de los segmentos del hueso flexible al calcular la posición entre la cabeza y la colaSeguir la trayectoria del trazo y la rotación del objetoSeguir la cámara activa de la escena para definir la pose inicial del visor de RVSeguir la curvatura del trazoSeguir la transformación de un objeto para definir la pose inicial del visor de RVSeguir a este objeto en vez de a un boidTipografíaTipografía negritaTipografía negrita y cursivaTipografíasTipografía cursivaConector de tipografía de nodoInterfaz del conector de tipografía del nodoTamaño de letraEstilo tipografíaLa tipografía no es editableFuentes no empacadasFuente no especificadaTipografía del texto. Regresará a la tipografía de la interfaz de forma predefinida.Tamaño de la tipografía, en puntosTamaño de tipografía a usar al mostrar la etiquetaTamaño de tipografía a usar para mostrar textoConector de tipografía de un nodoTipografíasCarpeta de tipografíasPivote del piePelículaOpciones de la películaPiePara todos los usuariosPara cada elementoPara cada elemento {} GeneradaPara cada elemento {} PrincipalPara cada elemento de la geometríaEntradaElementoSalidaZona para cada elemento de geometríaPara objetos de Grease Pencil, aplica el modificador a todos los fotogramas claveAl crear un Paralelogramo, la diferencia relativa en X entre los bordes superior e inferior. Al crear un Trapecio, la cantidad a mover el borde superior en el eje X positivoPara trayectos de huesos de pose, usar la posición de la cabeza del hueso al calcular el trayectoPara las curvas RVA, el color al que está mapeado el negroPara las curvas RVA, el color al que está mapeado el blancoPara cinemática inversa ramificada: Influencia del control de orientación para este objetivoPara cinemática inversa ramificada: Influencia del control de posición para este objetivoPara un vector de incidencia A, una normal a la superficie B y una tasa de índices de refracción IR, Refractar devuelve el vector de refracción RPara todas las texturas WebP, crear una textura alternativa en PNGSólo para retro compatibilidadPara trayectorias de huesos, buscar claves en la acción completa en vez de sólo en el grupo con nombre coincidente (es más lento)En la proyección cúbica, cantidad de fundido a usar entre los ladosEn canales con extrapolación cíclica, la inserción de claves será remapeada automáticamente dentro del rango de tiempo del ciclo, manteniendo el final en sincronía. Las nuevas curvas que sean agregadas a las acciones con Rango de fotogramas manual y Animación cíclica serán automáticamente transformadas en cíclicas.Usado en objetos de colisión que participan en una simulación dinámica; permite controlar qué nivel en la pila de modificadores será usado como superficie de colisiónPara restricciones con nombres en formato de tipo 'base@nombrehueso', usará la parte a continuación del caracter '@' como el nuevo sub objetivo luego de que todos los huesos hayan sido creados. Usar simplemente '@CTRL', '@DEF' o '@MCH' para reemplazar el prefijoPara curvas, nubes de puntos y Grease Pencil, tomará en cuenta el atributo radio al calcular los límites.Para cada contenedor de una acción, una lista de los canales de animación que están destinados al mismoEn archivos con varias fuentes de video, se usará la fuente con el identificador indicado aquíPara bibliotecas con redefiniciones creadas, muestra los valores redefinidos que están siendo definidos/controlados automáticamente (p.ej: para crear usuarios de los datos redefinidos de un cierto punto de un bloque de datos, y no de los datos originales)Para mallas, fusiona las coordenadas UV que compartan un vértice, para compensar la falta de precisión de algunos modificadoresEn mallas con modificadores aplicados, la coordenada del vértice sin los modificadores de deformación aplicados, tal como se usa al definir sus coordenadas de texturizadoPara mallas, proporcionará las normales sin tomar en cuenta los atributos de normales personalizadasPara multi-resolución, mostrar en baja resolución al navegar en la vistaEn texturas basadas en nodos, qué nodo de salida usarPara puntos, la distancia a lo largo de la sección curva en el punto de control. Para curvas, la distancia a lo largo de la curva completaPara puntos, la porción de la longitud total de la curva en el punto de control. Para curvas, el factor de esa sección curva dentro de la curva completaEn sistemas reactivos, identificador del sistema de partículas en el objeto objetivoEn sistemas reactivos, el objeto que tiene el sistema de partículas objetivo (vacío si es el mismo objeto)Por razones de seguridad, la ejecución automática de scripts Python en este archivo ha sido deshabilitada:Para los claves seleccionados, selecciona o deselecciona cualquier combinación de los propios claves y sus asasPara plantillas, previene que el usuario remueva una operación predefinida (NO USADO)Mantiene opacas a las superficies con una rugosidad mayor que este umbralFuerzaEje de la fuerzaForzar descartar caras traserasColección de fuerzasForzar conexión de subordinadosForzar borradoDecaimiento de fuerzaCampo de fuerzaCampo fuerza 1Campo fuerza 2Campos de fuerza - OpcionesCampos de fuerzaForzar intersecciónPreservar canales de objetosPreservar canales de huesosForzar recargaForzar cuadradaForzar claves iniciales/finalesFuerza la recarga completa de la traducción de la interfazForzar la conexión de los huesos subordinados a sus superiores, aunque las posiciones calculadas de sus cabezas y colas no coincidan (puede resultar útil con esqueletos que contengan únicamente articulaciones)Influencia de efectores de FuerzaFuerza la exportación de la animación de cada objeto. Puede resultar útil al usar restricciones o controladores. También al exportar sólo una selecciónFuerza la exportación de al menos un fotograma clave de animación para cada hueso (necesario con algunas aplicaciones de destino, como UE4)Campo de fuerza basado en una texturaCampo de fuerza del dominio del fluidoLa fuerza será absorbida por los objetos de colisiónForzar a que el ID cargado sea etiquetado como vinculado indirectamente (usado solamente en el contexto de una recarga)Forzar la recarga de la imagen, en caso de que ya estuviera abierta en alguna otra parte de BlenderFuerza a la vista de la curva a ajustarse a un límite definidoFuerza a que la visibilidad de la curva se ajuste a un límite definidoError al forzar desbloqueo: {:s}Forzar el desbloqueo podría ser necesario en caso de un cierre inesperado o una falla enForczar actualización de dependencias - Sólo usar si los controladores no estuvieran actualizándose correctamenteForzar el uso de este valor de centro (si estuviera establecido)Campo de fuerza basado en el potencial de Lennard-JonesEl campo de fuerza depende de la velocidad de las partículasFuerzasFuerza el borrado y reconstrucción de todos los objetos de control del sistema. De forma predefinida, los controles ya existentes son reutilizados en su estado actual, para facilitar la edición manualFuerza a que todos los datos vinculados sean considerados como directamente vinculados. Solución alternativa para inconvenientes/limitaciones actuales de BAT (la herramienta de canalización de datos de Blender Studio)Fuerza el uso de Fusionar automáticamente y DividirFrenteColor de frente del ícono de DepurarColor de frente del ícono de ErrorColor de frente del ícono de InfoColor de frente del ícono de OperadorColor de frente del ícono de PropiedadColor de frente del ícono de AdvertenciaRamificadoForma de las curvasFormatoElementos de formatoPreajustes de formatosFormatear cadenaElemento formato de cadenaEl formato contiene el caracter "{}" no soportado: "{}"Formato del medio con vistas múltiplesFormato de código de tiempo a ser usado cuando no se muestre el tiempo como fotogramasEl especificador de formato no está cerrado: "{}"Permite formatear una cadena usando una sintaxis compatible con Python y con plantillas de ruta. Por ejemplo: "Cantidad: {}" reemplazaría {} con el valor de la primera entrada.Formato usado para volver a guardar este archivoEl formato usa más entradas que las proporcionadas.Cadena formateada que contiene las extensiones de archivo soportadas por el manipulador de archivos, cada extensión deberá comenzar con un "." y encontrarse separada por un ";". Por ejemplo: ".blend;.ble"Fortuna (puede lucir mejor, es menos preciso)AvanceEje de avanceDisparo de rayosPasa el contenido del nodo de entrada de la simulación directamente hacia el nodo de salida, ignorando los nodos de la zona de simulaciónAdelante / AtrásSe encontraron firmas de paquetes en conflictoSe encontraron firmas de clausuras en conflictoFournier-ForandFunción de fase Fournier-Forand, usada para la dispersión de luz en ambientes submarinosCuartoCuarto coeficiente de la distorsión radial Brown-Conrady de cuarto ordenFoveon (Sigma)FractalMovimiento fractal browniano, usa un ruido browniano como baseAlgoritmo de ruido fractalFactor de aleatoriedad fractalFracciónModo FracciónProporción de la luz que será dispersada de forma traseraPorcentaje de feomelanina en la melanina, otorga un tono entre amarillento y rojizo, por contraposición al tono entre amarronado y negro de la eumelaninaObstáculos fraccionariosLos obstáculos fraccionarios mejoran y suavizan los límites entre el fluido y los obstáculosFotogramaFotograma %dFotograma %d / %dFotograma %d: %sFotograma '%s' no encontrado, la animación debe estar completaVelocidad basada en fotogramasCantidad de fotogramasOmitir fotogramasFotograma (fin)Ruta de archivo del volumenInterpolación de fotogramasFotograma bloqueadoMapeo de fotogramas nuevoMapeo de fotogramas originalMétodo de encuadreNodo de marcoNúmero de fotogramaNº de fotogramasDespl fotogramasSuperponer fotogramaRango de fotogramasRango AntesRango InicioVelocidadPreajustes de velocidadRelativo a fotogramaEscala de fotogramasEncuadrar lo seleccionadoMarco con nodos seleccionadosSelección de fotogramas en la Planilla de tiemposFotograma InicioIntervaloTipo de fotogramaYa existe un fotograma en el fotograma %dEl fotograma ya existe en este número de fotograma %dFotograma en el que la simulación finalizaFotograma en el que la simulación comienzaFotograma mostrado de esta capaNo existe un fotograma en el fotograma %dFotograma para claves absolutosEl fotograma está seleccionado para su edición en la Planilla de tiemposFotograma no encontrado en la capa de anotaciónNúmero del fotograma en que el marcador tiene un claveCantidad de fotogramas del clip originalNúmero de fotograma del fotograma clave inmediatamente posterior al fotograma actualNúmero de fotograma del fotograma clave inmediatamente anterior al fotograma actualCantidad de fotogramas del clip originalNúmero del fotograma en el que serán cargadas las cuadrículas volumétricas, basado en el tiempo de la escena y los parámetros del volumenNúmero de fotograma para comenzar a emitir partículasNúmero de fotograma para dejar de emitir partículasFotograma de acción de referencia para evaluarDesplazamiento en fotogramas que será usado al cargar la simulación desde el caché. No es considerado al capturar la simulación, sino sólo al cargarla.Fotograma donde comienza la simulaciónFotograma en que la simulación comenzará (el primer fotograma capturado)Fotograma en el que finaliza la simulaciónFotograma en que la simulación se detendrá (el último fotograma capturado)Reproductor de secuencias de imágenes de IRIDASReproductor de secuencias de imágenes de Tweak SoftwareFotograma de inicio/fin especificado para procesar una imagen fijaFotograma en el cual cesa la influencia del modificador (si Restringir rango de fotogramas está en uso)Fotograma en el cual cesa la influencia del modificador (si es aplicable)Fotograma en el cual comienza la influencia del modificador (si Restringir rango de fotogramas está en uso)Fotograma en el cual la influencia del modificador comienza (si es aplicable)Hacer foco en la propiedad bajo el cursor en el Editor de curvasHace foco en todas las propiedades relacionadas, en vez de sólo en la que está bajo el cursorFotograma en el que sucede este punto de controlFotograma en el que finalizar el procesamiento. Cuando no se especifique, se usará el fotograma final de la escena. Esto solamente debería ser especificado al realizar el procesamiento de una animaciónFotograma donde insertar un fotograma claveFotograma en el que iniciar el procesamiento. Cuando no se especifique, se usará el fotograma inicial de la escena. Esto solamente debería ser especificado al realizar el procesamiento de una animaciónFotograma donde detener la propagación (para el modo 'Antes del fotograma')Fotograma donde se agregará el claveFotograma al cual serán adheridos los clipsFotograma en el cual serán cortados los clips seleccionadosFotograma en el que finaliza la capturaFotograma en el que inicia la capturaFotograma:Fotograma: %dFotograma: %d / %dFotograma: - / %dFotograma: {:d} ({:s})FrameCyclerFrecuencia de reproducción baseFrecuencia de reproducción, expresada en fotogramas por segundoFotogramasFotogramas posterioresFotogramas anterioresLímite de fotogramasFotogramas en el rango absoluto de la escenaFotogramas en el rango relativo a los fotogramas clave de Grease PencilFotogramas por segundoFotogramas a insertar luego del clip actualFotogramas {} - {}Fotogramas: {}LibreEje libreLibera la simulación del fluido completaLibera los datos del fluidoLibera las guías del fluidoLibera la malla del fluidoLibera el ruido del fluidoLibera las partículas del fluidoAsa - LibreAsa - Libre seleccionadaVista libreCompresor de audio libre sin pérdidaEliminar captura, en vez de generarlaBloc de dibujo a mano alzadaCurva a mano alzada que define parte de un dibujoCurvas a mano alzada que definen el dibujo en este fotogramaLiberando fluido...FreestyleFreestyle - AlfaFreestyle - AnimaciónFreestyle - ColorFreestyle - GeometríaFreestyle - LíneasFreestyle - Conjunto de líneasFreestyle - Estilo de líneaEstilos de línea de FreestyleMarcas de FreestyleMódulo de FreestyleOpciones de FreestyleFreestyle - TrazosFreestyle - TexturaFreestyle - GrosorEstilo de línea de Freestyle, reutilizable por múltiples conjuntos de líneasOpciones de Freestyle para el bloque de datos de una capa de visualizaciónFreestyle: Carga de mallasFreestyle: Procesamiento de trazosFreestyle: Creación del mapa de la vistaNuevoSuavizarCongelar descarteCongelar operadorCongela los límites de descarte de la vistaFrancés - FrançaisFrecuenciaFrec. de corte (Hz)Factor de frecuencia de las trenzasFactor de frecuencia de los rulosFrecuencia del ruido PerlinFrecuencia de la vibración háptica en Hertz. 0.0 especifica la frecuencia predefinida del ejecutable OpenXR.FresnelTipo de FresnelConductor fresnel basado en un índice de refracción complejo por cada canal de colorMétodo de fresnel usado para teñir el metalBiblioteca FribidiFricciónFactor de fricciónFricción para la colisión de ropaFuerza de fricción si sucedió una colisión (mayor = menos movimiento)Fricción o amortiguación por el contacto propioAmigoEncresparEncrespar curvas de peloOrigenDesde el activoDesde fotograma actualDesde envolventesDel instanciadorDesde la izquierdaDesde máxMáximo X del origenMáximo Y del origenMáximo Z del origenDesde mínMínimo X del origenMínimo Y del origenMínimo Z del origenDesde mezclaModo de origenDesde el nodoDesde la derechaA partir de sombraDesde conectorDesde el nodo activoA partir de una elipsoide (que se define usando las dimensiones del volumen delimitador, el objetivo es opcional)Nodo de origenDesde el nodo conectado al nodo seleccionadoConector de origenDesde el conector conectado al nodo seleccionadoDesde el primer clave hasta el últimoDesde el primer clave seleccionado hasta el últimoFrontalFrontal (X-Z)Sólo caras frontalesFrontal (ortogonal)Frontal (perspectiva)Decaimiento según ángulo de carasFrontal / TraseraCombustibleCampo de combustibleCompletoJerarquía completa de coleccionesCopia completaIluminación global completaNombre completo del identificador en el archivo .blend de la biblioteca (incluyendo los dos caracteres iniciales de 'tipo de id')Ruta completa de la bibliotecaNombre completoRuta completaCódigo de tiempo SMPTE completo (en formato HH:MM:SS:FF)Muestreo completoFusionar por distancia absolutaRuta completa al archivo de Blender que contiene al recurso activoPrecisión completaPrecisión completa para el procesamiento final de imágenes, sino se usará una precisión mediaResolución completaFormato completoNodo de funciónMaterial del pelajeFurlongsAmbigüedad en colisiones, valores altos harán más rápido el manejo de las colisiones, pero menos estableAmbiguoGGXGGX con corrección adicional para tomar en cuenta la dispersión múltiple, la preservación de energía y prevenir el oscurecimiento no deseado a altos niveles de rugosidadLímite de texturas GLGLSLGPUMétodo de GPUGPUInstancias mediante GPUSubdivisión por GPUMétodo de interacción con la GPU a ser usado (requiere reiniciar Blender para que los cambios entren en vigor)Capa_GPPaleta_GPAditivoAerógrafoTodosAncladoAutomáticaRebaseAmbosReboteLímiteIntermedioTipo de pincelTipo de extremosProyectar sombraCircularClonarModo de oclusiónConcurrenteCúbicaCurvaPersonalizadaDisolverDisolver entreDisolver deseleccionadosPuntosArrastrar puntoEfectos de tipo dinámicoPartidaPartida y llegadaLlegadaAplicación de interpolaciónCurvatura (según intensidad)ElásticaExponencialExtenderExtremoRellenoEstilo de rellenoFiltrar por tipoPlanoGPencilGeneradoArrastrarGradienteIluminadasIluminadas (formas cerradas)InterpolaciónAlteraciónFotograma claveTipo de claveEn clavesLíneaArte_linealLinealModo de materialMezclarModoDetención dinámicaNuevoNingunaPellizcarPuntoEmpujarCuadráticaCuarto gradoQuinto gradoRadioAleatorizarCircularSecuencialEn sombraFiltrado de región de sombrasSinusoidalSuavizarSólidoEspacioEn intervalosIntensidadTrazoMétodo del trazoModo de trazadoEstilo del trazoSuzanneTexturaGrosorTorsionarTipoOndasInterpolación de Grease Pencil: Opciones de esculpido de Grease PencilGaborGananciaMando de juegoGamaCon gama corregidoFundido cruzado gamaCon gama corregidoFactor de corrección gama, aplicado después del mapeo tonalValor de corrección gama, aplicado como color^gama. El gama controla la intensidad relativa de los tonos medios, en comparación con los tonos muy oscuros y muy claros de la imagenHuecoEspacio 1Espacio 2Espacio 3Oclusión de huecosVacío entre frecuencias sucesivasDistancia entre dos frecuencias sucesivas. La profundidad deberá ser mayor a 0 para que esto surta efectoBasuraFrecuencia recolección basuraMate de exclusiónGasGaussianoDesenfoque gaussianoDesenfoque gaussianoEfecto de desenfoque gaussianoFiltro gaussianoGeneralInformación generalValor genérico de masaRedefinición generalOperaciones generales de administración de bloques de datosFricción general del medio para el movimiento de puntosPropiedades generales de las herramientas de esculpido de trazos de Grease PencilOpciones generalesTipo de atributoGenerarGenera 'intermedios' para interpolar de forma suave los fotogramas de Grease PencilGenerar previsualizaciones 'internas' (materiales, texturas, imágenes, etc.)Generar controlGenerar capas de datosGenerar hueso deformanteGenerar espumaGenera un ruido de tipo GaborGenerar curvas de peloGenera arte lineal a partir de geometrías de la escenaPermite generar trazos de arte lineal a partir del origen seleccionadoGenerar normalesGenerar pielGenerar mapa de rocíoGenerar datos en el atributo UV de la geometría de la curvaGenerar UVGenera un ruido de tipo Worley basado en la distancia a puntos aleatorios. Usado típicamente para generar texturas tales como piedras, agua o células biológicasGenera una curva 2D de tipo Bézier a partir de los puntos de control proporcionados y sus asasGenerar una representación de los materiales mediante una red de nodos de tipo MaterialXGenera un mapa UV basado en bordes marcados como costurasGenera una imagen vacía con un color plenoPermite generar un desenfoque de tipo bokeh, similar al Desenfoque de cámara. A diferencia de este último, será posible definir una región de enfoque en el compositorGenera una textura de dameroGenera un anillo circular de bordesGenera una malla cónicaGenera una malla en forma de prisma rectangular con lados de longitud y subdivisiones variablesGenera una curva a partir de una mallaGenera una curva usando un polinomio factorizado o expandidoGenera una curva usando funciones matemáticas estándar, tales como seno o cosenoGenera una malla cilíndricaGenerar un mapa UV predefinidoGenera un volumen denso con un campo que controla la densidad en cada vóxel de la cuadrícula, basándose en su posiciónPermite generar un mapa de suciedad en forma de gradiente, basado en cavidadesPermite usar una curva para mapear el valor de tiempo de una escena, entre su inicio y su fin, a un rango entre 0.0 y 1.0Genera un volumen esférico de humo alrededor de cada puntoGenera un conector de entrada de nodoGenera una malla sobre la "superficie" de un volumenPermite generar una malla sobre la "superficie" de una cuadrícula volumétricaGenera una malla en el plano XY con sus caras en el interior de las curvas de entradaGenera un vértice de una malla por cada punto de una nube de puntosGenera una pasada más precisa de CryptomattePermite generar la superficie de un océano en movimientoGenera una nueva superficie con un topología regular que sigue la forma de la malla de origenGenera un vector normal y un producto escalarGenera un conector de salida de nodoPermite generar un párrafo de texto con la tipografía deseada, usando una curva instanciada para almacenar cada caracterGenera normales perturbadas a partir de una textura de altitud, para obtener un mapeo de relieve. Usado típicamente para falsear superficies con un alto grado de detalleGenera normales perturbadas a partir de una imagen de mapeo normal RVA. Usado típicamente para falsear superficies con un alto grado de detalleGenerar un marcador de posición (un ID vacío) cuando no sea posible encontrarlo en ningún archivo de bibliotecaGenera una malla plana sobre el plano XYGenera una nube de puntos tomando muestras de una serie de posiciones a lo largo de la curvaGenera una nube de puntos a partir de los vértices de una mallaGenera una nube de puntos a partir de los vóxeles activos de una cuadrícula volumétricaGenera una nube de puntos con ubicaciones y radios definidos mediante camposGenera un arco curvo poligonalGenera un círculo curvo poligonalGenera una curva poligonal por cada curva de entradaGenera una curva poligonal en forma de parábola, usando las posiciones de sus puntos de controlGenera una curva poligonal en forma de espiralGenera una curva poligonal en forma de estrella, conectando de forma alternada los puntos de dos círculosGenera una línea curva poligonal, con dos puntosGenera un polígono con cuatro puntosGenera una textura procedimental de cieloGenera una textura procedimental que produce ladrillosGenera una textura de colores psicodélicosProducirá un entero aleatorio, usando el valor de entrada como semillaGenera una referencia de la geometría en cada uno de los puntos de entrada, sin duplicar los datos subyacentesGenera un sistema de control a partir del metarig activoGenera un control de cinemática inversa separado para los dedos, para una mejor adherencia entre la cinemática directa y la inversaGenerar un deslizador para pivotar el giro del talón hacia adelante sobre la punta de los dedos, en vez de sobre su baseGenera una malla esférica compuesta de triángulos de igual tamañoGenera una malla esférica compuesta principalmente de cuadriláteros, así como de triángulos en sus polosGenerará la representación como cadena de texto del valor numérico proporcionadoGenera una dirección tangencial para el BSDF AnisótropoGenera una cadena de controles de cinemática directaGenerar una cadena de control de cinemática directa para el tentáculoGenera un grupo dentro del OBJ para cada parte de una geometría que use un material distintoGenera un sombreador OSL a partir de un archivo o un bloque de datos de texto. Nota: Los sombreadores OSL no están soportados en los cálculos mediante todos los tipos de GPUGenera un sombreador de Previsualización de Superficies de USD para aproximar la representación de una red de nodos BSDF PrincipistaGenera una cantidad arbitraria de copias de cada elemento de entrada seleccionadoPermite generar y exportar un script de Mantaflow a partir de las opciones del dominio actual, durante su captura. Esto sólo será necesario si se planea analizar el caché (p.ej: ver sus cuadrículas, vectores de velocidad, partículas, etc.) directamente en Mantaflow (aplicación externa a Blender) luego de capturar la simulación.Genera cáusticas aproximadas dentro de la sombra de superficies refractivas. Las luces, así como los objetos proyectantes y receptores de sombras deberán tener sus opciones de cáusticas en sombras activas para que esto funcioneGenerar previsualizaciones de coleccionesGenerar normales influenciadas según el ángulo de las esquinasGenera trazos discontinuos de línea y puntoGenerar normales influenciadas según el área de las carasGenerar líneas de rasgos para esta colecciónGenerar líneas de rasgos usando datos de este objetoGenera un buffer usando valores decimalesGenera una máscara de espuma como un canal de colores de vérticesGenera un ruido fractal de tipo PerlinGenerar ruido duro (transiciones definidas)Permite generar una imagen con forma de bokeh, para ser usada con el nodo Desenfoque BokehGenera valores interpolados de color e intensidad, basados en el vector de entradaGenera líneas de intersección aun con objetos cuya intersección se encuentre deshabilitadaGenerar líneas de separación de iluminación/sombras a partir de un objeto de luz de referenciaGenera un mapa de dirección de rocío como un canal de colores de vérticesPermite generar mates para objetos y materiales individuales usando pasadas de procesamiento de CryptomatteGenera trayectorias de movimiento para los objetos seleccionadosGenera múltiples trazos a partir de los trazos originalesGenera múltiples trazos a partir de un trazoGenera nuevas curvas en puntos, interpolando las curvas ya existentesGenerará nuevos claves para fijar el objeto/hueso seleccionado a la cámara en los fotogramas sin clavesPermite generar una nueva topología de malla basándose en la forma actualGenera nuevos vértices, bordes o caras a partir de los elementos seleccionados y permite desplazarlos, al tiempo que los mantiene conectadosGenera un ruido ondulante en trazos de Grease PencilGenerar previsualizaciones de objetosGenera la geometría de la superficie del océano a la resolución indicadaGenera puntos en el origen de cada instancia. Nota: Las instancias anidadas no serán afectadas por este nodoGenera puntos dentro de un volumenGenera puntos dentro de una cuadrícula volumétricaGenera puntos dispersos sobre la superficie de una mallaGenera bandas o anillos procedimentales con ruidoGenerar previsualizaciones de escenasPermite generar previsualizaciones para los archivos .blend seleccionadosPermite generar esquinas en ángulo agregando geometría a los bordes o vértices de la mallaGenera identificadores de grupos de suavizado para cada grupo de caras suavizadas, como valores enteros únicosGenerar ruido suave (transiciones suaves)Generar trazos a partir de marcas de borde de FreestyleGenerar trazos a partir de un rango de niveles de oclusiónGenerar trazos a partir de los bordes entre distintos materialesGenerar trazos a partir de líneas de contornoGenerar trazos a partir de bordes plegadosGenerar trazos a partir de las interseccionesGenerar trazos a partir de bordes sueltosGenerar trazos a partir de los objetos de esta colecciónGenerar trazos a partir de este objetoPermite generar información del sistema, guardándola en un archivo de textoGenera direcciones tangentes, basándose en un mapa UVGenera valores usando una función integradaGenera influencias de vértices basadas en su distancia a un objetoGenera influencias de vértices basadas en el ángulo del trazoGenera vértices en forma lineal y los conecta mediante bordesGeneradoCoordenadas generadasGeometría generadaAltura generadaClave generadoClave generado seleccionadoMatriz generadaTipoAncho generadaCoordenadas generadas centradas en el objeto del flujoCoordenadas generadas en espacio del objeto superiorGenera una cuadrícula para comprobar el mapeo UVImagen generadaAltura de la imagen generadaTipo de imagen generadaAncho de la imagen generadaGenera una cuadrícula mejorada de UV, para comprobar el mapeo UVGenera puntos intermedios para movimientos del ratón muy rápidos (definir en 0 para deshabilitar)Genera normales influenciadas, tanto según el área de la cara, como del ángulo de las esquinasMatriz de transformaciones generada en espacio globalGenera un conjunto aleatorio de colores para visualizar los conjuntos de caras en la vista 3DGenera una malla simétrica, usando la configuración de simetría de mallaGenera nuevas curvas de pelo sobre la superficie de una mallaGenera normales para representar esquinas redondeadas. Nota: sólo soportado en Cycles, es posible que enlentezca el procesamientoGenerando un material compatible con Cycles/EEVEE, pero no será visible con el motor {:s}Generando ícono de iluminación de estudio...Generando miniatura de previsualización...Generando previsualización de sombreador...Generando previsualizaciones de sombreadores...Generando previsualizaciones de clips...Generando miniaturas de clip...GeneraciónElementos a ser generadosLa generación ha producido una excepción: Se detectaron modificadores generadores!Modificador-f GeneradorGenéricaBits de cuantizado genéricosGenérica con tensoresDatos genéricos que no representan colores (p.ej: mapas de normales), no se aplicará ninguna transformación de colorOperador de esculpido genérico de expansiónGeodésicoIntervalo geodésicoGrosor geométrico de las superficies al calcularse la aceleración de la iluminación global y la oclusión ambiental. Reducirá la filtración de luz y la falta de oclusión ambiental por contacto.Geometrías a ser fusionadas, concatenando sus elementosGeometríaAtributo de geometríaRestricción Atributo de geometríaComponente de la geometríaGrupo personalizado de geometríaDatos de geometríaFactor de finalización de la geometríaEntrada de geometríaTipo elemento geometríaModificadores de geometríaNodo de geometríaNodos de geometríaConector de geometría de nodoInterfaz del conector de geometría del nodoÁrbol de nodos de geometríaNodos de geometríaInstancias en nodos de geometría (experimental)Listas en nodos de geometríaDesplazar geometríaProcesamiento de geometríaProximidad a geometríaMuestras de geometríaConjunto de geometríaEspacio de geometríaFactor de inicio de la geometríaUmbral de geometríaAtributo de geometríaAtributo de una geometría que almacena vectores 2D conteniendo valores enterosAtributo de una geometría que almacena valores enteros de 8 bitsAtributo de una geometría que almacena colores RVAα como valores decimales de punto flotante, usando 32 bits por canalAtributo de una geometría que almacena colores RVAα como valores enteros positivos, usando 8 bits por canalAtributo de una geometría que almacena una matriz decimal de 4 por 4, con precisión de punto flotanteAtributo de una geometría que almacena valores booleanosAtributo de una geometría que almacena vectores 2D como valores decimales de punto flotanteAtributo de una geometría que almacena vectores 3D conteniendo valores decimales de punto flotanteAtributo de una geometría que almacena valores decimales de punto flotanteAtributo de una geometría que almacena valores enterosAtributo de una geometría que almacena una rotaciónAtributo de una geometría que almacena cadenas de textoAtributos de la geometríaNo es posible obtener la geometría desde el propio objeto editadoNo es posible obtener la geometría desde el objeto del modificadorAtributos de color de la geometríaComponentes de geometría:Dominio de la geometría que será iteradoTipo de elemento de la geometría en donde generar instanciasGeometría generada en la iteración actual. Se unirá con la geometría producto de otras iteracionesNo fue posible eliminar el modificador de geometría '%s'Modificadores de geometría para cambiar la geometría de las líneasNodos de geometríaProceso a aplicar a la geometría después de cada intervalo de desplazamientoConector de geometría de un nodoGeometría que será instanciada en los puntosGeometría que será instanciada en los puntos de distribuciónGeometría a instanciaGeometría al origenGeometría a ser agregada al final de cada curvaGeometría a ser agregada al inicio de cada curvaGeometría a la cual asignar materialesGeometría sobre la cual proyectar rayosGeometría de la cual calcular el volumen delimitador. Las instancias deberán ser convertidas en reales, antes de que sea posible calcular un volumen delimitador completoGeometría de la cual borrar elementosGeometría de la cual duplicar elementosGeometría en donde evaluar los campos indicados y almacenar los atributos resultantes. Se soportan todos los tipos de geometría, excepto volúmenesGeometría en donde encontrar el punto más cercanoGeometría de la cual obtener el paqueteGeometría de la cual obtener los tamaños de dominio. Sólo se considerará la geometría principal, no instancias anidadasGeometría de donde obtener las estadísticasGeometría de la cual redefinir el paqueteGeometría a la cual redefinir su nombreGeometría de la cual se eliminarán atributosGeometría en la cual reemplazar materialesGeometría en donde tomar una muestra de valorGeometría cuyos elementos serán escaladosGeometría de la cual definir el suavizadoGeometría de la cual ordenar sus elementosGeometría a ser separada en instanciasGeometría a ser separada en componentes individualesGeometría a ser separada en dos partesGeometría en donde almacenar el nuevo atributo con el nombre indicadoGeometría a ser transformadaGeometría a la cual actualizar su atributo IDGeometría a la cual actualizar sus identificadores de materialGeometría de la cual se actualizará su selecciónGeometría usada para la instancia de la liga (prioridad)Geometría sobre cuyos elementos se iteraráGeometría cuyas instancias serán (parcialmente) convertidas en realesNodos_geometríaGeorgiano - ქართულიAlemán - DeutschObtener elemento de paqueteAdministrar extensionesObtener paquete de geometríaObtener elemento de listaObtener cuadrícula con nombreEvadir al objeto asignado o a la fuente más intensa de señal asignadaPermite obtener el paquete de una geometríaObtener la ruta del árbol de nodos como una cadena de textoPermite obtener una cuadrícula volumétrica a partir de la geometría de un volumen con el nombre especificadoPrimeros pasosFantasmaFantasmasGigawattsCardánDar acceso a los valores de los posibles eventos de los elementos de este mapa de teclado modal (#KeyMapItem.propvalue), para una introspección de la APIDar vida finalmente a las partículas que no hayan reaccionadoDar a la longitud de las trayectorias una variación aleatoriaAleatoriza la curva-f modificadaDar a la vida de las partículas una variación aleatoriaPermite dar al tamaño de las partículas una variación aleatoriaDar a la velocidad inicial una variación aleatoriaManipuladorManipulador - AManipulador - BPropiedades grupo de manipuladoresManipulador - ResaltadoManipulador - PrimarioPropiedades del manipuladorManipulador - SecundarioTamaño manipuladoresManipulador - Alineado a la vistaGrupo de manipulador '%s' tiene definida la opción 'PERSISTENT'!Grupo de manipulador '%s' no encontrado!Grupo de manipuladores del cual forma parte este manipulador¡Tipo de grupo de manipulador '%s' no encontrado!El objetivo del manipulador '%s.%s' espera '%s', '%s.%s' es '%s'La propiedad objetivo del manipulador '%s.%s' espera un vector de longitud %dLa propiedad objetivo del manipulador '%s.%s' espera un vector de longitud %d, se encontró uno de %dPropiedad objetivo del manipulador '%s.%s' no encontradaLa propiedad objetivo del manipulador '%s.%s', el %d debe ser inferior a %dManipulador para ajustar la distancia focal y la escala ortogonal de la cámaraManipulador para ajustar la distancia de enfoque de la cámara (depende de la visualización de límites)Manipulador para ajustar el tamaño y posición de la imagenManipulador para ajustar la posición de objetosManipulador para ajustar la rotación de objetosManipulador para ajustar la escala de objetosManipulador para ajustar el tamaño de focos y luces de áreaManipulador para ajustar la dirección de la luzManipulador para ajustar el campo de fuerzaEl tipo de manipulador '%s' es para un grupo de manipuladores 3D. La función de retrollamada 'draw_select' se definirá únicamente donde 'test_select' vaya a ser usada.Tipo de manipulador '%s' desconocidoManipuladoresManipuladores del modificador activoManipuladores ocultos en esta vistaManipuladores:ResplandorVidrio (roto)Vidrio (sólido)BSDF VidrioSombreador de tipo vidrio que mezcla refracción y reflexión según el ángulo de visualizaciónFiltro GlobGlobalEje +X globalEje +Y globalEje +Z globalEje -X globalEje -Y globalEje -Z globalCoordenadas globalesGravedad globalPelo globalIluminación globalInfluencia global:Transformaciones globalesTipo globalDeshacer globalX globalY globalZ globalBarra inferior que contiene información general de estadoBarra superior que contiene las opciones globales de cada ventanaPorcentaje global de partículas secundariasPorcentaje global de partículas secundarias durante el procesamientoInfluencia de la Gravedad globalIdentificador global del elemento entre todos los elementos de la interfazInfluencia global de las modificaciones actuales para el grupo de vérticesNivel máximo global de subdivisiónNivel máximo global de subdivisión durante el procesamientoPreferencias globalesNúmero del fotograma global de la escena en el cual esta película comienza a reproducirse (afecta a todos los datos asociados con el clip)Espaciado global entre caracteresFotograma inicial global de la película o secuencia, asumiendo que el primer fotograma tenga el número 1Fotograma inicial global de la secuencia, asumiendo que el primer fotograma tenga el número 1Deshacer global funciona manteniendo una copia completa del archivo en memoria, por lo que utilizará memoria adicionalPermite ajustar globalmente el nivel de detalle del procesamiento volumétrico, sobre el tamaño de intervalos estimado automáticamente. Valores mayores reducirán el tiempo de procesamiento, valores menores producirán un resultado con mayor nivel de detalleDeshabilita globalmente en sondas de luz planasDeshabilita globalmente al procesarDeshabilitar globalmente en procesamiento • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colección y objetosDeshabilitar globalmente en procesamiento • Mayúsculas para aplicar a subordinadosDeshabilita globalmente en sondas de luz esféricasDeshabilita globalmente en las vistasDeshabilitar globalmente en las vistas • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colección y objetosDeshabilitar globalmente en las vistas • Mayúsculas para aplicar a subordinadosDeshabilita globalmente en sondas de luz volumétricasReflectividadReflectividadBSDF ReflectivoRebotes de reflectividadColor de reflectividadProfundidad de difuminaciónReflectividad directaReflectividad indirectaVisibilidad reflectividadRefracción difuminada con una distribución definida o de micro facetas, normalmente usada para materiales que transmiten luzResplandorColor de resplandorResplandorResplandorResplandor debajoEfecto de resplandorModo del resplandorCausar resplandor sólo en áreas con alfa (no soportado en modo de fundido Regular)Modo de adhesiónAdhiere cuerpos rígidos entre síIr al objeto asignado o a la fuente más intensa de señal asignadaIr hacia el enemigo más cercano y atacar cuando esté al alcanceIr al árbol de nodos superiorIr al modo Pose para copiar colores de huesos posadosObjetivoFricción del objetivo (posición objetivo de los vértices)Resistencia de tensores del objetivo (posición objetivo de los vértices)Amortiguación del objetivoValor objetivo predefinidoMáximo objetivoMínimo objetivoRigidez del objetivoGrupo de vértices objetivoDistancia objetivo entre las raíces de las curvas, para el pincel de DensidadMáximo objetivo, las influencias del grupo de vértices serán escaladas para coincidir con este rangoMáximo del objetivo, las influencias de los vértices son escaladas para coincidir con este rangoMínimo objetivo, las influencias del grupo de vértices serán escaladas para coincidir con este rangoValor mínimo objetivo, las influencias de los vértices son escaladas para coincidir con este rangoObjeto objetivoOroÁureaProporción áureaTriángulo áureo ATriángulo áureo BBuenaBueno para re importar glTF exportados desde Blender y reexportar glTF a glTF, luego de una edición en Blender. Las colas de los huesos se ubicarán sobre su eje +Y local (en espacio de glTF)Buena suavidad y velocidadOpciones de Grease PencilMoverArrastrar vértice activoRetener cursorArrastrar siluetaMover UVPermite arrastrar para enmascarar automáticamente la silueta del objetoGradienteColores de gradientesModo relleno gradienteGradiente - Alto/DesactivadoGradiente - BajoMapeo de gradienteEspaciado gradienteModo de trazo en gradienteGradienteTipo de gradienteAncho del gradienteGradiente desde el centro de los Puntos o Cajas que conforman un trazo (definir en 1 para obtener un trazo sólido)Colores del gradiente usado para teñirGramosGranito (roto)Granito (sólido)Editor de curvasValor del componente X del cursor 2DValor del componente Y del cursor 2DLa instancia del editor de curvas tiene almacenadas algunas curvas atenuadasDatos del espacio del editor de curvasEditor de curvas/controladoresEcualización mediante definición gráficaDefinición gráfica en 2 seccionesDefinición gráfica en 3 seccionesOpciones del controlador de gráficos y el sistema operativoGráficasAcción con tilde graveGravaGravitaciónGravedadFactor gravedadDecaimiento gravedadGravedad en las direcciones X, Y y ZGravedad o vector de fuerza externoEscala de grisesEscala de grisTextura de imagen en escala de gris, usada para eliminar instancias distribuidasGrease PencilOpciones del pincel de Grease PencilColor de Grease PencilModificador Color (Grease Pencil)Modificador Línea y punto (Grease Pencil)Dibujar Grease PencilDibujo de Grease PencilModo Edición de Grease PencilModificador Envolvente (Grease Pencil)Grease Pencil Radio del borradorGrease Pencil Distancia euclideanaFotograma de Grease PencilFotogramas de Grease PencilGrupo de Grease PencilInterpolación de Grease PencilGrease Pencil opciones de interpolaciónGrease Pencil - Fotograma claveModificador Jaula (Grease Pencil)Capa de Grease PencilGrupo de capas de Grease PencilCapas de Grease PencilGrease Pencil Distancia ManhattanCapas de máscara de Grease PencilCapas de máscara de Grease PencilContenedores de material de Grease PencilModificador Simetrizar (Grease Pencil)Modificador Ruido (Grease Pencil)El objeto de Grease Pencil no soporta la operación de definición de origenObjetos de Grease PencilModificador Desplazamiento (Grease Pencil)Opacidad Grease PencilModificador Opacidad (Grease Pencil)Opciones de Grease PencilPintar Grease PencilProcesamiento de Grease PencilEsculpido de Grease PencilGuía de esculpido de Grease PencilModo Esculpido de Grease PencilPintar esculpido de Grease PencilOpciones de Grease PencilModificador Mapeo de textura (Grease Pencil)Modificador Grosor (Grease Pencil)Modificador Desplazar tiempo (Grease Pencil)Modificador Teñir (Grease Pencil)Grease Pencil - VérticePintar vértices Grease PencilPintar vértices Trazos de Grease PencilGrease Pencil - Vértice seleccionadoGrease Pencil - Tamaño vérticePintado influencias Grease PencilPintar influencias Trazos de Grease PencilGrease Pencil - Edición estructuraModificador Construir (Grease Pencil)Opciones de color de Grease Pencil para el materialComponente de Grease Pencil conteniendo datos de capas y curvasDatos de Grease Pencil a ser convertidos en curvasDatos de Grease Pencil en donde fusionar capasBloque de datos de Grease PencilBloques de datos de Grease PencilFotogramas de Grease PencilGrease Pencil a partir de curvas o mallasGrupos de capas de Grease PencilLa capa de Grease Pencil se encuentra visible en la vistaCapa de Grease Pencil a la cual asignar los trazos generadosCapas de Grease PencilModificador Longitud (Grease Pencil)Material de Grease Pencil asignado a los trazos generadosNodo de Grease Pencil en el árbol de nodos. Puede ser una capa o un grupoOpciones de Grease Pencil de la escenaPermite subdividir los trazos de Grease PencilGrease Pencil a curvasGrease Pencil al cual cambiar su colorGrease Pencil del cual definir el orden de profundidadGrease Pencil al cual definir su suavidadColor de estructura de Grease Pencil en el modo EdiciónGrease Pencil(s)Grease Pencil: {} capasGreasePencilMayorMayor queModo Mayor queMayor o igualGriego - ΕλληνικάVerdeCanal verdeCanal verdeComponente verde del campo de colorVerde - MagentaVerde:GrisEscala de grisesCuadrículaCuadrícula 1Cuadrícula 2Color de cuadrículaCirculación de cuadrículaDilatar y erosionar cuadrículaVisualización de cuadrículaDivergencia de cuadrículaRellenar con cuadrículaGradiente de cuadrículaInformación de cuadrículaLaplaciano de cuadrículaNiveles de cuadrículaLíneas de cuadrículaPromediar cuadrículaMediana de cuadrículaCuadrículaCuadrícula sobre la imagenAleatoriedad cuadrículaEscala de la cuadrículaUnidad escala cuadrículaOrigen forma cuadrículaSubdivisiones de la cuadrículaLa cuadrícula se alineará con los píxeles de la imagenLa cuadrícula permite líneas horizontales y verticalesLa cuadrícula permite líneas isométricas y verticalesTamaño de la celdas de la cuadrícula, escalado por las unidades de la escenaCuadrícula del volumen que será convertida a una mallaCuadrícula a mallaCuadrícula a puntosEl árbol de la cuadrícula se encuentra cargado en memoriaTipo de cuadrícula no soportadoLíneas de cuadrículaCuadrículasAlbedo a nivel de sueloColor que será ligeramente reflejado desde el suelo hacia el cieloGrupoGrupo '{}' ({})Agregar a grupoID del grupoIdentificador de grupoEntradas de grupoNombre del grupoNodo de grupoSalidas de grupoEliminar de grupoConector nodo de grupoConectores del grupoAgrupar por pista de ANLAgrupa a las caras en regiones rodeadas por los bordes limítrofes seleccionadosGrupo de capas de Grease PencilGrupo de propiedades de IDGrupo de atributos de una geometríaGrupo de vértices, usado para deformación con esqueletos y otros propósitosAgrupa los clips seleccionados en un meta-clipGruposMétodo de agrupamientoGrupos de curvas-f para propósitos de visualización en, por ejemplo, la planilla de tiempos y el editor de curvasGruposGrupos de curvas-fCrecerExpandir conjunto de carasExpandir máscaraExpandir visibilidadExtiende o reduce las curvas cambiando su tamaño de forma uniforme, en vez de usar un recorte o una extrapolaciónExpande la selección un puntoExpande el límite de visibilidad, una cara, basado en la topología de la mallaExpande el límite del conjunto de caras en una cara, basado en la topología de la mallaAdivinar pose original de enlaceGuíaCurvas guíaGuiar iluminación directaDistancia entre guíasID grupo guíasGuías de peloIdentificador de guíaMapa de guíasMáscara de guíasModo de guíaDominio guíaSelección de guíasGuía hacia arribaVelocidad de guíaCurvas de guía o puntos usados para la selección de curvas de guíaMapa de identificadores de guías usado para esta operaciónMapa de identificadores de guía a ser usado. Esta entrada tiene prioridadEspaciado de las guíasCampo de velocidad de guía del fluidoTiempo no guiado desde el final de la vida de la partículaComponente BSDF difuso guiado basado en la distribución de luz incidente y el producto del coseno (producto en forma cerrada)GuíasGuías para dibujarGuiarTipo de distribución del guiadoLíneas de guíaUmbral de rugosidad para guiadoModo de guíaTamaño de guía (valores más altos producirán más vórtices)Origen de guíasFactor de velocidad de guía (valores más altos producirán velocidades de guía mayores)Influencia de guía (valores más altos producirán un mayor retardo)TH.264H.265 / HEVCH264 en MP4H264 en MatroskaH264 en Matroska para permitir recorrerHDRPantalla HDR no soportadaHDR necesita 10 o 12 bitsHDR necesita H.265 o AV1HDRIHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT habilita el trazado de rayos por hardware con tarjetas RDNA2 y superiores de AMDHP Reverb G2TSLTSVEspacio de color TSV (Tono, Saturación, Valor)Limitar según canal TSVHTC Vive CosmosHTC Vive FocusHTJ2KPeloInformación de anclaje de peloBSDF PeloComponente de BSDF Pelo a ser usadoCurvas de peloRuido de curvas de peloDinámicas de peloPreajustes de dinámicas de peloMáximo cuadrícula peloMínimo cuadrícula peloResolución cuadrícula del peloLongitud del peloMaterial del peloRadio del peloForma del peloLigaTipo entrada ligaEscala de la ligaBloques de datos de curvas de peloBloque de datos de pelo para curvas de peloDinámicas de pelo deshabilitadasLos fotogramas clave del pelo están en espacio de coordenadas globalesPigmento del pelo. Especifica su cantidad absoluta, entre 0 y 1Rugosidad del pelo. Un valor bajo producirá una apariencia metálicaRigidez del pelo para los efectoresHebras de peloMediaDecimal con precisión mediaHaloAsaAsa 1Posición asa 1Tipo del asa 1Asa 1 seleccionadaEstado de selección del asa 1Asa 2Posición asa 2Tipo del asa 2Asa 2 seleccionadaEstado de selección del asa 2Administrar todos los eventosLongitud de asasResolver superposición de bordesSuavizado de asasTipo de asaSelección de tipo de asaNodo Selección de tipo de asaAsa - VérticeAsa - Vértice seleccionadoAsa - Vértice - TamañoManipular zonas de acción para las acciones y gestos del ratónManeja los clics para seleccionar clips de ANLManeja los clics para seleccionar pistas de ANLPermite manipular la acción de soltar una URL de extensiónTrata a cada color de un píxel como a un vector individual de desplazamiento (sólo funciona con mapeo plano de área)Maneja los clics del ratón sobre los canales de animaciónManeja los clics del ratón para activar y seleccionar elementosComportamiento del texto cuando no entre en el marco de textoTipo de asaTipo de asa para nuevos fotogramas claveTipos de asaAsasAmplitud hápticaDuración hápticaFrecuencia hápticaHáptica en rutas usuario coincidentesNombre acción hápticaModo de aplicación de hápticaDuración háptica en segundos. 0.0 es la duración mínima soportada.Modo de hápticaAcción háptica de vibración a ser aplicada, con una cierta duración, frecuencia y amplitudDuroLuz fuerteNo lineal predefinido, Gama:1.7EndurecerEndurecer normalesDefiniciónFactor de definiciónArmónicoAmortiguación armónicaInfluencia de efectores ArmónicosTriángulo armónico ATriángulo armónico BArmónicaTiene acumulaciónTiene alfaTiene suavizado automáticoTiene presión a suavizado automáticoTiene marcador 3DTiene colorTiene factor de plegado/pellizcadoContiene normales divididasContiene datosContiene bloque de datosTiene direcciónTiene topología dinámicaTiene curvas atenuadasTiene gravedadTiene definiciónTiene presión a definiciónTiene alturaTiene CITiene alteraciónTiene capasTiene espacio de color linealTiene máximoTiene mínimoContiene trayectorias de movimientoTiene cercanoTiene radio de normalTiene superposiciónTiene persistenciaTiene factor de pellizcadoTiene profundidad desde el planoTiene altura desde el planoTiene desplazamiento del planoTiene radioTiene factor de arrastreTiene ángulo de texturizado aleatorioTiene plano de esculpidoTiene color secundarioTiene presión a tamañoTiene suavizado de trazoTiene atenuación espacialTiene espaciadoTiene brillo especularTiene presión a intensidadTiene origen de ángulo de texturizadoTiene inclinaciónTiene arrastrar topologíaTiene vistasTiene influenciaTiene exportación de coleccionesSi la sesión actual ha sido guardada al disco como un archivo .blendContiene cambios no guardadosIdentificadorValor de identificaciónCódigo de comprobación del bytecode compilado, para una comprobación rápida de autenticidadCódigo de comprobación del bytecode compilado del sombreador personalizado, para una comprobación rápida de autenticidadTabla de códigos de comprobación que contiene datos de las instancias de nodosIdentificador: {:s}Si las ediciones recientes han sido guardadas a discoCabezaSeleccionar cabezaCabeza / ColaEncabezadoFondo de encabezadoPosición del encabezadoTexto de encabezadoTexto encabezado resaltadoInterruptores de visibilidad de encabezados y barras lateralesFalla al buscar en encabezadoCabezasSaludTemperaturaCuadrícula de calorHebreo - תירִבְעִHectogramosInfluencia IK talónAlturaAltura (expresada en las unidades de la cuadrícula del dominio) de la emisión del fluido por encima de la superficie de la malla. Valores mayores producirán una emisión más alejada de la superficie de la malla. En caso de que este valor y el tamaño del emisor fueran menores que la unidad de la cuadrícula del dominio, el fluido no será creadoAltura MínAltura sobre la superficie. Conectar la textura de mapa de altitud a esta entradaAltitud desde el nivel del marAltura del área patrón del marcador, en coordenadas de pantallaAltura del área de búsqueda del marcador, en coordenadas de pantallaAltura del plano a ser creadoAltura del cono a ser creadoAltura del nodoAltura de la ondaAltura:Modo helicópteroAyudaAyuda a dibujar trazos limpios y suaves. Presionar Mayúsculas para invertir el efecto (aunque esta opción no se encuentre activa)UtilitariosHenyey-GreensteinHenyey-Greenstein, función de fase predefinida para la dispersión de luzHeptagonalHertzTerreno heterogéneoHeurística para ubicar los huesos de la mejor forma posibleHexTriplete hexadecimal de color (#RRVVAA).Triplete hexadecimal de color con alfa (#RRVVAAαα).HexagonalCuadrícula hexagonalOcultosOculto %dOcultarOculta los vértices UV (des)seleccionadosOculta los puntos de control (des)seleccionadosOculta los meta-elementos (des)seleccionadosOculta vértices, bordes o caras (de)seleccionadosOculta los elementos de un archivo .blend que no sean bloques de datos con metadatos de recursoOcultar conjunto de caras activoOcultar lista de atajosOcultar mapa de tecladoOcultar capaOcultar nodos MezclarOcultar propiedades del operadorOcultar panelesOcultar seleccionadoOcultar valorPermite ocultar los materiales activos/inactivos de Grease PencilOculta todo lo no perteneciente a esta colección y sus superioresOculta todos los conjuntos de caras, excepto el activoOculta todos los objetos y colecciones dentro de la colecciónOculta todos los paneles (modo Enfoque)Ocultar elementoOculta las opciones de filtradoOcultar fotogramas por fuera del rango de fotogramas seleccionadoOcultar en modificadorOcultar en vistasOculta los materiales inactivos, en vez del activoOculta o muestra vértices dentro de la selcciónOculta o muestra vértices fuera de la selecciónOcultar o volver a mostrar la regiónOculta los puntos del trazo desde el final hacia el comienzo (para animar líneas siendo borradas)Oculta los puntos del trazo en el orden en el que fueron dibujados (para animar el desvanecimiento o evaporación de la tinta, luego de ser dibujada)Oculta las curvas seleccionadas en el Editor de curvasOculta las caras seleccionadasOculta los objetos y colecciones seleccionadosOculta las partículas seleccionadasOculta los rastros seleccionadosOculta los vértices seleccionadosPermite ocultar las capas seleccionadas/deseleccionadas de Grease PencilDescarta las primitivas geométricas pequeñas para mejorar el rendimientoOculta el conjunto de caras activoOculta la colección en esta capa de visualizaciónOcultar el conectorOculta el valor de entrada del conectorOculta el valor de entrada del conector, aun en caso de que se encuentre desconectadoOculta el objeto sólido y desplaza el superpuesto hacia la vista. La selección quedará ocluida por la geometría inactiva, a menos que se habilite la opción Rayos XOculta esta curva en modo EdiciónOculta lo no seleccionadoOculta las curvas no seleccionadasOculta las capas no seleccionadas, en vez de las seleccionadasOculta lo no seleccionadoOculta los vértices no seleccionadosPermite ocultar los objetos no seleccionados del mismo tipo que el activo, activando su indicador de ocultamiento para el procesamientoOculta los rastros no seleccionadosOcultar vérticesMuestra u oculta todos los vértices por encima de un determinado umbralOculta o muestra todos los vérticesMuestra u oculta algunos vérticesOculta todas las curvas-f salvo las que estén en focoJerarquíasJerarquíaID raíz de jerarquíaAltaColor altoContraste altoAlta precisiónAltaNormales de alta calidadMétodo de alta viscosidadAlto rendimientoAlta calidadInterpolación de píxeles de alta calidadLímite superior del intervalo de tiempo en segundos, al usar intervalos de tiempo automáticosContraste de alta frecuencia usando una máscara de enfoqueValores mayores aumentan la resolución hacia el punto de vistaValores más altos producen un trazo más suaveValores mayores harán más abrupto el cambioValores mayores producirán un corte de frecuencias más abruptoMayorDimensión más altaFrecuencia más altaMayor valor en X permitidoMayor valor en Y permitidoMayor valor en Z permitidoMayor dimensión fractalMayor vida posible de las partículasResaltadoÁngulo brilloResaltar clavesResaltar líneaRango a resaltarResaltar sólo las celdas de tipo VacíoResaltar sólo las celdas de tipo FluidoResaltar sólo las celdas de tipo Adicionar flujoResaltar sólo las celdas de tipo ObstáculoResaltar sólo las celdas de tipo Sustraer flujoResaltar archivos seleccionadosResaltar las celdas sin importar su tipoResalta la línea actualResalta los vóxeles con valores de campos dentro del rango especificadoLucesHindi - हिन्दीBisagraDefiniciónHistogramaHistograma para visualizar estadísticas de la imagenHistorialColor de impactoDistancia de impactoNormal de impactoPosición de impactoMantenerMantener presionado Alt para usar la herramienta activa, cuando normalmente se requeriría un manipulador Es incompatible con la preferencia de entrada "Emular ratón de 3 botones" cuando se usa la tecla "Alt"Mantener presionado Alt + botón Izquierdo para posicionar el cursor (en vez de sólo el botón Izquierdo), permite que las herramientas sean activadas al presionar, en vez de al arrastrar. Es incompatible con la preferencia de entrada "Emular ratón de 3 botones" cuando se usa la tecla "Alt"Mantener adelanteMantiene cada valor interpolado de la curva-f durante varios fotogramas sin cambiar la temporizaciónMantiene el primer fotograma en caso de no existir clips anteriores en la pista, y siempre mantiene el último fotogramaMantener presionada esta tecla modificadora para emular el botón central del ratónMantiene el valor de los fotogramas clave de los extremosHuecoMantenidosTolerancia a huecosHuecosCarpeta de usuarioMielGanchoCentro del ganchoModificador GanchoModificador gancho para modificar la posición de los puntos del trazoModificador gancho para modificar la posición de los vérticesEnganchar los vértices seleccionados a un nuevo objetoEnganchar los vértices seleccionados al primer objeto seleccionadoAsignar ganchoHorizontalAlineación horizontalDistancia horizontal desde el eje Z al final de la espiralDistancia horizontal desde el eje Z al inicio de la espiralCV horizotalLista horizontalDividir horizontalmenteProporción horizontal (sólo al usar cámaras como proyectores)Proporción horizontal - para producir píxeles anamórficos o 'no cuadrados'Dimensión horizontal del mapa capturadoDimensión horizontal del mapa capturado (sólo externo)Posición horizontal de la ventanaDesplazamiento horizontal desde el origen del objetoPosición horizontal del marco de texto, relativa a la posiciónResolución horizontal de la esferaEscala horizontal (sólo al usar cámaras como proyectores)Tamaño horizontal del área del sensor de imagen, en milímetrosAlineación horizontal del textoDistorsiona horizontalmente la imagen para crear un efecto de desplazamiento de canal/colorHosek / WilkieHosek / Wilkie 2012 (antiguo)Nombre equipoHorasMétodo de visualización de formas de ondaCómo se deben orientar los trazos de anotación en el espacio 3DCómo se animan los trazos (si aparecen o desaparecen)Qué tan cercanos deberán ser los valores decimales para considerarse igualesQué tan cerca del borde del pincel comienza el decaimientoQué tan dominante son las partes iluminadas con respecto a las sombrasCómo se muestran los valores de factoresA qué distancia en la curva se encuentra el punto de controlQué tan lejos desplazar la animación (en fotogramas)Qué tan lejos hacia cada lado el filtro promediará los valores de los clavesQué tan rápido se mezclan los colores con la pintura húmedaQué tan rápido se mueve el efecto de contracción sobre la superficie lienzoQué tan rápido se mueve el efecto de dispersión sobre la superficie lienzoQué tan rápido se aleatoriza la dirección de la velocidadQué tan plano es el peloQué tan incompresible es el fluido (velocidad del sonido)Qué tan intensa es la reflectividadQué tan intenso es el sonidoCuantos boids en una líneaCuántos huesos están incluidos en la cadena de cinemática inversa - 0 para usarlos todosCuántos huesos se incluyen en la cadenaCuántas iteraciones de colisión deberán calcularse (valores mayores serán mejores pero más lentos)Cuántas copias del trazo mostrarCuántos grados se tiene que curvar la trayectoria para que se cree otro segmento durante su procesamientoNueva duración remapeada (en fotogramas)En cuántos fotogramas se produce el desvanecimientoDefine con cuántos punto clave crear las nuevas partículasCuántas partículas son efectores (0 = todas las partículas)Cuántos píxeles tiene que cubrir la trayectoria para que se cree otro segmento durante el procesamientoCuántas muestras calcular por fotograma, ayuda cuando existen datos en subfotogramasCuántas rebanadas por vóxel deberán ser generadasCantidad de intervalos con que son mostradas las trayectorias (potencia de 2)Cantidad de intervalos con que son procesadas las trayectorias (potencia de 2)Con cuántos intervalos dibujar la trayectoriaCuántas celdas agregarCuántas celdas se mostrarán en el fondoCuántas veces intentará adicionar nuevas curvas el pincel de DensidadCuántas veces desenfocar los valores para todos los elementosCuántas veces repetir el filtroCuántas veces repetir la operación de suavizadoCuánto afectan los cambios en el color a la generación de la máscaraCuánto afectan los mechones a la amplitud del rizadoCuánto se intensificarán los pliegues y vallesEn qué medida se acumula la espuma a lo largo del tiempo (sólo para océanos capturados)Define el grado de arrastre al rotar el cursorCuánto se tirarán los vértices hacia fuera de la superficie al ser arrastradosQué tanta incidencia tendrá el mapa de influencias en la parametrización, 0 representará una incidencia nulaEn qué medida se contraerán o expandirán los nuevos bordes intermediosQué proporción de la fuerza del efector se pierde durante una colisión con este objeto (en porcentaje)En qué medida se mezclan las normales generadas con las ya existentesPermite definir cuánto se preservará la forma original al ser suavizadaPermite definir qué tan suave será la forma resultante, ignorando los detalles finosCuánto suavizado será aplicado para pulir las superficiesDefine con qué intensidad afectará el fundido a la opacidad del trazoDefine con qué intensidad afectará el fundido al grosor del trazoCuánto afecta al derrame la aceleración de la superficieCuánto afecta al derrame la velocidad de la superficieCuánto se propagarán las fuerzas aplicadas a través de la ropaPermite definir en qué grado se preservará la forma original de la ropa, actuando como un cuerpo blandoCuánto pellizca el pincel de plegadoCuánto se reduce la fuerza al actuar de forma paralela a la superficie, p.ej: en la ropaCuánta resistencia a la flexión presenta el materialCuánta resistencia a la compresión presenta el materialCuánta resistencia al sesgo presenta el materialCuánta resistencia al estiramiento presenta el materialCuánto se permitirá que la nueva curva diezmada se desvíe de la originalCuánto 'pesa' el objeto, sin tomar en cuenta la gravedadPermite definir cuánto influirá la posición de cada vértice en el resultado finalCuánto podrán divergir los rayos que conectan los puntos interiores con respecto a la normal del vérticeCuánto tiene que ser estirado o comprimido el tensor para que varíe su longitud de reposoCuánto puede cambiar la longitud de reposo del tensor luego de que el límite elástico sea superadoQué tanto afectará al pincel la inclinación de la pluma. Valores negativos indican una inversión de la dirección de inclinación.En qué medida se alinean las ondas unas con otrasCuánto fundir hacia el valor predefinidoCuánto fundir hacia la curva suavizadaQué tanto priorizar cuadrículas regulares de cuadriláteros, así como cuadriláteros que toquen a otros ya existentesCuánto simplificar los valores capturados (0.0 para deshabilitar, cuanto más alto más simplificación)Qué tan constante se mantendrá el componente Z de la velocidadCómo se calculan las normales durante la importaciónCon qué frecuencia serán desplazadas las filas. Un valor de 2 producirá un patrón de filas pares e impares.Con qué frecuencia las filas contendrán ladrillos "comprimidos"Qué tan frecuentemente evaluar los valores animados (en fotogramas)Cómo se muestran las partículas en la vistaCómo son procesadas las partículas en la imagen finalCómo serán tratadas las partículas que salen fuera de los límitesDe qué manera se orientarán los planos, en relación a los ejes locales de cada uno de ellosQué tan intenso es el efecto del pincel cuando es aplicadoQué tan rápido decae la intensidad con la distancia desde el campo de fuerzaCómo se calcula el ángulo de balanceoCómo deberían comenzar a aparecer o desaparecer los trazosQué tan suave es la transición entre cada cascadaQué tan suave aterrizan los boidsDetermina qué tan estable será el centro del plano a lo largo del trazo. Un valor de 0 corresponde a usar el centro actual, mientras que un valor de 1 corresponde a usar el centro inicial.Determina qué tan estable será la normal del plano a lo largo del trazo. Un valor de 0 corresponde a usar la normal actual, mientras que un valor de 1 corresponde a usar la normal inicial.Cómo se construirán los trazosQué tan intensa deberá ser una fuerza para comenzar a afectar a un boid en tierraCuánto afecta la distancia al volumen, dependiendo del modelo de distanciaCuánto intenta el fluido resistirse al agrupamiento (factor de rigidez)Cómo se especificarán los atributos a ser eliminadosPermite definir de qué manera se aplicará el decaimiento del pincel a lo largo de los límitesLa forma en que deberá ser expuesta la entrada de geometría de extremosPermite definir cómo afectará la deformación del pincel al objetoCómo se ajusta la película al encuadre de la cámaraLa forma en que deberá ser expuesta la entrada de geometríaCómo se ajusta la imagen al encuadre de la cámaraCómo se extrapola la imagen al superar sus límites originalesCómo debería exponerse el bloque de datos de la geometría instanciadaLa forma en que deberá exponerse la geometría a ser instanciadaCómo se subdividirá la malla para crear un nuevo nivelLa forma en que deberá ser expuesta la entrada de geometría de perfilCómo se evalúan las reglas de la listaCómo se controlará el estiramiento del tentáculoCómo se calcula el efecto de la textura (RVA y Ondas necesitan una textura RVA, de lo contrario se usará Gradiente)Cómo se aplicará la transformación al objetivoMétodo para especificar la transformaciónModo de especificar el tamaño de los vóxelesCómo se ha manipulado este elemento por parte de la operación de anexión. Sólo definido en caso de que los datos hubieran sido anexadosCómo subdividir adaptativamente la mallaCómo afectar (generar) las normalesCómo afectar los elementos de destino con los valores de origenPermite definir cómo se alinearán los planosCómo aplicar las escalas personalizada y de unidades al archivo FBX generado (Blender usa la escala FBX para detectar las unidades al importar, pero muchas otras aplicaciones no manejan esto de la misma manera)Cómo elegir la cantidad de vértices en las secciones redondeadasDefine cómo crear guías de velocidadesCómo definir las coordenadas a las cuales apuntar las normales personalizadasCómo determinar la rotación alrededor del poloCómo visualizar el objeto en la vistaCómo distribuir las partículas en el elemento seleccionadoCómo exportar la escena de Blender al motor de procesamiento HydraCómo exportar el color de los vérticesCómo encontrar las posiciones de los extremos de la spline recortadaCómo encontrar el punto de anclaje sobre la superficieCómo generar puntos a partir de la curva de origenCómo generar la imagenCómo tratar caras que confluyen en polosPermite definir cómo tratar las colisiones de nombres al importar materialesCómo interpolar los valores entre los vóxeles adyacentesCómo hacer coincidir las capas de origen con las de destinoCómo mezclar las normales generadas con las ya existentesCómo resolver el solapamiento después de una transformaciónCómo muestrear la luz del entornoCómo simplificar el trazoCómo resolver conflictos debidos a diferencias en los textos internos y externosCómo especificar la cantidad de detalle para la nueva mallaCómo especificar la cantidad de muestrasCómo especificar la cantidad de muestrasCómo almacenar los reemplazos de este proyectoCómo dividir las esquinas de los cuadriláteros (cualquiera que no sea Corte recto prevendrá la generación de enégonos)Cómo sincronizar la reproducciónCómo desempacarCómo usar las opciones de muestreo por capasCómo usar esta colección al calcular el arte linealCómo usar este objeto al calcular arte linealCómo se mapean las influencias a sus nuevos valoresCómo afectan las influencias del grupo de vértices B a las del grupo de vértices AAncho de dispersión de la luz emitida, tal como sucede al usar un softbox con una rejilla difusoraDe qué forma se produce la ampliación hacia el fotograma actualHuangHuaweiTonoCorregir tonoAlteración de tonoModo TonoModificador Corregir tono del clip de la secuenciaTonoDesplazamiento de rotación del tono, desde 0 (-180°) hasta 1 (+180°). Nótese que los valores 0 y 1 producirán el mismo resultado exactoTono, Saturación, LuminosidadTono, Saturación, ValorTono / SaturaciónTono Saturación ValorTono:HuffYUVError en la envolventeNombre legible por humanosHúngaro - MagyarFractal múltiple híbridoHydraDepurar HydraMotor de procesamiento HydraHydra StormPropiedades de Hydra StormMotor de procesamiento Hydra StormOpciones de Hydra para la escenaHipHiperTecla Hiper presionada, -1 para cualquier estadoTecla Hiper presionada. Un modificador adicional que podrá ser configurado en Linux, normalmente reemplazando al Bloqueo de mayúsculasModo Coseno hiperbólicoModo Seno hiperbólicoModo Tangente hiperbólicaRamas de traducciónI18n actualizar traducciónEsfera geodésicaIDAcciónClips de acciónEsqueletoEsqueletosDesenfocarHuesoRestricciones de huesosHuesosPincelPincelesArchivo de cachéCámaraCámarasColecciónColeccionesColorearRestriccionesCurvaCurvasDatosTipo de bloque de datosEfectosVacíoFiltrar por tipoInvertirTipografíaResplandorGrease PencilGrease Pencil v3Grease PencilsCurvas de peloTipo de IDImagenForma claveJaulaJaulasBibliotecaLuzSonda de luzSondas de luzLucesEstilo de líneaMáscaraMaterialMaterialesMallaMallasMetabolaMetabolasModificadoresClip de películaÁrbol de nodosNodosObjetoObjetosSalidaCurva de pinturaPaletaPartículaPartículasDinámicasPixelizarNube de puntosProcesamientoRibeteEscenaEscenasPantallaClips de secuenciaTipo de sombreadorSombraSonidoAltavozAltavocesClipModificadores de clipsSuperficieRemolinoTipo de ID objetivoTextoTexturaTipo de texturaHerramientaTipoNo especificadoCapa de visualizaciónVolumenDispersión volumétricaVolúmenesDistorsión de ondasAdministrador de ventanasEspacio de trabajoEntorno¡El ID %s contiene un puntero de biblioteca de tipo incorrecto!¡El ID %s contiene un puntero de biblioteca nulo estando en la biblioteca %s!¡El ID %s se encuentra en la base de datos local, aunque está siendo vinculado desde la biblioteca %s!¡El ID %s ya no se encuentra en la biblioteca %s!El ID %s usa la forma clave %s, pero su puntero de 'origen' (%p) es inválido, se corregirá...El ID '%s' se encuentra vinculado, no es posible editar sus redefinicionesEl ID '%s' no es una redefiniciónID / IdentificadorDatos del IDOperación de datos de IDID DesdeUsar puntero del IDID redefinición bibliotecaID propiedad redefinida bibliotecaID operación propiedad redefinida bibliotecaID a máscaraID materialesNombre de IDID PropiedadGrupo de propiedades de IDTipo de IDEl ID se ha mantenido vinculadoNombre de IDNombre del ID del elementoNombre de ID del menú desde donde esto fue invocadoID de cada curvaIdentificador del catálogo a eliminarID del elementoID o identificadorCampo de ID o identificadorID para agrupar las curvas para la creación del mapa de guíasEl tipo de ID '%s' no es válido para un objetoTipo de ID del elementoValor de IDBloque de datos de IDID que representa el origen de los datos, usualmente ID_SCE (es decir, una escena)Bloque de datos de ID al cual deberán agregarse los claves del conjunto de claves (sólo para conjuntos de claves absolutos)ID:Bloque de datos de ID donde se encuentra la propiedad a ser usada (antes se debe definir la propiedad 'Tipo de ID')Bloque de datos de ID o propiedad a la cual se subordinará el elemento de la máscaraIDTexto IESIESRuta al archivo de luz IESC.InvControl IKInfluencia lineal de CICI control linealPosición IK localParám CICI control de rotaciónInfluencia rotación CIMétodo de CIEstiramiento de CITipo de CIPivote muñeca IKCI limitar XBloquear CI en XMáximo de CI en XMínimo de CI en XRigidez de CI en XCI limitar YBloquear CI en YMáximo de CI en YMínimo de CI en YRigidez de CI en YCI limitar ZBloquear CI en ZMáximo de CI en ZMínimo de CI en ZRigidez de CI en ZMétodo de resolución de cinemática inversa para el cual se definen estos parámetrosRigidez de cinemática inversa alrededor del eje XRigidez de cinemática inversa alrededor del eje YRigidez de cinemática inversa alrededor del eje ZIK->FK ({:s})IRNivel de IRIRISCódigo ISO (p.ej: es_UY)ITEM_NEVER_SHOWITU 601ITU 709Hielo (prensado)Hielo (sólido)Esfera geodésicaÍconoÍcono - AlfaÍcono - ContornoColores de íconosID de íconoPíxeles del íconoÍcono - SaturaciónTamaño de íconoÍcono visibleComponentes de los píxeles del ícono, como números decimales (valores RVAα concatenados)Píxeles del ícono, como bytes (siempre RVAα de 32 bits)Ideal para bóvedas completas, ignora las dimensiones del sensorSe identificaron {:d} puntos de rastreo problemáticosIdentificadorIdentificador (no necesariamente único) para la biblioteca de recursosIdentificador de alternativaIdentificador para un conjunto de canales de esta acción, que podrá ser usado por un bloque de datos para definir su animaciónIdentificador de la carpeta de scripts PythonIdentificador para el catálogo de recursos, usado por Blender para consultar la ruta del catálogo de recursos. Debe ser un identificador UUID de acuerdo a la norma RFC4122.Identificador de esta captura, que permanecerá sin cambios aun cuando el nodo Capturar sea renombrado, agrupado o desagrupadoIdentificador del invocador (en caso de un complemento que invoque a este exportador). Puede resultar útil en caso de una extensión agregada por otros complementosIdentificador del operador a ser invocado por el evento de la acciónIdentificador del operador a ser invocado por el evento de entradaIdentificador visible del banco de recursosIdentificador del elemento a eliminarIdentificador del elemento a restablecerIdentificador de la lista, si alguna hubiera sido pasada al parámetro "list_id" de "template_list()"Identificador del conectorIdentificador de la herramientaIdentificador por elemento usado para la aleatorizaciónIdentificador que refiere a la biblioteca de recursosTipo de identificador del bloque de IDSi es 0, adaptación uniforme; si es 1, basada en la intensidad del píxelSi es 0, es igual para todos los canales; si es 1, cada uno es independienteSi ya existiera un archivo con el mismo nombre, usarlo en vez de efectuar la copiaSi ya existiera un material con el mismo nombre, referenciarlo en vez de importar el materialCuando exista una textura en formato WebP, cargarla en vez de la textura alternativa en PNG/JPEGSi un vértice se encuentra más allá de esta distancia con respecto al plano de desplazamiento, no será afectadoSi todos los claves fueran idénticos en las transformaciones de un objeto, forzará a que se preserve la mínima animación posibleSi todos los claves fueran idénticos en un sistema de control, forzará a que se preserve la mínima animación posible. Cuando se encuentre desactivada, se exportarán todos los canales posibles de los huesos, aunque se encontraran vacíos (mínima animación posible: 2 claves)Si existieran, los marcadores serán mostrados en una fila separada en la parte inferior del editorActualiza los fotogramas de inicio y fin de la escena, para que coincidan con los del archivo AlembicSi está activo, se ignorarán los bordes que estén fuera de la vistaCuando esté activa, el inicio y fin de la escena serán usados para determinar el rango de capturaSi está activa, la imagen capturada tendrá una proporción cuadradaEn caso de estar activa, se podrá especificar la intensidad de derrame para cada canal de color. Cuando esté inactiva, el canal de derrame tendrá una escala de unidades, mientras que los otros canales serán ceroCuando se estén exportando grupos de suavizado, generará valores 'indicadores de bits' para los grupos, en vez de valores enteros únicos. El mismo valor indicador de bits podrá ser reutilizado para distintos grupos de caras suavizadas, en tanto no tengan bordes o vértices definidos en comúnSi fuera falso las caras serán deseleccionadasSi fuera falso los vértices serán deseleccionadosSi es menor que cero, oscurece la imagen; de otro modo la hace mas brillanteSi la carga de las cuadrículas fallara, se mostrará un mensaje de error con los detallesCuando no sea cero, representa la distancia máxima hasta la que otras superficies contribuirán a la aproximación rápida de iluminación global(Si es distinto a cero) define el valor máximo de las muestras directas. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión(Si es distinto a cero) define el valor máximo de las muestras indirectas. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión(Si es distinto a cero) define el valor máximo de intensidad de la iluminación indirecta que contribuye a los volúmenes. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión. Usado para sondas de luz.(Si es distinto a cero) define el valor máximo de intensidad de la iluminación indirecta que contribuye a las superficies. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión. Usado para el trazado de rayos y las sondas ed luz.(Si es distinto a cero) define el valor máximo de intensidad de la iluminación directa que contribuye a los volúmenes. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión. Usado para objetos emisivos.(Si es distinto a cero) define el valor máximo de intensidad de la iluminación directa que contribuye a las superficies. Los valores que excedan el límite serán reducidos para evitar demasiado ruido y una convergencia lenta, a costa de la precisión. Usado para objetos emisivos.Cuando sea distinto de cero, es el valor máximo de la contribución que será registrada dentro de la sonda de luz del entorno. La contribución en exceso será convertida a una luz de tipo Sol. Esto reducirá la filtración de luz causada por fuentes de luz muy intensas.Método de instanciado de objetos a usarSi no se especifica, el ruido de los archivos procesados será reducido en el lugarSi no se usa, dejar en 1Cuando es distinta de cero, define la fila del panel de la interfaz en donde se mostrará el botón para esta colecciónSi no es cero, la distancia desde el gancho a la cual cesa la influenciaEn caso de proporcionarse, todas las salidas cuyos nombres sean distintos serán ocultadasAl eliminar partes inconexas, tamaño mínimo de los componentes a preservar, en proporción a la cantidad de polígonos en el componente de mayor tamañoCuando se encuentre definida, se agregará una primitiva de transformación con la ruta indicada como superior de todos los datos exportadosCuando se encuentre definido, agregará el espacio de nombres especificado, como un prefijo a los nombres de las propiedades personalizadas exportadas. Esto sólo se aplicará a los nombres de propiedades que no contengan ya un prefijo (es decir, se aplicaría al nombre 'variable' pero no a 'prefijo:variable'); y no se aplicará a los espacios de nombres de objetos y datos de Blender, que siempre serán exportados dentro del espacio de nombres 'userProperties:blender'Cuando se encuentre definido, el control de orientación se tomará del hueso especificadoSi se encontrar habilitada la opción Previsualización USD, el método de fundido de materiales será definido automáticamente basado en las entradas de Opacidad y Umbral de opacidad del sombreadorEn caso de que el ángulo entre el color y el color de recorte en el espacio CrCb fuera mayor que este máximo, no será recortadoEn caso de que el ángulo entre el color y el color de recorte en el espacio CrCb fuera menor que este mínimo, será recortadoEn caso de que la diferencia de color promedio entre las dos imágenes fuera menor que este umbral, será recortadoEn caso de que la diferencia de color promedio entre las dos imágenes fuera menor que este umbral, será parcialmente recortado, en caso contrario no lo seráEn caso de que la diferencia de tono entre el color y el color de recorte fuera menor que este umbral, será recortadoEn caso de que la diferencia de saturación entre el color y el color de recorte fuera menor que este umbral, será recortadoEn caso de que la diferencia de valor entre el color y el color de recorte fuera menor que este umbral, será recortadoEn caso de que la distancia entre el color y el color de recorte en el espacio de color seleccionado fuera menor que este umbral, será recortadoEn caso de que la distancia entre el color y el color de recorte en el espacio de color seleccionado fuera menor que este umbral, será parcialmente recortado, en caso contrario no lo seráSi el archivo contiene múltiples canales de audio serán convertidos a uno soloSi el objeto es una instancia, el objeto superior que la generóSi la curva de perfil fuera cíclica, rellena los extremos de la malla generada usando enégonosDefine si la selección deberá ser rotada para que coincida con el cursor 3DPermite definir si la selección debe ser adherida como un conjunto o cada elemento de forma individualIdentificador de tipo de pincel (en caso de que la herramienta utilice pinceles y se encuentre limitada a un cierto tipo de éstos)En caso de que existiera un borde cercano que tuviera un Límite de contraste mayor que el borde actual, el borde actual será descartado. Esto permitirá eliminar bordes transversales innecesariosSi se define esto, el conjunto de claves obtiene una ID propia, de otro modo tomará el nombre de la clase usada para definir el conjunto de claves (por ejemplo, si el nombre de la clase fuera "BUILTIN_KSI_location" y 'bl_idname' no estuviera definido por el script, entonces bl_idname = "BUILTIN_KSI_location")Si se define esto, el recurso recibirá una ID personalizada, de otro modo tomará el nombre de la clase usada para definir el recurso (por ejemplo, si el nombre de la clase fuera "OBJECT_AST_hola" y 'bl_idname' no estuviera definida por el script, entonces bl_idname = "OBJECT_AST_hola")Si se define esto, el manipulador de archivos recibirá una ID personalizada, de otro modo tomará el nombre de la clase usada para definir el manipulador de archivos (por ejemplo, si el nombre de la clase fuera "OBJECT_FH_hola" y 'bl_idname' no estuviera definida por el script, entonces bl_idname = "OBJECT_FH_hola")Si se define esto, la lista de la interfaz recibirá una ID propia, de otro modo tomará el nombre de la clase usada para definir la lista (por ejemplo, si el nombre de la clase fuera "OBJECT_UL_vgroups" y 'bl_idname' no estuviera definido por el script, entonces bl_idname = "OBJECT_UL_vgroups")Define si este idioma debe ser usado en el operador actualSi está activo, las cadenas de rasgos se dividirán en los límites de los materialesSi es está activo, sólo los rasgos de la misma geometría se uniránCuando se encuentre activa, la corrección será aplicada al canal azulCuando se encuentre activa, la corrección será aplicada al canal verdeCuando se encuentre activa, la corrección será aplicada al canal rojoCuando sea verdadero, el manipulador se mostrará en espacio de pantalla. En caso contrario se mostrará en espacio del objetoEs verdadero cuando la interfaz se encuentre bloqueada por una tarea en ejecución y no sea conveniente que los temporizadores de la aplicación modifiquen los datos. De otro modo, la tarea en ejecución podría entrar en conflicto con el manipulador, causando resultados inesperados o, incluso, que el programa se cierre inesperadamente.Si está activo, el ruido espacial no muestra ninguna coherenciaCuando esté activo, el ruido espacial será suaveSi el vértice tiene varios bordes adyacentes, se envolverá a ellos directamenteEn caso de confiar en el origen, agregar el repositorio e intentar nuevamente.Si se deseara usar para cualquier otro propósito distinto a colores de vértices, deberían usarse atributos personalizados.IgnorarIgnorar clics en fondoIgnorar conexionesIgnorar huesos finalesIgnorar bloqueo de materialesIgnorar clips silenciadosIgnorar selecciónIgnorar definidosIgnorar adherenciaIgnorar clips de sonidoIgnorar transparenciaIgnora el canal alfa de la imagen y la hace totalmente opacaIgnora las caras que dan la espalda al usuario (más rápido)Ignora los fotogramas por fuera del rango de previsualizaciónIgnorar los códigos de tiempo generados, buscará en la propia película basándose en el tiempo calculadoIgnora la escala del superior sin compensar el sesgo del superior. Replica el efecto de deshabilitar la opción original Heredar escala.Ignorar la cantidad de muestras de las capas de visualizaciónIgnorar puntos del trazo que se desvíen de sus vecinos en más de este ángulo, al determinar la forma de la extrapolaciónIgnora la dirección del eje, usando la rotación más corta para alinearIgnorar el mapa de teclado para este manipuladorIgnorar los huesos en el extremo de cada cadena (usados para demarcar la longitud del hueso anterior)Ignora las longitudes relativas de los huesos al ajustarlos a la curvaIgnora la acción de selección cuando el elemento ya se encuentre seleccionadoSalidas ignoradas{} ignoradoSe ignoró {} (no es del mismo tipo que {})Iluminante AIluminante BIluminante CIluminante D50Iluminante D55Iluminante D65Iluminante D75Iluminante D93Iluminante EIluminante F1Iluminante F10Iluminante F11Iluminante F12Iluminante F2Iluminante F3Iluminante F4Iluminante F5Iluminante F6Iluminante F7Iluminante F8Iluminante F9Iluminante LED-B1Iluminante LED-B2Iluminante LED-B3Iluminante LED-B4Iluminante LED-B5Iluminante LED-BH1Iluminante LED-RGB1Iluminante LED-V1Iluminante LED-V2Filtrado de iluminaciónImagenTraseroAmbosCajaDameroRecortarRecortar (cubo)CuboBordesVacío - Lado de la imagenExtenderExtensiónRellenoPlanoVoltearFrontalGeneradaSecuencia de imágenesMapeoVoltearMezclarVideoNuevaNueva...ProyecciónRepetirImagen fijaOrigenEsferaTuboCeldas UDIMVisorNo fue posible guardar la imagen '%s' en '%s'La imagen '%s' no contiene datos de imagenLa imagen '%s' no pudo ser cargada en el buffer de imagenImagen '%s' omitida, no se soporta el empacado de películas o secuencias de imágenesImagen 1Imagen 2Límite de imagenRecortar en límites de la imagenCoordenadas de imagenVisualización de imágenesLímites de la imagenEditor de imágenesNo se encontró un editor de imágenesEditores de imágenesImágenesFormato de imagenID de imagenInformación de imagenImagen de máscaraNombre de imagenConector de imagen de nodoInterfaz del conector de imagen del nodoOpacidad de imagenContorno de imagenPintar imagenCapacidades de pintura de imágenesNo hay esténcil para la pintura de imágenesNo hay textura donde realizar la pintura de imágenesFijar imagenPíxeles de la imagenImagenCalidad de imagenBuscar imágenesSecuencia de imágenesTamaño de imagenClip de imagenImagenTexturas de imagenUmbral de imagenCeldas de la imagenImagen usuarioDatos del espacio del editor de imágenes y UVImagen y opciones para visualizar en el fondo de la vista 3DProfundidad de bits de la imagenEscala del brillo de la imagenPíxeles del buffer de imagen en valores decimalesNo es posible guardar la imagen, no se especificó una ruta de archivo válida: "%s"La imagen no puede ser guardada, usar un formato de archivo distinto: "%s"No fue posible encontrar la imagenNo fue posible encontrar los datos de la imagenNombre del bloque de datos de imagenNombre del bloque de datos de la imagen a desempacarBloque de datos de imagen referenciando a una imagen externa o empacadaBloques de datos de imagenImagen visualizada y editada en este espacioImagen mostrada en el rastro, durante la edición en el editor de clipsEl editor de imágenes no pudo ser lanzado, asegurarse de que su ruta en Preferencias... > Rutas de archivo sea válida, y que Blender tenga permisos para ejecutarloRuta a usar al guardar externamente la imagenEl formato de imagen no es un formato de videoLa imagen ha sido modificada y aún no fue guardadaLa imagen contiene las vistas derecha e izquierdaLa imagen contiene más de una vistaAltura de la imagenLa imagen no es editableLa imagen se encuentra empacada, desempacarla antes de editarlaLa imagen se proyecta de forma plana, usando las coordenadas X e Y del vector de texturizadoLa imagen es proyectada desde el tubo usando el eje Z como centroLa imagen es proyectada de forma esférica usando el eje Z como centroLa imagen es proyectada usando distintos componentes para cada lado del volumen delimitador del espacio del objetoNodo de imagenImagen no empacadaLos objetos de tipo imagen sólo pueden ser agregados en modo ObjetoOpacidad de la imagen, para fundir la imagen sobre el color de fondoImagen o películaRuta hasta la imagen no definidaNo se encontró la ruta a la imagen {!r}, puede que la imagen se encuentre empacada o no haya sido guardadaComponentes de los píxeles de la imagen, como números decimales (valores RVAα concatenados)Píxeles de la imagen, como bytes (siempre RVAα de 32 bits)Datos de proyecto de la imagen inválidosLa imagen para pintar requiere 4 canalesLa imagen requiere 4 canales de color para ser pintada: %sFalla al guardar imagen: superficie inválidaFallo al guardar imagen: no hay suficiente memoria disponibleConector de imagen de un nodoClip de imagenImagen demasiado chicaImagen usada como lienzoImagen usada como origen de la clonaciónImagen usada como objetivo de pinturaImagen usada como esténcilAncho de la imagenEntrada de imagen o color sobre la cual se aplicará la transformación de color RVANombre de archivo de imagen o películaNombre de archivo de imagen o película (sin refrescar datos)Editor de imágenes/UVImágenesImágenes y sonidosLas imágenes procesadas se verán en el Editor de imágenes maximizadoLas imágenes procesadas se verán en una nueva ventanaLas imágenes procesadas se verán en el Editor de imágenesLas imágenes procesadas se verán en la propia interfaz de usuarioLas imágenes se guardarán con datos de color RVALas imágenes se guardarán con datos RVA y alfa (si es soportado)No es posible copiar imágenes mientras se está efectuando el procesamientoLas imágenes se guardarán en escala de grises de 8 bits (sólo PNG, JPEG, TGA, TIF)Parte imaginaria del índice de refracción del conductor, a menudo llamada 'k'InmediatoSubordinados inmediatosImperialTipo de conversión implícita al evaluar la clausuraTipo de conversión implícita al separar el paqueteImplicaciónImportarImportar todos los materialesImportar animaciónImportar comoImportar CSVEnumeradores como cadenasImporta la animación en el FBXImportar un archivo FBX a la escena actualImportar la información de subdivisión del FBX como modificadores Subdividir superficieInfo de importaciónMétodo de importaciónImportar OBJImporta grupos OBJ como grupos de vérticesImporta un archivo de volumen OpenVDBImportar PLYRutas de importaciónImportar preferencias de la versión anteriorImportar STLImportar SVG como curvasImportar SVG como Grease PencilImportar adicionales de escenaImportar escena como colecciónOpciones de importaciónImportar esquema de subdivisiónImportar textoImportar texturasImportar previs USDImportar atributos de USD en el espacio de nombres 'userProperties' como propiedades personalizadas de Blender. El espacio de nombres será tomado a partir de los nombres de las propiedadesImportar instancias de la escena USD como colecciones instanciadasImportar un escenario USD a la escena actualImportar materiales e imágenes no usadosImportar VDBImportar texturas WebPImportar malla desde un archivo STLImportar nube de puntos desde un archivo PLYImportar cadena de texto desde un archivo de textoImporta todos los atributos personalizados de USD como propiedades personalizadas de Blender. Se preservarán los espacios de nombres en los nombres de las propiedadesImporta todas las imágenes seleccionadas como una única secuencia de imágenes. La secuencia de imágenes no tendrá por qué coincidir con el patrón usado por Blender para secuencias numeradas, por lo que no será posible inferir marcadores de posiciónImportar un archivo PLY como un objetoImportar un archivo STL como un objetoPermite importar normales personalizadas, si estuvieran disponibles (de otro modo Blender las calculará)Permite importar normales personalizadas, si estuvieran disponibles (de otro modo Blender las recalculará)Importar atributos de vértices personalizadosImportar cada material FBX como un material único de BlenderImporta cada 'g' del OBJ como un objeto separadoImporta cada 'o' del OBJ como un objeto separadoImportar cada material USD como un material único de BlenderImportar geometría final a ser procesadaImportar geometría desde un archivo CSVImportar geometría desde un archivo OBJImporta los datos de traducción del complemento especificado desde un archivo POImportar geometría de guíaImportará la configuración del teclado desde un script de PythonImporta los materiales e imágenes no asignados a ninguna mallaImportar sólo las primitivas USD que se encuentren definidas. Cuando se encuentra inactiva, permitirá importar primitivas USD que no estén definidas, tales como aquellas que tengan un indicador de redefiniciónImporta sólo la primitiva en la ruta indicada y sus subordinadas. Es posible especificar múltiples rutas mediante una lista separada por comas o punto y comasCategorías de opciones de importaciónImportar geometría de reemplazoImporta la escena y la convierte en la escena activa en la ventanaImportar los adicionales de la escena como propiedades personalizadas. Las propiedades personalizadas ya existentes serán sobrescritasImporta imágenes numeradas secuencialmente como una secuencia animada, en vez de como planos individualesTipo de objetivo de importaciónImportar texturas como datos empacadosImportar el recurso como un bloque de datos copiado, evitando múltiples copias anidadas de datos, normalmente pesados. Por ejemplo, tanto las texturas de un recurso de material como la malla de un recurso de objeto, no deberán ser copiadas cada vez que este recurso sea importado. En vez de eso, las instancias del recurso compartirán esos mismos datosImportar el recurso como un bloque de datos copiado, sin mantener vínculo con el bloque de datos originalImportar el recurso como un bloque de datos vinculado y empacarlo en el archivo actual (asegurará que se mantenga intacto, en caso de que los datos de la biblioteca fueran modificados, ya no estuvieran disponibles, etc.)Importar recursos como bloques de datos copiados, evitando múltiples copias anidadas de datos, normalmente pesados. Por ejemplo, las texturas de un recurso de material o la malla de un recurso de objeto, no deberán ser copiados cada vez que este recurso sea importado. En vez de eso, las instancias del recurso compartirán los mismos datos.Importar recursos como bloques de datos copiados, sin mantener vínculo con los bloques de datos originalesImportar recursos como bloques de datos vinculadosImporta la escena como una colecciónImportar propiedades de usuario como propiedades personalizadasImportar atributos de color de vérticesImportar datos de volumen desde un archivo VDBImportar {} archivosImportación-ExportaciónImporta y exporta archivos BVH hacia y desde esqueletosImporta y exporta glTF 2.0Influencias de importanciaEl tamaño del mapa de importancia es de resolución × resolución/2; valores mayores producen un ruido potencialmente menor, a costa de memoria y velocidadID importadoImportando Alembic...Importando USD...No es posible resincronizar el bloque de datos %s y sus dependencias, debido a que su vínculo de referencia se encuentra inaccesibleMejora y estabiliza la forma mejoradaPerlin mejoradoLimitación del impulsoUmbral de impulso que debe ser alcanzado para que se rompa la restricciónEn %s: la ruta resuelta %s excede la longitud del buffer de la ruta.En grupo activoEn el aireEn frenteRango fijoInicial XInicial ZEn una cámara con una redefinición local, define si esta imagen de fondo proviene de la referencia externa o es local de la redefiniciónEn datos con una redefinición local, indica si esta pista de ANL proviene de la referencia externa o es local de la redefiniciónEn un objeto con una redefinición local, define si esta restricción proviene de la referencia externa o es local de la redefiniciónEn un objeto con una redefinición local, define si este modificador proviene de la referencia externa o es local de la redefiniciónAdemás de permitir la edición, también afectar la visibilidadEn modo Dividir (marco), cerrar los huecos entre los clips cortados, desplazando los clips posteriores del mismo canalEn modo Dividir (marco), cortar todos los clips, aun aquellos que no estén seleccionadosDentro del modo de topología dinámica, cómo se calcula el tamaño del detalle de la mallaEn el modo de topología dinámica, cómo agregar o eliminar detalle a la mallaEn modo Desplazamiento, la distancia entre cada conector en cada eje. En modo Extremos, la posición del vértice finalEn progresoEn modo de retoque, muestra los efectos de las pistas superiores del clip de retoqueIntermediosInactivoPulgadaPulgadasIncidenteIncluirIncluir activoInfluencias de todos los huesosIncluir editadosIncluir distancia focalIncluir asasIncluir etiquetasIncluir ANL faltanteIncluir colecciones anidadasIncluir no editadosPermite incluir la variable 'self' en el espacio de nombres del controlador, para que se puedan referenciar fácilmente los datos de los propios objetos modificados (objetos, huesos, etc...)Incluir una nota personalizada en los metadatos de la imagen o videoIncluye a la colección activa y las colecciones anidadasIncluir todos los tipos de clavesIncluir todos los maas UV al exportarIncluir todos los fotogramas de la escenaIncluir todos los objetos visiblesIncluye el alfa de la segunda entrada en esta operaciónIncluir bloques de datos de animación sin datos de ANL (sólo para el editor de ANL)Incluir la cola del hueso como último elemento de la cadenaIncluir canales de objetos o huesos ocultosIncluye la colección en la capa de visualización activaIncluir en el filtro "Sólo mostrar errores" a los controladores que dependan para su evaluación de cualquier valor alternativo, aun cuando la evaluación del controlador fuera exitosaIncluye la distancia focal en el preajusteIncluir asas de los fotogramas clave al calcular los límitesIncluir atributos de color de malla al exportarIncluir las normales de las mallas exportadas al exportarIncluir sólo el fotograma activoIncluir sólo el objeto activoIncluir a los bloqueadores seleccionados para la proyección sombras desde el emisor activoIncluir los fotogramas seleccionadosIncluir los objetos seleccionadosIncluir a los receptores seleccionados para la recepción de luz desde el emisor activoIncluir el nombre del archivo .blend en los metadatos de la imagen o videoIncluir el nombre del lente de las cámaras activas en los metadatos de la imagenIncluir la fecha actual en los metadatos de la imagen o videoIncluir el número de fotograma en los metadatos de la imagenIncluir el nombre del equipo que procesó este fotogramaIncluir las capas de máscara al procesar la capa de visualizaciónIncluir el nombre de la cámara activa en los metadatos de la imagenIncluir el nombre del objeto activo y el número de fotograma actual en el texto informativo sobreimpresoIncluir el nombre de la escena activa en los metadatos de la imagen o videoIncluir el nombre del clip del editor de video en los metadatos de la imagenIncluir el nombre del último marcador en los metadatos de la imagenIncluir el nombre de la vista en el texto informativo sobreimpresoIncluir la cantidad de fotogramas por segundo visualizados durante la reproducción en el texto informativo sobreimpresoIncluir el pico de uso de memoria en los metadatos de la imagenIncluir el tiempo de procesamiento en los metadatos de la imagenIncluir el rango de fotogramas procesados en los metadatos de la imagen o videoIncluir el código de tiempo (HH:MM:SS.FF) del fotograma procesado en los metadatos de la imagenPermite incluir al sol en el cielo producidoIncluir esta colección pero no generar líneas de intersecciónIncluir este objeto pero no generar líneas de intersecciónIncluir a este conjunto de selección al copiar al portapapeles. Cuando no se especifique ninguno, todos los conjuntos serán copiados.Incluir subgrupos de herramientaIncluir las transformaciones, inducidas por los superiores del objetivo, en el espacio local del objetivoIncluir en la purga bloques de datos vinculados no usadosIncluir en la purga bloques de datos locales no usadosIncluir la visualización de los fotogramas y datos de animación relativos a Grease PencilIncluir la visualización de los datos de animación relativos a estilos de líneaIncluir la visualización de los datos de animación relativos a bloques de datos vinculados a modificadoresIncluir la visualización de datos de animación relativos a esqueletosIncluir la visualización de datos de animación relativos a cachésIncluir la visualización de datos de animación relativos a cámarasIncluir la visualización de datos de animación relativos a curvasIncluir la visualización de datos de animación relativos a pelosIncluir la visualización de los datos de animación relativos a jaulasIncluir la visualización de los datos de animación relativos a lucesIncluir la visualización de los datos de animación relativos a sondas de luzIncluir la visualización de los datos de animación relativos a materialesIncluir la visualización de los datos de animación relativos a mallasIncluir la visualización de los datos de animación relativos a metabolasIncluir la visualización de los datos de animación relativos a clips de películaIncluir la visualización de los datos de animación relativos a nodosIncluir la visualización de los datos de animación a nivel de objetos (mayormente las transformaciones)Incluir la visualización de los datos de animación relativos a partículasIncluir la visualización de los datos de animación relativos a nubes de puntosIncluir la visualización de los datos de animación relativos a la escenaIncluir la visualización de los datos de animación relativos a Formas claveIncluir la visualización de los datos de animación relativos a altavocesIncluir la visualización de los datos de animación relativos a texturasIncluir la visualización de los datos de animación relativos a volúmenesIncluir la visualización de los datos de animación relativos al entornoInclusivoIncidenteNodo de salida incompatibleIncompatible, se esperaba un %sConjunto de claves integrado incompleto, parece faltar información de tipoEsqueleto incorrecto para el tipo '{:s}'Esqueleto incorrecto...Contexto incorrecto para intentar alternar un usuario ficticio para el bloque de datosContexto incorrecto para efectuar la desvinculación de la tipografíaContexto incorrecto para efectuar la desvinculación de los datos del objetoAumentar contrasteAumentar factor de mezcla en 0.01Aumentar factor de mezcla en 0.1Aumentar para obtener una distancia de desplazamiento uniformeAumenta la altura de saltoAumenta o disminuye la cantidad de desplazamientoEscala el valor de los claves seleccionados en relación con un clave adyacenteAumentar segmentosIncrementoPermite incrementar o disminuir el sufijo numérico del nombre de archivoIncrementalAjusta la curva de forma incremental (alta calidad)Insertar sangría en el texto seleccionadoPermite insertar una sangría o autocompletar el texto seleccionadoUsar espacios para definir la sangíaUsar tabulaciones para definir la sangíaIdentificadorEl %d es inválidoBasado en identificadorCampo de identificadorNombre de identificador de capaÍndice de refracción de las partículas dispersadasIntercambiar (identificador)Elemento de intercambioIdentificador correspondiente al atajo, p.ej: el número 1 corresponderá al identificador 1, etc..Identificador en curvaIdentificador en caraIdentificador en barra de herramientasNº de identificador en la pasada "Identificador de colores"Nº de identificador en la pasada "Identificador de capas"Nº del identificador del material en la pasada "Identificador de materiales"Nº de identificador del objeto en la pasada "Identificador de objetos"Número de identificador de los archivos de cachéNúmero de identificador del grupo de vérticesIdentificador de la pista de la acción de ANL sobre el cual realizar la operación Empujar abajoIdentificador del más cercanoÍndice de refracción (IR) para la reflexión especular y la transmisión. Para la mayoría de los materiales, el IR estará entre 1.0 (vacío o aire) y 4.0 (germanio). El valor predefinido de 1.5 funciona como una buena aproximación de vidrioÍndice de refracción (IR) usado para los rayos que penetran al componente de transluminiscenciaIdentificador de la AOV (variable arbitraria de salida) activaIdentificador de la capa de anotación activaIdentificador del marcador activo (-1 si no hubiera ninguno)Identificador del idioma activo en la colección de idiomasIdentificador de la capa activa en la lista de capas de máscaraIdentificador del grupo de luces activoIdentificador del conjunto de líneas activoIdentificador del contenedor de material activoIdentificador del objeto activoIdentificador del contenedor del sistema de partículas activoIdentificador del marcador de pose activoIdentificador de la carpeta reciente activa (-1 si no hubiera ninguna)Identificador del marcador del sistema activo (-1 si no hubiera ninguno)Identificador de la carpeta del sistema activa (-1 si no hubiera ninguna)Identificador del contenedor de textura activoIdentificador del contenedor de textura activoIdentificador del rastro activo en la lista de rastros de rotación de estabilizaciónIdentificador del rastro activo en la lista de rastros de traslación de estabilizaciónIdentificador de la cuadrícula volumétrica activaIdentificador del caracter luego del fin de la selección en la línea final de la selecciónIdentificador del contenedor de textura de clonado activoIdentificador de la línea de texto actual en la colección de líneas de textoIdentificador del caracter actual de la línea actual, y también identificador del caracter de inicio de la selección, si existeraIdentificador de cada curvaIdentificador de la última línea de texto de la selecciónIdentificador del contenedor de material usado al procesar las partículasIdentificador de la cara de la malla del cual el triángulo es parteIndicador del elemento más cercanoIdentificador del punto inmediatamente anterior en el segmentoÍndice de refracción (IR) de la película delgadaEl índice de refracción (IR) determina la desviación de los rayos. En 1.0 los rayos pasarán sin cambios como en un material transparente; valores superiores causarán progresivamente un mayor ángulo de deflexión. El valor predefinido es 1.55 (el IR de la queratina)Identificador de la influencia de origen en el grupo de vértices activoIdentificador de la capa de Grease PencilIdentificador del elemento activo en el dominio especificadoIdentificador del elemento activoIdentificador del objeto activoIdentificador de la biblioteca de recursos que está siendo editada en las PreferenciasIdentificador de la curva guía más cercana para cada curva generadaIdentificador de la colección a la cual asignar los huesos.Cuando el operador deba crear una nueva colección de huesos, usar new_collection_name para definir el nombre de la misma y establecer este parámetro en el identificador de la colección superior a la nueva colección de huesosIdentificador de la colección a la que se le cambiará la visibilidadIdentificador de la colección a la cual mover los huesos seleccionados. Cuando el operador deba crear una nueva colección de huesos, no incluir este parámetro y pasar, en cambio, el parámetro new_collection_nameIdentificador de la iteración actual. Comenzará desde ceroIdentificador del conjunto de selección activoIdentificador del elemento en la geometría original. Nótese que el mismo identificador podrá aparecer varias veces al iterar sobre varios componentes al mismo tiempoIdentificador del repositorio de extensiones que está siendo editado en las PreferenciasIdentificador del grupo de caras dentro de cada región de bordes limítrofesIdentificador del primer bucle de esta caraIdentificador de la instancia usada para cada punto. Sólo será usado cuando la opción Escoger instancia se encuentre habilitada. De forma predefinida se usará el identificador de cada puntoIdentificador de la principal curva guía de cada curvaIdentificador del material usado para los trazos generados (0 para mantener el material original)Identificador del reporteIdentificador del punto de la raíz de una curvaIdentificador de la carpeta de scripts a ser eliminadaIdentificador del segmento a eliminarIdentificador de la hebra dentro de la trenza a la que pertenece cada curvaIdentificador del conjunto de etiquetas a ser editadoIdentificador del punto de la punta de una curvaIdentificador de esta colección de huesos en el vector "armature.collections_all". Nótese que para obtener este identificador es necesario hacer un rastreo de todas las colecciones de huesos, por lo tanto se recomienda acceder al mismo con moderación.Identificador de esta colección dentro de la lista de subordinados del superior. Nótese que para obtener este identificador es necesario hacer un rastreo de todas las colecciones de huesos, por lo tanto se recomienda acceder al mismo con moderación.Identificador de esta curvaIdentificador de este bordeIdentificador de esta caraIdentificador de este bucleIdentificador de este triángulo teseladoIdentificador de este puntoIdentificador de este vérticeIdentificador fuera de rangoIdentificador del elemento a eliminarIdentificador para especificar la propiedad afectada por las curvas-F, si es aplicableIdentificador de la propiedad específica, si es aplicableIdentificadoresIndica que la etiqueta de este conector no es necesaria para comprender su funcionamiento. Esto puede resultar en la omisión de la etiqueta en algunas oportunidadesIndica que se trata de una acción correctiva. Las acciones correctivas se activarán basándose en la activación de otras dos acciones (usando el Fotograma final, cuando ambas entradas se encuentren en su Fotograma final y Fotograma inicial, cuando cualquiera de ellas se encuentre en el Fotograma inicial)Indica que una configuración de teclado fue definida por el usuarioIndica que un mapa de teclado está siendo usado para traducir eventos modales de un operadorIndica que la evaluación más reciente de la variable utilizó el valor alternativoIndica que existen cambios visibles por el usuario, desde que el pincel fue importado o leído desde el archivoIndica la fase del gestoIndica si se asigna un usuario adicional o no (principalmente para usos internos o de depuración)IdentificadoresLos indicadores e influencias deben tener la misma longitudLos identificadores no pueden estar duplicadosLos identificadores deben estar dentro del rangoLos identificadores deben estar ordenados de forma ascendenteIdentificadores de los bordes de la malla que conforman este triánguloIdentificadores de los vértices del triánguloIdentificadores de los vértices enlazados al modificador. Para curvas Bezier, las asas cuentan como vértices adicionales.Identificadores de vértices en caso de relación jerárquica de vérticesIndirectaIluminación indirectaIntensidad de iluminación indirectaSólo indirectaBloque de datos vinculado indirectamente a una biblioteca, no puede ser convertido en local, Mayúsculas + clic para crear una jerarquía de redefiniciones de bibliotecaSólo indirectaIndividualCentros individualesImágenes individualesOrígenes individualesSilueta individualIncrusta caras de forma individual en cada cara preexistenteArchivos individuales para cada vista, con un prefijo identificando las vistas de la escenaHuesos individuales de pose del esqueletoIndonesio - Bahasa indonesiaCompatible con la industriaTipo inferido de estructuraInflarInflar mallaInfla el objeto activo usando la distancia especificada al capturar. Esto ayuda a la coincidencia de los puntos más cercanos al exterior de las mallas de los objetos seleccionadosInfla el objeto activo usando la distancia especificada al capturar. Esto ayudará a la coincidencia de los puntos más cercanos al exterior de las mallas de los objetos seleccionados.Infla la ropaAdicionar flujoConjunto de niveles (Adicionar flujo)InfluenciaDistancia de influenciaEscala de influenciaUmbral de influenciaDistancia de influencia desde el objetoDistancia de influencia de la sondaFactor de influencia del modificador sobre la propiedadInfluencia de los meta-elementosInfluencia de los nuevos rastros creados en la solución finalInfluencia del algoritmo de estabilización sobre la posición de la imagenInfluencia del algoritmo de estabilización sobre la rotación de la películaInfluencia del algoritmo de estabilización sobre la escala de la imagenInfluencia de la densidad objetivo en la simulaciónInfluencia de la restricción agregadaInfluencia de la deformaciónInfluencia de la mandíbula sobre las cadenas del labio inferiorInfluencia de la mandíbula sobre la boca bloqueadaInfluencia de la cinemática inversa secundaria sobre la rotación del control del talónInfluencia del factor de ampliación/reducción sobre la velocidad del desplazamientoInfluencia de este rastro en la estabilización 2DInfluencia de este rastro en la solución finalLa influencia es controlada por una curva-f en vez de ser definidas automáticamenteInfoÍcono de Info - FrenteInfo sobre estado actual del cachéDatos del espacio de info¡Información escrita en el bloque de datos de texto %s!InformaciónInformación sobre el ID que fue actualizadoInformación acerca de una entidad, que hace posible que el sistema de recursos trate a la misma como un recursoInformación acerca del espacio de color usado para los bloques de datos de un archivo .blendHeredarHeredar giro finalHeredar rotaciónHeredar escalaHereda todos los efectos de la escala del superiorHereda la escala, eliminando el sesgo del subordinado en la orientación de reposoHereda la escala uniforme que representa al cambio global del volumen del superiorInicOpciones de inicialización para los operadores de actualización de archivos de i18nInicialColor inicialPosición inicialConsulta inicialLongitud de reposo inicialTemperatura inicialVelocidad inicialAlineación inicial basada en el cursor 2DAlineación inicial basada en la UDIM activaAlineación inicial basada en la cuadrícula de celdas UVAlineación inicial basada en el marco delimitador de las islasSalud inicial del boid al nacerColor inicial de la superficieDecaimiento inicial de la operación de expansiónPosición inicial desde la cual alinear las islasInicializar conjuntos de carasInicializar el clip con este colorInicializa todos los conjuntos de caras de la mallaInteriorÁngulo cono interiorEsquinas interioresPliegue interiorMáscara interiorInterior ingleteProximidad interiorRadio interiorInterior seleccionadoGrosor interiorVértice internoGrosor interior de caras (sólo usado por cuerpos blandos)RestaurarEntradaEntrada 1Entrada 2Espacio de color originalCampos de entradaRuta de entradaElemento de entradaElementos de entradaMatriz de entradaNombre de entradaNodo de entradaMuestras a considerarTipo de entradaPunto de blanco de entradaPermite cargar un bloque de datos de imagenOpciones de espacio de color originalEntrada de color que deberá ser mapeada a negroEntrada de color que deberá ser mapeada a blancoConfiguración de entrada, incluyendo mapas de tecladoLas curvas originales no son de tipo BezierDatos de entrada para la zona de simulaciónLa entrada no existe: "{}"La entrada espera un campo o un valor únicoLa entrada espera una listaLa entrada espera un valor únicoLa entrada espera una cuadrícula volumétricaLa geometría de entrada no contiene elementos en el dominio de iteración.Geometría de entrada es de tipo no soportado: Las cuadrículas de entrada contienen transformaciones incompatiblesPermite cargar un archivo de imagen o películaImagen o película proveniente de un bloque de datos de clip de película, normalmente usado para rastreo de movimientoLínea de entrada de la consola interactivaMáscara de entrada, proveniente de un bloque de datos de máscara, creado en el Editor de imágenesMétodo de entrada que define cómo generar el vector de desplazamientoPermite introducir valores de normales normalizados a otros nodos del árbolPermite ingresar valores numéricos a otros nodos del árbolConector de entrada o salida de un nodoTipo de conector de entrada o salidaEntrada pendiente {}Propiedades de entrada de un manipuladorPropiedades de entrada del grupo de manipuladoresPermite cargar pasadas procesadas, provenientes de una escena de BlenderUmbral de estado de entrada al usar adherencia de giroIngresar la longitud objetivo de los bordes de la nueva mallaIngresar la cantidad objetivo de caras de la nueva mallaCoordenadas de texturizado de entradaPermite obtener el tiempo actual de la escena, expresado en segundos o fotogramasEntrada de geometría como instancia. (Un mayor procesamiento podrá requerir geometría no instanciada)Umbral de entrada para acciones de botón/ejeUmbral de entrada para acciones vectoriales 2D decimalesEntrada a usar cuando el conector se encuentre desconectado. Requiere "Ocultar valor".Tipo de entrada a usar para el clip de EscenaValor usado cuando el conector se encuentra desconectadoLa entrada con el identificador {} no existe. Actualmente, el mayor identificador posible es {}. ¿Se pretendía usar {{:{}}}?Tipo de entrada/salidaEntradasEntradas:InsInsertarInsertar despuésInsertar antesInsertar claves - Sólo si es necesarioInsertar claves - VisualInserta fotogramas clave para el Conjunto de claves activo, si no hubiera uno, mostrará un menú con los conjuntos de claves disponiblesLa inserción de fotogramas clave aún no se ha implementado para este modoSe insertarán claves sólo para las propiedades que ya se encontraran animadasInsertar puntoPermite insertar un punto en un segmento de una curvaInsertar caracter UnicodeInserta un fotograma en blanco en todas las capas editablesInserta un fotograma en blanco en el fotograma actual de la escenaInserta un fotograma clave para todos los elementos del vectorInserta un fotograma clave en todas las propiedades que es probable que sean animadas en los controles de animación de un personaje (sólo en huesos seleccionados)Inserta un fotograma clave en todas las propiedades que es probable que sean animadas en los controles de animación de un personaje (útil al definir una toma)Inserta un fotograma clave a la propiedad activa en la interfazInserta un fotograma clave para cada una de las propiedades de forma del hueso flexibleInserta un fotograma clave en los canales seleccionados, con el mismo valor Y del Cursor 2DInserta un fotograma clave en la curva-f activa, en la posición del cursorInserta un fotograma clave en todas las curvas-f visibles y editables, usando el valor actual en cada curvaInsertar un fotograma clave en cada una de las curvas-f existentesInserta un fotograma clave en cada canal de posición y rotaciónInserta un fotograma clave en cada canal de posición y rotación, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de posición y escalaInserta un fotograma clave en cada canal de posición y escala, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de posiciónInserta un fotograma clave en cada canal de posición, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de posición, rotación y escala, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de posición, rotación y escalaInserta un fotograma clave en cada canal de rotación y escalaInserta un fotograma clave en cada canal de rotación y escala, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de rotaciónInserta un fotograma clave en cada canal de rotación, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en cada canal de escalaInserta un fotograma clave en cada canal de escala, tomando en cuenta el efecto de las restricciones y otras relacionesInserta un fotograma clave en los canales seleccionados, usando el valor actual en cada canalInserta un fotograma clave en la curva-f activa, usando su valor actualInserta un fotograma a los rastros seleccionados en el fotograma actualInserta un nuevo elemento en la colección después del referenciado en nombre_referencia_subelemento/_id o _índiceInserta un nuevo elemento en la colección antes del referenciado en nombre_referencia_subelemento/_id o _índice (NO USADO)Insertar después de panelInsertar después de conectorInsertar antes de panelInsertar antes de conectorInserta un hueco en el fotograma actual a los primeros clips hacia la derecha, independientemente de su estado de selección o bloqueoInsertar en panelInsertar fotogramas clave basándose en las 'transformaciones visuales'Inserta fotogramas clave para un desplazamiento adicional de la posiciónInserta fotogramas clave para un desplazamiento adicional de la rotaciónInserta fotogramas clave para un factor adicional de escalaInserta fotogramas clave para los canales especificadosInserta claves en el fotograma actual usando el conjunto de claves activo o las preferencias del usuario, si no hubiera un conjunto de claves activoInserta un salto de línea en la posicion del cursorInserta un clave de forma de la máscara de la capa de máscara activa en el fotograma actualInserta un nuevo fotograma clave en la curva-f activa, en la posición del cursorInserta los nodos seleccionados en un grupoInsertar texto en la posición del cursorInsertar valores en una cadena, usando una sintaxis de formateo compatible con Python y con una plantilla de rutaFalló la inserción de claves:La inserción de claves en {:d} bloques de datos ha sido omitida debido a que existían contenedores de acción faltantes.La inserción de claves en {:d} bloques de datos ha sido omitida debido a que las rutas RNA de los mismos no era válida.La inserción de claves en {:d} bloques de datos ha sido omitida debido a que no existían capas que pudieran aceptar claves.La inserción de claves en {:d} bloques de datos ha sido omitida debido a que no existían clips que pudieran aceptar claves.La inserción de claves en {:d} bloques de datos fue omitida debido a que no eran editables.La inserción de claves en {:d} bloques de datos ha sido omitida debido a que no pueden admitir claves.Limita la posición de las caras incrustadasIncrusta nuevas caras dentro de las caras seleccionadasUsa los bordes existentes como rieles rectos, sobre los cuales se generarán las nuevas caras incrustadasInteriorDentro de área anotadaMargen interiorDistancia interior (en unidades de la interfaz) a partir del borde de la región, donde comenzará el desplazamientoEl interior del inglete es un arcoEl interior del inglete es angulosoPermite inspeccionar imágenes y el resultado del procesamientoIdentificador de inspecciónEl índice de inspección está fuera de rangoInstalarInstala una iluminación definida por el usuarioPermite instalar un complementoPermite instalar una plantilla de aplicaciónInstalar imágenes HDRI personalizadasInstalar capturas de material personalizadasInstalar iluminación de estudio personalizadaPermite instalar extensiones desde archivos hacia un repositorio administrado localmenteInstala este archivoInstaladasFalla al instalar el mapa de teclado: {:s}InstanciaLimites de instanciaInstanciar colecciónInfluencias colección instanciadaInstanciar coleccionesInstanciar colecciones al anexarInstanciar colecciones al vincularCantidad de instanciasVacío de instanciasInstanciado por caras EscalaIdentificador de instanciaModificador InstanciarObjeto instanciadoInstanciar datos de objetosDesplazamiento de instanciasInstanciar enID aleatorio de instanciaRotación de instanciaEscala de instanciaSemilla de instanciasTransformación de instanciaCampo de transformación de instanciaTipo de instanciadoInstancia una colección existenteInstanciar colección de geometríasInstanciar entrada de geometríaInstanciar geometría de objetoInstancia de la colección o instancias de todos los integrantes de la colecciónInstanciar en elementosInstanciar en puntosInstancia las colecciones seleccionadas a la escena activaColección instanciadaObjetos instanciadosInstanciadorInstanciasLas instancias serán ignoradasInstancias como capasSe ignorarán las instancias en la geometría objetivoLa cantidad de instancias '%d' no coincide con el tamaño de las transformaciones '%d'Instancias de objetos o coleccionesInstancias a puntosInstancias a ser convertidas en puntosInstancias a ser rotadas individualmenteInstancias a ser escaladas de forma individualInstancias a ser transformadas individualmenteInstancias a ser trasladadas de forma individualInstancias: {}InstanciadoInstancia los objetos subordinados en cada cara de este objetoInstancia los objetos subordinados en cada vértice de este objetoInstanciar colecciones como Vacíos, en vez de vincularlas en la capa de visualización actualInstanciar los ID de datos de los objetos (es decir, crear objetos para éstos cuando sea necesario)Rotar instantáneamente la cámara un ángulo fijo establecido, en vez de realizar un giro progresivoEn vez de un color independiente por cada pincel, el color es compartido por todos los pincelesEn vez de muestras de entrada independiente por cada pincel, el valor es compartido por todos los pincelesEn vez de un tamaño independiente por cada pincel, el tamaño es compartido por todos los pincelesEn vez de una intensidad independiente por cada pincel, la intensidad es compartida por todos los pincelesEn vez de una influencia independiente por pincel, la influencia es compartida por todos los pincelesEn vez de seleccionar al pulsar el ratón, espera a ver si se produce un evento de arrastre. En caso contrario, selecciona al soltar el botón del ratónEnteroEntero 2DEntero8EnteroEntero 64 bitsVector enteroAtributo enteroValor entero de atributoCampo enteroOperar (enteros)Conector entero de nodoInterfaz del conector entero del nodoEnterosVector enteroConector numérico entero de un nodoCoordenadas de píxel enterasValor entero de un atributo de la geometríaIntegrarIntegra la deformación de la entrada de este modificador con las coordenadas del caché de la malla (útil para Formas clave)IntegraciónEsquema de integraciónTipo de integraciónPreajustes del integradorSe detectó un archivo binario de Intel. Será esperable obtener un rendimiento reducido.Intensificar detallesIntensidadIntensidad de la vibración háptica, en el rango de 0.0 a 1.0Intensidad del ruidoIntensidad de la capa de brillo tangencial, que simula micro fibras sobre la superficieIntensidad de la viñeta que aparece durante el movimientoRadio de interacciónEl radio de interacción es un factor de: 4 * tamaño de las partículasNavegación interactivaConsola interactiva de PythonConsola interactiva de programación para la edición avanzada y el desarrollo de scriptsPermite agregar un objeto de forma interactivaCambia interactivamente el fotograma actualDefine interactivamente el rango de fotogramas usado para la reproducciónPermite volar interactivamente por la escenaPermite navegar interactivamente por la escena (usa la preferencia del modo (transitar/volar))Apunta de forma interactiva luces y cámaras a una ubicación (Ctrl para trasladar)Permite definir interactivamente el fotograma actual y el cursor de valorTransitar interactivamente por la escenaPermite transitar o navegar libremente por la escena de forma interactivaInterceptarInterfazTipografía de la interfazDeclaración de interfaz para este árbol de nodosAncho banda interiorRadio interiorEntrelazadoTipo de entrelazadoIntercalarInternoAtributos internosError interno - el bloque de datos de animación no es válidoError interno: vector de bordes de tamaño incorrecto: %u en vez de %uError interno: vector de caras de tamaño incorrecto: %u en vez de %uError interno: vector de bucles de tamaño incorrecto: %u en vez de %uFricción internaArchivo IES internoConexiones internasDesviación máx. tensor internoLongitud máxima de tensores internosTensores internosGrupo de vértices para tensores internosEl portapapeles interno no contiene ninguna poseEl portapapeles interno se encuentra vacíoEl contenido del portapapeles interno no corresponde a un materialEl contenido del portapapeles interno no corresponde al modo pose¡Error interno!Error interno, ¡estado desconocido! {:s}Conexiones internas de entrada-salida a silenciarPropietario internoError de biblioteca de poses interna, cancelando el operadorUsa un script de sombreado interno para definir el sombreadorUso interno (edita una la ruta de datos de una propiedad)Permite procesar internamente más allá del borde de la imagen, para evitar la desaparición de los efectos en espacio de pantallaSe necesita acceso a internet para instalar y actualizar extensiones. Se necesita acceso en línea para instalar extensiones desde internet.En línea:Distancia interocularInterpolarInterpolar curvasInterpola los trazos de Grease Pencil entre los fotogramas existentesInterpolar curvas de peloInterpolar longitudInterpolar cantidad de puntosInterpolar radioInterpolar formaInterpolar todos los bordes del origen intersectados por la proyección del destino, a lo largo de sus propias normales (desde los vértices)Interpolar todos los polígonos de origen intersectados por la proyección de los de destino, a lo largo de su propia normalInterpolar entre 2×2 muestrasInterpola entre los fotogramas inicial y final de la acción, usando el deslizador de Tiempo de evaluación en vez de un objeto/hueso objetivoInterpolar entre las normales originales y las nuevasInterpolar entre las normales originales y las nuevasInterpolar el pelo usando B-splinesInterpola nuevas partículas a partir de las ya existentesInterpolar píxeles usando el filtro seleccionadoInterpola el radio de los puntos seleccionadosInterpolar el atributo a partir de las esquinas de la cara impactadaInterpola el giro de los puntos seleccionadosInterpola la influencia de los puntos seleccionadosInterpoladasInterpola entre los fotogramas inicial y final de la acciónInterpola las normales personalizadas existentes hacia la malla resultanteInterpola las curvas guía existentes sobre la superficie de una mallaInterpolaciónCurva de interpolaciónDecaimiento de interpolaciónGuías para interpolaciónInterpolación GiroTipo de interpolaciónTipo de interpolación UTipo de interpolación VTipo de interpolación WInterpolación en UFactor de interpolación entre la influencia del pincel actual y la influencia de los puntos claveInterpolación alternativa para animaciones muestreadas, cuando la propiedad no esté animadaMétodo de interpolaciónMétodo de interpolación a usar para el segmento de curva-f desde este clave hasta el siguienteMétodo de interpolación a usar para volúmenes de humo o fuegoMétodo de interpolación a usar para volúmenes de humo o fuego en modo sólidoMétodo de interpolación a usar para volúmenesMétodo de interpolación a usar para volúmenes en modo sólidoMétodo de interpolación a usar la próxima vez que se use el comando 'Interpolar secuencia'Modo de interpolación usado para el primer fotograma clave en nuevas curvas-f. Los fotogramas clave siguientes toman su interpolación a partir de los fotogramas clave precedentesInterpolación a usar para los desplazamientos y rotaciones, a nivel de sub-píxel, debidos a la estabilizaciónTipo de interpolación para Formas clave absolutasInterpolación:IntersecciónModo de intersecciónIntersectar con la selección existentePermite intersectar las caras seleccionadas con las no seleccionadasBordes intersectadosIntersecciónSólo interseccionesPrioridad de intersecciónTipo de intersecciónIntersecciones con contornosLas intersecciones generadas por esta colección tendrán este valor de máscaraSólo interseccionesInterseccionesIntervalo de pulverización del aerógrafoIntervalo de deformación de tiempo al teletransportar en modo de navegaciónPermite introducir una alteración/aleatoriedad en los trazosIntroduce una alteración al producir la distorsión, lo cual resultará más rápido pero también podrá producir resultados granulados o con más ruidoInválidoError de contexto inválidoDistancia inválidaEntrada inválidaError de entrada inválidaConexión de salida inválidaSe ha especificado un rango inválido de identificadores UDIMUID inválido para una acción antiguaMapa UV inválido: Las islas UV no deben superponerse entre síSe encontró un anclaje inválido ('%s'), necesario para crear una redefinición de biblioteca desde el bloque de datos '%s'Objeto inválido como jaula, el objeto jaula debe tener la misma cantidad de caras que el objeto activoIdentificador de paleta de colores inválido: %dContexto inválidoContexto inválido para el conjunto de clavesContexto inválido: "%s", %sGráfica de dependencias inválidaSe detectaron datos inválidos de caras en la malla '%s'. Se usará una corrección automática, aunque muy probablemente algunos datos se perderánEspecificador de formato inválido para cadena: "{}"Especificador de formato inválido: "{}"Formato inválido: "{}"Rango de fotogramas inválido (%d - %d)Rango de fotogramas inválido (%d - %d). El fotograma inicial es mayor que el fotograma finalTotal de fotogramas inválidoEncabezado inválidoSe encontró una raíz de jerarquía inválida ('%s'), necesaria para crear una redefinición de biblioteca desde el bloque de datos '%s'Identificador inválido: "{}"¡Identificador %d inválido para los segmentos del hueso flexible '%s'!Malla inválida; más detalles en la consolaObjeto inválido: verificar la ruta al objetoPar inválido de ID de acción antigua/nueva ('%s' / '%s')Par inválido de ID antiguo/nuevo ('%s' / '%s')Identificador de modificador original '%d' inválidoIdentificador de panel inválidoPlantilla de ruta inválida en el nodo Guardar archivo. No se guardará un archivo.Expresión regular inválida (buscar): {:s}Expresión regular inválida (reemplazar): {:s}Resolución inválidaSelección de área de captura de pantalla inválidaOrden de selección inválidoNombre de contenedor '%s' inválido: el nombre no puede quedar vacío.UV de superficie inválidas en {} curvasObjetivo inválido %r (debe ser 'ARMATURE' u 'OBJECT')Opciones de objetivo inválidas¡Objetivo inválido!Transformación inválida para las cuadrículas del volumenNombre de variable inválido, hacer clic aquí para más detallesIdentificador de grupo de vértice inválidoIdentificador de vértice inválido %d (se esperaba que estuviera dentro del rango de 0 a %d )Eje no válido o no establecidoInversoInverso limitadoColor inversoInvertir gananciaInvertir gamaCinemática inversaInvertir realceMatriz inversaInvertir desplazamientoMatriz superior inversaInvertir potenciaCuadrático inversoEscala inversaInvertir pendientePresión inversa a suavizadoModo Inverso de raíz cuadradaDecaimiento inverso al cuadradoModelo inverso de distanciaModelo inverso de distancia con límitesInverso de la matriz de transformaciones del superior de la capaInverso de la matriz del superior del objeto, al momento de la subordinaciónInvierte la selección (prevalece sobre 'Seleccionar todo' si es verdadero)Modo de inversiónInvertirInvertir alfaInvertir arcoInvertir colecciónInvertir filtrado de colecciónInvertir colorInvertir descarteInvertir curvaturaInvertir desplazamientoInvertir orden planilla de tiemposInvertir decaimientoInvertir cuadrículaInvertir capaInvertir pasada de capaInvertir materialInvertir pasada de materialInvertir matrizInvertir desplazamientoInvertir eje desplazamientoInvertir eje de inclinación (X)Invertir presión para DensidadInvertir presión para FlujoInvertir presión para DefiniciónInvertir presión para Mezcla de humedadInvertir presión para Persistencia de humedadInvierte los valores RVAInvertir eje de balanceo (Z)Invertir rotaciónInvertir rotaciónInvertir selecciónInvertir filtrado de siluetaInvertir rocíoInvertir selecciónInvertir grupo de vérticesInvertir influencias AInvertir influencias BInvertir dirección de ampliación con rueda del ratónInvertir XInvertir eje XInvertir YInvertir eje YInvertir eje de rumbo (Y)Invertir ZInvertir eje ZInvertir dirección de ampliaciónInvierte un color, produciendo un negativoInvierte la acción por la duración del trazoInvierte la acción del pincel por la duración del trazoInvierte las influencias del grupo de vértices activoInvertir las normales afectadasInvierte el alfa de la imagenInvertir canal alfaDibuja el arco inversoInvertir canal azulPermite invertir los colores, produciendo una imagen en negativoInvertir el trazo de destino para que su inicio y fin coincidan con los del trazo de origenInvertir la selección existenteInvertir filtrado de caras marcadasInvierte el filtro de búsquedaInvierte el filtrado (muestra los elementos ocultos y viceversa)Invertir canal verdeInvierte los canales de la imagenInvierte el filtro de la capaInvierte el filtro de pasada de la capaAlterna el bloqueo de todos los grupos de vértices del objeto activoAlterna el bloqueo de los grupos de vértices seleccionados del objeto activoAlterna el bloqueo de los grupos de vértices no seleccionados del objeto activoInvertir máscaraInvierte el filtro del materialInvierte el filtro de pasada del materialInvierte las normales en objetos con escala negativa.Invierte los valores de influencia de salidaInvierte la fijación de lo seleccionadoInvertir canal rojoInvierte la selección de todos los elementosInvierte el orden de clasificación de los canales de la planilla de tiemposInvierte los valores del grupo de vértices de origenInvierte la estabilización para reintroducir el movimiento original en la imagenInvierte la posición XInvierte la rotación XInvierte la posición YInvierte la rotación YInvierte la posición ZInvierte la rotación ZInvierte el eje de movimiento del ratón usado para ampliar/reducirInvierte la dirección del mapeo de relieve para que entre en la superficie en vez de salirInvierte la curvatura de la extensión del trazoInvierte los elementos activos a expandirInvierte la dirección de la caraInvierte la dirección de desvanecimiento del mapeo linealInvierte el color de gananciaInvierte el color de gamaInvertir la máscara generadaInvierte la influencia del grupo de vértices AInvierte la influencia del grupo de vértices BInvierte el color de realceInvierte el estado de bloqueo de todos los grupos de vérticesInvertir la máscaraInvierte el efecto de la máscaraInvierte la modulación de la presión aplicada para la densidadInvierte la modulación de la presión aplicada para el flujoInvierte la modulación de la presión aplicada para la definiciónInvierte la modulación de la presión en la mezcla de pintura húmeda en el pincelInvierte la modulación de la presión en la persistencia de la pintura húmeda en el pincelInvierte el funcionamiento del ratónInvierte el filtro de estado de objetosInvierte el color de desplazamientoInvierte el color de potenciaInvierte la influencia de decaimiento resultanteInvierte el ángulo de rotaciónInvierte el color de pendienteInvierte el mapa de dirección de rocíoInvertir la capa de esténcilInvertir la influencia del grupo de vérticesInvierte la visibilidad de todos los vérticesInvierte las influencias del grupo de vértices activoInvertir a Raspar o RellenarInvertir influencia del grupo de vérticesInvertir influencia del grupo de vértices (sólo modo Colapsar)Invierte la influencia del grupo de vértices en la máscaraInvierte las influencias del grupo de vérticesInvierte la visibilidad de la colección (obsoleto)Invertir lo que es considerado objeto y lo que noInvertidoMáscara de cavidad inversaInvertibleInvocarInvocará a todos los exportadores configurados en todas las coleccionesInvocará a todos los exportadores configurados para esta colecciónInvocará la operación de exportaciónComponente centrípeto de la fuerza del vórticeIris (.rgb)HierroLa textura del atlas de irradianza no pudo ser creadaTamaño memoria irradianzaTamaño visibilidad irradianzaActivaEs de archivoEs atributoEs alineada a ejesEs capturadoEs rayo de cámaraEs mirilla de controladorEs empuñadura de controladorDatosEs rayo de difusiónEs borde limítrofeEs borde sueltoEs borde desplegableEs borde suaveEs editableEs modo EdiciónEs vacíaEs evaluadoEs cara planaEs cara suaveEs alternativoEs visible el rellenoEs decimalEs celda generadaEs rayo difuminadoEs Grease PencilEs HDROcultaEs impactoEn jerarquíaEs indirectoEs salida de inspecciónEs una instanciaEs interfaz bloqueadaEs internoEs acción con capasEs acción antiguaEs cargadoEs redefinición localEs instalado a través de la Tienda de MicrosoftEs nombre válidoEs abiertoEs ortogonalEs salidaEs interruptor de panelEs perspectivaFijoEs planoEs portalEs rayo de reflexiónEs requeridoEs una secuenciaEs rayo de sombraEs rayo singularEs spline cíclicaEs hebraEs comienzo de trazoEs visible el trazoEs redefinición del sistemaEs celdaEs rayo de transmisiónEs costura de UVEs válidoEs desplazamiento válidoEs vistaEs rayo de dispersión volumétricaMarcador silenciado en el fotograma actualEs parte de una cadena de cinemática inversaSi el nombre de la AOV se encuentra en conflictoSi este bloque de ID está vinculado de forma indirectaSi este es un nombre válido para la variable de un controladorSi esta celda de imagen es generadaSi este elemento del mapa de teclado fue modificado por el usuarioSi este elemento del mapa de teclado fue definido por el usuario (no simplemente reemplaza a un elemento predefinido)IslaCantidad de islasIdentificador de islaMargen entre islasModo de selección de islasIsla que se mantiene fija al unir islasPrecisión de islasAislarAislar acciónAislar datos de múltiples usuariosMueve los huesos seleccionados a un nuevo esqueletoIsométricaNo puede ser una palabra clave reservada de PythonNo puede ser dejado en blancoNo puede contener puntos (p.ej: 'un.punto')No puede contener espacios (p.ej: 'un espacio')No puede contener caracteres especiales (no alfabéticos o numéricos)No puede comenzar con un númeroNo puede comenzar con un caracter especial, incluyendo '$', '@', '!', '~', '+', '-', '_', '.', o ' 'Italiano - ItalianoCursivaÁngulo de inclinación de los caracteresElementoFormato del elementoIdentificador del elementoTipo de elementoEl elemento no tiene usuarios y será eliminadoEl elemento no tiene usuarios y será eliminado. Hacer clic para proteger contra borradoElemento en un mapa de tecladoElemento en interfaz de árbol de nodosEl elemento no se encuentra protegido contra borradoEl elemento se encuentra protegido contra borradoEl elemento a ser copiado a esta interfaz es de un tipo de conector no soportadoElementosElementos expandidosElementos no encontradosElementos en el mapa de acción, que mapean un evento XR a una salida de operador, pose o hápticaElementos del mapa de teclado, vinculando un operador con un evento de entradaElementos en interfaz de nodoElementos en el panel de nodoIteraciónNúmero de iteración usado por las funciones de inspección, como el nodo Visor o Inspección de conectoresIteracionesLa entrada de iteraciones debe ser un valor constanteIteraciones: {:d} .. {:d} (prom. {:d})El procedimiento iterativo no fue capaz de convergerJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)Formato JPEG (.jpg)Calidad JPEGCalidad de las imágenes JPEG de reemplazoCompresión de tipo JPEG, con pérdida de datos, en bloques de imagen de 256 filasCompresión de tipo JPEG, con pérdida de datos, en bloques de imagen de 32 filasJPEG2000Japonés - 日本語AlteraciónAlterar cámaraClave alteraciónClave alteración seleccionadoPresión a alteraciónUnidades alteraciónAlterar el color del pincelAltera la posición de la cámara para crear un desenfoque preciso, usando las muestras de procesamiento (sólo para el procesamiento final)Factor de alteración del radio del pincel para los nuevos trazosPermite decidir si la alteración sucederá en espacio de la pantalla o relativa al tamaño del pincelAltera la posición del pincel en píxeles mientras se pintaAltera la posición del pincel mientras se pintaAlteradaSombras alteradasSombras alteradas (vistas)Cantidad de alteraciónLa alteración sucederá en espacio de la pantalla, expresada en píxelesLa alteración sucederá relativa al tamaño del pincelUnirUnir áreasUnir paquetesUnir hacia abajoUnir geometríaModo de unión de geometríaUnir hacia la izquierdaUnir nodos en un marcoUnir miniaturas de paletaUnir hacia la derechaUnir textosUnir trazosUnir triángulosUnir hacia arribaUnir los extremos de la curva cuando se detecten puntos de control superpuestos (en caso de estar inactiva, ninguna curva será cíclica)Permite unir grupos de capas de Grease Pencil en una solaPermite unir varios paquetes entre síUne las áreas seleccionadas en una nueva ventanaPermite unir los objetos seleccionados en el objeto activoUne los trazos seleccionados en un único relleno para crear huecosUne los puntos de rastreo seleccionadosFusiona por distancia el último trazo dibujado con los ya existentes en la capa activaUne la nueva malla como una geometría separada, sin realizar ninguna operación booleanaUne los trazos seleccionados en uno sóloUne dos curvas por sus extremos seleccionadosLa unión produce %d vértices, el límite es %ldEnlaces de articulaciónArticulacionesArticulaciones:%s/%s | Huesos:%s/%sSaltarAltura de saltoVelocidad de saltoUnidadesSaltar hacia atrásSaltar de a fotogramasSaltar de a segundosSaltar cursor a líneaPermite saltar hacia adelante/atrás una determinada cantidad de fotogramas o segundosSaltar a número de líneaPasa a una solapa diferente dentro del editor de propiedadesSaltar a un archivo en el editor de textoSaltar al final de la trayectoria actualSalta al primer o último fotograma del rango de animaciónSalta al siguiente fotograma con falloSalta al anterior fotograma con falloSalta al fotograma clave anterior o siguienteSalta al marcador anterior o siguienteSaltar a fotograma específicoSaltar al comienzo de la trayectoria actualSalta al último fotograma del rango de animaciónSalta, cuando se avanza en modo transitarSólo adiciona el margen, ignorando la escala de las UVJustificarK0K1K2K3K4KHR_interfaz_variantes_materialesCompresión KTX2MantenerMantener punto de anclajePreservar animaciónMantener ejeMantener límitesMantener extremosMantener conectadosMantener contornosPreservar esquinasPreservar esquinas y unionesPreservar esquinas, uniones y concavidadesMantener existenteMantener jerarquíaMantener entradasMantener último segmentoMantener longitudesMantener cicloMantener modificadorMantener nodos nombradosPreservar normalesMantener desfasajeMantener abiertoMantener originalMantener rangoMantener raízMantener formaMantener definidosMantener bordes definidosMantener unoMantener superficieMantener transformacionesMantiene sincronizada la selección de UV con la selección en modo EdiciónMantener la interfaz de usuarioMantener transformaciones globalesMantener una versión de respaldo (.blend1) de los archivos, al guardar eliminando las previsualizacionesMantiene una versión de respaldo (.blend1) de los archivos, al guardar con las previsualizaciones generadasMantener tamaños actuales de texturasMantener un grosor uniforme en la distribución de los duplicadosSigue aplicando el efecto de pintado mientras se presiona el ratón (rociar)Preservar los nodos subordinadosMantener alineación de encabezados existentesMantener un fotograma estático en el tiempoEvitar pasar a través de otros boidsMantiene visible al manipulador, aun cuando el nodo no se encuentre seleccionadoMantener este material fijo al pincelMantiene los límites no desplegables de la malla de entrada en su lugar, evitando realizar una doble transformación allíMantiene solamente los fotogramas a partir del fotograma 0Mantendrá el archivo original luego de copiar hacia la carpeta de configuraciónMantiene los objetos originales, en vez de reemplazarlosMantiene los trazos originales y crea una copia antes de reproyectarlosMantiene las texturas originales, si fuera posible. ADVERTENCIA: si se usa más de una textura, cuando el estándar PBR requiere sólo una, únicamente se usará una. Esto podrá llevar a resultados inesperadosMantiene los rastros originalesMantiene las longitudes constantes a lo largo de la trayectoriaEvita que las trayectorias intersecten al emisorMantiene los datos usados durante el procesamiento disponibles, posibilitando así un reprocesamiento más veloz, a costa de un mayor consumo de memoriaMantiene los claves de la raíz sin modificarMantiene los bordes definidos tal como fueron calculados para las normales personalizadas, en vez de definir para cada vértice una única normal ponderadaMantiene constante el tamaño de las normales en relación a la vista 3DMantiene el desplazamiento del clip, relativo al fotograma actual, al momento de la copiaMantiene el pincel anclado a la ubicación incialMantiene los extremos como están, sin aplanarlos al borrarMantiene los nodos subordinados al grupo, borrando solamente el grupo en sí mismoMantiene el mapa de la vista ya calculado, para evitar recalcularlo siempre y cuando la geometría de la malla permanezca incambiadaMantiene visible al bloque de datos actualMantiene las conexiones de entrada en los nodos duplicadosMantener los objetos de líquidos visibles durante el procesamientoMantendrá al modificador al final de la listaMantener la geometría recibida y unirla con la geometría de las instanciasMantener la geometría recibida original y unirla con la geometría distribuidaMantiene la parte de las cuadrículas común a todos los operandosMantiene la parte de la malla común a todos los operandosMantiene fija la posición del último segmento de la cadena de cinemática inversaMantener los objetos de humo visibles durante el procesamientoMantener constante la longitud de la textura, independientemente de la longitud de cada trazoMantiene los valores del grupo activo, normalizando los otrosMantiene intactas las transformaciones globales del portapapelesMantiene el "ruido" zigzagueante de la cadena inicialMantener las caras trianguladas resultantes del diezmado (sólo modo Colapsar)Mantiene los vértices asignados a al menos a un grupo, al efectuar la limpiezaMantiene la opacidad y el detalle del volumen sin cambios, independientemente de la escala del objetoMantener los modificadores incrementará la cantidad de polígonos al regresar al modo objetoMantendrá el tono constanteKelvinNúcleoTipo datos del núcleoOptimización de núcleosRadio del núcleoLos núcleos pueden ser optimizados en base al contenido de la escena. Los núcleos optimizados son requeridos al comienzo del procesamiento. Si no se encontraran disponibles núcleos optimizados, el procesamiento comenzará usando núcleos genéricos hasta que el conjunto de núcleos optimizados se encuentre disponible en el caché. Esto puede resultar en un uso adicional de la CPU durante un breve lapso (de décimas de segundo)EspaciadoClaveTeclaClave %dClave en cada huesoBloques de clavesColor a recortarConfig teclaConfiguración de tecladoConfiguración de tecladoFotogramaMapa de tecladoMapear tecla a elementoMapas de tecladoVelocidad angular del claveConfiguración de teclado que puede ser extendida por complementos y es agregada a la configuración activa al administrar eventosPosición del clavePosición clave de una partícula en el tiempoInserta un fotograma clave de posición, rotación, escala y en las propiedades personalizadasClave mapeado a un fotograma en particular, que puede ser desplazado para cambiar la velocidad de reproducciónMapas de teclado definidos como parte de esta configuraciónRotación del clave en cuaterniosVelocidad del claveTecla asignadaPreferencias de configuración de tecladoLa configuración de teclado '%s' no puede ser eliminadaConfigs de tecladoEl mapa de teclado "%s" (base) debe ser un mapa de teclado de usuarioEl mapa de teclado "%s" (otro) debe ser complemento o un mapa de teclado activoEl mapa de teclado "%s" no coincide con "%s"El elemento "%s" no es parte del mapa de tecladoMapa de teclado '%s' no encontrado en configuración de teclado '%s'Elementos del mapa de tecladoEl resultado de un elemento del mapa de teclado puede ser incorrecto, dado que se encuentra pendiente una actualización, invocar `context.window_manager.keyconfigs.update()` para asegurar que sea posible encontrar coincidencias.Elemento del mapa de teclado '%s' no encontrado en el mapa de teclado '%s'Loa mapas de teclas son igualesPreajustes de clavesTecladoAnimadasEstados animadosTemporización por clavesEl objetivo de las partículas animadas es válidoFotograma claveF. clave AInsertar clave en clip de animaciónF. clave BClave límiteClave límite seleccionadoInsertar claves necesariosCircular de inserción de clavesIntervalo entre fotogramas INº de clavesPuntos de clavesFactor de escala de clavesClave seleccionadoSelección de clavesFotogramas clave a partir de las transformaciones finales (con restricciones aplicadas)El fotograma clave no está en la curva-fPegar claves no está disponible en los modos Grease Pencil o máscaraPegar fotogramas claves no está disponible en el modo máscaraFotograma clave a definirCon fotograma claveRastros con clavesClavesClaves posterioresClaves anterioresFotogramas clave en torno al cursor usados para la ampliaciónNo es posible agregar fotogramas clave a curvas-f muestreadasFotogramas claveOpciones de clavesRecortarPantalla de recorteConjunto de clavesNombre del conjunto de clavesRuta del conjunto de clavesRutas del conjunto de claves, para definir las propiedades que serán animadas en conjuntoEl conjunto de claves define rutas o propiedades específicas a ser animadas (no dependientes de la información del contexto)El conjunto de claves no contiene ninguna rutaConjuntos de clavesTodos los conjuntos de clavesConjunto de claves '%s' - se han agregado %d fotogramas clave de forma exitosaConjunto de claves '%s' no encontradoNo fue posible agregar un conjunto de clavesFalla al insertar fotogramas en el conjunto de clavesFalla al eliminar fotogramas del conjunto de clavesUn conjunto de claves está activo, lo cual podríaNo fue posible agregar la ruta al conjunto clavesNo fue posible eliminar la ruta del conjunto clavesRutas del conjunto de clavesNo fue posible eliminar las rutas del conjunto clavesConjunto_de_clavesMapa de tecladoEl mapa de la tecla está definido por el usuarioPuntos claveIntervalo clavesKhronos PBR NeutralCodificación de imagen PBR neutral de Khronos para un dispositivo sRGBKhronos PBR Neutral sRGBMatar partículasMata a las partículas que colisionanKilogramosKilohertzKilómetrosKilómetros por horaKilowattsCinemáticoRestricción de cinemáticaEnergía cinética Potencial MáximoRizadoAmplitud de rizadoAmplitud del rizadoFrecuencia de rizadoFrecuencia del rizadoTipo de rizadoKirschCometaModo de nodosDesplazamiento relativo conocido de la toma original, que será compensado (en una toma con desplazamiento puede ser animado)Coreano - 한국어Épsilon de derivada de KrÉpsilon de la derivada de la curvatura radial Kr, para calcular contornos insinuadosKuwaharaKirguís - Кыргыз тилиBIBL: %s: '%s' se encuentra vinculada directamente desde '%s' (superior '%s'), pero es de un tipo de datos no vinculableBIBL: %s: '%s' faltante en '%s', superior '%s'LIB: El archivo .blend %s parece corrupto, no se encontraron datos de 'Biblioteca' del propietario para el bloque de datos vinculado '%s'. Intentar guardar el archivo nuevamente.LIB: El archivo .blend %s parece corrupto, no se encontraron datos de 'Biblioteca' del propietario para el bloque de datos vinculado empacado '%s'. Intentar guardar el archivo nuevamente.BIBL: Los datos se refieren al archivo principal .blend: '%s' desde %sBIBL: objeto faltante en la escena: '%s'RBotIzqLZWEtiquetaTamaño de letra de la EtiquetaTamaño de etiquetaEn caso de que existieran varios nodos Redirigir conectados entre sí, mostrará la etiqueta del primero de ellos en todos los demásEtiqueta a ser mostrada para el subtipo de conector en la interfazEtiqueta a ser mostrada para el tipo de conector en la interfazLacunaridadLambda en límitesFactor lambdaFactor lambdaFactor lambda en los límitesReflexión difusa de tipos Lambertiano y Oren-NayarTransmisión difusa de tipo LambertianaSombreador de emisión LambertianaLámparaEspacio personal en tierraFuerza de adherencia a tierraSuavidad aterrizajePunto de referenciaControles de puntos de referenciaPuntos de referenciaIdiomaID del idiomaIdiomaEtiqueta de idioma (p.ej: "Spanish (Español)")Idioma al cual traducirIdiomasIdiomas a actualizar en el repositorio de trabajoLaplaceLaplacianoDeformación laplacianaModificador Deformación laplacianaModificador Suavizado laplacianoSuavizado laplaciano de los vértices seleccionadosDeformación_laplacianaSuavizado_LaplacianoMuy grandeMayor a menorÚltimoIdentificador del contenedor de acción más recienteFotograma finalÚltimo valor del rango de ICÚltimo fotograma de la acción a ser usadoÚltimo fotograma de la acción a ser usadoÚltimo fotograma de la línea de tiempo de la acciónFotograma final del segmentoÚltimo fotograma a transferirÚltima posición conocida de la pose del visor (centrada entre los ojos) en espacio globalÚltima rotación conocida de la pose del visor (centrada entre los ojos) en espacio globalÚltimo elemento seleccionadoNo se encontró el último seleccionadoPermite tornear alrededor de un eje, tratando al objeto base como un perfilLatitud mínJaulaNuevaDeformar con jaulaModificador JaulaBloque de datos de una jaula, que define una cuadrícula tridimensional para deformar a otros objetosBloques de datos de jaulaModificador de deformación mediante jaulaObjeto a actuar como jaula en la deformaciónResolución de la jaula en la dirección UResolución de la jaula en la dirección VResolución de la jaula en la dirección WJaula(s)JaulasEjecutar Blender sin la opción --offline-modeEl programa fue ejecutado con la opción "--offline-mode", no es posible cambiarlaCapaLa capa '%s' no se encuentra en el objeto '%s'Capa superiorCapa inferiorColección de capasCantidad de capasGrupo de capasEl grupo de capas se encuentra bloqueado o no es visibleGrupos de capasIdentificador de capaMapeo de capasModo de capasObjetos de la capaOpacidad de la capaPasada de capaMuestras de capasSelección de capasIntervalo de capasInfluencia de capaLa capa por encima de la capa activaCapa ya agregadaLa capa por debajo de la capa activaColección de capasSubordinada de colección de capasCapa en una imagen de múltiples capasLa capa ya se encuentra agregada como máscaraLa capa se encuentra bloqueada e invisibleLa capa está seleccionada para su edición en la Planilla de tiemposNombre de la capaFotograma no encontrado en los datos de anotaciónCapa del caché, usada para cargar o redefinir los datos de la primera capaCapa de colores de vértices en un bloque de datos de mallaFiltro de pasada de la capaEn capasGrabación por capasCapasTeñido de capasCapas como instanciasCapas donde estarán los controles de cinemática directaCapa en la que estarán los controles opcionales de cinemática inversaCapas en las que estarán los controles primariosCapas en las que estarán los controles secundariosCapas en las que estarán los controles de retoqueCapas incluidas en la interpolaciónCapas del cachéCapas usadas como límitesCapas:%s | Fotogramas:%s | Trazos:%s | Puntos:%sOrganizarLos paneles de la organización no pueden ser usados en este contextoConexión fácilConexión fácil (menú de conector)Mezcla fácil¡Origen de conexión fácil!¡Destino de conexión fácil!PlomoTecla disparadora para acceder a herramientasDesde el inicioVóxeles finalesCueroConservar como estáDejar en el modo actualPreservar la orientación incambiadaIzquierdaOjo izquierdoAsa izquierdaCampo de asa izquierdaDesplazamiento asa izquierdaAsa izquierda seleccionadaAsa izquierda TipoClave a izquierdaCercana izquierdaIzquierda (ortogonal)Izquierda (perspectiva)Estado de selección del asa izquierdaVectores singulares izquierdaEsquina inferior izquierda del área de búsqueda, en coordenadas normalizadas relativas a la posición del marcadorDerecha / IzquierdaDesplazamiento hacia la izquierda del asa derecha, a partir del final del contenido original del clipPiernaComplemento antiguoComplementos antiguosComportamiento antiguoTipo de dispositivo de cálculo antiguoRuido antiguoNormal heredadaSobrescribir antiguosRuta objetivo de antiguosRestricción apuntar antigua, propensa a defectos de torsiónIdentificador único obsoleto de tipo de nodo, redundante con la propiedad bl_idname propertyCapas de colores de vértices. Obsoleto, en su lugar usar atributos de color.Derechos y condiciones legales para el modeloLongitudLongitud promedioFactor longitudModo longitudModificador LongitudUnidades de longitudInfluencia por longitudLongitud en la posición de reposoLongitud en espacio de la geometríaLongitud en relación a la longitud del trazoLongitud de ALongitud de un ciclo de líneas discontinuas, medido en cantidad de muestras del trazoLongitud de la trayectoria de las secundariasLongitud de la trayectoria mostrada, en fotogramasLongitud de cada curvaLongitud de enrollamiento de cada curvaLongitud de cada fotogramaLongitud de cada borde individualLongitud de cada segmentoLongitud de bordes en espacio 3DLongitud de la primer asa Bezier (sólo para huesos flexibles)Longitud de las nuevas curvas agregadas, cuando éstas no estén siendo interpoladas desde otras ya existentesLongitud de los rayos. Define qué tan lejanas estarán las caras que provocan el efecto de oclusiónLa longitud de los identificadores de reordenamiento debe ser igual a la cantidad de curvasLongitud de la segunda asa Bezier (sólo para huesos flexibles)La longitud de los tamaños debe ser la misma que el tamaño de la selecciónLongitud de la 1º línea de las líneas discontinuasLongitud de la 1º línea de divisiónLongitud del 1º espacio de las líneas discontinuasLongitud del 1º espacio de divisiónLongitud de la 2º línea de las líneas discontinuasLongitud de la 2º línea de divisiónLongitud del 2º espacio de las líneas discontinuasLongitud del 2º espacio de divisiónLongitud de la 3º línea de las líneas discontinuasLongitud de la 3º línea de divisiónLongitud del 3º espacio de las líneas discontinuasLongitud del 3º espacio de divisiónLongitud del arcoLongitud del huesoLongitud del hueso. Los cambios modificarán la posición de la cola.Longitud de la profundidad agregada en la dirección Z local a lo largo de la curva, perpendicular a sus normalesLongitud del flequillo en la punta de la trenzaLongitud de las curvas de pelo generadasLongitud del peloLongitud de la cabeza de la líneaLongitud de la cola de la líneaLongitud del clip, expresada en fotogramas, desde el asa izquierda hasta el asa derechaLongitud del clip (en fotogramas) o la longitud de todos ellos, en caso de que se agregaran variosDuración original del clip, expresada en fotogramasLongitud de los extremos a ser eliminadosLongitud a la cual ajustar la serie de repeticionesLongitud a asignar a las asas Bezier de los claves seleccionadosLennard-JonesInfluencia de efectores Lennard-JonesLenteDispersión de lenteDistorsión de lenteUnidades lenteDistancia focal de la lente (mm)Menor queMenor queModo Menor queMenor o igualMenos de 90 limita el ángulo usado en el rango tonalHabilita la desaparición del humo con el tiempoPermite al controlador determinar el valor de esta propiedadPermite que la orientación del objeto emisor le dé a las partículas una velocidad inicialPermite que el puntero del ratón reingrese por el lado contrario de la vista para que sus movimientos no se vean limitados por el tamaño de la pantalla (usado los controles de transformación, arrastre, etc. de la interfaz)Hace que la velocidad del objeto emisor determine la velocidad inicial de las partículasVelocidad inicial de las partículas, usando la dirección de las normales de la superficie del objeto emisorVelocidad inicial de las partículas, usando la dirección del plano tangencial a la superficie del objeto emisorHace que las partículas objetivo determinen la velocidad inicial de las partículasPermite que el texto sobresalga del marco de textoPermitir que el vector que apunta en sentido opuesto a la ubicación de la partícula objetivo determine la velocidad inicial de las partículasNivelFinConjunto de nivelesNivel InicioNivel de detalle en el ruido turbulento agregadoNivel de suavizado de la trayectoria de enrollamiento para incluir una variación en la formaNivel de subdivisiónRepresentación del conjunto de niveles del fluidoRepresentación del conjunto de niveles de adición de flujoRepresentación del conjunto de niveles de obstáculosRepresentación del conjunto de niveles de sustracción de flujoNivelesNivel VistasRecargar biblioteca: Falló el reemplazo de todas las referencias al antiguo bloque de datos '%s' por el bloque recién cargado, se ha debido mantener el anterior (con %d usuarios restantes) renombrándolo como '%s'BibliotecasBibliotecaLa biblioteca "%s" necesita resincronizar sus redefinicionesLa biblioteca '%s' ('%s') es un almacén para datos empacados, pero no contiene un superior real de la biblioteca.La biblioteca '%s' aparenta estar corrupta, contiene nombres de ID inválidos. Esto podría causar la pérdida de datos vinculados.La biblioteca '%s' fue creada por una versión futura de Blender y contiene nombres de ID más extensos que los actualmente soportados. Esto podría causar pérdida de datos vinculados, considerar abrir y volver a guardar esa biblioteca con la versión actual de Blender.La biblioteca '%s', '%s' tiene múltiples instancias, guardar y recargar!Biblioteca (datos de objeto)Referencia a una biblioteca (archivo .blend) en los datos de contexto de importación. Actualmente sólo expuesta como datos de sólo lectura para los manipuladores de pre/pos importación de archivos .blendExplorador de bibliotecasEditable en biblioteca¡El ID de biblioteca %s se encuentra en la biblioteca %s, eso no debería ocurrir!¡No se pudo encontrar el ID de biblioteca %s en la ruta esperada %s!ID de la biblioteca, que representa al archivo .blend desde el que el ID fue importado. Ninguno, hasta que el ID haya sido vinculado o anexadoNombre de la bibliotecaOperación de bibliotecaRedefinibleID de biblioteca redefinidoRedefinición de bibliotecaOperación de redefinición de bibliotecaOperación de reparación de redefinición de bibliotecaModo de visualización de redefinición de bibliotecaRedefiniciones de bibliotecaRedefiniciones de biblioteca necesitan resincronizaciónRuta de la bibliotecaReferencia débil a bibliotecaBloques de datos de biblioteca¡La base de datos de bibliotecas contiene un puntero de bloque de datos de biblioteca nulo!Archivo de biblioteca desde donde está referenciado el bloque de datosArchivo de biblioteca, cargando escena vacíaID de redefinición de biblioteca, usado como raíz de la jerarquía de redefiniciones de la que este ID es miembroDatos de redefinición de bibliotecaLos bloques de datos de biblioteca redefinidos sólo soportan almacenamiento en caché de discoRedefinición de biblioteca de un bloque de datos vinculado, clic para hacer local, Mayúsculas + clic para eliminar la redefinición y alternar su editabilidadSe han eliminado las plantillas de redefinición de bibliotecas: eliminando todos los datos de redefiniciones del bloque de datos '%s'La ruta '%s' de la biblioteca no existe, corregirla antes de guardarLa ruta '%s' es válida ahora, por favor recargar la bibliotecaLa ruta de la biblioteca no es editable, por favor usar la operación ReubicarBiblioteca a recargarBiblioteca a reubicarLicenciaLicenciado según la Licencia Pública General de GNU (GPL)VidaTiempo de vidaFactor tiempo de vidaTiempo de vida de las partículasVidaAleatorizar vidaTiempo de vida de la onda en fotogramas, cero significa infinitoRealceFuerza de elevaciónrealce-gama-gananciaLuzÁreaAutoTraseroMuestreo (emisión)FrontalFrontal y TraseroLuzSonda_de_luzMatCapNuevaNingunoPlanoPuntoPotenciaEsferaFocoIntensidadEstudioSolTipoUsar temperaturaVolumenEntornoAdaptación a la luzÁngulo de luz: %.3fColores de lucesContorno de luzDirecciónDecaimiento de luzGrupo de lucesGrupos de lucesEscala de intensidad de lucesVinculación de iluminaciónEspeciales de vinculación de iluminaciónVinculación_iluminación %sObjeto de luzLuzTrayectoria de rayoTrayectoria de rayosPotencia luz: %.3fSonda de luzSondas de luz VolumenDescartar caras traseras (sondas de luz Volumen)Bloque de datos de sonda de luz para objetos captores de luzBloques de datos de sonda de luzSonda(s) de luzSondas de luzSondas de luz (volumen)Radio de luz: %.3fLuz de referenciaUmbral de muestreo de luzTamaño luz X: %.3fTamaño luz Y: %.3fTamaño luz: %.3fUmbral de luzÁrbol de luzTipo de luzColor de la luzTemperatura de color en KelvinBloque de datos de luz para iluminar una escenaBloques de datos de luzEnergía lumínica emitida por el área completa de la luz, en todas direcciones, expresada en unidades de flujo radiante (W)Vincula los objetos seleccionados al emisor activo, como bloqueadores de luzVincula los objetos seleccionados al emisor activo, como receptores de luzOpciones de vinculación de iluminaciónOpciones de vinculación de iluminación de objetos y colecciones subordinadas a una colecciónOpciones de vinculación de iluminación de la colecciónOpciones de vinculación de iluminación del objeto de la colecciónEstado de recepción de iluminación o sombras del objeto o colecciónSonda de luz que captura luz incidente desde una sola dirección en un planoSonda de luz que captura iluminación de baja frecuencia dentro de un volumenSonda de luz que captura iluminación precisa desde todas las direcciones en un punto individual del espacioDistribución de la dispersión de la luz sobre una superficie rugosaTamaño de la luz para el muestreo de sombras por trazado de rayos (sombras por trazado)Intensidad de la luz antes de aplicar la modificación a su decaimientoLuz usada como iluminación de estudio en modo SólidoLuz(-ces)Sonda_de_luzNuevaAclararModo AclararUna presión más leve provocará que se aplique un suavizado mayorGrupo_de_lucesSincronizar grupos de lucesGrupo de luces al que pertenece el objetoGrupo de luces al cual pertenece el entornoIluminaciónMétodo de iluminación para el sombreado Sólido/Texturizado de la vistaModo de iluminaciónIluminación de un bloque de datos de entornoLuminosidadLuminosidad:LucesLas luces afectarán al objeto de Grease PencilLuces usadas para visualizar los objetos en el modo de visualización Sólido de la Vista 3DLuces usadas para visualizar los objetos en el modo Sólido de las vistasSegmentos de la extremidadTipo de extremidadArticulaciónCaliza (rota)Caliza (sólida)LímiteLimitar distanciaRestricción Limitar distanciaModificador-f LímiteLimitar a rango de fotogramasLimitar posiciónRestricción Limitar posiciónMétodo de limitaciónModo de limitaciónLimitar radioLimitar rotaciónRestricción Limitar rotaciónLimitar escalaLimitar tamañoRestricción Limitar tamañoIntensidad de limitaciónSuperficie idealLimitar vista al contenidoLimitar XLimitar YLimitar ZLímite por debajo del cual fusionar vérticesLimita la aplicación del pincel a la distancia especificada por el espaciadoLimitar a partir de un único canalLimitar a partir del promedio de los otros dos canalesLimita los colisionadores a objetos en esta colecciónLimitar colisionadores a esta colecciónLimita la cantidad de influencias de deformación asociadas a un vértice a un valor especificado, eliminando las influencias más débilesDistancia límite expresada en coordenadas normalizadasLimitar efectores a los de esta colecciónLimita los objetos fluidos a los de esta colecciónLímite para adherir los vértices centrales al eje de simetríaLimitar las fuerzas a las de esta colecciónLimita la cantidad máxima de lucesLimita la pendiente máxima de la onda entre puntos de la simulación (usar valores altos para obtener ondas más suaves, a expensas de un detalle reducido)Permite delimitar la geometría que será fusionada usando diferentes métodosLimita el movimiento alrededor del eje XLimita el movimiento alrededor del eje YLimita el movimiento alrededor del eje ZLimitar el movimiento a la dirección inicial del visorLimitar rotación alrededor del eje XLimitar rotación alrededor del eje YLimitar rotación alrededor del eje ZLimitar la velocidad del rastreo para una respuesta visual más rápida (no afecta a la calidad del rastreo)Limitar el tamaño de las texturas a 1024 píxelesLimitar el tamaño de las texturas a 128 píxelesLimitar el tamaño de las texturas a 2048 píxelesLimitar el tamaño de las texturas a 256 píxelesLimitar el tamaño de las texturas a 4096 píxelesLimitar el tamaño de las texturas a 512 píxelesLimitar el tamaño de las texturas a 8192 píxelesPermite limitar el tamaño de las texturas usadas durante el procesamiento finalPermite limitar el tamaño de las texturas usadas al visualizar en las vistasLimita la cantidad de escalado automáticoLimita la visualización de las asas de curvas en modo EdiciónLimita la distancia con respecto a un objetivoLimita la distancia, desde el plano de desplazamiento, hasta la que un vértice podrá ser afectadoLimita la distancia usada para la proyección (cero deshabilita)Limita la posición del objeto restringidoLimita el valor máximo del radio, para evitar que la curva resultante se solape con sigo mismaLimitar la cantidad de operaciones simultáneas realizadas mediante conexiones a Internet. Cero para desactivar la limitación.Limita el tiempo de procesamiento (excluyendo el tiempo de sincronización). Cero para deshabilitar el límiteLimita la resolución a 1 unidad con respecto al origen de la luz, en vez de ser relativa al píxel sombreadoLimita la rotación del objeto restringidoLimita la escala del objeto restringidoLimita el tamaño de las texturas para ahorrar memoria gráficaLimita los rangos de tiempo y valor de la curva-f modificadaLimita la altura de la línea de tiempo al contenedor del máximo canal usadoLimitar aRango de fotogramasLimitar a rango de reproducciónLimitar a segmentoLimitar a vistaUmbral para seleccionar a qué partes aplicar el resplandorLimitar la traslación en el eje XLimitar la traslación en el eje YLimitar la traslación en el eje ZIluminación global limitadaLimitadorEstrategia de limitación para prevenir artefactos numéricosLímitesMantiene los límites establecidos para el deslizador de valores de la propiedad, sin embargo se permitirá el ingreso manual de valores que se encuentren por fuera de esos límitesError LinealLíneaArte linealModificador Arte linealArte linealOpciones de arte lineal del materialOpciones de arte lineal del objetoTipo de origen del trazo de arte linealInicio de líneaSalto de líneaColor de líneaAlfa del color de líneaColor de línea azulColor de línea verdeColor de línea rojoFin de líneaLínea - ErrorLínea - InformaciónLínea - EntradaNúmeros de líneaFondo de números de líneaLínea - SalidaPrioridad de líneaRadio de líneaMuestra de la líneaColección de conjuntos de líneasNombre conjunto líneasConjuntos de líneasEspaciado de líneasEstilo de líneaModificador de alfa del estilo de líneaModificador de color del estilo de líneaGeometría del trazo del estilo de líneaModificador del estilo de líneaEstilo de líneaModificador de grosor del estilo de líneaBloques de datos de estilo de líneaEstilos de líneaGrosor de líneaModo de grosor de líneaTipo de líneaGrosor de líneasÁngulo de la línea divisoria de la imagenColor de línea usado para el procesamiento de líneas de FreestyleNúmero de línea a donde saltarLínea de texto en un bloque de datos de textoPosición de la línea divisoria de la imagenNo fue posible eliminar el estilo de línea '%s'Conjunto de líneas para asociar parámetros de líneas y estilosNombre del conjunto de líneasConjunto de líneas para asociar los parámetros de líneas y estilosOpciones de estilo de líneaGrosor de línea basado en un ruido aleatorioGrosor de línea basadoen el ángulo entre dos caras adyacentesGrosor de línea basado en la curvatura radial de la superficie de la malla 3DGrosor de línea al dibujar la trayectoriaGrosor de la línea en píxelesModo de grosor de línea para el dibujado de líneas de FreestyleLínea a la cual saltarConjunto de líneasConjunto de líneas %iEstilo de líneaContenedor textura estilo de líneaLinealCurvas 3D linealesAP0 lineal con punto blanco ACESAP1 lineal con punto blanco ACESBT.2020 lineal con punto de blanco iluminante D65BT.709 lineal con punto de blanco iluminante D65CIE-XYZ D65 linealCIE-XYZ E linealLineal limitadoDCI-P3 D65 linealDCI-P3 lineal con punto de blanco iluminante D65Amortiguación linealResistencia linealE-Gamut lineal con punto de blanco iluminante D65LinealE-Gamut FilmLight linealManipulador (lineal)Gradiente linealInterpolación linealLuz linealModo Luz linealModificadores linealesMotor linealRec.2020 linealRec.709 linealUmbral de desactivación de velocidad linealVelocidad lineal por debajo de la cual la simulación dejará de simular al objetoModelo lineal de distanciaModelo lineal de distancia con límitesDecaimiento linealInterpolación linealInterpolación lineal entre los valores Desde mín y Desde máxInterpolación lineal entre clavesPreajuste LinealViscosidad linealFotogramas de transición inicial/final entre la curva original y la afectada por el suavizadoEscala la malla linealmente a lo largo del eje Z del espacio del modificadorArte_linealLíneasSólo líneasLíneas de textoEspeciales de conjuntos de líneasVincularConectar activo a seleccionadosConectar activo a seleccionados (No reemplazar conexiones)Conectar activo a seleccionados (No reemplazar conexiones, nombres de nodos)Conectar activo a seleccionados (No reemplazar conexiones, nombres de salida)Conectar activo a seleccionados (menú)Conectar activo a seleccionados (Reemplazar conexiones)Conectar activo a seleccionados (Reemplazar conexiones, nombres de nodos)Conectar activo a seleccionados (Reemplazar conexiones, nombres de salida)Vincular datos de animaciónVincular a coleccionesVincular tipografías a textoVincular colección instanciadaLímite de conexionesVincular materialesVincular materiales aVincular datos del objetoIdentificador de operación de conexiónEstado de vinculaciónVincula el nodo activo a los nodos seleccionados, basándose en distintos criteriosVincular después de una colecciónVincular todo a huesoVincular todo a objetoVincular antes de una colecciónVincular en medio de dos coleccionesConexión entre nodos de un árbol de nodosVincular desde un archivo de biblioteca .blendConectar desde esta salidaVincula las colecciones desde escena actualVincular dentro de una colecciónLa conexión se encuentra oculta debido a conectores invisiblesLa conexión se encuentra silenciada y será ignoradaLa conexión es válidaPermite decidir si el material estará vinculado al objeto o a sus datosConecta el nodo a la salida del grupo o árbol de nodosVincula objetos a una colecciónVincular objetos a una nueva colecciónEl índice de la operación de vinculación está fuera de rangoOperación de conexión a ejecutar en el conector del contextoVincula las colecciones seleccionadas a la escena activaVincula los clips seleccionados entre ellos, para simplificar la selección de gruposVincula la selección a otra escenaDestino del vínculo: {}Vincular los objetos o bloques de datos en vez de anexarlosVincular a colecciónVincular a colección (recursivo)Vincular a nueva colecciónConectar a nodo de salidaVincular a nodo VisorConecta a un nodo VisorVincular {}Vincular / Transferir datosVinculadoCopia vinculadaDatos vinculadosBloques de datos vinculadosAsa vinculadaUID de sesión del ID vinculadoID vinculado usado como referencia por esta redefiniciónVinculado y empacadoTiempo vinculadoLas acciones vinculadas serán duplicadas para cada clip seleccionado.Las colecciones de huesos vinculadas no son editablesLos bloques de datos vinculados no pueden ser renombradosLos bloques de datos vinculados no permiten la edición de cachésLa captura de objetos vinculados requiere que el caché de disco se encuentre habilitadoLos bloques de datos de biblioteca redefinidos o vinculados no permiten la adición o remoción de cachésSe está vinculando o anexando un archivo .blend de formato muy antiguo (%d.%d), no se realizará conversión alguna de animación! Sería deseable volver a guardar el archivo de biblioteca con la versión actual de BlenderEnlacesLas conexiones sólo podrán entrar a una zona, pero no salir de ellaLíquidoLíquido_dominioMaterial_líquidoListaListar el contenido de los archivos .blendElemento de listaColores Elementos listaLongitud de listaNombre de listaListar el contenido de todas las sub carpetas, con 1 nivel de recursividadListar el contenido de todas las sub carpetas, con 3 niveles de recursividadListar el contenido de todas las sub carpetas, con 2 niveles de recursividadLista todos los operadores disponibles en un bloque de datos de texto, útil para la creación de scriptsLista los objetos bajo el cursor (sólo en modo Objeto)Lista de AOVLista de grupos de lucesLista de capas de máscaraLista de capas de máscaraLista de todas las colecciones de huesos del esqueletoLista de modificadores de transparencia alfaLista de imágenes de fondoLista de segmentos de animación encadenadosLista de manipuladores en el Mapa de manipuladoresLista de cuadrículas y metadatos cargados en memoriaLista de grupos de huesos para una fácil selecciónLista de bibliotecas en donde buscar y desde donde importar ese ID. El ID será importado desde el primer archivo de esa lista que lo contengaLista de modificadores de color de líneaLista de modificadores de grosor de líneaLista de ID de objetos y materiales de Cryptomatte a incluir en el mateLista de propiedades redefinidasLista de operaciones de redefinición para una propiedadLista de modificadores de la geometría del trazoUn listado de quienes han realizado aportes al código fuente de BlenderLituano - LietuviškaiEdición en vivoDespliegue interactivoTexto a filtrar interactivamenteTexto a filtrar interactivamenteCargarCargar preferencias de fábrica "{}".Cargar archivo de inicio y preferencias de fábrica "{}"Cargar preferencias de fábrica de BlenderCargar archivo de inicio y preferencias de fábricaCargar preferencias de fábrica {:s}Cargar módulo de OptiX en modo de depuración: nivel reducido de verbosidad de registros, validaciones habilitadas y un menor nivel de optimizaciónCargar interfazCarga un archivo de captura de movimiento BVHCarga un archivo FBXCarga un archivo SVGCargar una escena OBJ de WavefrontCarga un archivo de cachéCargar un archivo glTF 2.0Carga una nueva tipografía desde un archivoCarga un preajusteCarga una secuencia de fotogramas o una películaCarga un archivo de sonidoCarga un archivo de sonido monofónicoCargar un archivo en formato AlembicCarga y aplica un archivo XML de tema de BlenderCarga las preferencias predefinidas de fábrica. Para hacer los cambios permanentes, usar "Guardar preferencias"Carga el archivo de inicio y las preferencias predefinidas de fábrica. Para hacer estos cambios permanentes, usar "Guardar archivo de inicio" y "Guardar preferencias"Carga las preferencias guardadasCarga el manual en líneaCarga el sonido junto con la películaCarga el archivo .blend de inicio predefinido ('de fábrica'). Éste es independiente del archivo de inicio normal que el usuario puede guardarCarga las opciones de traducción desde un archivo JSON persistenteCargar la configuración de la interfaz desde el archivo .blendCarga la configuración de la interfaz del archivo .blendCarga la configuración de la interfaz de usuario al cargar archivos .blendSe cargó un archivo .blend de una versión anterior a la 2.50, los datos de animación no fueron cargados. Abrir y guardar el archivo usando Blender v4.5 para convertir sus datos de animación.Falla al cargar '%s': Cargando bibliotecas de recursosFalla al cargar opciones de exportación. Se han eliminado las opciones corruptasFalló la carga: Cargando previsualizaciones...Cargando texturas ({} restantes)Cargando...LocalTangente +X localTangente +Z localTangente -X localTangente -Z localCámara localColecciones localesBloques de datos localesPosición localMatriz localPose localLocalLocal (orientación del propietario)Arriba / Abajo localVista localLocal con superiorRotación local del manipulador. Sólo usada cuando se usen transformaciones locales en la Vista 3DVersores de normales personalizadas de las esquinas de cara de este triángulo, en espacio localVersor normal de esta cara, en espacio localVersor normal de este triángulo, en espacio localVersor tangencial de este vértice para esta cara, en espacio local (debe ser calculado de antemano usando calc_tangents)Matriz local de transformación de la capaCódigo de localización: ab. Progreso de la traducción: 0%Código de localización: ar_EG. Progreso de la traducción: 24%Código de localización: be. Progreso de la traducción: 0%Código de localización: bg_BG. Progreso de la traducción: 1%Código de localización: ca_AD. Progreso de la traducción: 100%Código de localización: cs_CZ. Progreso de la traducción: 27%Código de localización: da. Progreso de la traducción: 3%Código de localización: de_DE. Progreso de la traducción: 37%Código de localización: el_GR. Progreso de la traducción: 1%Código de localización: en_GB. Progreso de la traducción: 100%Código de localización: en_US. Progreso de la traducción: 100%Código de localización: eo. Progreso de la traducción: 0%Código de localización: es. Progreso de la traducción: 100%Código de localización: eu_EU. Progreso de la traducción: 1%Código de localización: fa_IR. Progreso de la traducción: 3%Código de localización: fi_FI. Progreso de la traducción: 11%Código de localización: he_IL. Progreso de la traducción: 2%Código de localización: hi_IN. Progreso de la traducción: 4%Código de localización: hu_HU. Progreso de la traducción: 11%Código de localización: id_ID. Progreso de la traducción: 22%Código de localización: it_IT. Progreso de la traducción: 44%Código de localización: ka. Progreso de la traducción: 100%Código de localización: ko_KR. Progreso de la traducción: 98%Código de localización: ky_KG. Progreso de la traducción: 2%Código de localización: lt. Progreso de la traducción: 3%Código de localización: ml. Progreso de la traducción: 0%Código de localización: nb. Progreso de la traducción: 4%Código de localización: nl_NL. Progreso de la traducción: 8%Código de localización: pl_PL. Progreso de la traducción: 100%Código de localización: pt_BR. Progreso de la traducción: 43%Código de localización: pt_PT. Progreso de la traducción: 78%Código de localización: ro_RO. Progreso de la traducción: 2%Código de localización: ru_RU. Progreso de la traducción: 100%Código de localización: sk_SK. Progreso de la traducción: 100%Código de localización: sl. Progreso de la traducción: 51%Código de localización: sr_RS. Progreso de la traducción: 16%Código de localización: sr_RS@latin. Progreso de la traducción: 16%Código de localización: sw. Progreso de la traducción: 73%Código de localización: ta. Progreso de la traducción: 100%Código de localización: th_TH. Progreso de la traducción: 5%Código de localización: tr_TR. Progreso de la traducción: 79%Código de localización: uk_UA. Progreso de la traducción: 57%Código de localización: ur. Progreso de la traducción: 87%Código de localización: vi_VN. Progreso de la traducción: 94%Código de localización: zh_HANS. Progreso de la traducción: 100%Código de localización: zh_HANT. Progreso de la traducción: 63%Hacer todo localHace que todos los datos anexados sean locales a esta escena, incluyendo aquellos vinculados de forma indirecta desde otras bibliotecasPosiciónPosición y rotaciónPosición y escalaPosición (espacio del objeto)Eje de posiciónInfluencia en posiciónModo de mezcla de posiciónPosición XPosición YPosición ZPosición en la cual agregar nuevos nodosPosición del objeto recientemente agregadoPosición del centro de masaUbicación de archivo de reemplazo personalizadoPosición de la cabeza del huesoPosición de la cabeza del hueso en relación al esqueletoPosición de la cabeza del hueso en relación a su superiorPosición de la cabeza del hueso del canalPosición del marcador en fotogramaUbicación de la nueva primitivaPosición de la cola del huesoPosición de la cola del hueso en relación al esqueletoPosición de la cola del hueso en relación a su superiorPosición de la cola del hueso del canalPosición del objetivo que el objeto no podrá traspasarPosición de la mirilla del controlador correspondiente de la acción, en espacio globalUbicación de la extensión a ser instaladaPosición del clave de pelo en su sistema local de coordenadas, relativo a la cara emisoraPosición del clave de pelo en espacio del objetoPosición del nodo dentro del lienzo completoPosición del nodo dentro de su marco superiorPosición del objetoPosición del textoPosición de este carácter en los datos de texto (sólo para curvas texto)Posición del vértice en espacio del áreaPosición del vértice en espacio normalizadoDesplazamiento de posición a ser aplicado a la pose base para determinar la ubicación del visorUbicación en el disco en donde se guardarán los datos de capturaSólo la posiciónPosición a relativaPosición en la cual agregar el nuevo vérticeUbicación en donde alinear las islasUbicación donde almacenar los reemplazosPosición, rotación y escalaPosición, rotación, escala y propiedades personalizadasUbicación:PosicionesBloquearBloquear activoFijar al ajustarFijar ejeBloquear límitesFijar cámara a la vistaBloquear direcciónBloquear dirección (Alt)Bloquear elevaciónBloquear elevación (Alt)Bloquear a extremosBloquear fotogramaBloquear selección de fotogramasFijar el horizonteFijar horizonte forzará a que el horizonte se mantenga nivelado como esté actualmenteBloquear CI en XBloquear interfazBloquear posiciónBloquear marcadoresBloquear vértices limítrofesMétodo de bloqueoBloquear modo de interacciónBloquear ordenBloquear islas fijasBloquear normales de polígonosFijar raícesBloquear rotaciónBloquear 4º componente de rotación (ángulo)Bloquear rotación al escalarBloquear rotaciones (4 canales)Bloquear escalaBloquear formaFijar puntasRestricción Apuntar (bloqueado)Bloquear orientaciónBloquear valorBloquear XBloquear pos XBloquear rotación XBloquear YBloquear pos YBloquear rotación YBloquear ZBloquear pos ZBloquear rotación ZAcción de bloqueo a ejecutarAcción de bloqueo a ejecutar sobre los grupos de vérticesPermite bloquear todas las capas de Grease Pencil para prevenir una modificación accidentalPermite bloquear todos los materiales de Grease Pencil para prevenir una modificación accidentalBloquear todas las Formas claveBloquea todas las Formas clave del objeto activoBloquea todos los grupos de vérticesBloquea todos los grupos de vértices del objeto activoBloquea y oculta cualquier material no usadoBloquea los materiales no usados en ninguno de los trazos seleccionadosBloquea los bordes limítrofes de la malla durante la simplificación, para evitar la aparición de huecos en mallas conectadas a otrasBloquear canalBloquear el fotograma actual mostrado por la capaFija la vista de curvas al cursor de tiempo durante la reproducción y el rastreoBloquea la edición interactiva del cuarto componente: 'ángulo', al transformarHabilita el bloqueo por componentes de la edición interactiva, en rotaciones de cuatro canales (en vez de bloquear como si se tratara de ejes Euler)Bloquea la edición interactiva de la posición al transformarBloquea la edición interactiva de la rotación, al transformarBloquea la edición interactiva de la escala al transformarBloquea la interfaz durante el procesamiento para otorgar más memoria al motor de procesamientoBloquear movimiento al movimiento recontruido de la cámaraBloquea el movimiento al movimiento recontruido del objectoBloquear movimiento al rastro de movimiento objetivoBloquea el movimiento al camino del objetivo¡El bloqueo no se ha mantenido!Bloquea los repositorios - para comprobar el bloqueoBloquea la rotación al eje definido por los extremos de la curvaBloquea los grupos de vértices seleccionados y desbloquea los deseleccionados del objeto activoBloquea los rastros seleccionadosBloquea los grupos de vértices seleccionados del objeto activoPermite bloquear el clip para que no pueda ser transformadoPermite bloquear los clips para que no puedan ser transformadosBloquea el orden de los elementos mostrados (el usuario no puede cambiarlos)Fija la posición de los puntos raízFija la posición de los vértices que se encuentren en el límite del área de decaimiento de la simulación, para evitar defectos y crear una transición más suave hacia las áreas no afectadasFija la vista al objeto o hueso activoFija la posición de las puntas al suavizarFijar a huesoFijar al cursorFijar a objetoFijar a selecciónFijar al cursor de tiempoBloquea los grupos de vértices no seleccionados del objeto activoBloquea la rotación de las vistas ortogonales a Superior/Frontal/DerechaFija la vista a los marcadores seleccionados durante la reproducciónBloquear relativosBloquear/DeshabilitarBloquear/Desbloquear todas las capasBloquea o desbloquea los rastros seleccionadosBloqueadoEje bloqueadoInfluencia bloqueadaMarcador bloqueadoApuntar (bloqueado)Restricción Rastrear (bloqueado)Rastros bloqueadosSe bloquearon {:d} repositoriosBloqueoLogarítmicoCodificación logarítmica con desplazamiento de croma y rotación de primarios, con un rango dinámico de 25 paradasNivel de registroTransformación fílmica de tipo logarítmico con 16,5 paradas de latitud y 25 paradas de rango dinámicoGama para la conversión logarítmicaPunto de referencia de negro para la conversión logarítmicaPunto de referencia blanco para la conversión logarítmicaRegistro de operaciones, advertencias y mensajes de errorEmitirá un registro con la lista de canales hacia la terminal. Este operador sólo se encuentra disponible en las compilaciones de depuración de BlenderLogaritmo de A en base BModo LogaritmoDisolución logarítmicaY lógicoO lógicoPelo largoClave largoClave largo seleccionadoLista completaEl más largoDiagonal más largaLongitud mínRetoque de aparienciaMirar adelanteObjetivoBusca la herramienta más apropiada para el tipo de pincel dado y la activaObtiene la matriz de transformaciones desde un archivo externoPermite obtener las transformaciones desde un archivo externoCíclicoCiclar coloresCantidad de repeticionesCortar buclePares de buclesDeslizar buclesComiénzo del bucleTotal de buclesTriángulos del bucleCíclico alternadoRealizar un ciclo de ida y vueltaReproducción cíclica alternativa, comenzando hacia atrásCortar bucle no funciona bien al visualizar la deformación de mallas en modo EdiciónBucle en el bloque de datos de una mallaBucle en superioresReproducción cíclica de la animaciónBuclesLos bucles no están conectados por bordes de la estructura o limítrofesBucles de la malla (esquinas de caras)Bucles a cada lado del perfilSueltoSueltos como contornoBordes sueltosBordes sueltos como contornosPuntos sueltosLos bordes sueltos serán de tipo contornoSin pérdidaSalida sin pérdidaCompresión sin pérdida, basada en una compresión JPEG 2000 de alto rendimiento. Es capaz de producir archivos más pequeños, aunque aún es nueva y no es ampliamente soportada por otros programas.Compresión de datos repetidos, sin pérdida de datosCompresión de tipo ondículas, sin pérdida de datos, efectiva en imágenes con ruido o granoCompresión de tipo zip, sin pérdida de datos, en bloques de imagen de 16 filasCompresión de tipo zip, sin pérdida de datos, en donde cada fila de la imagen será comprimida de forma separadaCompresión con pérdida de datos para imágenes decimales de 16 bits, con una tasa fija de 2.3 a 1Compresión con pérdida de datos para imágenes decimales de 32 bits (almacenará 24 bits de cada valor)BajaColor bajoContraste bajoBajaMalla de baja resoluciónContraste de baja frecuencia, usando una máscara de enfoqueMinúsculasLímite inferior (inclusivo) de la influencia de un vértice para ser agregado al grupo de vérticesLímite inferiorMinúsculasConcavidad inferiorInferior izquierdaMenos memoriaInferior derechaLímite angular inferior XLímite inferior XLímite angular mínimo en XLímite angular inferior YLímite inferior YLímite angular mínimo en YLímite angular inferior ZLímite inferior ZLímite angular mínimo en ZLímite inferior del intervalo de tiempo en segundos, en caso de usarse sub intervalos automáticosLímite inferior de la envolvente en este punto de controlLímite inferior del rango de resaltadoLímite inferior del rango de entrada al cual se aplica el mapeoUmbral mínimo de limitación para marcar celdas del fluido como crestas de ola (valores más bajos producirán más celdas marcadas)Umbral mínimo de limitación para marcar una celda del fluido como capaz de encapsular aire (valores más bajos producirán más celdas marcadas)Umbral mínimo de limitación que indica la velocidad del fluido a la que las celdas comenzarán a emitir partículas (valores más bajos generalmente producirán más partículas)Distancia menor desde el valor de referencia para la influencia 1:1 predefinidaValores bajos para obtener una proyección con más grupos, altos para obtener una menor distorsiónLa mitad inferior de la textura se usará para las puntas del trazoLímite inferior de rotación alrededor del eje XLímite inferior de traslación a lo largo del eje XLímite inferior de rotación alrededor del eje YLímite inferior de traslación a lo largo del eje YLímite inferior de rotación alrededor del eje ZLímite inferior de traslación a lo largo del eje ZLímite inferior de inclinación apartándose de la dirección +ZLímite inferior de concavidad de la malla (valores más altos tenderán a suavizar y rellenar las regiones cóncavas)Mayúsculas o minúsculasValores más bajos producen una curva más suaveValores más bajos reducirán la filtración del fondo sobre los elementos en frenteLímites superior e inferior de la deformaciónMenorFrecuencia más bajaÍnfimaMenor valor en X permitidoMenor valor en Y permitidoMenor valor en Z permitidoEsquina inferior del volumen delimitador de paralajeMenor vida posible de las partículasLumaForma de onda de lumaLuminanciaCanal de luminanciaRecortar por luminanciaRuido de luminanciaCuadrícula MACRBot4RBot5RBot6RBot7MDDMFTMKVRBotCentAcción botón centralMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackEsquema MacCormack con control de difusión implícito. Reduce la disipación numérica manteniendo la estabilidadMágicaMágicaMagnetoInfluencia de efectores de MagnetoMagnificarMagnitudValor absoluto de APrincipalLas teclas del 1 al 0 actúan como las del teclado numérico (útil para portátiles)Acciones principalesAnotaciones principalesEsqueletos principalesEje principalPinceles principalesArchivos de caché principalesCámaras principalesColecciones principalesCurvas principalesTipografías principalesGeometría principalGrease Pencils principalesCurvas de pelo principalesImágenes principalesElementos principalesJaulas principalesBibliotecas principalesSondas de luz principalesLuces principalesEstilos de línea principalesMáscaras principalesMateriales principalesMallas principalesMetabolas principalesClips de película principalesÁrboles de nodos principalesObjetos principalesCurvas de pintura principalesPaletas principalesOpciones de partículas principalesNubes de puntos principalesEscenas principalesPantallas principalesSonidos principalesAltavoces principalesTextos principalesTexturas principalesVolúmenes principalesAdministradores de ventanas principalesEspacios de trabajo principalesEntornos principalesEje principal de movimientoPrincipales opciones básicasEstructura principal de datos que representa a un archivo .blend y todos sus bloques de datosDirección principal de las ondas al estar (parcialmente) alineadasMantener volumenRestricción Mantener volumenMantiene un volumen constante sobre un eje de redimensionamiento individualMantener relaciones jerárquicasMantener velocidad, nivel de vuelo o derivaMantiene la simetría con respecto a un ejeMantener el volumen del objeto mientras se estira enMantiene el tono original del audio al cambiar su velocidad de reproducciónMantener las influencias relativas para el grupoMantiene el grosor uniforme, compensando los ángulos agudos (lento, deshabilitar cuando no sea necesario)Mantenidos por desarrolladores de la comunidadEncargadoLíneas de cuadrículaRadio mayorSegmentos mayoresMayor / MenorCota superiorCota superior de transmitancia del volumenMayoríaCrearRepetición (modificador-f)Hacer datos de único usuarioHacer huecosHacer internoConvertir en localHace que las herramientas del Modo Esculpido deformen a la malla base, mientras se previsualiza el detalle de los niveles superiores de subdivisiónHacer objetos seleccionados de único usuarioHacer clips seleccionados de único usuarioHacer de único usuarioHacer de único usuarioHacer uniformeHacer únicoPermite hacer una copia de todos los fotogramas clave seleccionadosPermite hacer una copia de todos los fotogramas clave seleccionados y moverlosRealiza una copia de los fotogramas activos de Grease PencilRealiza una copia de la capa activa de Grease PencilRealiza una copia de la capa activa de Grease Pencil al objeto seleccionadoHace una copia del grupo de vértices activoHacer una copia completa de la escena actualCrea una conexión entre las salidas y las entradas seleccionadasCrea una conexión desde un conector a otroPermite hacer que una curva sea cíclica, haciendo clic en sus extremosHace que la curva activa sea abierta o cerradaHace que la curva activa sea abierta o cerradaConvierte el archivo de texto activo en internoHace que todas las normales afectadas sean paralelasConvertir todas las rutas de archivos externos en absolutasConvertir todas las rutas de archivos externos en relativas al .blend actualPermite hacer que todos los usuarios de los bloques de datos seleccionados usen, en vez, uno nuevo indicadoHace que todos los usuarios de los bloques de datos seleccionados usen en su lugar al bloque de datos actual (el resaltado)Crear un control adicional de cinemática inversa para la mano, en la puntaTomar una imagen desde la vista 3D de mayor tamaño para re proyectarlaPermite hacer anotaciones sobre los datos activosHace permanentes los cambios a cualquier catálogo de recursos, grabando la configuración actual a la biblioteca de recursosHace que el sombreado de los bordes limítrofes entre los extremos y la forma tubular sea suave en vez de facetadoHace que el marco de selección cambie a deslizar en la línea de tiempo, cuando el puntero esté posado sobre un clipHace visibles a los canales agrupados bajo este canalHacer copias de los grupos de nodos al duplicar nodos en el editor de nodosPermite realizar copias de los elementos seleccionados y moverlosPermite hacer copias de los trazos seleccionados de Grease Pencil y moverlosCrea copias de los huesos seleccionados dentro del mismo esqueletoCrear copias de los huesos seleccionados dentro del mismo esqueleto y moverlosPermite realizar copias de los meta-elementos seleccionados y moverlosHace que los subordinados a la curva de trayectoria roten siguiendo la mismaRealiza el corte aunque el clip no estuviera seleccionado, preservando la selecciónHace que los datos sean de único usuario, aplica el modificador y lo elimina de la lista.Hacer que los bordes 'naveguen'Hace que las normales de caras y vértices apunten hacia afuera o hacia adentro de la mallaHace que las caras usen la influencia mínima asignada a sus vértices (asegura que las nuevas caras se mantengan paralelas a las originales, es lento, deshabilitar cuando no sea necesario)Crea un grupo a partir de los nodos seleccionadosQuita volumen al peloAlarga el peloAlarga o acorta el peloDa más volumen al peloAcorta el peloHace que el pelo se ponga de puntaHace a la imagen transparente más allá del radio definidoConvierte en reales a los objetos instanciados a partir de este objetoHace que el objeto instanciador sea visible en las vistas 3DHace que el objeto instanciador sea visible durante el procesamientoConvertir en internoConvierte los bloques de datos vinculados desde bibliotecas en locales, con respecto a este archivoConvierte la acción vinculada en local con respecto a cada clipConvierte los datos vinculados en locales con respecto a cada objetoConvierte los materiales en locales con respecto a cada bloque de datosHace que el archivo del módulo sea considerado interno luego de ser cargadoPermite tener más espacio en donde colocar escenas grandes, distribuyendo la memoria de varios dispositivos interconectados (p.ej: a través de NVLink) en vez de duplicarlaConvierte los datos de animación en locales con respecto a cada objetoConvierte los datos de animación de objetos (mallas, curvas, etc.) en locales con respecto a cada objetoHace que sólo la capa activa sea visible/editableConvertir las rutas de los archivos blend de biblioteca usados en relativas, con respecto al archivo blend actualVuelve a mostrar las curvas previamente ocultadas en el Editor de curvasHace que el pelo seleccionado tenga la misma longitudHace que los objetos seleccionados aparezcan en el editor de ANL, agregándoles datos de animaciónHace explotar a los objetos seleccionadosConvierte en líquidos a los objetos seleccionadosHace que las Formas clave sean relativas, en caso contrario se reproducirán como una secuencia, usando el tiempo de evaluaciónPermite hacer que la simulación respete la deformación de la malla de baseHace que los datos del objeto pertenezcan a un único usuarioHace que los objetos pertenezcan a un único usuarioPermite hacer que el radio del forro en torno a los vértices seleccionados sea igual en todas las direccionesSe asegura de exportar el color activo en primer lugar. Podría ser importante debido a que es posible que algunos otros programas descarten otros atributos de color, luego del primeroHace que el objetivo sea el superior 'desconectable' del propietarioHace que el archivo de texto sea considerado interno luego de ser cargadoConvierte el texto en internoConvierte el texto en interno (copia separada)Hacer que la iluminación mediante HDR quede fija y no acompañe a la cámaraConvierte al conector booleano activo en un interruptor para su panel superiorHacer que el hueso de control sea un mecanismo invisible para el usuario y que sólo sea afectado por restriccionesHace que el archivo actual sea el archivo de inicio predefinidoHace que la pose actual sea más similar a la pose intermediaHace que la pose actual se acerque (o aleje) más a la pose de reposoTransforma a las preferencias actuales en predefinidasPermite hacer que el bucle de bordes coincida con la forma del bucle adyacenteHace que la imagen sea procesada detrás de todos los objetosHace que la capa se muestre delante de los objetosHacer que la iluminación quede fija y no acompañe a la cámaraHace que el objeto sea dibujado delante de los otrosHace que el objeto rastree a otro, usando varios métodos o restriccionesHace que los datos del objeto sean de un único usuario, si fuera necesarioConvierte al interruptor de panel en un conector independientePermite lograr que el almacenamiento de una cuadrícula volumétrica sea más eficiente, colapsando sus datos en celdas o nodos interioresPermite generar un espesor para la superficieHace que el valor de las asas de los claves seleccionados sea el mismo que el de sus claves respectivosHace que esta versión de Blender abra los archivos blend para todos los usuarios. Necesita permisos de administración.Hace que esta sea una textura basada en nodosHace que este pincel manche, al moverse, la pintura ya existenteHace activa a esta colecciónHace que esta curva o superficie sea cíclica en la dirección UHace que esta curva o superficie NURBS actúe como una curva Bezier en la dirección UHace que los extremos de esta curva o superficie NURBS se unan en la dirección UHace que esta superficie NURBS actúe como una curva Bezier en la dirección VHace que los extremos de esta superficie NURBS se unan en la dirección VConvierte esta forma clave en la nueva forma base, aplicándola a la malla. Tomar en cuenta que esto aplicará la forma a su 100%Hace esta curva un bucle cerradoHace a esta curva rellenaHace que esta superficie sea cíclica en la dirección VHace que los controles de los lados izquierdo y derecho sean duplicados vinculados (con escala negativa en X, para el lado derecho), basándose en la simetría de nomenclatura de los huesosHace que la guía de rayos sea determinista, lo que significa que será posible reproducir los mismos valores de píxeles cada vez que se procese la imagen. Esta característica enlentecerá el proceso de entrenamientoMalabar - മലയാളംAdministrarAdministrar traducciones de la interfazAdministrar datos no usadosPermite administrar los complementos ya instaladosPermite administrar los recursos del archivo actual y acceder a bibliotecas de recursos vinculadosObligatorioManiobrar para evitar colisiones con otros boids y objetos deflectores en su futuro cercanoManhattanDistancia ManhattanError al validar manifiesto: {:s}DesplegableManipular las coordenadas de texturizado del trazo y el rellenoManipula cómo disminuye la intensidad de la luz con la distancia. Usado típicamente para efectos no basados en principios físicos; en la realidad la luz siempre decae de forma cuadráticaPermite manipular objetos en un entorno 3DManipular sólo las coordenadas de texturizado del rellenoManipular sólo las coordenadas de texturizado del trazoManualCalibración manualDetalle manualRango de fotogramas manualOrientación manualRango manualEscala manualComprimir / Estirar manualmenteAjuste manualCrear manualmente despuésCrear manualmente después (individual)Agregar manualmente ORG, MCH o DEF según sea necesario.Determinar manualmente la cantidad de hilosRango de fotogramas determinado manualmenteDefinir divisiones de la cuadrícula de forma manualPermite definir las asas manualmente, manteniendo ambas alineadasEstablece manualmente la ruta donde almacenar las extensiones. Cuando se encuentre deshabilitada, se creará una carpeta de extensiones del usuario.Establecer manualmente la resolución del mapa de muestreo, valores mayores serán más lentos y requerirán más memoria, pero reducirán el ruidoPermite especificar de forma manual el rango de reproducción deseado para la acción (este rango será usado por algunas herramientas, pero no afectará a la evaluación de la animación)MapaOrigen del mapeoMapear rangoResolución del mapaMapear afinadoDestino del mapeoMapear X desdeMapear Y desdeMapear Z desdeTipo de mapaMapear UVMapea las UV tomando en cuenta la proporción de la imagen asociada con el materialPermite mapear las UV tomando en cuenta la posición de los vértices luego de que el modificador Subdividir superficie haya sido aplicadoMapea las UV a la región de la cámara, tomando en cuenta la resolución y proporciónMapear coordenadas X e Y en forma directaPermite mapear una textura usando una pasada de coordenadas UV como entrada, para aplicar texturas a los objetos durante el proceso de composiciónMapea todos los valores por debajo de 0.5 a 0.0, y todos los demás a 1.0Mapea una acción a los ejes de transformación de un huesoMapea un valor decimal de entrada sobre una curva y devuelve un valor decimal resultanteMapea el efecto del objeto de afinado sobre la parte biselada de la curvaPermite mapear los componentes del vector de entrada, usando curvasPermite mapear un conjunto de colores a otro, usado para adaptar la apariencia de una imagen de alto rango dinámico a dispositivos incapaces de reproducir toda su gama de intensidadesPermite mapear la presión de la tableta al radio de la curvaMapea el factor de finalización según la longitud y la cantidad de subdivisiones de cada segmento de la curvaMapea el factor de finalización según la longitud de la curvaMapea el factor de finalización según la cantidad de subdivisiones de la curva (Resolución U)Mapea la intensidad de la textura a la rampa de color. Nótese que el valor de alfa será usado para las texturas de imagen, habilitar "Calcular alfa" para imágenes que no posean un canal alfa.Mapea las transformaciones del objetivo al objetoMapear usando el vector normalPermite mapear valores entre 0 y 1, en base a los valores mínimo y máximo de los píxelesMapea valores en colores mediante el uso de un gradienteMapear con Z como eje centralMapeoCurva mapeoMapeo InicioTipo de mapeoMapeo en XMapeo desde la geometría objetivo hacia los puntos impactadosMármolMármol (roto)Mármol (sólido)MármolMargenColumna del margenMétodo de margenTipo de margenMargen agregado alrededor del fluido para minimizar la interferencia de los límitesMargen para el descarte en espacio de la cámaraMargen para reducir la filtración desde islas adyacentesMargen a tomar en cuenta al corregir costuras UV durante el pintado. Un margen mayor mejorará la corrección de costuras para mapas MIP, pero reducirá el rendimiento.MarcarMarcar como sueltosMarcar como raízMarcar como costurasMarca los bordes biselados como costurasMarcar como definidosMarcar las acciones sin curvas-f para ser borradas luego de guardar y recargar el archivo, preservando las "bibliotecas de acciones"Marca los bordes biselados como definidosMarca los bordes limítrofes como costurasMarca los bordes limítrofes como definidosMarcar los claves donde el flujo de valores cambia de dirección, basándose en la comparación con los claves adyacentesMarca los bordes UV seleccionados como costurasPermite marcar los vértices seleccionados como sueltosPermite marcar los vértices seleccionados como raícesPermite marcar o desmarcar los vértices seleccionados como vértices sueltosMarcadorMarcador %.2f desplazamiento %sMarcador %d desplazamiento %sVisualización de marcadoresNombre de marcadorNombres de marcadoresContorno de marcadorMarcador seleccionadoOpciones de marcadoresMarcador para anotar puntos en la línea de tiempoEl marcador está deshabilitado en el fotograma actualEl marcador está habilitado en el fotograma actualDesplazamiento de marcador %sPosición del marcador en el fotograma, expresada en coordenadas normalizadasEstado de selección del marcadorMarcadoresLos marcadores se encuentran bloqueadosMarcadores específicos a esta acción, para etiquetar posesMarcadores usados en todas las líneas de tiempo en la escena actualMáscaraDibujarUniformeDesplazamiento del esfumadoRellenarEnmascararNuevaSuavizarLímites de la máscaraColor a enmascararVisualización de máscarasEdición de máscaraID de máscara usada como entrada de máscara del modificadorMáscaraCapa de máscaraCapas de máscaraMapeo de máscaraModificador MáscaraConector de máscara de nodoInterfaz del conector de máscara del nodoEnmascarar vértices fuera del grupoSuperior de máscaraModo presión máscaraOpciones de máscarasContraer / Expandir máscaraMáscara punto en curvaPuntos de curva de máscaraPunto UW de máscara de curvaCurvas de máscaraDimensiones del esténcil de máscaraPosición del esténcil de máscaraClip de máscaraTextura de máscaraOpacidad textura máscaraAlfa superposición textura de máscaraContenedor de texturas de máscaraTiempo de máscaraMáscara a SDFHerramientas de máscaraEnmascarar UV CapaIdentificador de capa para Enmascarar UVIdentificador de la capa para Enmascarar UVValor de máscaraGrupo vértices máscaraEnmascara la capa activa con la capa de arriba o abajoLa animación de la máscara se encuentra sincronizada con el tiempo de la escenaLa animación de la máscara se encuentra en relación con el inicio del clipEnmascarar partes coincidentes con las opciones de Colección a arte linealEnmascarar partes coincidentes con las opciones de Material a arte linealEnmascarar colección en la capa de visualización activaBloque de datos de máscara que define una máscara para componerMáscara mostrada y editada en este espacioMáscara para definir qué curvas serán elegibles como guíasLa capa de máscara '%s' no contiene a la curva indicadaCapa de máscara '%s' no encontrada en la máscara '%s'Nombre de la capa de máscaraCapa de máscara no encontrada en la curva indicadaNivel de la máscara a usar cuando el modo es 'Valor'; cero significa sin máscara y uno completamente enmascaradoModificador Máscara del clip de la secuenciaModificador Máscara para ocultar partes de la mallaMáscara no encontradaEnmascara sólo las áreas de color contiguasEnmascarar objetos en esta colección fuera de la capa de visualizaciónEnmascarar objetos de la colección fuera de esta capa de visualización • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colecciónLa opacidad del sobreimpreso de la Máscara es actualmente 0Enmascarar pintura de acuerdo a las cavidades de la geometría de la mallaConector de máscara de un nodoMáscara curvaMáscara en uso en este clipMáscara para mezclar el efecto generalMáscara por la cual multiplicar la densidadEnmascara el contenido a uno de los lados de una línea, definida con el ratónEnmascara el contenido dentro de un rectángulo, definido con el ratónEnmascara el contenido dentro de una forma, definida con el ratóncapa_máscaraMáscarasTex. máscaraTextura para definir la máscaraNombre del grupo de vértices usado como máscaraMáscarasBloques de datos de máscaraMasaUnidades de masaGrupo de vértices de masaMasa a partir del tamañoMasa de cada partícula en la simulaciónMasa de las partículasGeneralControl principalMatCapMatCapsCoincidirCoincidir may/minIdentificadores coincidentesCoincidir interseccionesCoincidir máscarasHacer coincidir objetivoIgualar densidad de puntosCoincidir con referenciaCoincidir cadenaTipos coincidentesHace coincidir la opción Absoluto o Relativo con la de la ruta de entradaOpciones de rastreo de movimientoHace coincidir las normales de las nuevas caras con las de las ya existentesHace coincidir el grupo de vértices objetivo basándose en el nombreCompara las rutas con este valorPermite representar luces del mundo real mediante el uso de perfiles IES, que almacenan la distribución direccional de la intensidad de las fuentes lumínicasHacer coincidir las capas de datos de destino por su nombreHacer coincidir las capas de datos de destino por su orden (usando su identificador)Ajusta el espacio de texturizado para que coincida con el volumen delimitador del objetoPermire buscar coincidencias en el comienzo de los nombres de grupos de vértices de los objetos de malla; si se deja vacío buscará coincidencias de nombres completosHace coincidir la cámara 1 a 1 con el tamaño de la imagen procesadaHacer coincidir con la normal a la superficieDatos de cámara a ser rastreadaDatos de rastreo de movimientoDatos de la planilla de tiempos de rastreo de movimientoDatos del marcador de rastreo de movimientoDatos de rastreo y reconstrucción del objeto de rastreo de movimientoDatos de marcadores de rastreo plano de movimientoDatos de rastreo plano de movimientoDatos reconstruidos de cámara del rastreador de movimientoDatos de reconstrucción de rastreo de movimiento del marcadorDatos de rastreo de movimientoLuces del mismo tipoMaterialFundir usando alfaRecortar usando alfaDifuminar usando alfaModo de fundidoRopaCuboPlanoFluidoPeloNuevoOpacoTipo de previsualizaciónEsfera de sombreadoEsferaGrosorEl material %s no pudo ser convertido debido a diferencias en su Modo de fundido y Modo de sombra (necesitará un ajuste manual)El material %s no pudo ser convertido debido a un modo de fundido de alfa no trivial (necesitará un ajuste manual)No fue posible encontrar el material '%s'Atributo de materialLímites de materialesLímites de materialesLímites de materialesGrupos de materialesIdentificador de materialTipo de capa de materialMaterial a arte linealLos materiales se vinculan aMáscara de materialesModo de materialNombre del materialColisión de nombres de materialesConector de material de nodoInterfaz del conector de material del nodoMaterial (despl)MaterialRedefinir materialPasada de materialPreajuste de materialPreajustes de materialPrevisualización de materialesPropiedades de materialesPropósito del materialSeleccionar por materialNodo Seleccionar por materialContenedor de materialContenedores de materialEspeciales de materialesIntervalo de materialesVariantes de materialBloque de datos de material, que define la apariencia de objetos geométricos durante el procesamientoBloque de datos de material usado por este contenedorBloques de datos de materialMaterial de caras biseladas (-1 significa usar el de las caras adyacentes)Identificador de material de las caras generadas, -1 significa automáticoEl material está asignado a los datos del objeto, los cuales se encuentran vinculados/empacados y por lo tanto no son editables. Cambiarlo para vincular este contenedor de material al objeto en sí mismo o convertir en locales a los datos del objeto.Tipo de capa de material del nuevo contenedor de pinturaMaterial de las curvas de pelo generadasPasada del materialOpciones de materialesNodo sombreador de materialContenedor de material de un objetoIdentificador del contenedor de material de este caracterIdentificador del contenedor de material de esta curvaIdentificador del contenedor de material de esta caraIdentificador del contenedor de material de este triánguloNombre del contenedor del materialMaterial usado para procesar las partículasContenedores de material del objetoConector de material de un nodoMaterial con el cual redefinir todos los materiales en esta capa de visualizaciónMaterial usado para filtrarMaterial a ser usado para los trazos de contornosMaterial usado para usos secundarios de este pincelMaterial usado para los trazos dibujados usando este pincelValor del material que indica ausencia de desplazamientoMaterial(es)Red MaterialXMaterialesMateriales y texturasOperarNodo OperarMatrizValor de atributo de matrizDeterminante de matrizCampo de matrizConector de matriz de nodoInterfaz del conector de matriz del nodoMatriz de objetoOrientación matrizDVS de matrizMatriz globalAcceso a la matriz de posición, rotación y escala (incluyendo las relativas), antes de que las restricciones y jerarquías sean aplicadasMatriz que combina la posición y rotación del hueso (posición, dirección y giro de la cabeza) en espacio del esqueleto (no incluye/soporta la longitud o tamaño del hueso)Matriz que combina la posición y rotación del cursor 3DLa matriz contiene un sesgoMatriz que representa a las propiedades de posición, rotación y escala del huesoMatriz a descomponer, sólo se usará la porción de 3×3Valor del atributo de una geometría, de tipo matrizConector de matriz de un nodoMatroskaMateID en mate:Nodo de mateObjetos en el mateObjetos en mate:MatesMáxÁngulo máx. 2DLongitud máx. 2DMáx acel aéreaMáx vel angular aéreaMáx vel aéreaÁngulo máxMáx. de fotogramas BMáx. de fotogramas BFlexión máxDesenfoque máxRebotes máximosPartículas secundarias máxCompresión máxDesviación máx inicialCurvatura máxProfundidad máxDesplazamiento máxDistancia máximaDistancia máx. elementosMargen error máxÁngulo máx. carasAltura máximaImpulso máximoMáx acel en tierraMáx vel angular en tierraMáx vel en tierraLatitud máximaLuces máximasLongitud máximaCercanas máxFrecuencia máxDistancia máx de rayosMuestras máxFuerza costura máxÁngulo máx. formaSesgo máxContracción máxTamaño máxVel. máxLongitud máx inicialIntervalo máximoIntervalos máxSubdivisiones máxSubdivisiones máxTensión máxMemoria máx de textura por campoGrosor máxUmbral máximoVelocidad máxCantidad máxima de vértices para la previsualización del movimiento geodésicoDesplazamiento máximo de vérticesMáx XMáx X:Máx YMáx Y:Máx ZCenit máxCantidad máxima de contracción de la ropaCantidad máxima de conexiones permitidas para este conectorTamaño máximo de la forma del bokeh para la profundidad de campo (menos es más rápido)MáximoCantidad máxima de intervalos por fotograma usados para los cálculos dinámicosEscala máximaLongitud máxima de tensores * tamaño de esferasVelocidad máxima por celda (valores mayores de CFL minimizarán la cantidad de intervalos de la simulación y el tiempo de cálculo.)MaximizarMaximizar áreaÁrea maximizadaMáximoÁngulo máximo 2D para la división de las cadenasCurvatura máximaDistancia máximaError máximoPausa máximaValor máximo de altura para la lente de la vista cilíndrica centralIteraciones máximasPotencial máximo de energía cinéticaVida máximaValor máximo de longitud para la lente de la vista cilíndrica centralModo MáximoDistancia radial máximaRadio máximoResolución máximaPotencial máximo de aire encapsuladoValor máximoVolumen máximoPotencial máximo de cresta de olaMáximo XX máxima del marco de recorteValor máximo en X de la región de procesamientoValor máximo en X para recortar la imagenMáximo YY máxima del marco de recorteValor máximo en Y de la región de procesamientoValor máximo en Y para recortar la imagenMáximo ZZ máxima del marco de recorteMáxima aceleración en el aire (relativa a la velocidad máxima)Máxima aceleración en tierra (relativa a la máxima velocidad)Distancia máxima permitida entre los elementos de origen y destino, para los mapeos que no usan la topologíaCantidad máxima de curvas guía cercanas que serán tomadas en consideración para la interpolaciónÁngulo máximo entre las normales de las caras que será considerado como suaveÁngulo máximo entre la normal y el objetivo para incluir en la selecciónÁNgulo máximo entre las normales antiguas y las nuevasÁngulo máximo a mostrarÁngulo máximo para modificar el grosorÁngulos máximos para limitar a la cinemática inversaImpulso angular máximo del motorMáxima velocidad angular en el aire (relativa a los 180 grados)Máxima velocidad angular en tierra (relativa a los 180 grados)Valor máximo de resistencia a la flexiónDistancia máxima que un píxel puede difuminarse durante el desenfoqueLímite máximo de la cuadrícula (espacio global)Límite máximo del volumenBrillo máximo a ser considerado al rechazar sprites bokeh basándose en la cercanía (menor será más rápido)Intensidad máxima de daño por segundo causado al atacarValor máximo de resistencia a la compresiónLongitud curvilínea 2D máxima para la selección de cadenasCoeficiente máximo de amortiguación cuando el valor singular sea cercano a 0 (valores más altos producirán resultados con mayor estabilidad y menos reactividad)Densidad máxima del peloDistancia máxima permitida entre la nueva curva Bezier y la geometría original subyacenteDistancia máxima entre los elementos a fusionarDistancia máxima entre el trazo original y su aproximación poligonalDistancia máxima entre vértices fusionadosDistancia máxima para la adherencia, en píxelesDistancia máxima de alcance del campoDistancia máxima para el cálculo del volumen, sin importar qué tan lejos está el objetoDistancia máxima desde el pincel a la superficie de la malla para que sea afectada por la pinturaMáxima distancia desde la cual un boid podrá atacarDistancia máxima del elemento desde el centro de la selecciónDistancia máxima a la que los objetos pueden esparcirse en cada ejeDistancia máxima donde buscar partes sueltas inconexas de la mallaLongitud máxima de bordes durante el esculpido con topología dinámica (expresada como divisor de las unidades de Blender - valores mayores significarán una longitud menor de bordes)Longitud máxima de los bordes para el esculpido con topología dinámica (como porcentaje del pincel)Longitud máxima de los bordes para el esculpido con topología dinámica (en píxeles)Magnitud máxima de error durante los sub intervalosÁngulo máximo entre caras para sombrear los bordes como suavesMedida máxima de grosorMáximo del deslizadorAltura máxima de un saltoCantidad máxima de iteraciones durante los sub intervalosVelocidad máxima de la articulación en radianes/segundoLatitud máxima (ángulo vertical) para la lente equirrectangularLongitud máxima del vector de color de la partículaNivel máximo de profundidad de intersecciones en espacio del objeto (usar 0.0 para deshabilitar)Nivel máximo de intersección de la superficie usado para influenciar a las ondas (0.0 para deshabilitar)Contribución máxima de la luz, para reducir ruidosImpulso lineal máximo del motorLongitud máxima (ángulo hoarizontal) para la lente equirrectangularCantidad máxima de memoria para la textura del campo de un volumen en MB (a menos que sea redefinida por la primitiva del campo)Máximo uso de memoria en megabytes (0 significa ilimitado)Cantidad máxima de fotogramas predecidos bidireccionalmente entre otros fotogramas no B; influye sobre el tamaño del archivo y su capacidad de búsqueda internaCantidad máxima de núcleos del microprocesador a usar simultáneamente durante el procesamiento (para sistemas con múltiples núcleos o microprocesadores)Cantidad máxima de celdas adicionalesCantidad máxima de rebotes de la luz del entorno que contribuirán a la imagen procesadaCantidad máxima de rebotes de luz que contribuirán a la imagen procesadaCantidad máxima de repeticiones permitidas luego del último fotograma clave (0 = infinito)Cantidad máxima de repeticiones permitidas antes del primer fotograma clave (0 = infinito)Cantidad máxima de influencias de deformaciónCantidad máxima de rebotes de reflectividad difusa, restringida por el máximo totalCantidad máxima de partículas de fluido permitidas en esta simulaciónCantidad máxima de fotogramas durante la cual se producirá el efecto de construcción (a menos que ocurra otro clave de Grease Pencil antes de que ese tiempo haya transcurrido)Cantidad máxima de fotogramas a mostrar después del fotograma actualCantidad máxima de fotogramas a mostrar luego del actual (0 = no mostrar ninguno luego del actual)Cantidad máxima de fotogramas a mostrar antes del fotograma actualCantidad máxima de fotogramas a mostrar antes del actual (0 = no mostrar ninguno antes del actual)Cantidad máxima de rebotes de reflectividad, restringida por el máximo totalCantidad máxima de iteraciones para convergencia, en caso de reiteraciónCantidad máxima de líneas a almacenar en el buffer de la consolaCantidad máxima de oclusiones para los trazos generadosCantidad máxima de partículas generadas por celda de aire encapsulado por fotogramaCantidad máxima de partículas generadas por celda de cresta de olas por fotogramaCantidad máxima de partículas por celda (asegura que cada celda contenga como máximo esta cantidad de partículas)Cantidad máxima de archivos recientemente abiertos a recordarCantidad máxima de intervalos de simulación a realizar por cada fotogramaCantidad máxima de iteraciones a resolverCantidad máxima de intervalos a través del volumen, antes de dejar de calcular, usado para evitar tiempos de procesamiento excesivamente altos en objetos grandes o al usar tamaños de intervalo muy pequeñosCantidad máxima de texturas agregadas %dCantidad máxima de rebotes de transmisión, restringida por el máximo totalCantidad máxima de rebotes de transparencia. Esto es independiente de la cantidad máxima de otro tipo de rebotesCantidad máxima de vértices en la malla para usar el decaimiento geodésico al mover el origen de expansión. Si la cantidad total de vértices fuera mayor que este valor, el decaimiento durante el movimiento será de tipo esféricoCantidad máxima de eventos de dispersión volumétricaValor máximo de las influencias de los grupos de vértices A y BOpacidad máxima de los huesos en modo de visualización de estructurasValor máximo de salida del mapeoDistancia radial máxima de alcance del campoÁngulo máximo de la raíz a la punta (distancia a la punta/distancia a la raíz para pelo largo)Rotación máximaRotación máxima en cada ejeRugosidad máxima para la cual usar el método de trazado de rayos. Las superficies con una rugosidad mayor a esta, usarán una aproximación rápida de iluminación global. Un valor de 1 deshabilitará la aproximación rápida de iluminación global.Variación aleatoria máxima de escala en cada ejeFuerza máxima de costuraValor máximo de escala del sesgoTamaño máximo de píxel del mapa de sombras. Valores mayores usarán menos memoria, a costa de la calidad de la sombra.Máxima velocidad al saltarVelocidad máxima (en unidades de la interfaz) por segundoMáxima velocidad en el aireMáxima velocidad en tierraFactor de escala máximo soportado para los huesos de control de la curvaCantidad máxima de intersecciones con superficies, usada por el método de intersección volumétrico preciso. Producirá defectos en la imagen cuando ésta sea excedida. Cantidades mayores aumentarán el uso de memoria VRAM.Temperatura máxima de las llamas (valores más altos producirán llamas con una ascensión más rápida)Valor máximo de resistencia al estiramientoGrosor máximoGrosor máximo en la dirección principalValor máximoMáximo valor de recorteValor máximo del rango del canal del objetivoFactor máximo de estiramiento del volumenVolumen máximo, sin importar qué tan cerca está el objetoPodría funcionar de manera pobre al procesar usando celdasMetaBolaPromedioBiselado medio:Plegado medio:Radio medio X:Radio medio Y:Radio medio:Giro medio:Plegado medio:Influencia media:MedirMedir el tamaño del pincel en relación a la escenaMedir el tamaño del pincel en relación a la vistaPermite elegir cómo medir el radio del pincelMedición de distancias y ángulos • {:s} en alguna parte para una nueva medición • Arrastrar un segmento de la regla para medir un ángulo • {:s} para eliminar la regla activa • Ctrl al arrastrar para adherir • Mayús al arrastrar para medir el grosor de la superficieMediciónTipo de medioReproductor de medios para videos y secuencias de imágenes PNG, JPEG o SGICentroideCentro medioPunto medioCentroide de la caraPunto medio:MediaContraste medioContraste medio altoContraste medio bajoMediaFormato medio (Hasselblad)MegawattsMelaninaConcentración de melaninaEnrojecimientoMem:%dM, Pico: %dMMemoriaMemoria y límitesLímite memoria cachéLímite de memoria para el caché (en MB)Memoria: %sMenúMenú "%s" no encontradoColores Fondo menúMenú - FondoError del menúMenú expandidoNombre de ID del menúMenú - ElementoColores Elementos menúElementos del menúMenú faltante:Nombre del menúConector de menú de nodoInterfaz del conector de menú del nodoIntercambiar (menú)Menú no definidoColores Control menúMenú de selección de huesosMenú de selección de objetosConector de menú de un nodoMenú dentro del cual buscarEl valor del menú debe ser un valor constanteMenúsFusionarFundido aditivoFusionar animaciónFusionar animacionesDistancia de fusiónFusionar vértices en extremosFactor de fusiónFusionar capasFusionar contenedores de material cuando sea posibleMezclar nodos (Adicionar)Mezclar nodos (Superponer con alfa)Mezclar nodos (automático)Mezclar nodos (Color, Adicionar)Mezclar nodos (Color, Dividir)Mezclar nodos (Color, Multiplicar)Mezclar nodos (Color, Sustraer)Mezclar nodos (Combinar por profundidad)Mezclar nodos (Dividir)Mezclar nodos (Mayor que)Mezclar nodos (Menor que)Mezclar nodos (Operar, Adicionar)Mezclar nodos (Operar, Dividir)Mezclar nodos (Operar, Mayor que)Mezclar nodos (Operar, Menor que)Mezclar nodos (Operar, Multiplicar)Mezclar nodos (Operar, Sustraer)Mezclar nodos (Multiplicar)Mezclar nodos (Sustraer)Fusionar solapadasFusionar rotación y escala del superiorMezclar nodos seleccionadosMezclar nodos seleccionados usando nodos de geometríaMezclar nodos seleccionados usando OperarMezclar nodos seleccionados usando MezclarMezclar nodos seleccionados usando sombreadoresFundido sustractivoUmbral de fusiónTipo de mezclaFundir las primitivas USD con la transformación de su superior, cuando esto sea posible. USD no permite primitivas geométricas anidadas. Se definirán primitivas de transformación intermedias para mantener la validez del archivo USD, al encontrar jerarquías de objetos.Fusiona las coordenadas UV que compartan un vértice, para compensar la falta de precisión de algunos modificadoresFusionar UVFusionar vérticesFusionar las propiedades de la herramienta activa al activarla (no sobrescribe las existentes)Fusiona triángulos adjacentes en cuadriláterosFusionar vértices adyacentes (el desplazamiento de la rosca debe ser cero)Fusionar todos los puntos seleccionados cercanos, estén o no conectadosFusiona toda la geometría producto de la intersecciónMezclar todos los canales de sonido en uno soloFusionar por accionesFusionar por distanciaFusionar por nombres de pistas de ANLFusiona las normales personalizadas de los vértices seleccionadosFusiona el primero con el último, cuando el ángulo indica una revolución completaFusionar contenedores de material cuando sea posibleMétodo de fusión a usarFusionar puntos solapados, según su distancia. (Convertir instancias en reales deberá estar activa)Fundir transformación de superiorFusionar puntos por distanciaFusiionar en vez de crear carasFusiona los nodos de entrada seleccionados del grupo en uno solo, si fuera posibleMezcla los nodos seleccionadosFusiona los vértices seleccionados con otros no seleccionadosFusionar vértices seleccionadosFusiona geometrías generadas de forma separada, en una única geometríaFusiona la animación de los objetos seleccionados en la acción del objeto activo. Esta operación no eliminará acciones, pero sí podrán quedar con cero usuariosFusionar triángulos en polígonos de cuatro lados, cuando sea posibleMezclar usando Sumar o Mezclar sombreadoresMezclar usando nodos Superponer con alfaMezclar usando nodos Combinar por profundidadMezclar usando nodos OperarMezclar usando nodos Booleana (malla) o Unir geometríaMezclar usando nodos MezclarFusiona vértices basándose en su proximidadFusiona los vértices de duplicados adyacentesFusiona los vértices de los duplicados inicial y finalFusiona vértices o puntos comprendidos dentro de una distancia dadaFusionar vértices dentro del umbral de fusiónFusionar:Se fusionaron %d ID de la base de datos de '%s' en la base de datos de '%s'; ya existían %d ID y %d bibliotecas como parte de la base de datos de destino, además %d ID faltantes de la base de datos de destino fueron liberados, junto con la base de datos de origenNombre de animación fusionadaFusionar vértices por distanciaMallaCantidad de caras conectadasCantidad de bordes conectadosCantidad de caras conectadasCantidad de caras en la islaÁnguloAdherencia a ángulosÁreaÁrea 3DPromediarBiseladoAmbasForma del límiteCírculoLimitarColapsarConoCoplanaresMoldura de cornisaPlegadoMoldura de coronamientoCuboCilindroDirecciónVisualización de estiramientoDistanciaÁngulo entre carasRellenarColor de rellenoPlanoSombreado facetado / suaveBordes marcados de FreestyleCaras marcadas de FreestylePlano subdivididoEsfera geodésicaLongitudLongitud 3DLíneaMaterialMedidasModoModificadaNuevaNingunaNormalObjetoIdentificador de objetoPerímetroFijoPlanoPlanoLados del polígonoPreajusteRelativaCantoCircularPantallaCosturaDefiniciónSuavizadoEsferaRocíoEscalonesBucles de soporteSuzanneTipoRevertir subdivisiónPlegado del vérticeGrupo de vérticesDevanadoLa malla %s contiene caras inválidas, probablemente causadas por la herramienta de extrusión desplegable de la versión 2.90.0. Abrir y guardar el archivo con una versión anterior a la 5.1 debería resolver el inconvenienteLa malla '%s' no contiene datos de deformación en sus vérticesLa malla '%s' contiene polígonos con más de 4 vértices, no es posible calcular/exportar un espacio tangencial para éstaLa malla '%s', Atributo '%s' (dominio %d, tipo %d) no puede ser convertida a USDMalla 1Malla 2Análisis de mallasAtributos de mallasBooleana (malla)Límite de mallaAutoenmascarar (límites de malla)Caché de mallaCírculo (malla)Deformar con mallaBorde de mallaBordes de mallaModo edición de mallasSobreimpresos modo Edición (mallas)Generador de mallaIsla de mallaLínea (malla)Bucle de mallaTriángulo teselado de la mallaTriángulos teselados de la mallaBucles de la mallaModo de mallaVector normales de mallaNormales de mallasPolígono de la mallaPolígonos de mallaEsculpido de mallasModo de selección de mallasModo de selección de mallasCaché de secuencia de mallasTasa de simplificaciónCapa vértices forro mallaOrigen de mallaVisualización de estadísticas de mallasPintado texturas mallasCapa UVSe necesita un mapa UV en la mallaVértice de mallaColor vértices mallaCapa colores vértices de mallaPintado vértices mallasVértices de mallaVisualizar estadísticas de mallaVolumen de la mallaVolumen de la malla + ProximidadPintado influencias mallasComponente de la malla que contiene datos de puntos, bordes, caras y esquinas de carasMalla compuesta sólo de triángulos, que permite interacciones más detalladas que las envolventes convexasBloque de datos de malla que define la superficie de la geometríaBloques de datos de mallaModificador Deformar con mallaModificador de deformación con malla, para deformar usando otras mallasEl detalle de la malla no cambia con cada trazo, sólo al usar Rellenar detalleEl detalle de la malla es constante en espacio global, de acuerdo a la opción Tamaño del detallesEl detalle de la malla es relativo al tamaño del pincelEl detalle de la malla es relativo al tamaño del pincel y a la opción Tamaño de detallesLa malla no contiene un atributo de color activo "%s"Caras y vértices de la malla reordenados espacialmenteMalla a partir de Curvas, Superficies, Metabolas, Textos o Nubes de puntosGenerador de mallaLa malla no contiene datos UVLa malla no contiene datos de colores de vérticesLa malla no contiene un área de carasLa malla no contiene caras a las que asignar materialesObjeto de tipo malla al que las curvas podrán ser ancladasObjeto con cuya malla provocar la deformaciónObjeto poligonal a usar como extremo inicialObjeto poligonal a usar como extremo finalObjeto cuya malla se usará para la operación booleanaEl(los) objeto(s) de malla no tiene(n) un vértice/borde/cara activoMalla en cuyas caras se distribuirán puntosMalla en cuyas caras se producirá la distribuciónMalla o nube de puntos en donde encontrar el punto más cercanoEscala de la mallaOpciones de mallasLa malla debe ser desplegada antes de poder capturar datos de multi-resoluciónMalla objetivo a envolverMalla que será sustraída de la primera mallaMalla a curvaMalla a cuadrícula de densidadMalla a puntosMalla a cuadrícula SDFMalla a volumenModificador Malla a volumenMalla de la que calcular su dualMalla cuyo volumen interno será convertido en una geometría de niebla volumétricaMalla a ser convertida en curvasMalla de la cual se extruirán elementosMalla en donde encontrar el punto más cercano de su superficieMalla de la cual se invertirán carasMalla a la cual redefinir el atributo de conjunto de carasMalla a la cual definir normales personalizadasMalla a ser subdivididaMalla a ser trianguladaMalla cuyo mapa UV será usadoMalla cuyos bordes serán separadosMalla cuyos elementos serán convertidos en puntosMalla cuyo volumen interno será convertido en una cuadrícula de densidadMalla cuyo volumen interno será convertido en una cuadrícula con un campo de distancias con signoMalla(s)Las mallas activas no contienen Formas claveMalla: {} vértices, {} bordes, {} carasCaché_mallaDeformar_con_mallaModificador Deformar con mallaCaché_secuencia_mallasBucle UV malla (obsoleto)MallasMallas a ser unidas o intersectadasMensajeFalló el proceso de extracción de mensajes!MetaMeta listaMeta-clipMeta-clipsMeta-clips seleccionadosLista de meta-clips, el último es el meta-clip actualmente editadoMetaclipMetabolaNuevaLa metabola '%s' no contiene la curva indicadaMeta-elementoMeta-elementosBloque de datos de metabola para definir superficies globularesBloques de datos de metabolaComportamiento de actualización de las metabolas durante la ediciónMeta-elementosTipo de metabolaMetabola(s)MetabolasMetadatosMetadatos entornoOrigen de metadatosMetadatos textoMetalMetalRTMetalRT para trazado de rayos usa menos memoria en escenas que hagan un uso extensivo de curvas, y puede brindar un mejor rendimiento en algunos casos específicosMetálicoBSDF MetálicoReflexión metálica con distribución de micro facetas y fresnel metálicoModelo de metarig escrito en el bloque de datos de texto {:s}Metarig escrito en el bloque de datos de texto {:s}MetroMetrosMetros por unidadMetros por segundoMetros por segundo al cuadradoMétodoMétodo cuadriláterosMétodo de calcular la operación booleanaMétodo para calcular el tamaño del planoMétodo para controlar cómo se combina el clip con otros clipsMétodo a aplicar para determinar la dirección del desplazamiento a lo largo de la esquinaMétodo para extender la selección de vértices UVMétodo para lograr que el texto de la interfaz sea nítidoMétodo para leer el código de tiempo del origenMétodo de procesamiento de la transluminiscenciaMétodo de muestreoMétodo de muestrear el flujo de alta resoluciónMétodo para definir materiales de nuevas carasMétodo para suavizar los valores entre píxelesMétodo para la división de polígonos de más de 4 lados en triángulosMétodo para la división de cuadriláteros en triángulosMétodo de generación de la coordenada X del mapa, a lo largo de la curva principalMétodo de generación de la coordenada Y del mapa, a lo largo de la curva del perfilMétodo para escoger una instancia subordinada por cada elementoMétodo de suavizado de bordes en las vistas 3DMétodo de suavizado de bordes en las vistas 3DMétodo de suavizado de bordes al procesar imágenesMétodo para fundir las capas de máscarasMétodo de conección de múltiples buclesMétodo de cálculo de la interacción aerodinámicaMétodo para calcular la posición de la alineaciónMétodo para mezclar los fotogramas clave pegados con los ya existentesMétodo de modificación de geometríaMétodo para modificar la curva-f existenteMétodo de proyectar la profundidadMétodo usado para ordenar los canales en la planilla de tiemposMétodo para calcular el ángulo de rotaciónMétodo para determinar la cantidad de duplicados generadosMétodo para controlar el tiempo de reproducciónMétodo para determinar la cantidad de instancias a distribuirMétodo para mostrar/sombrear los objetos en la vista 3DMétodo para ajustar la imagen y el ángulo de visión al sensorModo de interpretar los parámetros de desplazamientoMétodo para proyectar la imagen 2D sobre un objeto usando un vector de texturizado 3DMétodo para escalar el plano según el encuadre de la cámaraMétodo para definir los orígenes de rotación de los segmentos del pincelMétodo para espaciar los bucles de bordes UVMétodo a usar para la asignación de influenciasMétodo a usar para distribuir puntosMétodo de divisiónMétodo a usar para el desplazamientoMétodo a usar para la tangenteMétodo a usar para distribuir los duplicadosMétodo usado para combinar el resultado de la acción activa con el resultado de la lista de ANLMétodo usado para combinar el resultado de los clips con el resultado acumuladoMétodo usado para borrar fotogramas de Grease PencilMétodo usado para borrar los datos de mallaMétodo usado para determinar el escalado de los ejes X y Z de los huesosMétodo usado para determinar la escala del eje Y de los huesos, por encima de la forma y escala de la propia curvaMétodo usado para visualizar imágenes en pantallaMétodo usado para disolver puntos de los trazosMétodo usado para evaluar el valor de la curva-f más allá de los fotogramas clave inicial y finalMétodo usado para empacar islas UVMétodo usado para simplificar los puntos de los trazosMétodo a usar para suavizarMétodo usado para crear la geometría en los extremosMétodo usado para convertir el decimal a enteroMétodo usado para definir la forma del perfilMétodo para definir qué nombre de grupo usarMétodo usado para describir la rotaciónMétodo usado para determinar el color de la curva-f en el editor de curvasMétodo usado para determinar las asas de controlMétodo usado para determinar el radio y la ubicaciónMétodo usado para determinar cuando detener la propagación de la pose a clavesMétodo usado para mapear los bordes de origen a los de destinoMétodo usado para mapear las caras de origen a las de destinoMétodo usado para mapear las esquinas de las caras de origen a las de destinoMétodo usado para mapear los vértices de origen a los de destinoMétodo usado para hacer coincidir las propiedades del objetivo y el controladoMétodo usado para referenciar las rutas de accesoMétodo usado para almacenar los datosMétricoEspecifica la rugosidad de las micro facetas de la superficie (0.0 producirá una reflexión especular perfecta, 1.0 será una reflexión completamente difusa)MicrofibraModelo de dispersión múltiple entre fibras orientadas según normales, basado en micro hojuelasMicrómetrosMicrosegundosInstalación desde la Tienda de MicrosoftMicrowattsNivel medioCentroPosición del control medioControles mediosAcción con botón centralNivel medioPunto medioAdherir a punto medioPuntos mediosMedios tonosFinal medios tonosInicio medios tonosMiePuede lucir mejor que Moderación, pero también tener errores. Un hueso con un subordinado tendrá su cola ubicada en la cabeza del subordinado. Asimismo, hay que advertir que valores de escala no uniformes podrían ocasionar problemas, por lo que habrá que tener cuidadoMillasMillas por horaMiligramosMilímetrosMilisegundosMilliwattsMínÁngulo mín. 2DLongitud mín. 2DMín vel aéreaÁngulo mínCurvatura mínDistancia mínimaAltura mínimaLatitud mínimaRebotes de luz mínLongitud mínimaMín MáxFrecuencia mínMuestras mínIntervalo mínimoGrosor mínRebotes de transparencia mínVóxel mínMín XMín X:Mín YMín Y:Mín ZCenit mín¡Los valores Mín y Máx son iguales!Mín/MáxMiniBrillo de los mini ejesTamaño de los mini ejesTipo de mini ejesMínimoCantidad mínima de intervalos por fotograma usados para los cálculos dinámicosInformación mínimaLongitud mínima de tensores * tamaño de esferasDistancia mínima aceptada entre dos elementos característicosValor mínimo de coincidencia entre el patrón encontrado y la referencia, para ser considerado un rastreo exitosoMinimizarMinimizar estiramiento. Fundido %.2fMínimoÁngulo mínimo 2D para la división de las cadenasCantidad mínima de muestras de suavizado de bordes para el muestreo adaptativo, para detectar las regiones ruidosas antes de detener el muestreo. Usar cero para definirlo automáticamente, basado en el umbral de ruidoCantidad mínima de muestras de suavizado de bordes para el muestreo adaptativo, para detectar las regiones ruidosas antes de detener el muestreo. Usar cero para definirlo automáticamente basado en el umbral de ruido, para procesamiento de vistasCurvatura mínimaDistancia mínimaError mínimoEspaciado mín cuadrículaValor mínimo de altura para la lente de la vista cilíndrica centralIteraciones mínimasPotencial mínimo de energía cinéticaLongitud mínimaVida mínimaValor mínimo de longitud para la lente de la vista cilíndrica centralModo MínimoDistancia radial mínimaEstiramiento mínimoPotencial mínimo de aire encapsuladoTorsión mínimaValor mínimoMínimo de vérticesVolumen mínimoPotencial mínimo de cresta de olaMínimo XX mínima del marco de recorteValor mínimo en X de la región de procesamientoValor mínimo en X para recortar la imagenMínimo YY mínima del marco de recorteValor mínimo en Y de la región de procesamientoValor mínimo en Y para recortar la imagenMínimo ZZ mínima del marco de recorteDistancia mínima permitida entre los centros de dos instancias distribuidas. Aumentar el valor para una distribución local más homogénea.Cantidad mínima de fluido (densidad de humo, combustible o temperatura) que puede contener la celda antes de ser considerada vacíaValor mínimo de amplitud necesario para influenciar a la envolventeÁngulo mínimo a mostrarÁngulo mínimo para modificar el grosorÁngulos mínimos para limitar a la cinemática inversaLímite mínimo de la cuadrícula (espacio global)Límite mínimo del volumenCoordenada mínima en el eje X (espacio del índice de la cuadrícula)Coordenada mínima en el eje Y (espacio del índice de la cuadrícula)Coordenada mínima en el eje Z (espacio del índice de la cuadrícula)Longitud curvilínea 2D mínima para la selección de cadenasDensidad mínima de una celda del volumen para que contenga un puntoDensidad mínima de un voxel para que contenga un punto de la cuadrículaDistancia mínima entre las caras de la ropa antes de que se dispare una respuesta de colisiónDistancia mínima entre los objetos colisionantes antes de que se reconozca la colisiónDistancia mínima entre nodos al desplazar los nodos de forma automáticaDistancia mínima entre dos guíasDistancia mínima entre dos guías para el nuevo mapa de guíasDistancia mínima para el decaimiento del campoDistancia mínima desde el último punto antes de que la selección continúeDistancia mínima desde el último punto antes de que el trazo continúeMagnitud mínima de error durante los sub intervalosMedida mínima de grosorMínimo del deslizadorIntensidad mínima para disparar el resplandorCantidad mínima de iteraciones durante los sub intervalosLatitud mínima (ángulo vertical) para la lente equirrectangularIntensidad mínima para que una luz contribuya a la iluminación de la escenaLongitud mínima (ángulo hoarizontal) para la lente equirrectangularValor mínimo de la máscara para considerar a un vértice como válido para extraer una cara desde la malla originalCantidad mínima de rebotes de luz. Valores más altos reducen el ruido de los primeros rebotes, pero también puede resultar más ineficiente con geometría compleja como curvas o volúmenesCantidad mínima de oclusiones para los trazos generadosCantidad mínima de partículas por celda (asegura que cada celda contenga al menos esta cantidad de partículas)Cantidad mínima de píxeles entre cada línea de la cuadrícula en las vistas 2DCantidad mínima de intervalos de simulación a realizar por cada fotogramaCantidad mínima de rebotes de transparencia. Valores más altos reducen el ruido de los primeros rebotes, pero también puede resultar más ineficiente con geometrías complejas como curvas o volúmenesValor mínimo de las influencias de los grupos de vértices A y BValor mínimo de salida del mapeoDistancia radial mínima para el decaimiento del campoRadio a usar cuando se aplique una presión mínima (también es el mínimo del afinado)Ángulo mínimo de la raíz a la punta (distancia a la punta/distancia a la raíz para pelo largo)Tamaño mínimo de cada píxel del mapa de sombras. Valores mayores usarán menos memoria, a costa de la calidad de la sombra.Mínima velocidad en el aire (relativa a la velocidad máxima)Temperatura mínima de las llamas (valores más altos producirán llamas con una ascensión más rápida)Grosor mínimoGrosor mínimo en la dirección perpendicular a la dirección principalValor mínimoValor mínimo de recorteValor mínimo del rango del canal del objetivoValor mínimo para la selección aleatoriaValor mínimo para la influencia de los vérticesValor mínimo para considerar un cierto atributo como un límite, al crear los conjuntos de carasFactor mínimo de estiramiento del volumenVolumen mínimo, sin importar qué tan lejos está el objetoMinkowskiMinkowski 1/2Minkowski 4Exponente de MinkowskiDistancia MinkowskiExponente de MinkowskiRadio menorSegmentos menoresMinoríaMinutosSimetrizarSimetrizar como nombre de huesoEje de simetríaEsfera espejadaHueso de simetríaEdición simétricaModificador SimetrizarObjeto de simetríaSimétrico del controlSimetriza el tipo y los parámetros de Rigify de los huesos seleccionados, hacia el lado opuesto. Los nombres deberían terminar en L y RSimetrizar transformacionesVoltear UVoltear en cada UDIMVoltear VSincronizar con sesión de RVSimetrizar grupos vérticesVoltear vérticesReflejar influenciasSimetrizar controlesSimétrico con superioresVoltear en XVoltear en YSimetriza todos los puntos de control sin invertir la deformación de la jaulaRefleja las influencias de todos los grupos de vérticesPermite simetrizar en torno a los ejes locales X, Y y/o Z, con respecto al origen del objetoMapeo de tipo esfera espejada para mapeos de entornoPermite aplicar el pincel de forma simétrica, con respecto al eje XPermite aplicar el pincel de forma simétrica, con respecto al eje YPermite aplicar el pincel de forma simétrica, con respecto al eje ZEl grupo a simetrizar está bloqueado, cancelandoPermite voltear los elementos seleccionados sobre uno o más ejesVoltea las coordenadas de texturizado U, en torno al punto de inversiónVoltea las coordenadas de texturizado V, en torno al punto de inversiónSimetrizar en torno al eje XSimetrizar en torno al eje YSimetrizar en torno al eje ZSimetriza la selección de huesosPermite voltear la forma clave actual, con respecto al eje local XVoltea la repetición de la imagen en la dirección XVoltea la repetición de la imagen en la dirección YSimetriza los grupos de vértices a izquierda/derecha al pintar. El eje de simetría es determinado por las opciones de simetría.Simetriza el movimiento de un asa hacia la otraVoltear los valores de la nueva forma claveVoltea las coordenadas de texturizado, en torno al centro de cada celda UDIMRefleja el grupo de vértices, las influencias y/o nombres de los vértices seleccionados, invirtiéndolos completamente cuando ambos lados estén seleccionados o, en caso contrario, copiando desde el lado no seleccionado al opuestoSimetrizar los grupos de vértices ya existentes (p.ej. .R -> .L)Refleja las influenciasSimetría%sDesplazamiento de las UV de la parte simetrizada de la malla, en el eje UDesplazamiento de las UV de la parte simetrizada de la malla, en el eje VSe simetrizaron los parámetros de {:d} huesosModificador para simetrizar objetosVariosVariosColor de falloFaltan los componentes %s%s%s de rotación Euler del ID='%s' y Ruta-RNA='%s''Ventana' faltante en el contextoComplementos faltantesComplementos integrados faltantesDatos faltantesGeometría faltanteMateriales faltantesMenú faltante: %sConfiguración de OpenColorIO faltantePanel faltanteEsténcil faltanteTextura faltanteMapa UV faltante para anclar las curvas a la superficie evaluadaMapa UV faltante para anclar las curvas a la superficie originalUV faltantesFalta el nombre del huesoEncabezado no encontradoBiblioteca faltanteIdentificador de herramienta de nodos faltante ({})Identificador de operador faltanteSalida faltantePropiedad faltante para el conector de entrada "%s"Archivos de script faltantesSuperficie de malla faltante¡Se detectó %s%s%s%s faltante!Faltante: %sFaltante: %s.%sNieblaPasada de nieblaOpciones de niebla del bloque de datos de entornoMitchÁngulo corte ingleteInglete ExteriorForma del perfil de ingletesForma del ingleteMezclarMezclar (antiguo)Mezclar (color)Factor de mezclaFactor de mezcla a 1.0Mezclar posiciónModo de mezclaNodo MezclarPosición de nodo MezclarMezclar (rotación)Mezclar escalaMezclar sombreadoresFactor de mezcla de trazoMezclar (vector)Mezcla los valores de los atributos de elementos vecinosFactor de mezclaFactor de mezcla para la posición de los vérticesModo de mezclaFundir el valor de origen con el del destino, usando el umbral indicado como factor de mezclaPermite mezclar el audio de la escena a un archivo de sonidoPermite mezclar las influencias de dos grupos de vérticesMezcla dos colores de entradaMezcla dos sombreadores. Usado típicamente para superponer materiales en capasMezcla valores según un factorConvierte el sonido a monoBuffer de mezclaModalEventos modalesMapa de teclado (modal)Operadores modalesNo se soportan mapas modales de teclado para configurar atajos de complementosModoModo (Alt)ModoModo para definir la regla de fusiónModo para calcular los valores de los canales de rotaciónModo de evaluación de normales de la curvaModo para ajustar la imagen al lienzoModo de especificar el tamaño deseado de los vóxelesModo de importación de las imágenes seleccionadasModo de inserción automática de fotogramas clave para objetos y huesos (opción predefinida para nuevas escenas)Modo de procesamiento del colorModo de rellenar la curvaModo de operación para pintar usando proyecciónModo de desplazamientoModo de las herramientas al aceptar entrada desde la interfazModo de definir la longitudModo en el que mostrar los fotogramasMétodo de dibujo de los límitesForma de cargar las vistas en la imagenModo de cargar vistas de películaModo a usar al crear trazosModo usado para aplicar la texturaModo usado al mezclar con el color de salida de la texturaModela los tres procesos físicos de un volumen, representados por sus coeficientesModosModificadoFecha de modificaciónBordes modificadosSe modificó la animación de {:d} esqueletosModificado: {}{}{}ModificadorBloquesConstanteModoDefinidoSuavizadoDestinoVóxelesEl modificador "%s" no se encuentra en la lista de modificadores del objetoEl modificador "%s" no se encuentra en la lista de modificadores del clipEl modificador '%s' no está en el objeto '%s'El modificador '%s' no fue copiado a ningún objetoManipulador de modificadorNombre del modificadorOperación de modificadoresPropiedades de modificadoresTipo de modificadorUID del modificadorModificadores que afectan los datos geométricos de un objetoModificador para afectar/generar normales personalizadasSólo es posible aplicar una vez el modificador al objeto '%s'El modificador no puede ser aplicado a una malla con Formas claveEl modificador que contiene al nodo se encuentra deshabilitadoNo fue posible agregar el modificador (ver consola por más detalles)No fue posible agregar el modificador a (%s : %s) (ver la consola por más detalles)Modificador deshabilitadoModificador de clipModificador de valores de curvas-fEl modificador contiene datos capturadosEl modificador está deshabilitadoEl modificador está deshabilitado o resultó en error, omitiendo su aplicaciónEl modificador está deshabilitado, omitiendo su aplicaciónNombre del modificadorRecursos de grupos de nodos de tipo modificador no asignados a un catálogo. Es posible asignar catálogos en el Explorador de recursosNúmero del modificador al cual asignarNúmero del modificador a eliminarEl modificador requiere más de 3 caras como entradaEl modificador requiere datos originalesEl modificador requiere datos originales, se encuentra en una mala posición en la listaEstado del modificadorModificador para moldear hacia otras formasModificador para transferir ciertos datos desde un objeto de origenEl modificador no fue encontrado en la listaModificadoresModificadores que afectan a todas las curvas-f en la acción referenciadaModificadores que afectan los datos geométricos del objetoModificadores que afectan la forma de la curva-fModificadores que afectan a este clipNo es posible aplicar modificadores al objeto '%s'No es posible agregar modificadores al objeto: {:s}No es posible aplicar modificadores en modo ediciónLos modificadores no pueden ser aplicados a datos redefinidosLos modificadores no pueden ser aplicados a datos con usuarios múltiplesModifica la malla completa usando una deformación elásticaModificarModificar activoModificar flexión de curvaModificar ocultosModificar esténcil de máscaraModificar etiquetas de nodosModificar recurso de poseModificar definiciónModifica el esténcil primario o de máscaraModificar los colores de trazo y rellenoModificar sólo el color de rellenoModifica las etiquetas de todos los nodos seleccionadosPermite modificar las influencias de un grupo de vérticesModifica propiedades como el radio de los vértices de curvas, tamaño de fuentes y envolventes de huesosModificar sólo el color del trazoPermite modificar la definición del trazoModifica el conjunto de caras activo en vez de crear uno nuevoModifica la malla base para que se ajuste a la malla desplazadaPermite modificar de forma interactiva el tamaño del detalle de la topología dinámicaPermite modificar la dirección de las normales de la superficiePermite modificar la dirección de las normales de la superficie usando un método de influenciasModifica la intensidad de la iluminación capturada por esta sondaPermite modificar el tamaño de los vóxeles de la malla, usado al Rehacer malla usando vóxelesModifica la geometría del trazo para que corresponda con su línea principal de direcciónModifica la geometría del trazo para que luzca más 'poligonal'ModularModula el color de los haces y fantasmas para lograr un efecto de dispersión espectralMóduloDepuración de móduloNombre del móduloNombre del móduloNombre del módulo del complemento a deshabilitarNombre del módulo del complemento a habilitarNombre de módulo del complemento a expandirNombre de módulo del complemento a eliminarMódulos instalados ({:s}) desde {!r} en {!r}Modo RestoResto periódico tanto para operandos negativos como positivosResto de dividir A entre BMonoTipografía con espaciado constanteAlgoritmo más avanzado (de Reinhard y Devlin) basado en la fisiología del ojoHay más de una colección seleccionadaHay más de un elemento seleccionadoEstá disponible más de un motor de procesamientoProduce un resultado más desparejo (que varía con la ubicación), más similar a un terreno realMás...Más / MenosEsferizarCementoTamaño cementoSuavizado cementoCálculo básico de grosorLa representación más compacta. Usa '+' como separador de números de fotograma, con truncamiento del código de tiempo a izquierda y derecha según sea necesarioMovimientoDesenfoque por movimientoPosición del desenfoque por movimientoIntervalos de desenfoque por movimientoModelo de movimientoTrayectoria de movimientoCaché de puntos de trayectoria de movimientoPuntos trayectoriaOpciones trayectorias movimientoTrayectoria de este elementoOpciones de visualización de trayectoria de movimientoOpciones de visualización de trayectorias de movimientoTrayectorias de movimientoIntervalos de movimientoUmbral de movimientoRastreo de movimientoNo se encontró la restricción de rastreo de movimiento a ser convertidaNo se encontró el objeto de rastreo de movimientoExtensión inválida de fotogramas de trayectoria de movimiento para %s (%d a %d)%sLos puntos de la trayectoria de movimiento serán calculados en el espacio de la cámara activa. Esto significará que sólo se verán de forma correcta desde esa cámara. El cambio de cámaras mediante el uso de marcadores no se encuentra soportado.Intervalos de movimientoHerramientas de rastreo de movimientoMotorRatónRestricción direccional de ratónUmbral de arrastre de ratónEvento del ratónPosición del ratónPosición del ratón XPosición del ratón YBotón seleccionarSensibilidad del ratónRatón XRatón YBotón del ratón usado para seleccionarEstilo de puntero del ratón a usar durante el operador modalPosición del ratónPosición del ratón en coordenadas normalizadas, 0.0 a 1.0 es dentro de los límites de la imagenPosición del ratón para seleccionar el canalPosición del ratón para seleccionar la entidad más cercanaValores de trayectoria del ratón, para operadores que graban tal tipo de trayectoriaMoverMover asa actualDirección de movimientoMover punto completoMover puntoMover segmentoMover clipsTipo de movimientoMueve las UV de acuerdo a la fusiónMueve las UV sobre un ejeMover un nodo para separar las conexionesPermite mover un punto o sus asasMueve el elemento activoMover después de una colecciónMueve todos los elementos seleccionados al primer lugar, preservando su orden relativo. Advertencia: Esto afectará también a los identificadores de los elementos no seleccionadosMueve todos los contenedores de la acción del objeto activo a nuevas acciones separadas. Todos los usuarios de los contenedores serán reasignados a nuevas acciones. La acción actual no será borrada, sino simplemente vaciada, y podría terminar sin ningún usuarioMover a lo largo del eje XMover a lo largo del eje YMueve a lo largo del eje de avance del controladorMueve a lo largo del eje de retroceso de navegaciónMueve a lo largo del eje inferior de navegaciónMueve a lo largo del eje de avance de navegaciónMueve a lo largo del eje izquierdo de navegaciónMueve a lo largo del eje derecho de navegaciónMueve a lo largo del eje superior de navegaciónMueve a lo largo del eje de retroceso del visorMueve a lo largo del eje de avance del visorMueve a lo largo del eje izquierdo del visorMueve a lo largo del eje derecho del visorMueve una entrada de la lista hacia arriba o abajoMueve un segmento existente de la curvaMover e incorporarMover área aquíMover recurso fuera de cualquier catálogoMover recurso a catálogoMover recursos fuera de cualquier catálogoMover recursos a catálogoMover antes de una colecciónMover en medio de dos coleccionesMueve la regla de los boids hacia abajo en la listaMueve la regla de los boids hacia arriba en la listaMueve el estado de los boids hacia abajo en la listaMueve el estado de los boids hacia arriba en la listaMover huesos a una colecciónMover por UDIMMover por cuadrícula dinámicaMover por píxelMover catálogo {} dentro de {}Mover catálogo {} al nivel principal del árbolMueve la restricción hacia abajo en la lista de modificadoresMueve la restricción hacia arriba en la lista de modificadoresMueve el fotograma actual hacia adelante o atrás una cierta cantidadMueve el cursor en el textoMueve la posición del cursorTipo de movimiento del cursorMueve las curvas para que su punto inicial se encuentre exactamente sobre la superficie de la mallaDirección de movimientoMueve el efecto hacia abajo en la listaMueve el efecto hacia arriba en la listaMueve el exportador hacia arriba o abajo en la listaMueve más rápido (transitar o volar)Avanza una cierta cantidad de unidadesMueve el fotograma al corte anterior o siguientePermite mover valores de una cuadrícula a través de un campo de velocidad usando una integración numérica. Soporta varios esquemas de integración con diferentes balances entre precisión y rendimientoPermite mover libremente el asa del punto recientemente agregadoMover asas luego de cerrar la curvaMueve las entradas y salidas del modificador hacia un nuevo grupo de nodosMover dentro de una colección (Ctrl para vincular)Mover dentro de una colección (Ctrl para vincular, Mayúsculas para subordinar)Mueve el objeto instanciado hacia abajo en la listaMueve el objeto instanciado hacia arriba en la listaEl movimiento será afectado por las opciones de adherenciaMueve la capa dentro de la lista, las capas de más abajo sobreescribirán los datos de las capas de más arribaMueve el modificador hacia abajo en la listaMueve el modificador hacia arriba o abajo en la listaMueve el modificador hacia arriba en la listaMueve el fondo del editor de nodosMueve los nodos y los incorpora a un marcoMueve la geometría del objeto al origen del mismoMueve el origen del objeto a la posición del cursor 3DMover objetos a una colecciónMover objetos a una nueva colecciónMueve el objetivo de las partículas hacia abajo en la listaMueve el objetivo de las partículas hacia arriba en la listaPermite mover puntos tal como si se los estuviera peinandoMueve los bordes del área seleccionadaMueve los archivos seleccionados a la papeleraMueve los elementos seleccionadosMueve los elementos seleccionados hacia afuera en forma esférica, alrededor del centro de la geometríaMueve los claves seleccionados hacia una posición intermedia, relativa a los claves adyacentesMueve los nodos seleccionados hacia el centro del editor de nodosQuita a los objetos seleccionados de la vista localMueve los marcadores de la escena seleccionada a la acción activa, como marcadores locales de 'pose'Permite mover las formas claves seleccionadas hacia arriba o abajo en la listaMueve los clips seleccionados una pista hacia abajo, si hay espacioMueve los clips seleccionados hacia arriba, si hay espacioPermite mover los trazos seleccionados a otra capaMueve los marcadores de tiempo seleccionadosMueve la selección a una nueva capaMueve más lentamente (transitar o volar)Mueve el inicio de los clips al tiempo especificadoMueve los clips para que los clips transformados queden ajustadosMueve los trazos ligeramente hacia la cámara para evitar ser recortados, mientras que preservan su profundidad en la vistaMueve los contenedores de textura hacia arriba y abajoMueve el cursor 3D hasta el punto de referencia de RV seleccionadoMueve la capa de anotación activa hacia arriba o abajo en la listaMueve el color activo hacia arriba o abajo en la listaMueve la capa activa o grupo de Grease PencilMueve el conjunto de selección activo hacia arriba/abajo en la listaPermite mover el marcador activo hacia arriba o abajo en la listaMueve el segmento activo de punteado hacia arriba o abajoMueve la entrada activa hacia abajoMueve la entrada activa hacia arribaMueve la capa activa hacia arriba o abajo en la listaPermite mover el material activo hacia arriba o abajo en la listaMueve el segmento de tiempo activo hacia arriba o abajoMueve el grupo de vértices activo hacia arriba o abajo en la listaMueve la cámara para que los objetos seleccionados entren en el cuadroPermite mover la imagen origen de clonadoPermite mover el asa más cercana del vértice adyacentePermite mover libremente el asa actual del punto de controlMueve arriba o abajo la(s) linea(s) seleccionada(s) actualmentePermite mover el cursor para seleccionarPermite mover el punto completo, usando sus asasPermite mover el asa manteniendo su ángulo actualMueve las instancias hacia el centro de la caraMueve los claves a través del medioPermite mover el modificador en la lista de modificadoresMover el ratón para cambiar el tamaño del detalle de la topología dinámica. clic Izq: confirmar tamaño, Esc/clic Der: cancelar, Mayúsculas: modo de precisión, CTRL: tomar muestra del tamaño de detalleMueve los contenedores seleccionados a una nueva acciónPermite desplazar la vistaCentra y enmarca la vista en los objetos seleccionadosMueve la vista hasta el fotograma actualCentra la vista en la selecciónMover a colecciónMover a colección (recursivo)Mover al inicioMover al finalMover a capaMover a nueva colección de huesosMover a nueva colecciónMover a nueva capaMover al centro de sus vecinos e igualar su velocidadMover a la carpeta siguienteMover a la carpeta superiorMueve al árbol de nodos superior, quitándolos del grupoMover a la carpeta anteriorMueve la geometría de instancias de primer nivel en espacio local o globalMueve los clips transformados al espacio libre más cercano para resolver el solapamientoMover vértices en el eje XMover vértices en el eje YMueve los vértices hacia el centroide del grupo de duplicados, en caso contrario se usará el vértice más cercano al centroide.Mover {} encima de {}Mover {} debajo de {}Mover {} dentro de {}Mover {} {} encima de {}Mover {} {} debajo de {}Mover {} {} dentro de {}Mover/Unir/Empotrar áreaMover / Dividir áreaMueve/gira relativo al visor o controlador de RVSe movieron %i contenedores a la acción del objeto activoEl clip movido ya se encuentra dentro del meta-clip indicadoEl clip movido es superior del meta-clip indicadoMovimientoMueve cualquier curva-f de la propiedad `ocultar` de los esqueletos seleccionados hacia la acción del objeto. Esto sólo operará sobre la primera capa y clip de la acciónMueve la posición de los puntos de captura hacia afuera de las superficies, para evitar defectos de iluminaciónVideoClip de películaEditor de clipsReemplazo clip películaUsuario clip películaBloques de datos de clip de películaClip de película del cual obtener datos de rastreoClips de películaDistorsión de películaArchivo de películaPelículasFormato de películaObjetos de películaRastros planosVideoPlanilla de tiempos de rastreo de movimientoMarcadores de rastreo de películaDatos de marcadores de rastreo plano de películaMarcadores de rastreo plano de películaRastros de películaClip de película mostrado y editado en este espacioClip de película no encontradoClip de película usado en este clipNo se definió el clip de película del cual usar datos de rastreoArchivo de videoClip de películaDatos de cámara del rastreo de películaDatos de rastreo de la películaDatos de marcadores de rastreo de películaDatos del objeto de rastreo de movimientoObjeto de rastreo de película a seguirObjeto de rastreo de película a seguir (si está vacío, se usará la cámara)Datos de rastreo plano de movimientoDatos de cámara reconstruidos a partir del rastreo de la películaDatos de reconstrucción de rastreo de la películaOpciones de rastreo de películaDatos de estabilización del rastreo de la películaDatos de rastreo de movimientoMarcador de rastreo de película a rastrearClip de películaRastro activoOrigen de la anotaciónMarcador 3DClipPlanilla de tiemposGráficaMantener originalesMarcadorMarcadoresMáscaraModoRastreo planoPotenciaRastroRastreoVerClipBloque de datos de clip de película que hace referencia a un archivo externo de películaEl rastreo de movimiento '%s' no puede ser eliminadoLos videos o secuencias de imágenes no soportan ser empacadosDetención dinámicaClave detención dinámicaClave detención dinámica seleccionadoAl mover elementos arrastrando el ratón, pedir confirmación cuando se suelta el botónRMoverRDesplazarRRotarRAmpliarInteligRMoverIntRAmpliarMtex no encontrada para este tipoMultifotogramaEntrada múltipleOrdenar ID de entradas múltiplesVarios modificadoresMulti reacciónSistema de múltiples cámaras, ajustar cada cámara de forma individualMétodo estable de resolución de cinemática inversa, con múltiples restriccionesOpenEXR multicapaPintura múltipleVistas múltiplesFiltro difuso de múltiples palabrasBúsqueda por varias palabrasEdición multifotogramaModelo de dispersión de pelo de escala múltiple, creado por Huang y otros en 2022, apropiado tanto para tomas lejanas como cercanas, soporta secciones transversales elípticas y muestra brillos más precisos en las direcciones en donde predomine la dispersión directa.Gestos multitoqueSelector multicámaraCanal de entrada multicámaraFractal múltipleMultifotogramaMulticapaEl grupo de pintura múltiple está bloqueado, cancelandoMúltiples cachésMúltiples motoresMúltiples carasImportancia múltipleMuestreo de importancia múltipleMuestreo de importancia múltipleDispersión múltipleMúltiples tensoresTrazos múltiplesVistas múltiples¡Se han encontrado múltiples complementos con el mismo nombre!Es posible usar varios manipuladores de archivos, soltar para escoger cuál usarVarios archivos de imagen, en forma de secuenciaNo es posible guardar varias imágenes a una ruta idéntica: "%s"Se usará muestreo de importancia múltiple para combinar las contribuciones de iluminación directa, provenientes de la estimación de próximo evento y del disparo de rayosModelo de cielo con múltiples dispersiones (más preciso)Múltiples trazos aparecerán o desaparecerán al mismo tiempoFactor de multiplicación al usar los modificadores de rapidez o lentitudRedefinición multiplicativaMultiplicado por el Inicio/Final para obtener la cantidad total de puntos a agregarMultiplicadorMultiplicador para el factor de subdivisión de la geometría que se encuentra fuera del encuadre de la cámara. La tasa de subdivisión se incrementa gradualmente cuanto más lejos se encuentren del encuadre de la cámara. Valores menores producen mejores reflejos y sombras de objetos que se encuentran fuera de la vista, mientras que valores mayores utilizan menos memoriaMultiplicador para el tamaño de la subdivisión adaptativa de cada objetoMultiplicador para el tamaño de la subdivisión adaptativa de cada objeto en las vistasMultiplicador para escalar el campo seleccionado al mapa de colorMultiplicador para la escala de los vectoresMultiplicador para la distancia entre las líneas de la cuadrícula en la vista 3DMultiplicador para el valor de altura para controlar la distancia general para el mapeo de relieveMultiplicador para la intensidad de los nuevos trazosMultiplicador para el grosor de los nuevos trazosMultiplicador para la influencia de este pincelMultiplicador de las propiedades de diámetroMultiplicador para la velocidad del obstáculoMultiplicador de la velocidad original traspasada al fluido (la velocidad original sólo será distinta de cero si el objeto estuviera en movimiento)Multiplicador usado para controlar la magnitud de los vectores de velocidad para efectos temporalesMultiplicarModo Multiplicar AdicionarMultiplicar alfaMultiplica los canales de Escala inicial del hueso flexible por los valores de escala local del asa inicial. Es calculado luego de la opción Escalar suavizado y no se encuentra afectado por ella.Multiplica los canales de Escala final del hueso flexible por los valores de escala local del asa final. Es calculado luego de la opción Escalar suavizado y no se encuentra afectado por ella.Multiplicar coloresMultiplicar profundidadFactor de multiplicaciónMultiplicar masa por tamañoMultiplicar matricesModo MultiplicarModificador MultiplicarMultiplicar normalMultiplicar RMultiplicarMultiplicar las influencias del grupo de vértices A con las del grupo de vértices BMultiplicar grupo de vértices por envolventeMultiplicar influenciasMultiplica el canal alfa por los canales de colorMultiplica la influencia del pincel por el alfa de la rampa de velocidadMultiplica la profundidad de intersección del pincel (desplazamiento, ondas) por el alfa de la rampa de velocidadMultiplica el color por el alfa (recomendado para usar con Blender)Multiplica los canales de color de dos videosMultiplicar valores de componentes entre síMultiplica la gravedad por 1/distancia²Multiplicar longitud de la línea por la velocidad de la partículaMultiplicar masa por el tamaño de las partículasMultiplica el vector de la normal por la selecciónMultiplicar posición y contorno por la intensidadMultiplica la velocidad grabada de dibujo por un cierto númeroMultiplicar el valor de origen por el del destino, usando el umbral indicado como factor de mezclaMultiplica el canal de Suavizado inicial del hueso flexible por el valor de escala local Y del asa inicial. Es calculado luego de la opción Escalar suavizado y no se encuentra afectado por ella.Multiplica el canal de Suavizado final del hueso flexible por el valor de escala local Y del asa final. Es calculado luego de la opción Escalar suavizado y no se encuentra afectado por ella.Multiplica las influencias calculadas por los valores existentes en el grupo de vérticesMultiplica el fotograma actual de la escena por este valorMultiplica la velocidad actual del clip por este número o remapea el fotograma actual a este fotogramaMultiplica el tamaño del filtro usado por la interpolaciónMultiplica los valores finales de aceleración por los factores Y de Escala inicial / finalMultiplica los canales RVAα de la imagen de entrada por el valor de alfa de entradaMultiplica la escala de las instancias por un factor, para calibrar el área considerada de las carasPermite multiplicar la intensidad de cada píxelMultiplicar la longitud original por un factorMultiplica el radio del punto de la curva por el radio de afinadoMultiplicar matrices de transformaciónMultiplica las influencias por las envolventes para todos huesos, en vez de actuar como una mezcla basada en un grupo de vértices. Las influencias especificadas aún serán usadas y sólo los huesos listados serán considerados.Multiplica por el factor de velocidadMultiresModificador Multi-resoluciónLa captura de datos de multi-resolución requiere un objeto de resolución múltipleEl modificador Multi-resolución devolvió un error, omitiendo su aplicaciónMulti-resoluciónModificador de malla multi-resoluciónGGX con dispersión múltipleMusgraveMúsicaSe debe estar en modo de selección de vérticesDebe haber un hueso activo para agregar una restricción de cinemática inversaDebe contener más puntos de control que su OrdenDeshabilitarDeshabilita los clips seleccionados o deseleccionadosDeshabilitar películaDeshabilitar canalExpande o contrae las opciones del modificadorOculta la película y muestra en su lugar un fondo negroDeshabilita o habilita los clips seleccionadosSilencia el altavozDeshabilitar este modificadorDeshabilita los clips no seleccionadosDeshabilitadoClips deshabilitadosTamaño paquete mplexFrecuencia mplexTamaño del paquete de multiplexado (bytes)Frecuencia de multiplexado (bits/segundo)EnégonoRadio de hiperesferaEnégonosEnégonosAbre un menú circular al presionar la tecla N, que permite alternar las regiones en el editor activoNDOFFijar horizonte con NDOFNDOF datos movimientoNavegar vista con NDOFDatos de movimiento de NDOF para eventos del administrador de ventanasNGon caraNGon cara-vérticeANLEvaluación ANL habilitadaClip ANLEl clip de ANL 'transiciona' entre los clips adyacentesControles de clips de ANLNombre de clip ANLEl clip de ANL actúa como un contenedor para los clips adyacentesEl clip de ANL está activoEl clip de ANL es reproducido en orden inverso (sólo cuando la temporización es determinada automáticamente)El clip de ANL está seleccionadoEl clip ANL referencia a alguna acciónClip ANL representando un evento de sonido para los altavocesClips de ANLClips de ANL en esta pista de ANLClips de ANL para los que este clip actúa como contenedor (si es de tipo Meta)Pista de ANLNombres de pistas de ANLLa pista de ANL está activaLa pista de ANL es evaluada en sí misma (esto es, la acción activa y todas las demás pistas en el mismo bloque de datos de animación serán deshabilitadas)La pista de ANL está bloqueadaLa pista de ANL está seleccionadaEsta pista de ANL será la única a ser evaluada en este bloque de datos de animación, todas las demás se encontrarán silenciadasPistas de ANLPistas de ANL (p.ej: capas de animación)Modo de retoque de ANLDatos del espacio del editor de ANLLa lista de ANL es evaluada al evaluar este bloqueClip de ANL '%s' no encontrado en la pista '%s'Curvas-f de clip ANLNURBSNURBS - Líneas U activasNURBS - Líneas V activasNURBS - Líneas UNURBS - Líneas VOrden NURBS en la dirección U. Valores mayores harán que cada punto influencie un área más extensa, también tendrá un mayor costo en cuanto a rendimiento.Orden NURBS en la dirección V. Valores mayores harán que cada punto influencie un área más extensa, también tendrá un mayor costo en cuanto a rendimiento.Influencia NURBSNablaNombreNombre (id) del operador a invocarNombreColisión de nombresFiltro de nombreNombrarlo a partir del objeto original, usando un sufijoColisiones de nombres: Filtrado de nombres usando comodines estilo Unix '*', '?' y '[abc]'Nombre del nuevo objeto y su materialNombre para el nuevo contenedor de pinturaNombre del nuevo preajusteNombre del nuevo recurso de pincelNombre del nuevo recurso de poseNombrar a partir de la imagen cargadaNombre en uso. El otro bloque de datos fue renombrado a ‘%s’Nombre de la acción a la cual asignar las propiedades de esta rutaNombre del bloque de ID a desempacarNombre del hueso superior para el gancho (si aplica), también recalcula y elimina el desplazamientoNombre del hueso de pose a usar como objetivoNombre de la forma claveNombre del mapa UVNombre del grupo de vértices que define las áreas de anclajeNombre del grupo de vértices que determina la influencia del modificador en cada puntoNombre de la capa de color de vérticesNombre de un archivo o carpeta dentro de una lista de archivosNombre de la colección de huesos a ser agregada. Sólo ingresarlo si se desea crear una nueva colección de huesos a la cual asignar los huesos seleccionados. Para asignarlos a una colección existente, no se deberá incluir este parámetro y sí usar el parámetro collection_indexNombre de la colección de huesos a ser agregada. Sólo pasar esto si se desea crear una nueva colección de huesos y mover los huesos seleccionados a ella. Para moverlos a una colección ya existente, no incluir este parámetro y usar, en cambio, el parámetro collection_indexNombre del atributo de colorNombre del modificador a redefinirNombre del modificador a eliminarNombre del nuevo atributoNombre del nuevo atributo de colorNombre de la nueva carpetaNombre de la nueva máscaraNombre de la nueva capa de máscaraNombre del grupo recientemente creadoNombre del grupo de luces recientemente creadoNombre del operador (traducido) a invocar en un evento de acciónNombre del operador (traducido) a invocar en un evento de entradaNombre del hueso superior, en una relación jerárquica de huesosNombre del hueso superior. Sólo usado cuando el objeto superior sea un esqueleto.Nombre del objeto superior del bloque de datos especificado, respecto al cual este es subordinadoNombre del sub-objeto superior en el bloque de datos especificado, con respecto al cual se producirá la subordinación jerárquicaNombre de la única animación glTF que será exportadaNombre de la capa del forroNombre de la AOV (variable arbitraria de salida)Nombre de la AOV (variable arbitraria de salida) en la que escribirá este nodo de salidaNombre del atributo de Alembic usado para generar datos de desenfoque por movimientoNombre del atributoNombre del grupo de lucesNombre de la paletaNombre del atributo del mapa UV a ser generadoNombre del grupo de vértices que determina la influencia del modificador en cada puntoNombre del mapa de acciónNombre de la asignación del mapa de acciónNombre del elemento del mapa de acciónNombre de la AOV (variable arbitraria de salida) de sombreado activaNombre del atributo del cual obtener la transformaciónNombre de la colección de huesos a la cual asignar este hueso; dejar vacío para asignarlo a la colección de huesos activaNombre de la colección de huesos a crearNombre de la colección de la cual quitar este hueso; dejar vacío para quitarlo de la colección activaNombre del hueso del cual obtener informaciónNombre del hueso a quitar de la colección; dejar vacío para usar el hueso activoNombre de la colección a seleccionarNombre de la restricción a editarNombre del creador del recursoNombre de la orientación personalizada de transformaciónNombre del segmento del punteadoNombre del bloque de datos a ser usado por el operadorNombre del dispositivoNombre del archivoNombre de la cuadrícula para el componente en el eje X del campo de velocidad, si se encontrara dividido en varias cuadrículasNombre de la cuadrícula para el componente en el eje Y del campo de velocidad, si se encontrara dividido en varias cuadrículasNombre de la cuadrícula para el componente en el eje Z del campo de velocidad, si se encontrara dividido en varias cuadrículasNombre de la acción háptica a ser aplicada al ejecutar esta acciónNombre de la configuración de tecladoNombre del mapa de tecladoNombre de la capaNombre del materialNombre del menúNombre del modificadorNombre del modificador que contiene el nodoNombre del modificador a editarNombre del modificador sobre el cual actuarNombre de la nueva colecciónNombre de la nueva orientación personalizadaNombre de la nueva capaNombre del nuevo grupo de capasNombre de la colección a ser agregadaNombre del hueso recientemente creadoNombre del menú circularNombre del preajuste, usado para crear el nombre de la trayectoriaNombre de la colección de huesos referenciadaTipo de sistema de control del cual generar un modeloNombre del efecto a editarNombre del contenedorNombre del contenedor, para mostrarlo de la interfaz. Éste, combinado con el tipo de bloque de datos del contenedor, será único dentro de su acciónNombre del conectorNombre del tipo de conectorNombre del archivo de origenNombre del modificador del clip a editarNombre del temaNombre del campo de velocidad, o su nombre base, si la velocidad se encontrara dividida en varias cuadrículasNombre de la capa de color de vértices usada para la espumaNombre de la capa de color de vértices usada para el mapa de dirección de rocíoNombre del espacio de trabajo a anexar y activarNombre de esta colección de capas (el mismo que el de su colección)Nombre del color de vértices a exportarNombre del grupo de vértices que determina la frecuencia de emisión de la superficieFiltrar por nombre o etiquetaNombre que podrá ser mostrado en la interfaz para este elementoNombre que se encuentra mapeado al bloque de datos referenciadoNombre a utilizar en las expresiones o funciones tipo script (no se permiten espacios ni puntos y debe comenzar con una letra)Nombre para guardar lo producido a partir de esta superficieNombre: {:s}Atributo con nombreAtributos con nombreDefinir un nombreSelección de capa con nombreNodo Seleccionar capa por nombreNombresEspacio de nombresNomenclatura para mapas de OANomenclatura para mapas de AlfaNomenclatura para mapas de Color baseNomenclatura para mapas de RelieveNomenclatura para mapas de DesplazamientoNomenclatura para mapas de EmisiónNomenclatura para mapas de ReflectividadNomenclatura para mapas de MetálicoNomenclatura para mapas de NormalNomenclatura para mapas de RugosidadNomenclatura para mapas de EspecularidadNomenclatura para mapas de TransmisiónNanómetrosNanowattsAncho de banda angostaEstrechezNaturalVelocidad natural de dibujoLogaritmo naturalDirección de desplazamiento naturalNavegaciónManipulador de navegaciónTamaño del manipulador de navegaciónPermite navegar dentro de carpetas haciendo clic sobre ellas una sola vez, en vez de usando doble clicNavegar la escena de RV arrastrando con los controladoresNavegaciónRetrocesoControlador avanceAbajoAvanceIzquierdaModoDerechaGirar a izquierdaGirar a derechaArribaVisor retrocesoVisor avanceVisor izquierdaVisor derechaBarra de navegaciónControles de navegaciónPosición de navegaciónModo de navegaciónRotación de navegaciónEscala de navegaciónNavegación/Pestañas - FondoNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofTraseraNdofDomNdofEncuadrarNdofFrontalNdofIso1NdofIso2NdofMenúNdofMovNdofDespAmpliarNdofBalAHNdofBalHNdofRotNdofGirAHNdofGirHNdofGuardarVista1NdofGuardarVista2NdofGuardarVista3NdofIncAHNdofIncHNdofVista1NdofVista2NdofVista3Ndof←Ndof↑Ndof→Ndof↓CercaníaPlano cercanoGrosor en cercaníasDistancia cercana de recorte de la cámara de sombrasModelo de dispersión de pelo de campo cercano, creado por Chiang y otros en 2016, apropiado para tomas en primer plano, aunque resulta más ruidoso al ser visto desde cierta distancia.Más cercanoEsquina más cercana y normal de cara más coincidenteEsquina más cercana y normal más coincidenteEsquina más cercana de la cara más cercanaBorde más cercanoBorde más cercano interpoladoVértice de borde más cercanoCara más cercanaBorde de cara más cercanaCara más cercana interpoladoVértice de cara más cercanaMás cercanoPíxel más cercanoPunto más cercano de la superficieVértice más cercanoVértices más cercanosPosición del cuelloPosición inicial del cuelloSe necesitan al menos 4 puntos de rastreo seleccionados para crear un planoNecesarioAgujasSe necesita tener seleccionado al menos un par de clips adyacentes con un vacío entre ellosInvertir volumenInvierte la influencia dentro del volumenInvierte el eje de alineaciónInvierte el efecto del grupo de vértices de mechonesInvierte el efecto del grupo de vértices de densidadInvierte el efecto del grupo de vértices de campoInvierte el efecto del grupo de vértices de rizadoInvierte el efecto del grupo de vértices de longitudInvierte el efecto del grupo de vértices de rotaciónInvierte el efecto del grupo de vértices de desorden 1Invierte el efecto del grupo de vértices de desorden 2Invierte el efecto del grupo de vértices de desorden de las puntasInvierte el efecto del grupo de vértices de tamañoInvierte el efecto del grupo de vértices de tangenteInvierte el efecto del grupo de vértices de torsiónInvierte el efecto del grupo de vértices de velocidadNegaciónNegativaEje negativoFotogramas negativosLos fotogramas negativos serán deslizados o recortadosLados negativosEje negativo XEje negativo YEje negativo ZExponente negativo del valor de viscosidad (para simplificar el ingreso de valores pequeños p.ej: 5*10^-6)Suavizado de malla negativaIdentificador de vértice negativo en el conjunto de vérticesIdentificador del más cercanoRechazo por cercaníaUmbral de cercaníaNinguno de los nodos tiene salidasAnidadaID anidado del nodoAnidar un grupo de nodos consigo mismo no está permitidoRedLímite de conexión a redTiempo de espera de redNeutralValor de desplazamiento neutral que no causará ningún desplazamiento. Valores menores que éste producirán un desplazamiento hacia el interior, valores mayores uno hacia el exterior de la superficieNuncaNunca en NingunoNunca cambiar de solapa al hacer clic sobre un ícono en el ListadoNunca colapsar los nuevos nodos de mezclaNuevaNuevo catálogoModo suavizado de nuevas curvasNuevas herramientas de curvasNuevos datosColores en curvas-f nuevas (XYZ a RVA)Nuevas característicasNuevo archivoNuevo grupoTipo de nuevas asasNuevo IDIdentificador único de sesión del nuevo ID, al cual remapear todos los usuarios de los ID seleccionadosNueva imagenNuevo elementoTipo de nuevos clavesNueva capaNuevo objetoNuevos objetosNueva rutaNuevo preajusteNuevo mapa UVNueva ventanaEl nuevo nombre de hueso colisiona con un grupo de vértices ya existente, los grupos de vértices permanecerán sin cambios. (%s::%s)El nuevo desplazamiento se agrega de forma acumulativa sobre el existenteEl nuevo efecto usa menos o más entradasNueva implementación disponible desde la versión 2.8Los nuevos claves serán de tipo BezierLos nuevos claves serán de tipo constanteLos nuevos claves serán de tipo linealNo se soportan nuevas líneas, llamar a este operador múltiples vecesNuevo nombre del marcadorNuevo valor de muestreo a ser usado por los siguientes modificadoresNueva velocidad del segmento retemporizadoNuevo trazo a partir de los puntos/trazos seleccionadosLos nuevos trazos se dibujarán por debajo de todos los trazos de la capaEl vértice recientemente creado será deslizadoNewtonianasSiguienteCaracter siguienteIdentificador de borde siguientePróximo falloClave siguienteLínea siguienteMarcador siguienteNodo siguientePágina siguientePróximo clipIdentificador del vértice siguientePalabra siguienteTipo de fundido/operación siguienteEl elemento siguiente se encuentra ocultoSiguiente o selecciónEl próximo carácter ingresado ocupará la posición del anterior, útil para ingresar caracteres especialesEstimación de próximo eventoClip_ANLPista_ANLLa pista de ANL '%s' no puede ser eliminadaNo se encontraron 'Conexiones' en el archivo %rNo se encontraron 'Opciones globales' en el archivo %rNo se encontraron 'Objetos' en el archivo %rNo se encontró un objeto en el subpanel 'Relativo', definir uno de manera explícita o asegurarse de que exista un objeto activoNo se encontró ningún editor de Propiedades (que no esté fijo) en donde mostrar la texturaNo fue posible encontrar una vista 3D desde la cual crear una imagenNingún contenedor de acción asignado; por lo tanto ninguna asignación que eliminarNo hay acciones en el archivo .blendSin acción activaNingún contexto activoNingún bloque de datos de animación en modo de retoque, del cual salirNingún bloque de datos de animación que colocar en modo de retoqueSin suavizado de bordesNo arrastrar recursosNo indizar los recursosSin audioNo hay hueso activoSin cambiosNo conectar regionesSin convergenciaNinguna curva seleccionadaNo repetirNingún bloque de datosNo empacar bloques de datosNo disolverNinguna curva-f de rotación Euler que corregirNinguna rotación Euler pudo ser corregidaNinguna rotación Euler pudo ser corregida, asegurarse de que cada rotación contenga claves para todos los componentes y que las curvas-f de las mismas estén seleccionadas en orden consecutivo XYZNinguna curva-f activa donde agregar fotogramas claveNo hay modificadores-f disponibles para ser copiadosNo hay modificadores-f para pegarNo invertirSin bloqueo de ejesNo hay datos de Grease PencilNo hay ningún fotograma de Grease Pencil sobre el cual dibujarNo hay ningún fotograma de Grease Pencil sobre el cual pintar influenciasNo existe ningún nodo Salidas de grupo o Guardar archivo en la escenaNingún bloque de ID y/o datos de animación de donde borrar fotogramas claveSin interseccionesNo hay elementosNo hay elementos disponiblesNo hay conjunto de claves activoNinguna redefinición de bibliotecaNo limitarSin materialesNo fusionarNinguna restricción nuevaSin desplazamientoSin salidaNo resincronizar redefiniciones automáticamenteSin propiedadesNingún puntero RNA disponible para proporcionar valores para crear fotogramas claveNingún puntero RNA disponible para proporcionar valores para esta curva-fNo hay archivos recientesNo reproyectarNingún entorno de cuerpos rígidos donde agregar la restricción de cuerpo rígidoNingún entorno de cuerpos rígidos que exportarNingún entorno de cuerpos rígidos que eliminarSin texturasNo se crearon celdas UDIMNo hay datos de UV en el lienzoNo se encontró ninguna capa UV llamada "%s" en el objeto "%s"Ninguna capa de UVNo se encontraron mapas UV en el objeto evaluado "%s"Sin videoNinguna acción para borrar fotogramas clave del ID = %sNingún bloque de datos de animación que usar (seleccionar antes un expansor de bloque de datos o definir los indicadores apropiados en un bloque de datos de animación)Ningún objeto de curvas activoNinguna curva-f activa a la cual agregar fotogramas clave. Seleccionar antes una curva-f editableNo hay ninguna capa activa de Grease PencilNo hay ninguna capa de Grease Pencil activa en donde pegarNingún conjunto de claves activoNinguna ruta del conjunto de claves activo qué eliminarNingún conjunto de claves activo al cual agregar la ruta vacíaNo hay un conjunto de claves activo que eliminarNingún conjunto de claves activo del cual eliminar una rutaNingún conjunto de claves activo del cual eliminar una propiedadNo hay ningún conjunto de claves activo que usarNo se encontró una capa UV activa en el objeto "%s"Ninguna acción activa sobre la cual operarNinguna acción activa que empujar hacia abajoNo se encontró ningún nodo de textura de imagen activo y seleccionado en el material "%s" (%d) del objeto "%s"Ningún recurso activoNingún atributo activoNingún hueso activoNo hay una colección de huesos activaNingún hueso definido como activoNingún hueso activo desde el cual copiarNingún hueso activo con restricciones que copiarNingún pincel activoNo hay cámara activaNo hay definida una cámara activa en la escenaNo hay definida una cámara activaNo hay una colección activaNingún atributo de color activo hacia el cual capturarNingún objeto editable activo¡No se encontró ningún elemento activo!Ninguna cara activaNo hay un fotograma activo que borrarNingún grupo activoNo se encontró ninguna imagen activa en el contenedor de material (%d) del objeto "%s"No se encontró ninguna imagen activa, agregar un material o capturar a una imagen externaNo se encontró ninguna imagen activa, agregar un material o capturar sin usar la opción Dividir materialesNingún elemento activoNo hay un elemento activo para renombrarNo hay un clave activo en la curva-fNinguna capa activaNinguna capa activa que duplicarNo hay un estilo de línea activo en la escena actualNo hay un conjunto activo de líneas (y su estilo de línea asociado) para manipular el modificadorNo hay un conjunto de líneas activo al cual agregar el nuevo estilo de líneaNingún marcador activoNingún objeto poligonal activoNingún clip de película activoNingún nodo activo.Ningún objeto activoNingún objeto activoNingún objeto activo al cual agregar la restricciónNo existe ningún objeto activo o el objeto activo no es de Grease PencilNingún objeto activo, no fue posible aplicar la acción antes del procesamientoNingún rastreo plano activoNingún hueso de pose activo al cual agregar una restricción¡Ningún clip activo!Ningún clip activo que colocar en modo de retoqueNingún rastro activoNingún rastro activo al cual unirNinguna pista activa a la que agregar el clip, seleccionar una pista o agregar una antes de intentar nuevamenteNingún grupo de vértices activoNingún grupo de vértices activo donde pintar, cancelandoNo se encontraron vistas activas en la escena "%s"¡Ninguna ventana activa en el contexto!¡No se especificó ningún módulo de complemento!No hay mallas adicionales con la misma cantidad de vértices seleccionadas para unirSin adherencia a ángulosBloque de datos no animable, por favor reportar como errorNingún esqueleto animado seleccionadoNo se encontraron datos de animación a partir de los cuales crear el recursoNo hay datos de animación para ser convertidos en el objeto: {!r}No se encontró ninguna pista de animación en el identificador %dNingún origen de anotaciónNinguna animación de esqueleto fue modificadaNingún catálogo de recursosNo hay bloques de datos de recursos del archivo actual seleccionados (los recursos deben estar guardados en el archivo actual para poder ser editados o eliminados)No hay bloques de datos de recursos seleccionados o en focoNo se encontró ningún recurso en la ruta "%s"Ningún recurso en el contexto actualNingún recurso seleccionadoNo hay atributos en objetos con este materialNo existe un canal disponible para el fotograma actual.No hay ninguna colección de huesos llamada '%s'Ninguna colección de huesos tiene botones asignados en la interfaz - comprobar el sub panel InterfazNingún hueso seleccionado, nada que asignar a la colección de huesosNingún hueso seleccionado, nada que quitar de esta colección de huesosNingún área fronteriza seleccionadaNingún pincel seleccionadoNo se encontró firma de paqueteNo se encontró una cámaraNo se encontraron cámaras en la escena "%s"No se encontraron cámaras en la escena "%s" (usado en composición de la escena "%s")Ningún cambio que guardarNingún canal al cual agregar fotogramas claveNingún canal sobre el cual operarNinguna capa subordinada que fusionarNo hay ninguna escena en el portapapeles desde la cual pegar datos del Editor de videoNo se encontró ninguna firma de clausuraNinguna colección seleccionadaNo hay opciones de colisión disponiblesNo superponer colorNo se encontraron GPU compatibles para CyclesNo existe ninguna imagen compatible en el portapapelesSin compresiónNinguna restricción que copiarNo se ha seleccionado ningún punto de controlNo se ha seleccionado ningún punto de controlNo descartarNingún dato de curva en la entradaNingún dato de curva a unirNo se configuró ninguna imagen HDRI personalizadaNo se configuró ningún MatCap personalizadoNo se configuró ninguna iluminación de estudio personalizadaNo se configuró ningún {:s} personalizadoNo existen datos en el portapapeles interno que puedan ser pegadosNo hay datos para pegarSin datos, máscara booleana de vóxeles activosNingún bloque de datos seleccionado o activoNingún bloque de datos seleccionado se encuentra marcado como un recursoNinguno de los bloques de datos seleccionados soporta operaciones con recursos - seleccionar al menos un de tipo Pincel, Colección, Grupo de nodos, Objeto, Acción de pose, Escena o EntornoNo se encontraron bloques de datos para crear recursos (o no soportan ser usados como tales)Sin dispositivo - no habrá salida de audioNo mostrarSin atenuación por distanciaNingún controlador desde el cual copiar variablesNo hay variables de controlador en el portapapeles interno que puedan ser pegadasNo se borró ningún controladorNo se encontraron anillos de bordesNo hay bordes seleccionadosNingún borde seleccionadoNo hay ninguna capa editable de Grease PencilNinguna biblioteca de recursos editable en donde guardarNo existen objetos editables que convertirNo exportarNo hay regiones de caras seleccionadasNo hay caras seleccionadasNinguna cara rellenaNo se encontraron caras en el objeto "%s"Ningún archivo escogidoNingún manipulador de archivos disponibleNo hay ruta de archivo para "%s"No se proporcionó un nombre de archivoNo se proporcionó una ruta al archivoNingún archivo seleccionadoNingún archivo seleccionado para abrirSin inversiónNinguna carpeta seleccionadaNo se procesaron fotogramas, fueron omitidos para no sobrescribirlosNingún fotograma seleccionado en el objeto de Grease PencilNo hay fotogramas a capturarNo hay entradas libres para el nodo {}No se encontraron áreas a pantalla completaNo existe ninguna animación glTFNingún pelo conectado (no es posible conectar el pelo si el modificador del sistema de partículas está deshabilitado)No se ha seleccionado un objeto vacío de imagenNinguna imagen disponibleNinguna imagen convertidaNo se encontraron imágenes para ser recargadas en este árbol de nodosNo se ha cambiado ninguna imagenNo se encontró ninguna cuadrícula capaz de determinar la topologíaNingún paquete instalable marcadoNingún paquete instalado marcadoNingún paquete instalado que actualizarSin interpolaciónSin interpolación (toma una muestra del texel más cercano)Sin interpolación entre clavesSin interpolación, usar el píxel cercano más próximoSin interpolación, el valor del clave A se mantiene hasta que B sea encontradoNo se encontraron interseccionesNo se activó la compensación, por lo que no hay nada que eliminarNo se detectaron problemasNo hay elementosNo se han seleccionado elementosNinguna articulación seleccionadaNinguna pose con fotogramas clave hacia donde propagarNo se copió ningún fotograma clave al portapapeles internoNingún clave eliminado de %d objeto(s)No se eliminaron claves de {} clip(s)Ningún clave en el cual hacer focoNo hay fotogramas entre los cuales deslizarNingún fotograma clave ha sido insertado y ningún error ha sido reportado.Ningún clave o clip seleccionadoNo se encontró ninguna capaNo hay capas que agregarNo se aplicará limitación alguna. Es lo más rápido pero puede producir defectos en esquemas de alto ordenNingún marcador seleccionadoNo se encontraron regiones de caras coincidentesNo se encontraron imágenes coincidentesNingún material que eliminarNo se encontraron elementos de menúNingún dato de malla a unirNinguna malla en el objeto activoNingún objeto poligonalNo se encontraron mallas con grupos de vérticesNo hay archivos faltantesNo hay más fotogramas clave a los cuales saltar en esta direcciónNo hay más marcadores a los cuales saltar en esta direcciónNo se permiten más de 16 vistas localesNinguna coincidencia de nombres entre los objetos seleccionados y las formas claveNo se estableció un nombreNingún atributo con nombre usadoNo se ha empacado ningún archivo nuevoNo se creó ninguna nueva operación de redefinición, la operación ya existeNo se creó ninguna nueva propiedad redefinida, la propiedad ya existeNo se encontró ningún árbol de nodos en el editor de nodos actual.Ningún nodo seleccionado.No se encontraron objetos sobre los cuales operarNingún objeto seleccionadoNingún objeto seleccionado, usando el cursorNingún objeto al cual aplicar la orientaciónNingún objeto en modo pose o no exclusivamente en modo poseNo se encontraron objetos desde donde capturarNingún objeto seleccionadoNingún objeto seleccionado para copiarNo hay objetos para pegarNingún objeto con volumen delimitador seleccionadoNo se encontró ninguna ventana con el Editor de curvasNingún operador en el contextoSin opcionesNo hay bloques de datos huérfanos que purgarNingún otro hueso seleccionadoNingún otro objeto seleccionadoNingún otro objeto seleccionadoNo se encontraron otros objetos seleccionados que contuvieran bordes de estructura o limítrofes para ser proyectadosSin nodo de salidaNingún archivo empacadoNo hay archivos a desempacarNo se indicó una carpeta superiorNo se especificaron permisosNingún dato de nube de puntos que unirNo se ha seleccionado ningún puntoNo se han seleccionado puntosNinguna pose que copiarSin prefiltrado, usar cuando las pasadas de guía se encuentren libres de ruidoNo hay ninguna previsualización que removerSin proyección cuando se esté detrás de la caraSin proyección cuando se esté en frente de la caraNo hay una referencia disponible {!r}, actualizar la información en '_rna_manual_reference.py' o invocar la función de retrollamada bpy.utils.manual_map()Ninguna región vista3d disponibleNo hay repositorios disponiblesNingún resultado encontradoNingún resultado coincide con el filtro de búsquedaNingún efecto de obturación progresiva usadoNingún recurso de escena.Ninguna curva-f seleccionada a la cual agregar fotogramas claveNo hay curvas-f seleccionadas donde pegarNingún recurso seleccionadoNingún hueso seleccionado hacia el cual copiarNo hay bloques de datos seleccionados para copiarNingún objeto editable sobre el cual operarNinguna cara seleccionadaNo se encontraron fotogramas seleccionadosNingún clave seleccionado, pegando sobre el rango de previsualizaciónNingún clave seleccionado, pegando sobre el rango de la escenaNinguno de los objetos seleccionados se encuentra activoNingún objeto seleccionado desde el cual copiarNingún recurso de pose seleccionadoNo hay nigún vértice seleccionadoNinguna escena del editor de video con clips de video qué procesarNo corregir formaNo se encontró ningún elemento único siguienteNo existe ningún contenedor en esta acción.Ningún objeto de tipo malla seleccionadoNingún clip seleccionadoNo hay clips para pegarNo hay subtítulos (clips de texto) para exportarNo hay información de contexto apropiada para el conjunto de claves activoNingún hueso seleccionado apropiado hacia el cual copiarNo se seleccionó ningún objeto soportadoNo se agregaron huesos objetivoNingún objetivo al cual transferir el modoNo se especificó ningún texto o archivo en el nodo, nada que compilarSin límite al tamaño de las texturasNo se encontró ningún usuario de la texturaNo hay texturas en este contextoNo se encontraron puntos de rastreo utilizables seleccionadosNingún repositorio del usuarioNinguna acción válida que agregarNingún objeto jaula válido¡No hay datos válidos para ser leídos!No hay datos válidos de controlador para crear una copiaNingún ID vinculado válido proporcionado para reubicarNo se encontraron formatos válidosNo se ha seleccionado un formato de imagen válidoNingún nodo válido en la selecciónNo se encontró un vértice raíz válido (es necesario uno por cada isla de la malla que se desee forrar)Ningún objeto válido seleccionadoNo se encontraron subdivisiones válidas para reconstruir un nivel inferiorNo se encontraron subdivisiones válidas para reconstruir niveles inferioresMalla objetivo no válidaNo hay ningún grupo en los vértices seleccionadosNo hay datos de grupo de vérticesNingún grupo de vértices asignado a la mallaNo se encontraron grupos de vérticesNingún grupo de vértices sobre el cual operarNo hay vértices seleccionadosNingún vértice fue enlazadoNinguna etiqueta visible.No hay influencias/grupos de vértices en el objetoNo hay influencias/grupos de vértices en los objetosNingún modificador {:s} encontradoNingunaNodoFondo de nodosEspeciales de color del nodoEditor de nodosSobreimpresos editor nodosEditores de nodosFormato generalGrupo de nodosGrupos de nodosID de nodoIdentificador del nodoEntradas de nodoCód. comprobación instancias nodosEtiqueta del nodoConexiones de nodoNombre del nodoContorno de nodosSalida de nodoSalidas de nodoResolución previsualización de nodosNodo seleccionadoConector del nodoIdentificador de herramienta de nodosÁrbol de nodosInterfaz del árbol de nodosElemento interfaz árbol de nodosConector interfaz árbol de nodosEspeciales de interfaz de árbol de nodosRuta del árbol de nodosSub tipo del árbol de nodosTipo de árbol de nodos (obsoleto, bl_idname es el identificador actual de tipo de árbol de nodos)Árboles de nodosTipo de nodoNodo no soportadoAncho del nodoNode WranglerNode Wrangler (menú)Datos del espacio del editor de nodosLos recursos del grupo de nodos no se encuentran asignados a un catálogo. Es posible asignar catálogos en el Explorador de recursosBloques de datos de grupo de nodosEl grupo de nodos es de un tipo distintoEl grupo de nodos debe contener un árbol de nodos de geometríaEl grupo de nodos debe contener un conector de salida de ColorEl grupo de nodos debe contener una geometría de salidaEl grupo de nodos debe contener un nodo de salidaEl grupo de nodos debe contener un conector de salidaGrupo de nodos que controla lo que realiza este modificadorGrupo de nodos a ser editadoEl tipo de máscara de entrada del grupo de nodos debería ser de tipo ColorLa primera salida del grupo de nodos debe ser un ColorLa primera salida del grupo de nodos debe ser una geometríaLa entrada de geometría del grupo de nodos debe encontrarse en primer lugarEl tipo de imagen de entrada principal del grupo de nodos debería ser de tipo ColorLos grupos de nodos no soportan previsualizaciones automáticasEl nodo no contiene un atributo {:s}Etiqueta de color del encabezado del nodoNodo en un árbol de nodosEl nodo debe ser ejecutado como una herramientaEl nodo sólo funciona para curvasNodo propietario de este conectorEstado de selección del nodoSombreador de material a usarTipo de datos del conector de nodoÁrbol de nodos '%s' contiene el tipo %s no definidoEl árbol de nodos '%s' no es un grupo de nodos de composición.Árbol de nodos que se está editandoÁrbol de nodos compuesto por nodos vinculados entre sí, usados para composiciónÁrbol de nodos compuesto por nodos vinculados entre sí, usados para trabajar con geometríasÁrbol de nodos compuesto por nodos vinculados entre sí, usado para trabajar con materiales (y otros bloques de datos de sombreado)Árbol de nodos compuesto por nodos vinculados entre sí; usados para sombreado, texturizado y composiciónÁrbol de nodos compuesto por nodos vinculados entre sí, usados para trabajar con texturasÁrbol de nodos para luces basadas en nodosÁrbol de nodos de materiales basados en nodosÁrbol de nodos para entornos basados en nodosÁrbol de nodos para los sombreadores basados en nodosÁrbol de nodos para texturas basadas en nodosTipo de árbol de nodos %s no definidoTipo de árbol de nodos a mostrar y editarEl árbol de nodos no fue encontrado en el editor de nodos activo.Tipo de nodoTipo de nodo %s no definidoNodo {} borradoNodo(s)Grupo_nodosAAbsolutoAdicionarArco cosenoArco senoArco tangente 2Arco tangenteFlechaBInferiorCajaTechoTechoClausuraTinte de barnizColorSubexponer colorSobreexponer colorCompararComparaciónConstanteConversiónCosenoCruzProducto vectorialActualOscurecerDiferenciaDistanciaDividirDividir (techo)Dividir (piso)Dividir (redondear)Producto escalarEstilo de dibujoExponencialHacia adelantePisoResto (piso)Para cada elementoFracciónMarcoFuncionesMayor queMáximo común divisorTonoCoseno hiperbólicoSeno hiperbólicoTangente hiperbólicaIntersecciónInverso de raíz cuadradaUnir geometríaRecorteMínimo común múltiploLongitudMenor queAclararLuz linealLogaritmoMáximoMedianaMínimoBloque de datos faltanteMezclarModoRestoMultiplicarMultiplicar AdicionarNegarNuevoSiguienteNormalizarOperaciónSuperponerPing pongPing pongPlanaPotenciaAnteriorProyectarReflejarRefractarRepetirRotacionesRedondearRedondeadoModo de redondeoSaturaciónEscalarPantallaTinte de brillo tangencialSignoSimulaciónSenoMáximo suaveMínimo suaveAdherirLuz suaveTinte de especularidadRaíz cuadradaSustraerTangenteTinteA gradosA radianesSuperiorTrigonometríaTruncarResto (truncar)UniónDesconocidoValorCicloNodosModificador NodosCapturar modificador de nodosPanel de nodos de modificadorAdvertencia de modificador de nodosRuidoCantidad de ruidoBase del ruidoBase secundaria del ruidoProfundidad del ruidoRuido de la distorsiónModificador-f RuidoIntensidad ruidoDesplazamiento ruidoEscala ruidoSemilla ruidoTamaño del ruidoRuidoUmbral de ruidoTipo de ruidoAlgoritmo de ruido - Original de Blender: Ruido de interpolación suaveAlgoritmo de ruido - Ruido de celdas: Teselación de celdas cuadradasAlgoritmo de ruido - Perlin mejorado: Ruido de interpolación suaveAlgoritmo de ruido - Perlin original: Ruido de interpolación suaveAlgoritmo de ruido - Voronoi crujiente: Teselación Voronoi con bordes definidosAlgoritmo de ruido - Voronoi F1-F2Algoritmo de ruido - Voronoi F1: Devuelve la distancia al punto característico más cercanoAlgoritmo de ruido - Voronoi F2: Devuelve la distancia al 2º punto característico más cercanoAlgoritmo de ruido - Voronoi F3: Devuelve la distancia al 3º punto característico más cercanoAlgoritmo de ruido - Voronoi F4: Devuelve la distancia al 4º punto característico más cercanoRuido de base para la distorsiónBase primaria del ruido usado para la turbulenciaModificador de efecto de ruidoIntervalo de nivel de ruido en el cual dejar de tomar muestras, valores menores reducirán más el ruido a costa de más tiempo de procesamiento. Usar cero para definirlo automáticamente, basado en la cantidad de muestras de suavizado de bordesIntervalo de nivel de ruido en el cual dejar de tomar muestras, valores menores reducirán más el ruido a costa de más tiempo de procesamiento. Usar cero para definirlo automáticamente basado en la cantidad de muestras de suavizado de bordes, para procesamiento de vistasNo contiguosSe encontró un valor no booleano: {:s}[ ].{:s}No son recursosDatosObjeto no vacío '%s', ya no es posible duplicar la colección '%s' en Blender 2.80 y posteriores, instancia eliminadaAtajo que no es de tecladoNo para sombreadoresNo uniformeNo ceroLas curvas no instanciadas serán ignoradasEditor no lineal para organizar y mezclar escenas, video, audio y aplicar efectosValor absoluto de A, abs(A)Iluminación sin unidades, no basada en principios físicos. Útil cuando los controles de exposición no se encuentren disponiblesNingunoNinguna (antiguo)Ninguno para Enum/BooleanasNinguna de las colecciones de huesos tiene activa la opción 'solo'Ninguno de los objetos son compatibles con la conversión a "%s"Ninguno de los huesos seleccionados estaba asignado a esta colecciónNinguno de los canales seleccionados es un contenedor de acciónNinguno de los bloques de datos seleccionados soporta previsualizacionesNo reemplazar (clip original)Animación no linealCurvatura de hilosNo ONormalDesviación (normales)Dominio de normalesEditar normalesModificador Editar normalesDecaimiento según normalesCampo de normalMapa de normalesDesplazar normalesBits de cuantizado de normalesRadio de normalTamaño normales en vistasSeleccionar (normal)Tamaño de normalSuavizado de normalesEspacio de normalesVector normalInfluencia normalDirección normal de la superficie de la malla en el punto de anclajeVector de dirección normal. • Hacer clic con Bot. Izq. y arrastrar sobre la esfera para definir la dirección de la normal. • Mantener Ctrl mientras se arrastra adherirá a incrementos de 45 gradosClave normal - p.ej: para definir poses claveEl mapa de normales usará la convención de DirectX, con el eje Y en el canal verde apuntando hacia abajoEl mapa de normales usará la convención de OpenGL, con el eje Y en el canal verde apuntando hacia arribaPasada de normales usada por el reductor de ruidosNormal a la superficieVector normal usado para copiar, sumar o multiplicarNormal-TangenteCuantización de normales/tangentesEditar_normalesNormalizaciónNormalizarNormaliza ANormalizar núcleoNormalizar influenciasNormaliza las influencias del vértice activoNormaliza las influencias de todos los grupos de vértices, para que la suma de todas ellas sea 1.0 en cada vérticeNormaliza la intensidad según el área de la luz, para obtener una potencia de salida total consistente, sin importar el tamaño y forma de la luzNormalizar las intensidades de luz al rastrear (más lento)Normaliza los valores de salida de Distancia al rango entre 0.0 y 1.0Normaliza los valores de salida al rango entre 0.0 y 1.0Normaliza la coordenada X de la salida Coordenadas del segmento al rango entre 0 y 1 y desplaza la coordenada Y en un rango entre 0 y el infinito. Cuando esté activa, las texturas serán estiradas para ajustarse a cada segmento angular. En caso contrario, las partes de las texturas que no se ajusten a cada segmento angular serán recortadasNormaliza los colores, aumentando el contrasteNormaliza las influencias resultantes (en caso contrario serán simplemente recortadas al rango entre 0.0 y 1.0)Normaliza las influencias de todos los grupos de vértices, para que para cada vértice, la suma de todas ellas sea 1.0Normaliza las influencias del vértice activo (si los grupos afectados se encontraran desbloqueados)Normaliza las influencias de todos los huesos objetivoNormaliza las influencias del grupo de vértices activoNormaliza las influencias del grupo de vértices activo, para que las mayores sean ahora 1.0NormalizarSeno normalizadoCoordenadas normalizadas con un desplazamiento de la mitad de un píxelRotación en cuaternios normalizadaNormaliza el núcleo de tal manera que sume unoNormalmente siempre 1, pero puede ser usado como un control adicional para alterar la curva de brilloNormalesLas normales 'rastrean' (apuntan hacia) el objetivoSólo normalesNorteNoresteNoroesteNoruego (Bokmål) - Norsk bokmålNegarNo YDistintoDistinto deNo definidoNo soportadoNo es un árbol de nodos de composiciónNo es un árbol de nodos de geometríaNo es un árbol de nodos de geometría o composiciónNo es una bibliotecaNo es un mapa de teclado modalNo es un mapa de teclado no-modalNo es un árbol de nodos de sombreadoNo es un árbol de nodos de sombreado o geometríaNo es un árbol de nodos de sombreado, geometría o composiciónNo es un árbol de nodos de texturizadoNo es una selección válida para ser extruidaNo todos los esqueletos contienen una acción y contenedor asignadoNo es un nombre editableNo asignado a ninguna colección de huesos.No disponible para instalaciones desde la Tienda de MicrosoftNo se ha borrado el clave de la curva-f bloqueada '%s', del objeto '%s'No se ha borrado el clave de la curva-f bloqueada '%s', de la escena '%s'No se ha borrado el fotograma clave de la curva-f bloqueada de la influencia del clip de ANL en %s - %s '%s'No hay suficiente memoria de video para capturar "{}" ({} / {} MBytes). Intentar reducir la resolución de surfels o la distancia de captura para disminuir el tamaño de la asignación.No hay suficiente contenido para limitar clip(s)No hay suficiente memoria libreNo hay suficientes vértices para subordinar a vérticesNo filtrar ninguna línea basándose en la iluminación de las regionesNo implementadoNo implementado para máscarasNo se encuentra dentro del grupo de nodosNo se está ejecutando con la opción '--enable-event-simulate' habilitadaNo soportado en modo de topología dinámicaNo soportado al esculpir con topología dinámicaNo soportado en modo de topología dinámicaNo soportado en modo de multi-resoluciónNo soportado en modo de esculpidoNo definido aúnNo funcional aúnAún no implementadoAún no especificado. Cuando este contenedor sea asignado por primera vez a un bloque de datos, esta propiedad se establecerá al mismo tipo de ese bloque de datosNotaNótese que un motor/visor compatible con glTF 2.0 lo usará como un factor multiplicativo del color base.Nota/capa para agregar trazos de anotaciónNota:Nota: Este sistema de control combinado es obsoleto.NotasNadaNada indicadoNada seleccionadoNada seleccionado a lo que insertar un claveNada que capturarNada que borrarNada que borrarNada sobre lo cual operar: {:s}[ ].{:s}Nada que mostrar aún...Nada bajo el punteroAhoraNo hay adonde enviar los datos de Grease PencilNukeModelo de distorsión de NukeNuloAcción nulaObjeto de ropa nuloCantidad de sub-intervalosNúmeroCampo numéricoColores Control numéricoCantidad de segmentos de huesos flexiblesCantidad de muestras del desenfoqueCantidad de muestras del desenfoque (cero deshabilita el efecto)Cantidad de cortesCantidad de carasCantidad de fotogramasCantidad de puntos claveCantidad de partesCantidad de puntosCantidad de proyectoresCantidad de vérticesCantidad de muestras adicionales a tomar entre fotogramas para mejorar la calidad en objetos efectores de movimiento rápidoCantidad de muestras adicionales a tomar entre fotogramas para mejorar la calidad en flujos de movimiento rápidoCantidad de segmentos angulares para la repetición. Un valor no entero resultará en un segmento irregularCantidad de láminas del diafragma, para el bokeh poligonal (por lo menos 3)Cantidad de canales en el buffer de píxelesCantidad de canales en el buffer de píxeles de la celdaCantidad de secundarias por cada principalCantidad de partículas secundarias a ser procesadas por cada partícula principalCantidad de puntos calculados en la dirección U, entre cada par de puntos de controlCantidad de anillos concéntricos usados para rellenar la cara circularCantidad de iteraciones del método de resolución de restricciones, a ser calculadas por cada intervalo de la simulación (valores mayores logran una mayor precisión, pero será más lento)Cantidad de puntos de control en una nueva curva agregadaCantidad de puntos de control de la curvaCantidad de curvas agregadas por el pincel AditivoLa cantidad de normales personalizadas no es igual la cantidad de bucles (%f / %d)La cantidad de normales personalizadas no es igual la cantidad de vértices (%f / %d)Cantidad de repeticiones cíclicasCantidad de elementos deseleccionados en la secuencia repetitivaCantidad de dimensiones de los datos de cuadrículaCantidad de dimensiones en las que generar el ruidoCantidad de duplicados a crearCantidad de bordes o puntos de la caraCantidad de elementos que serán agrupadosCantidad de extensiones con actualizaciones disponiblesCantidad de puntos de control adicionales de curva asociados al control finalCantidad de puntos de control adicionales de curva asociados al control inicialCantidad de caras que contienen el vérticeCantidad de caras que comparten bordes con la caraCantidad de fotogramas luego de cada clave de Grease Pencil antes de que el modificador realice cualquier efectoCantidad de fotogramas al comienzo del clip para la influencia del fundido de entradaCantidad de fotogramas de la escena entre cada fotograma almacenado en el cachéCantidad de fotogramas entre los fotogramas interpolados generadosCantidad de fotogramas intermedios a mostrar en la trayectoria (no válido para el método en 'Claves' de piel de cebolla)Cantidad de fotogramas entre intervalos de aleatorizaciónCantidad de fotogramas en el cachéLa cantidad de fotogramas para el fundido entrante o saliente es determinado por la superposición de los clipsCantidad de fotogramas desde el fotograma final para que la influencia se desvanezcaCantidad de fotogramas desde el fotograma inicial para que la influencia tenga efectoCantidad de fotogramas en los cuales la onda disminuye hasta desaparecerCantidad de fotogramas de la secuencia a ser usadosCantidad de fotogramas o segundos a saltar hacia adelante o atrásCantidad de fotogramas que debería tomar la animación de la trayectoriaCantidad de fotogramas a repetir. No afectado por la VelocidadCantidad de fotogramas a mantener cada valorCantidad de fotogramas a ignorar, desde el final del contenido original del clip. El contenido original es recortado y los fotogramas siguientes convertidos en fotogramas mantenidos (congelado)Cantidad de fotogramas a ignorar, desde el inicio del contenido original del clip. El contenido original es recortado y los fotogramas anteriores convertidos en fotogramas mantenidos (congelado)Cantidad de fotogramas a desplazarDesplazamiento que se introduce como corrección, al número original de fotogramas o fotogramas claveCantidad de fotogramas a mostrar luego del actual (sólo para el método 'Rango variable' de piel de cebolla)Cantidad de fotogramas a mostrar antes del actual (sólo para el método 'Rango variable' de piel de cebolla)Cantidad de fotogramas a omitir hacia adelante al capturar cada fotogramaCantidad de fotogramas a omitir hacia adelante al procesar o reproducir cada fotogramaCantidad de frecuencias usadasCantidad de gráficasCantidad de columnas de la cuadrículaCantidad de líneas de cuadrícula a mostrar en la perspectivaCantidad de unidades de cuadrícula en el espacio UV que conforman una unidad UVCantidad de segmentos del peloCantidad horizontal de píxeles en la imagen procesadaCantidad de imágenes de la película a usarCantidad de muestras a ser consideradas para el promedio usado para suavizar el trazo del pincelCantidad de extensiones bloqueadasCantidad de elementosCantidad de iteraciones del filtro a aplicarCantidad de iteraciones para las cuales ejecutar el método SLIMCantidad de iteraciones a correr, 0 significa ilimitadas al correr de forma interactivaCantidad de iteraciones del suavizado de la mallaCantidad de iteraciones, cuando se use el método "Estiramiento mínimo"Cantidad de niveles de instancias anidadas a convertir en reales, para cada instancia de nivel superiorCantidad de segmentos de la extremidadCantidad de líneas a desplazarCantidad de bucles usados por esta caraCantidad de regiones simetrizadas en torno al eje centralCantidad de muestras de desenfoque por movimientoNúmero de octavas (cantidad de detalle del ruido Perlin)Número de octavas (cantidad de detalle del ruido espacial)Cantidad de píxeles para desenfocar el ribete (0 para deshabilitar)Cantidad de píxeles para desenfocar la sombra (cero para deshabilitar)Cantidad de píxeles por pulgada o por unidad de BlenderCantidad de píxeles antes de que se considere que el cursor se ha movido (usado al seleccionar cíclicamente elementos con sucesivos clics)Cantidad de píxeles a recortar del lado inferiorCantidad de píxeles a recortar del lado izquierdoCantidad de píxeles a recortar del lado derechoCantidad de píxeles a recortar del lado superiorCantidad de píxeles a arrastrar antes de que se dispare un evento de arrastre, para entrada desde un teclado u otros dispositivos distintos de un ratón o tableta (de otro modo se detectará un evento de clic)Cantidad de píxeles a arrastrar antes de que se dispare un evento de arrastre, desde un ratón o panel táctil (de otro modo se detectará un evento de clic)Cantidad de píxeles a arrastrar antes de que se dispare un evento de arrastre, para entrada desde una tableta (de otro modo se detectará un evento de clic)Cantidad de píxeles a expandir o contraer el relleno del áreaCantidad de puntos en un ciclo de la espiralCantidad de puntos en cada círculoCantidad de puntos del círculoCantidad de puntos de los círculos superior e inferiorCantidad de puntos del círculo del perfil. También definirá la resolución de los extremos redondeadosCantidad de puntos para considerar el trazo como sueltoCantidad de puntos a ser muestreados por unidad de volumenCantidad de puntos de la parte trasera a ser seleccionadosCantidad de puntos a seleccionar a partir del extremo finalCantidad de puntos de la parte frontal a ser seleccionadosCantidad de puntos a seleccionar a partir del extremo inicialCantidad de proyectores a usarCantidad de direcciones de rayos a ser evaluadas al capturarCantidad de rayos a trazar por evaluación del sombreadorCantidad de pasadas en el encadenado de tipo bocetoCantidad de pasadas en los trazos del contornoCantidad de puntos de muestra sobre la curvaCantidad de muestrasCantidad de muestras a lo largo del eje X del volumenCantidad de muestras a lo largo del eje Y del volumenCantidad de muestras a lo largo del eje Z del volumenCantidad de muestras por píxel durante el procesamientoCantidad de muestras tomadas por cada píxel, divididas por la cantidad máxima de muestras. Útil para analizar el muestreo adaptativoCantidad de muestras para calcular las sombras volumétricasMuestras a procesar por cada píxelMuestras por píxel durante la previsualización, ilimitado si es 0Cantidad de muestras a tomar por caraCantidad de muestras usadas por el buffer del mezclador de audioCantidad de muestras (ilimitadas si es 0)Cantidad de segundos entre cada pasada del recolector de basura de texturas GLCantidad de segundos entre cada pasada del recolector de basura para el buffer de vértices de objetos GLCantidad de segmentos para suavizar vértices/bordesCantidad de segmentos del anillo principal del toroideCantidad de segmentos del anillo menor del toroideCantidad de segmentos de la cadena de cinemática inversa que deformará la mallaCantidad de elementos seleccionados en la secuencia repetitivaCantidad de semitonos a desplazar el tono.Cantidad de hilos o subprocesos de compilación de sombreadores, limitados al máximo soportado por la CPU (requiere reiniciar Blender para que los cambios surtan efecto). Una mayor cantidad aumentará el uso de memoria RAM, a la vez que reducirá el tiempo de compilación. Un valor de 0 permitirá usar una configuración automática. (Sólo para OpenGL)Cantidad de lados del hueco que se necesita rellenar (cero rellena todos los huecos)Cantidad de intervalos de simplificación (valores mayores reducen la precisión del relleno)Cantidad de intervalos de simulación por fotograma (valores mayores son más precisos, pero más lentos)Cantidad de iteraciones de suavizado por cada intervalo del pincelCantidad de espacios con qué mostrar las tabulacionesCantidad de puntos de control de curva en el medioCantidad de niveles entre 0 y 1Cantidad de intervalos en la revoluciónCantidad de intervalos en los que segmentar la transformación durante la adherencia en modo: Caras (más cercano)Cantidad de intervalos para el cálculo de los efectos volumétricos. Una cantidad mayor de intervalos aumentará la calidad y el uso de memoria VRAM.Cantidad de intervalos en que dividir el desplazamiento completo. Los campos, incluyendo la normal y la posición, serán reevaluados antes de cada intervalo.Cantidad de subdivisionesCantidad de subdivisiones entre líneas de la cuadrículaCantidad de subdivisiones para la cuadrícula de puntos mostrada en el fondoCantidad de subdivisiones para la cual se almacenan desplazamientosCantidad de subdivisiones del hueso flexibleCantidad de subdivisiones a adicionar al icosaedro de baseCantidad de subdivisiones por segmentoCantidad de subdivisiones que deben ser realizadas antes de extraer la posición y las normales de los vérticesCantidad de subdivisiones a usar en las vistas 3DCantidad de subdivisiones a realizar durante el procesamientoCantidad de subdivisiones a usar en modo EsculpidoCantidad de subdivisiones a usar en las vistasCantidad de subdivisiones usadas en la intersección de curva Cardinal (potencia de 2)Cantidad de muestras de suavizado de bordes por píxel para el procesamiento finalCantidad de surfels (surface-elements o elementos de superficie) por unidad de distancia (valores mayores mejorarán la calidad)Cantidad de texturas usadas por el mapa de sombras en cascadaNúmero de la posición cubierta por esta celdaCantidad de veces por fotograma en que se tomarán muestras de los datos de los objetosCantidad de veces por fotograma en que se tomarán muestras de las transformacionesCantidad de veces a reducir la geometría (sólo modo Revertir subdivisión)Cantidad de veces que el filtro será aplicadoCantidad de veces que los claves deberán ser repetidosCantidad de veces que la luz será reinyectada en las cuadrículas de iluminación, 0 deshabilita la iluminación difusa indirectaCantidad de revoluciones de la espiralCantidad de veces que este bloque de datos está siendo referenciadoCantidad de veces a aplicar la simplificaciónNúmero de veces a aplicar el suavizado (valores mayores pueden reducir los FPS)Número de veces que aplicar el suavizado (valores mayores pueden reducir los FPS)Cantidad de veces a aplicar la operación de enroscadoCantidad de veces a desenfocar los colores (mayor desenfoca más)Cantidad de veces a dilatar o erosionar los vóxeles activosCantidad de veces a redibujarCantidad de veces a repetir el rango de la acciónCantidad de veces que se suavizarán los nuevos trazos creadosCantidad de veces que se suavizará la mallaCantidad de veces a subdividir los nuevos trazos creados, para reducir sus vibracionesCantidad de niveles de subdivisión a revertirCantidad de partículas en la estelaCantidad de revoluciones a lo largo de la hebraCantidad de pasos de deshacer disponibles (valores más pequeños conservan memoria)Cantidad de usuariosCantidad vertical de píxeles en la imagen procesadaCantidad de vértices para el lado X de la figuraCantidad de vértices para el lado Y de la figuraCantidad de vértices para el lado Z de la figuraCantidad de vértices en la dirección XCantidad de vértices en la dirección YCantidad de vértices en el círculoCantidad de vértices en la líneaCantidad de vóxeles en el eje XCantidad de vóxeles en la dirección X de la celda, o 1 cuando el campo sea evaluado en un vóxelCantidad de vóxeles en el eje YCantidad de vóxeles en la dirección Y de la celda, o 1 cuando el campo sea evaluado en un vóxelCantidad de vóxeles en el eje ZCantidad de vóxeles en la dirección Z de la celda, o 1 cuando el campo sea evaluado en un vóxelNúmero específico para este contenedor, único dentro de la acción. Es usado, por ejemplo, al insertar claves en un clip de acción para consultar la bolsa de canales usada para este contenedorNúmero con el cual aumentar o disminuir el código de caracterCantidad de niveles del árbol de carpetas a mostrar en forma simultaneaID numéricoID numérico (¡sólo lectura!)Flechas campos numéricosEvaluación del ingreso numéricoProblema numéricoMétodo de integración numérica para la advecciónExportación a OBJ: No es posible crear el archivo mtl '%s'Exportación a OBJ: No es posible abrir el archivo '%s'Exportación a OBJ: Ninguna información a escribirExportación a OBJ: No es posible encontrar la colección '%s'Importación de OBJ: No es posible abrir archivo '%s'DESACTIVADOAceptarACTIVADOOPEN_EXRS.O.Tecla de SOBucle del SOTecla del S.O.Falla al abrir consulta OSL %sCompilación fallida del sombreador OSL, ver errores en consolaCompilación exitosa del sombreador OSLSoporte para OSL deshabilitado en esta compilación del programaObjetoBoidCargaCurva_guíaResistenciaCampoCampo_fluidoFuerzaArmónicoMantener originalesLennard-JonesMagnetoNuevoCampo_texturaTurbulenciaVórticeVientoEl objeto "%s" tiene una matriz de transformación no invertible, no se aplicará la transformaciónEl objeto "%s" no es una mallaEl objeto "%s" no es una malla o no es posible convertirlo en una malla (Curva, Texto, Superficie o Metabola)El objeto "%s" no está habilitado para el procesamientoEl objeto "%s" no se encuentra en la capa de visualizaciónObjeto "%s" no encontrado en la escena evaluada, podría estar ocultoEl objeto %s no contiene ninguna pose, no es posible aplicar la acción antes del procesamientoDatos perdidos del objeto %sEl objeto %s no está en la capa de visualización %sEl objeto '%s' ya tiene una restricción de cuerpo rígidoEl objeto '%s' ya está presente en la colección '%s'¡El objeto '%s' no puede ser ocultado porque no se encuentra en la Capa de visualización '%s'!¡El objeto '%s' no puede ser seleccionado porque no se encuentra en la Capa de visualización '%s'!El objeto '%s' no pudo crear datos internos para buscar el punto más cercanoEl objeto '%s' no soporta modificadores de tipo %sEl objeto '%s' no soporta formasEl objeto '%s' no contiene datos evaluados de curva o Grease PencilEl objeto '%s' no contiene datos evaluados de Grease Pencil o de curvasEl objeto '%s' no contiene datos de curvas evaluadosEl objeto '%s' no contiene datos de malla evaluadosEl objeto '%s' no contiene datos de mallas o curvas evaluadosEl objeto '%s' no está en la colección '%s'Anclar curvas a superficieMantener transformación sin compensaciónMantener transformaciónSin compensaciónObjeto 1Objeto 2Acción del objetoAlineada al emisor Animación del objetoObjeto baseCentro del objetoSubordinados de objetosColisiones con objetosColor de objetosPropiedades de restricciones del objetoRestricciones del objetoContenido de objetosDatos del objetoAnimación de datos del objetoPropiedades de datos del objetoVisualización de objetosEstado de evaluación del objetoObjetos adicionalesObjeto tipográficoOrigenObjetosGrupos de objetosIdentificador de objetoInformación de objetoInstancias del objetoVinculación de iluminación del objetoArte lineal a objetoOpciones de arte lineal del objetoPosición del objetoModo ObjetoModificadores del objetoNombre del objetoConector de objeto de nodoInterfaz del conector de objeto del nodoDesplazamiento usando objetoOperación de objetoObjeto - Tamaño del origenOrigen de objetosRuta del objetoRutas de objetosObjeto de pivotePropiedades de objetosRotación del objetoEscala del objetoEnroscar con objetoObjeto - SeleccionadoEfectos de sombreado del objetoResolver objetoRestricción Resolver objetoEspacio del objetoFiltrar objetos por estadoDestinoTransform. de objetosTipos de objetoVelocidad del objetoX del objetoY del objetoZ del objetoObjeto como cámaraEstado de selección del objeto baseTipo de volumen delimitador a mostrarEl objeto proyecta sombras en la vista 3DLos objetos subordinados usarán transformaciones relativas, como deformaciónColor del objetoColor y alfa del objeto, usado cuando el modo de color Objeto se encuentre habilitado en las opciones de sombreado de la vistaEl objeto proviene de un conjunto de fondoEl objeto proviene de un instanciadorEl objeto no pudo ser duplicadoDatos del objetoBloque de datos de objeto que define un objeto de la escenaBloques de datos de objetoObjeto que define el desplazamientoDetalles de objetos, incluyendo estructuras, cámaras y otras guías visualesOpciones de visualización de objetos en el visor 3DEl objeto no contiene datos de geometríaFormato de archivo de objeto (.obj)Objeto para definir un espacio personalizadoObjeto para rotación polarGeometría del objeto actualizadaEl objeto tiene una escala negativa, esculpir sobre él puede ser impredecibleEl objeto tiene una escala negativa, el despliegue operará sobre una versión no invertida de la mallaEl objeto no tiene ninguna restricción de cuerpo rígido que eliminarEl objeto no tiene opciones de cuerpo rígido que eliminarEl objeto no contiene ninguna poseEl objeto no contiene grupos de vérticesEl objeto tiene una escala no uniforme, esculpir sobre él puede ser impredecibleEl objeto tiene una escala no unifiorme, el despliegue operará sobre una versión no escalada de la mallaModo de interacción del objetoEl objeto es una redefinición local de una bibliotecaEl objeto será controlado mediante animación manualEl objeto será controlado directamente por la simulación dinámicaEl objeto no es una curva o un textoEl objeto no es una mallaEl objeto no es un esqueletoEl objeto no se encuentra en frenteEl objeto será escalado según el radio de la curva en cada secciónEl objeto es mostrado en frenteEl objeto es usado para el rastreo de cámaraEl objeto debe encontrarse en modo ObjetoNombre del objeto a ser posicionado (usará al objeto activo cuando esto y 'uid_de_sesión' no se encontraran definidos)Objeto no encontradoObjeto de una colección, con sus opciones relacionadas con la colecciónRuta del objetoObjeto que proporciona la geometría a ser instanciada en la distribuciónOpciones de objetosSombreado del objeto actualizadoEl objeto debe ser de tipo mallaConector de objeto de un nodoMapeo de normales en espacio del objetoMapeo de normales en espacio del objeto, compatible con la captura de procesamiento de BlenderMapeo de desplazamiento vectorial en espacio del objetoObjeto que define la forma de visualización personalizada para este huesoObjeto que contiene el sistema de partículasObjeto al que se vincula esta baseObjeto a evitarObjeto desde el cual calcular las distancias a los vérticesObjeto que define el eje de la roscaObjeto para determinar la posición del centroObjeto para determinar el centro de rotaciónObjeto en torno al cual realizar la simetría. Dejar vacío y nombrar un hueso para simetrizar siempre en torno a ese hueso del esqueleto activoObjeto para definir las coordenadas de texturizadoObjeto desde donde obtener la posición y rotación, a las que se agregarán los cambios provenientes del casco de RVObjeto desde el cual transferir los datosObjeto desde el cual transformarObjeto hasta el cual transformarObjeto a usar como jaula, en vez de que ésta sea calculada a partir del objeto activo usando una jaula extruídaObjeto a usar como jaula, en vez de que ésta sea calculada a partir del objeto activo usando una jaula extruídaObjeto a usar como eje de simetríaObjeto a usar como transformador de la proyecciónObjeto a ser usado como entrada de geometríaObjeto a usar al mapear con coordenadas de texturizado desde un objetoObjeto a usar para el mapeo de texturasObjeto en relación al cual se calcularán las matricesTransformaciones del objeto actualizadasEl tipo de objeto "%s" no contiene datos editablesEl tipo de objeto no soporta previsualizaciones automáticasEl tipo de objeto no soporta grupos de vérticesEl tipo de objeto no es soportadoTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia una Cámara al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia Curvas al ser importado, pero ya no lo hace.Tipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia NURBS al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia Puntos al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia una Malla poligonal al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia una Superficie de subdivisión al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apuntaba hacia XForm al ser importado, pero ya no lo haceTipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia una CámaraTipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia Curvas.Tipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia NURBSTipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia Puntos.Tipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia una Malla poligonalTipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia una Superficie de subdivisiónTipo de objeto no coincidente, la ruta del objeto Alembic apunta hacia XFormEl tipo de objeto del objeto de origen no es soportadoObjeto usado como posición inicial de dibujoObjeto a usar como centroObjeto usado como referencia de distanciaEl objeto usado para el rastreo de cámara no puede ser borradoObjeto usado para el punto de referenciaObjeto usado para la dirección del gradienteObjeto usado para la instancia de la ligaObjeto usado para definir la profundidad en el espacio de la cámara, mediante su proyección sobre la superficie de este objetoObjeto a usar para definir el espacio del desplazamientoVisibilidad del objeto a los rayos de la cámaraVisibilidad del objeto a los rayos de difusiónVisibilidad del objeto a los rayos de reflectividadVisibilidad del objeto a los rayos de sombraVisibilidad del objeto a los rayos de transmisiónVisibilidad del objeto a los rayos de dispersión volumétricaEl objeto aún no había sido evaluadoObjeto que define el centro de la ondaObjeto cuyo eje Z define la orientación de la gravedadEl objeto seguirá el rumbo e inclinación de la curvaEl objeto permanecerá fijo a un punto en alguna parte de la longitud de la curva, sin tomar en cuenta el tiempoEl objeto {!r} ya contiene un sistema de partículasEl objeto {!r} ya tiene curvas-f de {!r}. Eliminarlas antes de intentar nuevamenteVolumen delimitador del objeto en coordenadas del objeto, todos los valores serán -1.0 si no se encontrara disponibleObjeto(s)Distancia, en espacio del objeto, a desplazar la superficie SDFEl objeto: {:s}, malla: '{:s}' no contiene coordenadas UVEl objeto: {:s}, malla: '{:s}' contiene {:d} bucles (para {:d} caras), se esperaban {:d}ObjetosObjetos y coleccionesCantidad de objetos seleccionadosLos objetos pueden ser actualizados individualmente, a costa de un mayor tiempo de procesamientoLos objetos no tienen la misma cantidad de vérticesLos objetos no contienen datos qué transformarLos objetos en esta colección sólo contribuyen de forma indirecta a esta capa de visualización (a través de sombras y reflexiones)Los objetos de la colección sólo contribuirán de forma indirecta (por medio de sombras y reflexiones) a la capa de visualización • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colecciónObjetos incluidos en el conjunto de claves activoObjetos vinculados a %sObjetos movidos a %sObjetos de la colección, con sus opciones específicas relacionadas con la colección superiorLos objetos seleccionados compartirán el espacio de texturizado, mapeando a todos en un mismo mapa UVObjetos que se encuentran directamente en esta colecciónObjetos que se encuentran en esta colección y sus colecciones subordinadasObstáculoObstáculo DistanciaConjunto de niveles (Obstáculos)Obstáculo UmbralOcluirOcluir al borrarOcluir geometríaPermite ocluir objetos usando el color del entorno, a medida que se alejanOclusiónDistancia de oclusiónSólo oclusiónOcéanoModificador OcéanoOcéano en cachéOctagonalOctaedrosOctavasProfundidad árbol octalImparesCuadros impares del dameroDesactivadoDescentrarTroncos fuera de eje, que convergen sobre un planoOficialesSoportados de forma oficialEscala subdivisión fuera de pantallaEscala fuera de pantallaDesplazamientoDesplazar (antiguo)Cantidad de desplazamientoÁngulo de desplazamientoDesplazar esquina en caraDirección desplazamientoDistancia de desplazamientoDesplazar bucle de bordesDesplazamiento uniformeFactor de desplazamientoFrecuencia de desplazamientoMatriz de desplazamientoModo de desplazamientoObjeto de desplazamientoDesplazar planosDesplazar punto en curvaDesplazamiento relativoEscala del desplazamientoDesplazar inicioDesplazar hacia cámara personalizadaDesplazamiento UDesplazamiento válidoVector de desplazamientoDesplazamiento XDesplazamiento YDesplaza el identificador de un punto de control dentro de su curvaDesplaza la superficie de un campo de distancias con signo (SDF) una cierta distancia en espacio global. La dilatará (valores positivos) o erosionará (negativos), manteniendo la propiedad de distancia con signoDesplazamiento a lo largo de la normal al dibujar sobre superficiesPermite mover una imagenÁngulo de desplazamiento del arcoLímite del desplazamiento basado en la escala de la geometríaPermite crear nuevos bordes desde los seleccionados y desplazarlos a una cierta distanciaDesplazar cada N filasDesplazamiento del intervalo de tiempo del obturador, permite cambiar las estelas generadas por el desenfoque por movimientoDesplazamiento desde el centro del objetoDesplazamiento desde el final del clip, en fotogramasDesplazamiento desde el plano del sueloDesplazamiento desde el origen al instanciarDesplazamiento de la posición en relación al tiempoDesplazamiento desde el inicio del clip, en fotogramasDesplazamiento con respecto al punto inicialDesplazamiento en unidades decimales, 1.0 es el ancho y la altura de la imagenDesplazamiento en la tabla numérica aleatoria de las partículas secundarias, para obtener un resultado aleatorio diferenteDesplazamiento en la tabla aleatoria de números, para obtener un resultado aleatorio diferenteIdentificadores de desplazamiento del primer punto de cada curvaDesplazamiento en cada trazo antes del comienzo la generación del trazo punteadoDesplaza los fotogramas claveDesplaza las capas en la misma magnitudIdentificador de desplazamiento del material para las caras generadasIdentificador de desplazamiento del material para las caras de canto generadasDesplaza los materiales en la misma magnitudDesplazamiento de los duplicados. -1 a 1: (de adentro hacia afuera)Desplazamiento de cada mechón en una dirección aleatoriaDesplazamiento del piso con respecto al origen del objetoDesplazamiento del primer fotograma de la película, con relación a su inicio original (afecta solamente el modo en que es cargada la película, no cambia los datos asociados con el clip)Desplaza los nuevos nodos con respecto al puntero, al agregarlosDesplazamiento del pivote respecto al objetivo (cuando esté establecido), a la posición del propietario (cuando Posición fija esté desactivado), o repecto al punto de pivote absolutoDesplazamiento del origen del área limítrofe, en relación al radio del pincelDesplazamiento de las curvas para redondear la puntaDesplazamiento del origen de la pose en relación al radio del pincelDesplazamiento del ribeteDesplazamiento de la sombraDesplazamiento del rastro con respecto al punto superiorDesplazamiento por curvaDesplaza los planos entre sí. Cuando se encuentre inactiva, se crearán varios planos en la misma ubicaciónDesplaza los rayos de la superficie para reducir defectos del terminador de sombras en geometrías de bajos polígonos. Sólo afecta a los triángulos afectados por el desplazamiento de la superficieDesplaza los rayos de la superficie para reducir defectos del terminador de sombras en geometrías de bajos polígonos. Sólo afecta a los triángulos que se encuentran en ángulos rasantes con respecto a la luzDesplaza el muestreo de la cuadrícula de irradianza en la dirección de las normales de la superficie, para reducir la filtración de luzDesplaza el muestreo de la cuadrícula de irradianza en dirección hacia la vista, para reducir la filtración de luzPunto de inicio del desplazamientoDesplaza los trazos en la misma magnitud, basándose en el orden de dibujo de los mismosDesfasar trazos de rellenosDesplaza los trazos hacia la cámara seleccionada, en vez de hacerlo hacia la cámara activaDesplaza las copias de forma aleatoriaDesplaza la cadena completa en relación a la articulación superiorPermite desplazar el trazo completo en vez de hacerlo sólo con los puntos seleccionadosDesplazar las instancias en las esquinas de caras dentro de su respectiva caraDesplazar las instancias de forma aleatoriaPermite desplazar el ruido a lo largo de los trazosDesplaza el número del fotograma a usar en la animaciónPermite desplazar el origen y la orientación de la deformaciónDesplazamiento de la revolución a lo largo de su ejeDesplaza el rollo a lo largo de la curva original para mantener la formaDesplaza el trazo con respecto a la superficieDesplaza el grosor a partir del centroDesplazamiento a adicionar al fotograma actual de la escena. Podrá ser negativoDesplazamiento a aplicar a la animación durante la importación, en fotogramasDesplazamiento a aplicar al tiempo de la animación, en fotogramasDesplazamiento con respecto a los datos del clipDesplazamiento usado al dibujar la malla editable en frente de otra geometríaValor de desplazamiento a agregar a las UV del trazoVector de desplazamientoPermite desplazar vértices basándose en una texturaEl desplazamiento será un punto absoluto en el espacio en vez de relativo al objetivoDesplazar con transformación del objetivodesplazamiento-potencia-pendiente (ASC-CDL)Desplazamiento:Desplazamiento: %.3fRecortesOggOgg TheoraAceiteAntiguoAcción antiguaEl uid de sesión de la acción antigua a ser reemplazadaAntiguo IDEl ID antiguo '%s' se encuentra vinculado desde una biblioteca, los usos indirectos de este bloque de datos no serán remapeadosIdentificador único de sesión del antiguo ID, desde el cual remapear los datosÁrea de caras de objeto antiguoDuración original (en fotogramas)Omitir Sparse Accessor con datos vacíosOmitir Sparse Accessor con datos vacíosLuz puntual omnidireccionalFuente de luz puntual omnidireccionalActivadoSobre superficieAl hacer clicEn el fotograma actualEn tierraAl presionarEn claves seleccionadosEn marcadores seleccionadosSólo en seleccionadoEn la superficieEn clips de secuencias de imágenes, devuelve un clip por cada imagenUna caraUn nivelUno de los nodos no tiene salidasUno de los tres puntos del círculo. El orden los puntos determinará la dirección del círculoUna o más curvas-f no están visibles debido a opciones de filtradoUno o más objetos usados como prototipos en nodos 'Instanciar en puntos' bien no tienen activa la opción 'Como instancia' en sus nodos 'Información de objeto' o el prototipo es la geometría base de entrada en sí misma. En ambos casos esto evitará la exportación de un instanciador de puntos válidos. En caso de tratarse del primer caso, activar la opción 'Como instancia' para evitar un auto referenciamiento incorrecto.Una única definición gráficaOneDriveOpacidad piel cebollaPiel de cebollaPiel de cebollaPiel de cebollaAcceso en líneaExtensiones en líneaSe necesita acceso en línea para comprobar actualizaciones.Se necesita acceso en línea para instalar o actualizar.Se necesita acceso en línea para instalar o actualizar. Activar el acceso en línea en la categoría Sistema de las PreferenciasSe necesita acceso en línea para instalar o actualizar. Ejecutar Blender sin la opción --offline-modeSe necesita acceso en línea para instalar actualizaciones.Directorio en línea de extensiones libres y de código abiertoSólo permite rotaciones de a 90 gradosSólo activar ya seleccionadoSólo activaSólo curva-f activaSólo conjunto de claves activoSólo recursosSólo alineada al ejeSólo potenciarSólo se soportan curvas BezierSólo es posible agregar curvas BezierCanal individualSólo curvasSólo huesos deformantesSólo bordes y carasSólo a extremosSólo carasSólo rellenosSólo el inicioSólo insertar en disponiblesSólo insertar si es necesarioSólo de adentro hacia afueraSólo localSólo posicionesSólo bordes sueltosSólo geometría cercanaSólo el cantoSólo segundosSólo seleccionar lo no seleccionadoSólo lo seleccionadoSólo huesos seleccionadosSólo canales seleccionadosSólo claves seleccionadosSólo asas de claves seleccionadosSólo erroresSólo lo seleccionadoSólo seleccionadaSólo mostrar contenedor del objeto activoSólo suavizarSólo trazosSólo no usadoSólo usar alfaSólo serán afectadas las transformaciones en el eje XSólo serán afectadas las transformaciones en el eje YSólo serán afectadas las transformaciones en el eje ZSólo se soportan entradas de imagen principal y de máscara, el resto no se soportan y producirán un valor de ceroSólo se soporta un único caracterSólo activar cuando el ratón no se encuentre sobre un nodo (útil para el gesto retocar)Sólo la capa activaSólo agregar el modificador-f a la curva-f activaSólo agregar un modificador-f del tipo especificado al clip activoSólo agregar bordes definidos, en vez de eliminar antes las etiquetas ya existentesSólo generar el cantoSólo afectar a los elementos seleccionadosAfectar sólo a los vértices que no se encuentren ocluidos por otras caras (más lento)Sólo se permitirá el valor de densidad indicado en el área del emisor y ésta no se irá adicionandoÚnicamente permitir que los objetos seleccionables influencien el resultado del trazado de rayoSólo permite entradas de valor individuales, en vez de campos. Obsoleto. Será eliminado en 5.0.Sólo aplicar los huesos seleccionados (con propagación a sus subordinados)Sólo se soportan objetos de esqueletosSólo los recursos de este archivo actual pueden ser movidos entre catálogosSólo disponible en modo de selección de puntosSólo disponible con tensores de flexión angular.Sólo captura los claves dentro de un cierto rango de fotogramasSólo captura las sondas de luz de tipo volumen seleccionadasSólo captura la sonda de luz de tipo volumen activaSólo se biselarán los bordes con ángulos suficientemente definidos entre carasSólo se soportan conectores de entrada booleanosSólo se soportan propiedades de tipo booleano, entero, decimal y enumeradorSólo se soportan propiedades de tipo entero, decimal y enumeradorSólo calcular intensidadSólo eliminar las trayectorias de los huesos seleccionadosSólo elimina las trayectorias de los objetos seleccionadosSólo considerar los clips en el mismo canal que el activoSólo considerar el objeto en sí mismo al calcular la OASólo corta geometría seleccionadaSólo corta geometría que apunta hacia el frenteSólo se deformarán los vértices dentro de esta distancia, a partir el centro del efecto (0 es infinito)Sólo es posible aplicar modificadores de deformación a formasSólo borra los claves seleccionadosSólo borrar los datos capturados de las sondas de iluminación seleccionadasSólo borrar los datos capturados de la sonda de iluminación activaSólo es posible elegir carpetas para la operación actual.Sólo mostrar y tomar en cuenta a los vértices exterioresSólo muestra uno de cada 'n' fotogramasMostrar sólo la imagen cuando se encuentre alineada al eje de la vistaSólo disolver ángulos por debajo de este límite (sólo modo Plano)Sólo los límites de la máscara interior que se encuentren dentro de la máscara exterior serán considerados. En caso contrario, todos los bordes de la máscara interior serán consideradosSólo editar la capa activa del objetoSólo los objetos vacíos soportan instancias de coleccionesSólo exportar huesos deformantes y sus superioresExporta sólo los objetos seleccionados. Los superiores de dichos objetos, que no se encontraran también seleccionados, serán exportados como transformaciones vacíasSólo se considerarán los elementos característicos que estén más allá de los píxeles definidos como margen, con respecto a los límites de la imagenSólo invertir las normales personalizadas de los elementos seleccionadosSólo generar líneas de intersección para esta colecciónSólo mantener el último fotogramaSólo en multifotogramaSólo incluir curvas-f y controladores que se encuentren deshabilitados o presenten erroresSólo incluir en esta capa de visualización (dejar en blanco para incluirla siempre)Sólo incluir canales relativos a los objetos y datos seleccionadosSólo incluir filas que correspondan a los elementos seleccionadosSólo incrementa el valor del canal alfa, si el alfa pintado es mayor que el existenteSólo insertar fotogramas clave donde sean necesarios, en las curvas-f relevantesSólo entradas enteras podrán ser usadas como precisión dinámica: "{}"Sólo entradas enteras podrán ser usadas como ancho dinámico: "{}"Sólo claves de huesos seleccionados (sólo captura de la Pose)Sólo los atajos de teclado pueden ser editados de esta forma, de otro modo utilizar las Preferencias de usuarioSólo mostrar y permitir la edición de claves de las curvas-f seleccionadasSólo la última región puede ser dividida en 4Sólo vincular datos, en vez de anexarlosSólo los ID vinculados pueden seer empacadosListar sólo el contenido de la carpeta actual, sin recursividadFusionar a lo largo de los bordesSólo fusionar entre sí vértices de la malla a lo largo de bordes existentes. Este método puede resultar mucho más rápidoSólo simetrizar los parámetros de Rigify a los huesos seleccionados que contengan el mismo tipo de sistema de control que el hueso activoSólo modificar los trazos durante el rango de fotogramas especificadoSólo en el extremo próximo al clave seleccionadoSólo en el extremo próximo al siguiente claveSólo se soporta un único comodín * en el patrónSólo se permite un efecto de este tipoSólo se permite un modificador de este tipoSólo operar sobre el hueso activoSólo pinta sobre las caras que están directamente bajo del pincel (más lento)Permite únicamente pintar los puntos seleccionados de un trazoPermite únicamente pintar los puntos seleccionados de un trazo entre otros trazosPintar únicamente los trazos seleccionadosSólo pegar modificadores-f en la curva-f activaSólo pegar modificadores-f en el clip activoSólo pega la pose almacenada para los huesos seleccionados de la pose actualSólo proyectar rayos contra el propio objetoSólo lee el alfa de la rampa de coloresSólo graba los datos de enlace para los vértices que coincidan con los del grupo de vértices, en el momento del enlaceSólo refrescar el repositorio activoPermite procesar solamente las sombras y reflexiones de este objeto, útil para componer imágenes procesadas sobre filmaciones reales. Los objetos que tengan activada esta opción representarán a elementos de la imagen filmada, mientras que los que no la tengan activada serán procesados normalmente y compuestos sobre ella.Sólo se procesará la capa activa. Sólo afecta el procesamiento desde la interfaz, es ignorado al procesar desde la línea de comandos.Sólo reemplazar los elementos de destino donde los datos se encuentren por sobre el umbral indicado (el comportamiento exacto dependerá del tipo de datos)Sólo reemplazar los elementos de destino donde los datos se encuentren por debajo del umbral indicado (el comportamiento exacto dependerá del tipo de datos)Permite únicamente esculpir los puntos seleccionados de un trazoPermite únicamente esculpir los puntos seleccionados de un trazo entre otros trazosEsculpir únicamente los trazos seleccionadosSólo mantener seleccionados los triángulos restantes que no hubieran sido fusionadosSólo bordes seleccionadosSólo los fotogramas clave seleccionadosSólo seleccionar líneas de regiones iluminadasSólo seleccionar líneas de regiones en sombraSólo mostrar complementosSólo mostrar y editar asas de claves seleccionadosSólo mostrar pinceles en el Banco de recursos que sean aplicables para la herramienta activa. Almacenado en las Preferencias, las cuales posiblemente deban ser guardadas manualmente, en caso de que la opción Auto-guardar preferencias se encontrara inactivaMuestra sólo los complementos habilitados. Desmarcar para ver todos los instalados.Sólo mostrar extensiones de este repositorioMostrar sólo los elementos que concuerden con este nombre (usar '*' como comodín)Muestra únicamente la forma clave activa, a máxima intensidadSólo se mostrará el contenedor del objeto activo. En caso contrario se mostrarán todos los contenedores de la acciónSólo mostrar temasSólo soportado para regiones de tipo "TEMPORAL" (esto es, emergentes)Sólo soportado en modo de multi-resoluciónSólo soportado en modo objetoSólo sincroniza la longitud activa del clip activoSólo sincronizar el repositorio activoSólo la primera salida será considerada, ignorándose las demásSólo las diferencias positivas de las amplitudes de la envolvente se sumarán para producir el resultadoSólo transferir la capa de datos activaPermite transformar la posición de los objetos, sin afectar su rotación o escalaSólo se consideran las acciones no usadas (Usuario ficticio)Sólo actualizar el repositorio activoSólo usar como pinceles objetos pertenecientes a este grupoSólo muestra coincidencias con mayúsculas y minúsculas del texto a buscarSólo muestra coincidencias completas del texto a buscarSólo usa la geometría indicada para el fluidoSólo usar la colección para producir oclusiónSólo usa los extremos del trazo para la adherenciaSólo usar los datos del objeto para producir oclusiónSólo usado al capturar. Intervalo=1 crea un clave en cada fotograma, intervalo=2 captura a fotograma doble, etcSólo es posible editar la transformación de visualización y el retoque de apariencia para estas opcionesSólo visible a la cámara y las reflexionesSólo huesos visibles o seleccionadosSólo la región de una ventana puede ser dividida en 4Sólo guardar huesos deformantes (y no deformantes que tengan subordinados que sí lo sean)Sólo guardar los canales de traslación del hueso superiorOpacidadOpacidad (alfa) del tronco de la cámaraOpacidad (alfa) del plano de convergenciaOpacidad (alfa) de la zona sobreimpresa en la vista de cámaraFactor de opacidadIntensidad de opacidadOpacidad de los vértices al editarlosOpacidad del punteado en las líneas conectorasOpacidad del sobreimpreso de UVOpacidad de visualización de imagen de clonadoOpacidad de bordes en sobreimpresos de UVOpacidad de caras en sobreimpresos de UVOpacidad de la superposición de estiramiento de UVOpacidad del atributo que está siendo visualizadoOpacidad de la jaula superpuesta en el modo de esculpido de curvasOpacidad del área oscura exterior a la región de procesamientoOpacidad de los bordes (1.0 para que sean opacos)Opacidad de la imagenOpacidad de los puntosOpacidad de superposición de la máscara del esténcil del modo de pintura de texturasOpacidad de superposición del modo de pintura de influenciasOpacidad usada para la selección de huesosOpacidad: %3fOpacidad: %sAbrirAbrir todosFlecha abiertaBordes abiertosAbrir carpetaAbrir carpetas con un solo clicBucle abiertoAbrir recienteOpen Shading LanguageAbre un archivo de BlenderAbre una consola de comandos del sistema operativo aquíAbre un explorador de carpetas, mantener Mayúsculas presionada para abrir el archivo, Alt para explorar la carpeta contenedoraAbrir una carpeta al seleccionarloAbre un explorador de archivos, mantener Mayúsculas presionada para abrir el archivo, Alt para explorar la carpeta contenedoraAbre un nuevo bloque de datos de textoAbre una ruta en el explorador de archivosAbre un diálogo para definir el nivel de depuraciónAbre un banco de recursos predefinido emergenteAbre un menú predefinidoAbre un panel predefinidoAbre un menú circular predefinidoAbre un sitio web de preajustes con el navegador de InternetAbre un archivo de módulo de estiloAbre una vista para ser usada con un casco de realidad virtual, o la cierra si ya estuviera abiertaAbre un sitio web con el navegador de InternetAbre una ventana para administrar datos no usadosAbre una ventana con información acerca de BlenderAbrir todas las entradas de objetos y cerrar todos los demásAbre un archivo guardado automáticamente para recuperarloAbre un explorador de archivos de imagen, mantener Mayúsculas presionada para abrir el archivo, Alt para explorar la carpeta contenedoraAbrir archivos blend con esta versión de BlenderAbre las preferencias de las extensionesPermite abrir una imagenAbrir imágenesAbrir botones de menús y menús desplegables automáticamente cuando el ratón se pose sobre de ellosAbre una nueva carpetaAbrir al posar el ratónAbre la documentación de referencia en un navegador webReproductor de fotogramas de código abiertoAbrir el archivo blend que contiene el recurso activoAbrir un archivo predefinidoAbre el archivoAbre la carpetaAbre el último archivo en ser cerrado ("quit.blend")Abre el panel emergente de búsqueda de operadoresAl abrir el menú emergente de barra de herramientas o de pinceles Cuando la 'barra espaciadora' se mantenga pulsada: • Al presionar el atajo de una herramienta, ésta se activará inmediatamente. • Al posar el puntero sobre una herramienta y soltarla, ésta se activará (como en un menú circular). Para reproducir usar 'Mayús-Epacio'Abre la pantalla de bienvenida con información de la versiónAbrir el editor temporal en una pantalla maximizadaAbrir el editor temporal en una nueva ventanaExpande el árbol y ajusta la vista para que el objeto activo se muestre en el centroVentana abiertaVentanas abiertasOpenEXROpenEXR (.exr)OpenEXR multicapa (.exr)OpenGLOpenGL o DirectXOpenVDBOpenVDB (.vdb)Archivo OpenVDBError de OpenVDB: {}Formato de archivo OpenVDB (.vdb)Volumen OpenVDBRuta de componente OpenXRRutas de componentes de OpenXRRuta del perfil de interacción de OpenXRRuta de usuario de OpenXRRutas de usuario de OpenXRRadio de apertura del flequillo en la punta de la trenzaTipo de operandoOpciones de sistema operativoTecla del sistema operativo presionadaTecla del sistema operativo presionada, -1 para cualquier estadoOperaciónModo de operaciónLa operación no puede ser realizada en modo ediciónLa operación no puede ser realizada en modo ediciónLa operación requiere un hueso activoLa operación requiere un conjunto de claves activoOperación que será aplicada a la mallaOperación a realizar sobre el archivo o carpeta seleccionadoOperacionesOperaciones de división y mezclaOperador(De)seleccionar todo(De)seleccionar todos los archivos(De)seleccionar todos los marcadores(De)seleccionar todos los trazos(De)seleccionar primero(De)seleccionar último(De)seleccionar todos los marcadoresMarcadores 3D a mallaAcerca de BlenderAceptarAcciónActivar recurso de pincelActivar config tecladoActivar del mismo tipo siguienteActivar del mismo tipo anterior/siguienteActivar del mismo tipo anteriorActivar punto de referencia de RVActivar nodo VisorCámara activaGrupo activo de Grease PencilCapa activa de Grease PencilAgregarAgregar (con objetivos)...Agregar AOVAgregar sobre la seleccionadaAgregar clip de acciónHacer activoAgregar a conjunto de claves (todo)Agregar modificador de transparencia alfaAgregar esqueletoAgregar biblioteca de recursosAgregar etiqueta de recursoAgregar atributoAgregar ruta de auto ejecuciónAgregar humano básico (metarig)Agregar cuadrúpedo básico (metarig)Agregar ave (metarig)Agregar regla de boidsAgregar estado de boidsAgregar huesoAgregar colección de huesosAgregar referencia a colección de huesosAgregar restricción (hueso)Agregar huesos a conjunto de selecciónAgregar marcadorAgregar pincelAgregar BezierAgregar círculo BezierAgregar cámaraAgregar imagen de fondo de cámaraAgregar preajuste de cámaraAgregar cámara y punto de referencia de RV desde la sesiónAgregar lienzoAgregar gato (metarig)CírculoAgregar zona de clausuraAgregar preajuste de ropaAgregar colecciónAgregar instancia de colecciónAgregar colorAgregar atributo de colorAgregar parada a rampa de colorAgregar conoAgregar restricciónAgregar restricción (con objetivos)Agregar conector CryptomatteAgregar cuboAgregar punto a curva y deslizarAgregar configuración de teclado personalizadaAgregar datos de normales personalizadasAgregar cilindroAgregar controladorAgregar variable de controladorAgregar controlador...Agregar controladores a seleccionadosDuplicarAgregar bordes marcados al conjunto de clavesAgregar efectoAgregar clip de efectoAgregar efectorAgregar VacíoAgregar curvas vacíoAgregar grupo vacíoAgregar Vacío de imagen/Arrastrar imagen a VacíoAgregar conjunto de claves vacíoAgregar ruta conjunto claves vacíoAgregar entradaAgregar exportadorAgregar repositorio de extensionesAgregar característicaAgregar modificador de curvas-fAgregar modificador-fAgregar caras marcadas al conjunto de clavesAgregar fundidoAgregar usuario ficticioAgregar vértice de esfumadoAgregar vértice de esfumado y deslizarAgregar preajuste de fluidoAgregar zona para cada elemento de la geometríaAgregar módulo de FreestyleAgregar congeladoAgregar congelado y deslizarAgregar desde temaAgregar Grease PencilAgregar preajuste pincel Grease PencilAgregar material de Grease PencilAgregar preajuste material Grease PencilAgregar plano subdivididoAgregar nodo Entradas de grupoAgregar preajuste de dinámicas de peloAgregar caballo (metarig)Agregar humano (metarig)Agregar CI a huesoAgregar esfera geodésicaAgregar imagenAgregar imagenAgregar imagen como nodoAgregar nodo ImportarAgregar preajuste de integradorAgregar elementoAgregar elemento a mapa de tecladoAgregar jaula de deformaciónAgregar luzAgregar sonda de luzAgregar grupo de lucesAgregar modificador de color de líneaAgregar conjunto de líneasAgregar modificador de grosor de líneaAgregar marcadorAgregar marcador y moverAgregar marcador y deslizarAgregar marcador al cliquearAgregar capa máscaraAgregar nodo de máscaraAgregar clip de máscaraAgregar materialAgregar contenedor de materialAgregar variante de materialCrear meta-clipAgregar metabolaAgregar modelo de metarigAgregar modificadorAgregar monaAgregar videoAgregar videoAgregar nueva capa de anotaciónAgregar nuevo cachéAgregar nuevo grupoAgregar nueva capaAgregar nuevo grupo de capasAgregar capa de máscaraAgregar nueva curva de pinturaAgregar punto a curva de pinturaAgregar nueva paletaAgregar nodoAgregar colección de nodosAgregar preajuste de color de nodoAgregar grupo de nodosAgregar recurso de grupo de nodosAgregar nodo de objetoAgregar círculo NURBSAgregar curva NURBSAgregar objetoAgregar restricción (objeto)Agregar instancia de datos del objetoAgregar redefiniciónAgregar redefinicionesAgregar contenedor de pinturaAgregar contenedor de sistema de partículasHacer pasivoAgregar trayectoriaAgregar preajuste de rendimientoAgregar planoAgregar nube de puntosAgregar primitivaAgregar textura a PrincipistaAgregar propiedadAgregar carpeta de scripts PythonAgregar curvas aleatorioAgregar preajuste de trazado de rayosAgregar preajuste de procesamientoAgregar contenedor procesamientoAgregar vista de procesamientoAgregar zona de repeticiónAgregar repositorio...Agregar redirecciónAgregar redireccionesAgregar clave de retemporizaciónAgregar cuerpos rígidosAgregar cuerpo rígidoAgregar restricción de cuerpo rígidoAgregar entorno de cuerpos rígidosAgregar filtro de filasAgregar preajuste de área de seguridadAgregar preajuste de muestreoAgregar recurso de escenaAgregar clip de escenaAgregar segmentoAgregar huesos seleccionadosAgregar huesos seleccionados a la colecciónAgregar huesos seleccionados a nueva colecciónAgregar seleccionados a colección del objeto activoAgregar forma claveAgregar tiburón (metarig)Agregar UV simplesAgregar zona de simulaciónAgregar redefinición individualAgregar a conjunto de claves (individual)Agregar datos de forroAgregar clip de sonidoAgregar sonidoAgregar altavozAgregar transición de velocidadAgregar transición de velocidad y deslizarCuadradoAgregar rastros de estabilización de rotaciónAgregar rastros de estabilizaciónAgregar estándarAgregar modificador de clipAgregar clip con una nueva escenaAgregar modificador de geometría del trazoAgregar superficie circularAgregar superficie curvaAgregar superficie cilindroAgregar superficie parcheAgregar contenedor de superficieAgregar superficie esferaAgregar superficie toroideAgregar objetivoAgregar hueso objetivoAgregar textoAgregar marco de textoAgregar preajuste de Editor de textoAgregar textura a sombreadorAgregar temaAgregar celdaAgregar marcador de tiempoAgregar toroideAgregar pistaAgregar pista sobre la seleccionadaAgregar preajuste de color de rastroAgregar objeto de rastreoAgregar preajuste de opciones de rastreoAgregar pistasAgregar transiciónAgregar mapa UVAgregar esferaAgregar UVAgregar grupos de luces en usoAgregar punto de referencia de RVAgregar punto de referencia de RV desde la cámaraAgregar punto de referencia de RV desde la sesiónAgregar vérticesAgregar grupo de vérticesAgregar vértice y deslizarloAgregar capa de visualizaciónAgregar un preajuste de muestreo de vistaAgregar volumenAgregar preajuste de balance de blancosAgregar lobo (metarig)Agregar espacio de trabajoAgregar zonaAgrega un nuevo contenedor de varianteAgrega capaAgregar modeloAgregar a colecciónAgregar a conjunto de clavesAgregar a favoritos rápidosAgregar a colección de vinculaciónComplemento habilitadoAgregar/Eliminar filas en la interfazAjustar tamaño de luz de áreaAjustar tamaño X de luz de áreaAjustar tamaño Y de luz de áreaAjustar tamaño visualización de VacíosAjustar extrusiónAjustar distancia focalAjustar distancia de enfoqueAjustar última operación...Ajustar potencia de la luzAjustar radio de la luzAjustar desplazamientoActualizar recurso de poseAjustar ángulo del haz del focoAjustar fundido del focoAjustar ángulo del SolCapa de ajusteAfínDespuésDespués del fotograma actualAlembic (.abc)Importación de Alembic finalizadaAlinearAlinear cámara activa a lo seleccionadoAlinear cámara activa a la vistaAlinear huesosAlinear cámara a la vistaAlinear nodosAlinear objetosAlinear rotaciónAlinear a orientaciónTodosTodas las transformacionesPermitir acceso en líneaSuperponer con alfaAlfa debajoAnimar trayectoriaTransformaciones animadas a relativasIntervalo de animaciónAnotarBorrar anotaciónAnotar (Línea)Anotar (Polígono)Anotación agregar nuevaDibujar anotaciónDesvincular anotaciónAnexarAgregar y activar espacio de trabajoAnexar...AplicarAplicar (clave activo)Aplicar todasAplicar imagen desde cámaraAplicar restricciónAplicar opciones predefinidasAplicar modificadorAplicar modificador como forma claveAplicar transformación del objetoAplicar compensación jerárquicaAplicar poseAplicar recurso de poseAplicar pose invertidaAplicar pose como pose de reposoAplicar escalaAplicar seleccionada como pose de reposoAplicar escala de soluciónAplicar transformaciónAplicar transformación visualAplicar transformación visual a poseAplicar como forma claveAplicar a baseAplicar a forma BaseArcoOpciones de áreaEsqueletoOrdenarOrdenar/Alinear islasFlechasAsignarAsignar acciónAsignar catálogo de recursosAsignar nombre de atributoAsignar autom. desde huesosAsignar valores de propiedades personalizadas como predefinidosAsignar nombre de cuadrículaAsignar nombre de capaAsignar materialAsignar contenedor de materialAsignar nuevo grupo de nodos de geometríaAsignar huesos seleccionadosAsignar atajo...Asignar a varianteAsignar valor como predefinidoAsignar como originalAsignar desde envolventes de huesosAsignar al grupo activoAsignar a colecciónAsignar a ganchoAsignar a nueva colecciónAsignar a nuevo grupoAsignar a grupo de vérticesEn el centroEn el cursorIncorporar nodosAutoAnimar trayectoria autom.Auto guardado...Nombrar autom. frontal / traseroNombrar autom. izquierdo / derechoNombrar autom. superior / inferiorNombrar automáticamente según el ejeAutocompletarEmpacar recursos automáticamenteDisponiblesPromediarEscala promedio de islasPromediar normalesPromediar rastrosAtrásRegresarRegresar a pantalla anteriorMover imagen de fondoAmpliar imagen de fondoReducir imagen de fondoAjustar imagen de fondoMover imagen de fondoAmpliar imagen de fondoFondo...Muestra de imagen de fondoRetroceder en historialAtrásCapturarCapturar (obligatorio caché en disco)Capturar a acciónCapturar a acción...Capturar todoCapturar todas las dinámicasCapturar todas las sondas de luz (volumen)Capturar todas las dinámicasCapturar canalesCapturar datosCapturar nodo de geometríaCapturar guíasCapturar a secuencia de imágenesCapturar clavesCapturar caché de iluminaciónCapturar arte linealCapturar mallaCapturar ruidoCapturar transformación de objeto a Grease PencilCapturar transformación del objeto a Grease Pencil...Capturar océanoCapturar partículasCapturar dinámicasCapturar simulaciónCapturar desde cachéCapturar a fotogramas claveCapturando todo - Esc para pausarCapturando datos - Esc para pausarCapturando guías - Esc para pausarCapturando malla - Esc para pausarCapturando ruido - Esc para pausarCapturando partículas - Esc para pausarCambiar por lotesRenombrar por lotesRenombrar por lotes...Eliminar previsualizaciones por lotesEliminar previsualizaciones por lotes...Generar previsualizaciones por lotesGenerar previsualizaciones por lotes...Embellecer carasAntesAntes del fotograma actualFlexionarEntre marcadores seleccionadosBiselarBiselar bordesBiselar vérticesEnlazar cámara a marcadoresBiseccionarDividirEn blancoFundidoFundir desplazamientoFundir desplazamiento de clavesFundir poseFundir recurso de poseFundir pose (invertida)Fundir pose hacia reposoFundir desde una forma claveFundir a valor predefinidoFundir a aceleraciónFundir a aceleración de clavesFundir a cercanoTienda de BlenderSitio web de BlenderDesenfocarNegritaEnvolvente de huesoTamaño de huesoOperación de huesoHuesosDesplazar vista hasta marcoAmbasAmbas cercanasAmbos ladosInferiorMarcoAgregar (Marco)Dividir (marco)Conjunto de caras (Marco)Ocultar (Marco)Enmascarar (Marco)Seleccionar (Marco)Seleccionar (Marco) (rango axial)Seleccionar (Marco) (asas incluidas)Seleccionar fijos (Marco)Mostrar (Marco)Recortar (Marco)IntermediarIntermediadorPuentear bucles de bordesPuentear carasBrillo / ContrasteExplorar imagenPincelEdición con pincelCrear reemplazoCrear reemplazo / código de tiempoSuavizar (Butterworth)Por atributoPor distanciaPor influencia de biselado de bordesPor pliegue de bordesPor límites de conjuntos de carasPor partes sueltasPor materialesPor normalesPor definición de bordesPor tipo de trazoPor costuras UVBezierCalcularCalcular trayectoria de huesosCalcular masaCalcular trayectorias de movimientoCalcular trayectorias de movimientoCalcular simulación hasta fotogramaCalcular hasta fotogramaCalcular...Invocar banco de recursos emergenteLlamar menúLlamar panelLlamar menú circularCámaraAjustar encuadre de cámara a selecciónEscala lente de cámaraCancelar animaciónCancelar operación de archivoCancelar vista de imagen procesadaCapturar pantalla como previsualizaciónCentrar fotograma actualCentrar cursor y ver todoCentrar en último trazoCentrar nodosCentrar vista en cursorCentrar vista en punteroCambiar activoCambiar colección de huesos activa del esqueletoCambiar carácterCambiar forma de colisiónCambiar datos/archivosCambiar tipo de efectoCambiar factorCambiar fotogramaCambiar conjunto de claves...Cambiar rutas/archivosCambiar escenaCambiar escena...Cambiar forma de colisiónCambiar atajo...Cambiar espaciadoCambiar origen de datos visiblesCambiar bloqueo de Formas claveCambia el bloqueo de grupos de vérticesDeseleccionar en dameroSubordinadoCírculoSeleccionar (Círculo)Seleccionar (Círculo) (deseleccionar)Seleccionar (Círculo) (extender)Círculo •LimpiarLimpiar canalesLimpiar clavesLimpiar puntos sueltosLimpiar puntos sueltos...Eliminar rastrosLimpiar preajustes del operadorEliminar datos del espacioEliminar influencias del grupo de vérticesLimpiar repositorio de trabajo I18nLimpiar repositorio de trabajoLimpiarLimpiar marcadoresEliminarLimpiar grupo activoEliminar todoEliminar todos los paquetes (marcados)Eliminar todas restricciones procesamientoEliminar animaciónEliminar datos de animaciónEliminar como recursoEliminar recurso (definir usuario ficticio)Eliminar captura de arte linealEliminar trayectoria huesosEliminar texto de botónEliminar los datos de normales personalizadasEliminar previsualizaciones de bloques de datosEliminar previsualizaciones de bloques de datos...Eliminar controladoresEliminar lo editadoEliminar acción FKEliminar fundidoEliminar fundidosEliminar usuario ficticioEliminar esfumadoEliminar filtroDesmarcar como borde de FreestyleDesmarcar como cara de FreestyleEliminar curvas atenuadasEliminar huecoEliminar acción IKEliminar sólo indirectaEliminar compensaciónEliminar claveEliminar clave (botones)Limpiar clavesLimpiar claves...Eliminar etiquetaEliminar redefinición de bibliotecaEliminar líneaRestablecer posiciónEliminar paquete marcadoEliminar máscaraEliminar trayectorias de movimientoEliminar restricciones del objetoEliminar modificadores del objetoEliminar trayectoria objetosRestablecer origenLimpiar datos redefinidosQuitar superiorEliminar compensación jerárquicaEliminar restricciones de poseRestablecer posición de poseRestablecer rotación de poseRestablecer escala de poseRestablecer transformaciones de la poseEliminar rango de previsualizaciónBorrar lista de archivos recientesLimpiar elementos recientesEliminar región de procesamientoEliminar contenedor de procesamientoMostrar nuevamente todas en la vistaEliminar giroRestablecer rotaciónRestablecer escalaEliminar máscara de esculpidoDesmarcar como costuraEliminar forma claveRestablecer Formas claveDesmarcar como definidoDesmarcar como definido a partir de vérticesEliminar como recurso (individual)Eliminar claves (individual)Eliminar datos de forroEliminar soluciónLimpiar estadoEliminar desplazamiento de clipRestablecer transformación del clipQuitar temaEliminar giroEliminar rastreoEliminar trayectoria de rastreoEliminar acciones inútilesRestablecer transformaciones del usuarioLimpiar visorEliminar región del visorClicClic-insertar clavesClipClip...Región de recorteRegión de recorte...ClonarCerrarCerrar áreaCerrar ventanaFiltro de ropaColapsarColapsar canalesColapsar bordes y carasColapsar y ocultar conectores no usadosInstanciar colecciónInstanciar colección...Arte lineal a colecciónColorFiltro de colorMezclar coloresColumna en fotog. actualColumnas en claves seleccionadosColumnas en marcadores seleccionadosPeinarConoConectarConectar todasConectar peloConectar cuerpos rígidosConectar clipsConectar pares de vérticesConectar trayectoria de vérticesConectar a salidaAutocompletar consolaCartel de la consolaEjecutar desde consolaLenguaje de consolaObjetivo de restricciónOperación de restricciónRestricción a curvas-fVector de contexto cíclicoDefinir colección booleana de contextoEnumerador de contexto cíclicoMenú en enumerador de contextoMenú circular en enumerador de contextoEntero de contexto cíclicoMenú contextualRatón en contexto modalEscalar decimal de contextoEscalar entero de contextoDefinir contextoDefinir booleano de contextoDefinir enumerador de contextoDefinir decimal de contextoDefinir cadena de contextoDefinir valor de contextoAlternar contextoAlternar valores de contextoContinuarContinuar sin conexiónFila del punto de controlConvertir atributoConvertir atributo de colorConvertir tipo de curvaConvertir curvas a sistema de partículasConvertir imagen de referencia a Plano (malla)Convertir sistemas de partículas en curvasConvertir partículas a mallaConvertir modos de rotaciónConvertir aConvertir tipoConvertir volumenConvertir espacio en blancoConvertir a curvasConvertir a mallaConvertir a Plano (malla)Convertir a sistema de partículasEnvolvente convexaCopiarCopiar activoCopiar activo a los objetos seleccionadosCopiar controladores a seleccionados (todos)Copiar todas las capas a seleccionadosCopiar todos los materiales a seleccionadosCopiar a seleccionados (todo)Copiar todos a los objetos seleccionadosCopiar colorCopiar color a seleccionadosCopiar restricción a seleccionadosCopiar restricciones a huesos seleccionadosCopiar restricciones a objetos seleccionadosCopiar ruta de datos de la propiedadCopiar controladorCopiar variables del controladorCopiar controlador a seleccionadosCopiar controladores a seleccionadosCopiar efectoCopiar modificadores-fCopiar ruta de datos completaCopiar transformaciones globalesCopiar imagenCopiar clavesCopiar etiquetaCopiar capa a seleccionadosCopiar conjunto de líneasCopiar marcadores a escenaCopiar materialCopiar material a seleccionadosCopiar materiales a objeto seleccionadoCopiar coordenadas UV invertidasCopiar modificadorCopiar modificador a seleccionadosCopiar modificadores a objetos seleccionadosCopiar objetosCopiar sólo parámetrosCopiar opción a sistemas de control seleccionadosCopiar objeto instanciado en partículaCopiar sistemas de partículasCopiar poseCopiar pose como recursoCopiar opciones anterioresCopiar comando PythonCopiar transformaciones relativasCopiar reportes al portapapelesCopiar opciones de cuerpos rígidosCopiar parámetros de Rigify a seleccionadosCopiar conjunto(s) de selecciónCopiar opcionesCopiar opciones como predefinidasCopiar a seleccionados (individual)Copiar curvasCopiar trazosCopiar opciones de iluminación de estudioCopiar textoCopiar opciones del contenedor de texturasCopiar opciones de rastreoCopiar rastrosCopiar tipo y parámetrosCopiar mapas UVCopiar UVCopiar vectorCopiar grupos de vértices a seleccionadosCopiar como nuevo controladorCopiar como scriptCopiar desde activoCopiar desde el punto de rastreo activoCopiar desde objetosCopiar a biblioteca de recursosCopiar al portapapelesCopiar al portapapeles (como script)Copiar a seleccionadoCopiar a clips seleccionadosCopiar a clips seleccionados...Copyright ©Ángulo de esquinasEnlazar suavizado correctivoCrear conjunto de carasCrear material de trazo de FreestyleCrear curvas atenuadasCrear máscaraCrear nueva colecciónCrear nueva carpetaCrear orientaciónCrear rastreo planoCrear recurso de pose...Crear conjunto de selecciónCrear conjunto de selección y agregar huesosCréditosFundido cruzadoFundido cruzado de sonidoCuboProyección cúbicaCaché actual a capturaCursorCursor al centro de la vistaCursor a selección (Y)Cursor al activoCursor a la cuadrículaCursor al origenCursor a píxelesCursor a selecciónCursor a selección (XY)Cursor a punto de referencia de RVCursor al origen globalCurvaPluma de curvaModo Esculpido de curvasHerramientas de curva de mapeoPluma de curvasActualizar cámara personalizadaNormal personalizadaPersonalizado...CortarCortar conexionesCortar textoRecorrer contenedores de procesamientoRecorrer contextos del espacioRecorrer conjuntos de tipo de espacioRecorrer espacios de trabajoCilindroProyección cilíndricaDistancia prof. campo (escoger)Arrastrar lista de datosDesactivar nodo VisorDepurar lista de canalesMenú de depuraciónDiezmar (cambio permitido)Diezmar (porcentaje)Diezmar curvaDiezmar geometríaDiezmar clavesDisminuir contrasteDisminuir espaciadoDisminuir númeroDisolver malformacionesGrados °Desentrelazar videoBorrarBorrar fotograma activoBorrar fotogramas activosBorrar clave activo (capa activa)Borrar clave activo (todas las capas)Borrar claves activos (todas las capas)Borrar todasBorrar todas las capturasBorrar todos los gruposBorrar todas las dinámicas capturadasBorrar todos los conjuntosBorrar todos los grupos no bloqueadosBorrar recursoBorrar catálogo de recursosBorrar capturaBorrar colección de huesosBorrar marcadorBorrar fotogramas intermediosBorrar recurso de pincelBorrar caché de simulaciónBorrar canalesBorrar parada de rampa de colorBorrar restricciónBorrar caché actualBorrar curvaBorrar bloque de datosBorrar controladorBorrar variable del controladorBorrar controladoresBorrar controladores de seleccionadosBorrar fotogramas duplicadosBorrar bucle de bordesBorrar bordesBorrar ediciónBorrar modificador de curvas-fBorrar carasBorrar fotogramaBorrar claves generadosBorrar captura de nodos de geometríaBorrar globalmenteBorrar grupo de Grease PencilBorrar capa de Grease PencilBorrar grupoBorrar jerarquíaBorrar nivel superiorBorrar controladores inválidosBorrar claveBorrar clave (botones)Borrar clavesBorrar claves...Borrar clave del conjunto de clavesBorrar clave de conjunto de claves (por nombre)Borrar nodoBorrar bibliotecaBorrar caché de iluminaciónBorrar sueltosBorrar marcadorBorrar marcadoresBorrar palabra siguienteBorrar elemento de la interfaz del nodoBorrar orientaciónBorrar otros espacios de trabajoBorrar jerarquía de datos redefinidosBorrar color de paletaBorrar dinámicas capturadasBorrar puntoBorrar recurso de poseBorrar palabra anteriorBorrar reemplazoBorrar reportesBorrar claves de retemporizaciónBorrar escenaBorrar escena(s)Borrar organizaciónBorrar segmentoBorrar huesos seleccionadosBorrar archivos seleccionadosBorrar conjunto de selecciónBorrar forma claveBorrar controlador (individual)Borrar clave (individual)Borrar clips y datosBorrar clipsBorrar textoBorrar marcadorBorrar pistasBorrar nodos no usadosBorrar vérticesBorrar influenciaBorrar espacio de trabajoBorrar copiar y reconectarBorrar y reconectarReducir ruido de animaciónDensidadModo de densidadDeseleccionarDeseleccionar listaDeseleccionar todoDeseleccionar colección de huesosDeseleccionar huesosDeseleccionar contenedor de materialDeseleccionar objetoDeseleccionar objetosDeseleccionar huesos de poseDeseleccionar conjunto de selecciónDeseleccionar grupo vérticesSepararSeparar conexionesSeparar nodosDesconectar salidasSeparar y moverRellenar detalleDetectar característicasComunidad de desarrolladoresDocumentación para desarrolladoresEnsuciar colores de vérticesDeshabilitar complementoDeshabilitar propiedad de canalDeshabilitar colecciónDeshabilitar colección en procesamientoDeshabilitar marcadoresDeshabilitar, manteniendo las transformacionesDeshabilitar extensiónDeshabilitar en capa de visualizaciónDeshabilitar en procesamientoDeshabilitar en vistasDeshabilitar extensión de temaDesconectar todasDesconectar peloDesconectar clipsFiltro de discontinuidad (Euler)Mostrar varianteDisolverDisolver huesosDisolver bordesDisolver carasDisolver huesos seleccionadosDisolver selecciónDisolver vérticesDistribuir paradas de forma homogéneaDistribuir paradas desde la izquierdaNo reemplazar conexionesDocumentaciónAvanzar vistaAvanzar / Retroceder vista...DonarDonar a BlenderArrastrarArrastrar y soltarDibujarDibujar curvaDibujar curvasDibujar conjuntos de carasSoltar forma clave activaSoltar colecciónSoltar colorSoltar URL de extensiónArrastrar grupo de nodos de geometría sobre objetoArrastrar material a contenedoresSoltar material sobre un objetoSoltar nombreSoltar material designado sobre objetoSoltar el objeto en la escenaSoltar escenaSoltar EntornoSoltar para eliminar superior (mantener Alt pulsado para no preservar las transformaciones)Soltar para importar archivoSoltar para asignar superior (mantener Alt pulsado para no preservar las transformaciones)DuplicarDuplicar fotogramas activosDuplicar clave activo (capa activa)Duplicar clave activo (todas las capas)Duplicar área en nueva ventanaDuplicar recurso...Duplicar colecciónDuplicar atributo de colorDuplicar restricciónDuplicar actualDuplicar curvaDuplicar claves vacíosDuplicar elementoDuplicar clavesDuplicar capaDuplicar capa a nuevo objetoDuplicar líneaDuplicar (vinculado)Duplicar colección - Vincular datosDuplicar marcadorDuplicar marcador a escenaDuplicar marcador a escena...Duplicar máscaraDuplicar meta-elementosDuplicar nodosDuplicarDuplicar sistema de partículasDuplicar huesos seleccionadosDuplicar forma claveDuplicar clipsDuplicar trazosDuplicar marcador de tiempoDuplicar grupo de vérticesCapturar pintura dinámicaTopología dinámicaTopología dinámicaAcelerarAcelerar clavesModo de aceleraciónAplicación de la interpolaciónBordeInfluencia de biselado de bordesPlegar bordesBucles de bordesSeleccionar anillo de bordesAnillos de bordesDeslizar bordesDividir bordesEditar ruta de carpetaEditar controladorEditar controlador...Editar tamaño de detalle de topología dinámicaEditar externamenteEditar conjunto de carasEditar grupoEditar metadatosEditar metadatos...Editar distancia mínimaModo EdiciónEditar imagen de previsualización...Editar propiedadEditar valor de propiedadEditar código fuenteEditar textoEditar valorEditar tamaño de vóxelesOperación de edición de huesoVacíoPelo vacíoImagen vacíaHabilitar complementoHabilitar propiedad de canalHabilitar colecciónHabilitar colección en procesamientoHabilitar marcadoresHabilitar repositorio al soltarHabilitar en procesamientoHabilitar en capa de visualizaciónHabilitar en vistasHabilitar extensión de temaCodificar malla de control a PythonCodificar metarigCodificar modelo de metarigCodificar metarig a PythonCodificar modelo a PythonExtremosMejorar detallesIngresar en modo de retoqueEntrar/Salir del grupoIgualar asasBorrarBorrar desplazamientoFiltro de discontinuidad EulerEuro €Ejecutar archivoEjecutar archivoEjecutar un preajuste de PythonSalir del grupoSalir de modo de retoqueExpandirExpandir conjunto de caras activoExpandir canalesExpandir conjunto de caras según topologíaExpandir máscara según normalesExpandir máscara según topologíaExpandir / Colapsar todoExpandir / Colapsar menús del encabezadoRefrescar ExplotarExportarExportar AlembicExportar todoExportar todas las coleccionesExportar BVHExportar FBXExportar mapa de teclado...Exportar conjunto de claves...Exportar PLYExportar PO...Exportar STLExportar subtítulosExportar USDExportar organización de UVExportar OBJExportar glTFExportar a archivoExportar PDFExportar SVGExportar...Paquete marcado para instalaciónDesinstalar paqueteDesinstalar paquetes (marcados)Sincr repoExtenderExtender a subordinadoExtender a superiorExtender vérticesOperación externaExtraer conjunto de carasExtraer paletaExtraer paleta desde imagenModo de extrapolaciónExtruirExtruir según normalesExtruir contextoExtruir curva y moverExtruir bordesExtruir carasExtruir caras según normalesExtruir ramificadoExtruir individualmenteExtruir caras individualmenteExtruir caras individualmente y moverExtruir individual y moverExtruir desplegableExtruir desplegable a lo largo de las normalesExtruir sólo bordesExtruir sólo bordes y moverExtruir sólo vérticesExtruir sólo vértices y moverExtruir regiónExtruir región y moverExtruir región y contraer/expandirExtruir repetidamenteExtruir puntos del trazoExtruir vérticesExtruir y mover sobre las normales individualesExtruir y mover sobre las normalesExtruir en el puntero MoverExtruir hacia cursorExtruir hacia el cursor o agregarCuentagotasCuentagotas HuesoCuentagotas Banda de colorCuentagotas Banda de color (puntos)Cuentagotas Bloque de datosCuentagotas ProfundidadCuentagotas ControladorFBX (.fbx)FBX (.fbx) (obsoleto)FK>IKFK->IK acciónFK->IK poseCaraÁrea de carasIntensidad de normales de carasRegiones de carasOcultar caras seleccionadasGesto conjunto de caras (marco)Extraer conjunto de carasGesto conjunto de caras (lazo)Gesto conjunto de caras (línea)Conjunto de caras desde selección en modo EdiciónConjunto de caras desde lo enmascaradoConjunto de caras desde lo visibleVisibilidad de conjuntos de carasCara en el puntero MoverCaras por ladosFundidoPosiciones justasTangencia justaUsuario ficticioHerramienta alternativa Menú circularPrevisualización rápidaRestablecer animación del esfumadoSoltar en selector de archivosRellenarRellenar entre articulacionesRellenar huecosRellenar máscaraCompletar rango usando selecciónRellenar celdaFiltrarFiltrar canalesFiltro de ropaFiltro de colorFiltro de mallaFiltrar rastrosTipo de filtroBuscarBuscar y reemplazar...Buscar y seleccionarBuscar archivos faltantesBuscar archivos faltantes...Buscar siguienteBuscar nodoBuscar nodo...Buscar...PrimeroAjustarAjustar imagen de fondo al espacio disponibleAjustar columnaAjustar previsualización a ventanaFijar a cámara de la escenaPlanoFacetar carasAplanar asasInvertirInvertir (sin distorsión)Invertir (topología)Invertir rampa de colorInvertir horizontalmenteInvertir imagenInvertir MatCapInvertir nombresInvertir normalesInvertir teselación de cuadriláterosInvertir cuaterniosInvertir regiónInvertir verticalmentePisoFlorín ƒReflejar edicionesVolarModo EnfoqueSeguir cuadriláteros activosSeguir cuadriláteros activos...Campo de fuerzaForzar desbloqueo del repositorio activoForzar desbloqueo de repositorio...AdelanteAvanzar en historialAdelanteEncuadrar todoEncuadrar todo (ajustado)Atrás 1 fotogramaAjustar a límites de cámaraEncuadrar canal bajo el punteroAdelante 1 fotogramaDesplazar fotogramasEncuadrar rango de previsualizaciónEncuadrar rango de la escenaAjustar a rango de escena/previsualizaciónEncuadrar lo seleccionadoEncuadrar lo seleccionado (vista cuádruple)Encuadrar canales seleccionadosLiberarLiberar todoLiberar datosLiberar guíasLiberar mallaLiberar ruidoLiberar partículasDesde etiqueta del nodo activoDesde etiqueta del nodo conectadoDesde el nombre de la salida conectadaPelajeFundido cruzado gamaDesenfoque gaussianoSuavizado gaussianoGenéricoGenerar previsualizaciónGenerar previsualización a partir de objetoGenerar sistema de controlEszett alemana ßObtener rango de fotogramasColaborarManipuladorSeleccionar manipuladorArrastrar manipuladorGrupo de manipuladoresResplandorIr al fotograma actualIr a superiorArrastrarArrastrar clonMover UVGradienteGradiente (lineal)Gradiente (radial)GravedadArco de Grease PencilBorrar Grease Pencil (Marco)Caja de Grease PencilCírculo de Grease PencilCurva de Grease PencilDibujar Grease PencilBorrar Grease Pencil (Lazo)Cuentagotas de Grease PencilRellenar Grease PencilEtiqueta de color del grupo de Grease PencilInterpolación de Grease PencilOperación de capa de Grease PencilLínea de Grease PencilOperación de nodo de Grease PencilPintar Vértices de Grease PencilPintar influencias Grease PencilPluma de Grease PencilLínea poligonal de Grease PencilEsculpido de Grease PencilRecortar Grease PencilGrease Pencil como PDFGrease Pencil como SVGPlano subdivididoRellenar con cuadrículaAgrupar canalesAgrupar canales...Insertar en grupoExpandir conjunto de carasExpandir máscaraExpandir selecciónExpandir visibilidadCita «Cita »Definir zonas del área de acciónTipo de asaTratamiento al soltar un archivo .blendOcultarOcultar conjunto de caras activoOcultar capa activaOcultar todos dentroOcultar colecciónOcultar curvasOcultar capas inactivasOcultar integrantes de colecciónOcultar capa(s)Ocultar lo enmascaradoOcultar materialesOcultar objetosContraer un nivelOcultar otras coleccionesOcultar otrasOcultar seleccionadoOcultar curvas seleccionadasOcultar rastrosRestablecer ocultamiento rastrosOcultar deseleccionadoOcultar curvas no seleccionadasMostrar / OcultarMostrar / Ocultar todoMostrar / Ocultar lazoMostrar / Ocultar líneaMostrar / Ocultar enmascaradosMostrar / Ocultar línea poligonalResaltar archivoAnexar historialRecorrer historialEnganchar a nuevo objetoEnganchar a objeto seleccionadoEnganchar a hueso de objeto seleccionadoDividir horizontalmenteTono Saturación ValorExportar i18n del complementoImportar i18n del complementoCargar opciones i18nGuardar opciones i18nIK>FKIK->FK acciónIK->FK poseEsfera geodésicaProporción de imagenEditar imagen externamentePintar imagenSecuencia de imágenesImagen desde vistaImagen/Secuencia...Importar AlembicImportar BVHImportar preferencias de Blender {:d}.{:d}Importar FBXImportar secuencia de imágenesImportar imágenesImportar mapa de teclado...Importar volumen OpenVDBImportar OpenVDB...Importar PLYImportar PO...Importar STLImportar SVGImportar SVGImportar USDImportar OBJImportar glTF 2.0Importar...Incluir objetos seleccionadosAumentar contrasteAumentar espaciadoAumentar númeroIncrementar / Disminuir sufijo de nombre de archivoInsertar sangríaSangría o autocompletarInflarInicializar conjuntos de carasInicializ. idiomas sel. para actualización i18nOpciones inicializ. actualización i18nInicializar máscaraOpciones inicialesAlternar atributo de entradaInsertarInsertar fotograma en blancoInsertar clave en blanco (capa activa)Insertar clave en blanco (todas las capas)Insertar huecosInsertar en grupoInsertar claveInsertar claveInsertar clave (botones)Insertar clave (por nombre)Insertar clavesInsertar clave (conjunto de claves)...Insertar clavesInsertar salto de líneaInsertar desplazamientoInsertar forma claveInsertar clave (individual)Insertar textoInsertar UnicodeInsertar elemento en grupo de nodosIncrustar carasInstalarInstalar complementoInstalar plantilla de aplicación...Instalar actualizaciones disponiblesInstalar extensiónInstalar desde archivo...Instalar iluminaciónInstalar marcadasInstalar plantilla desde archivo...Instalar tema...Instalar desde el discoInstalar desde el disco...Instalar...Instanciar colecciónInstanciar a escenaRastrear luz a cursor interactivamenteVoltear (interactivo)Caras interioresInterpolarInterpolar secuenciaModo de interpolaciónIntersectar (Booleana)Intersectar (Cortar)Nombre de variable inválidoInvertirInvertirInvertir canal alfaInvertir canal azulInvertir canalesInvertir canal verdeInvertir colores de imagenInvertir bloqueoInvertir máscaraInvertir fijosInvertir canal rojoInvertir selecciónInvertir grupo vérticesInvertir visibilidadInvertir visibilidadInvertir influenciasExclamación apertura ¡Interrogación apertura ¿AislarAislar colecciónAislar capasAislar materialCursivaUnirUnir áreaUnir rellenosUnir entradas de grupoUnir nodosUnir nodos en un marcoUnir miniaturas de paletaUnir selecciónUnir rastrosTransferir mezcla como forma claveUnir en marco con nombreUnir en un nuevo marcoSaltarSaltar a tiempo relativoSaltar a...Saltar al contenedor de esta acciónSaltar a extremoSaltar a archivo en un puntoSaltar a fotogramaSaltar a claveSaltar a clavesSaltar a marcadorSaltar al marcador siguienteSaltar al clip siguienteSaltar al clip siguiente (centro)Saltar al marcador anteriorSaltar al clip anteriorSaltar al clip anterior (centro)Saltar a seleccionadosSaltar a clipSaltar a objetivoTipo de claveAgregar seleccionados al conjunto de clavesEliminar seleccionados del conjunto de clavesClaves a muestrasCortarProyectar cortesCortar topologíaEnlazar a Deformación laplacianaSuavizado laplaciano de vérticesAgregar (Lazo)Conjunto de caras (Lazo)Ocultar (Lazo)Enmascarar (Lazo)Seleccionar (Lazo)Seleccionar UV (Lazo)Mostrar (Lazo)Recortar (Lazo)ÚltimoÚltima sesiónJaulaJaula y deformar selecciónConexión fácilAprender másIzquierdaCercana izquierdaLongitudMenosNivelesLicenciaEmpacar para mapa de iluminaciónEmpacar para mapa de iluminación...Limitar cantidad influencias por vérticeLimitar totalLimitar total de grupos de vérticesDisolver limitadoLíneaInicio de líneaSalto de líneaFin de líneaConjunto de caras (Línea)Ocultar (Línea)Enmascarar (Línea)Número de líneaProyectar (Línea)Mostrar (Línea)Recortar (Línea)VincularVincular nodo activo a seleccionadosVincular bloqueadores al emisorVincular colecciónPrueba de operación de arrastre para conectarVincular Vacío a un rastroConectar nodosVincular objetos a escenaVincular objetos a escena...Vincular receptores al emisorVincular vistaVincular en colecciónVincular a escenaVincular a nodo VisorConectar a nodo VisorVincular...Vincular / Transferir datosVinculadosDuplicar (vinculado)Caras planas conectadasConectado desdeConectado haciaCortar conexionesFiltro de listaCargarCargar previsualización personalizadaCargar configuración de fábricaCargar configuración de fábricaCargar preferencias de fábricaCargar opciones de fábricaCargar opciones de fábrica {:s}Cargar persistente desde...Cargar preferenciasCargar imagen previsualizaciónVista localDatos localizadosPosiciónBloquear todoBloquear todas las capasBloquear todos los materialesBloquear todos los repositorios (comprobación)Invertir bloqueo de todosBloquear sólo lo seleccionadoBloquear sólo lo no seleccionadoBloquear lo seleccionadoBloquear clipsBloquear rastrosBloquear no seleccionadosBloquear materiales no seleccionadosBloquear no usadosBloquear materiales no usadosCortar bucleCortar bucle y deslizarSelecc. bucleGeometría sueltaCrearConvertir en baseHacer colección activaCrear borde o caraAgruparInstanciar en carasConvertir instancias en realesConvertir en internoCrear redefinición de bibliotecaConectarCrear conexionesConvertir en localConvertir marcadores en localesCrear meta-clipCrear meta-clipConvertir en interruptor de panelAsignar superiorAsignar superior (sin compensar)Asignar superior sin compensar (preservar transformaciones)Convertir rutas en absolutasConvertir rutas en relativasAplanar carasHacer regularCrear segmentoConvertir forma actual en la forma baseHacer de único usuarioRastrearSubordinar a vérticesCrear y reemplazar conexionesAdministrar datos no usadosAdministrar datos no usados...ManualMarcar todoMarcar todos los paquetesMarcar como borde de FreestyleMarcar como cara de FreestyleMarcar paqueteMarcar como costuraMarcar como definidoMarcar como definido a partir de vérticesMarcar como recursoMarcar como recurso (individual)Seleccionar marcadores con un marcoMáscaraGesto de enmascarar (marco)Extraer máscaraFiltro de máscaraRellenar máscaraMáscara desde límitesMáscara desde cavidadesGesto de enmascarar (lazo)Gesto de enmascarar (línea)Gesto de enmascarar (línea poligonal)Rebanar máscaraRebanar máscara y rellenar huecosRebanar máscara a nuevo objetoEnmascarar por colorMáscara desde cavidadesMáscara desde límites de conjuntos de carasMáscara desde límites de mallaEnmascarar con capa de arribaEnmascarar con capa de arriba/abajoEnmascarar con capa de abajoMáscara...Coincidir con clavesSincronizar con longitud de películaCoincidir con anteriorCoincidir con pendienteAjustar espacio de texturizadoMaterialesMaximizar áreaMedirMediaEstadísticas de memoriaBuscar en menús...FusionarFusionar todoFusionar animaciónFusionarFusionar grupoFusionar imágenesMezclar nodosFusionar normalesFusionar UV por distanciaFusionar por distanciaEnlazar Deformar con mallaFiltro de mallaPlano (malla)...Minimizar estiramientoVoltearVoltear clavesSimetrizar parámetros de RigifyVoltear forma claveSimetrizar tipo y parámetrosReflejar grupo de vérticesReflejar grupo de vértices (topología)Voltear en XVoltear en YSimetrizadaNodos MezclarMezclarModoOperación de modificadorModificar etiquetasModificar recurso de poseMonaMásMás...Captura de movimiento (.bvh)Clic de ratón en canalesClic ratón en pistas de ANLMoverMover modificador activo a identificadorMover modificador activo de clip a identificadorMover hasta debajo de la baseMover a capa de anotaciónMover bordes del áreaMover entre filas de la interfazMover colección de huesosMover marcadorMover canalesMover restricción abajoMover restricción arribaMover restricción a identificadorMover cursorMover segmento de punteadoMover abajoMover regla de boids hacia abajoMover estado de boids abajoMover efecto abajoMover abajo objeto instanciadoMover modificador abajoMover objetivo abajoMover efecto a identificadorMover entradaMover exportadorMover módulo de FreestyleMover elementoMover capaMover estilo de líneaMover líneas abajoMover líneas arribaMover LíneasMover marcadorMover materialMover modificadorMover origenMover color de paletaMover segmentoSeleccionar moviendoMover conjunto de selección en la listaMover forma claveMover contenedores a una nueva acciónMover modificador de clipMover clips abajoMover clips arribaMover contenedor de texturasMover espacio de texturizadoMover marcador de tiempoMover arribaMover regla de boids hacia arribaMover estado de boids arribaMover efecto arribaMover arriba objeto instanciadoSubir modificadorMover objetivo arribaMover grupo de vérticesMover e incorporarMover capaMover sobre ejeMover a colección de huesosMover hacia el fondoMover a colecciónMover al finalMover a capaMover a inicio de líneaMover a fin de líneaMover a palabra siguienteMover a nodosMover a palabra anteriorMover hacia la cimaMover/Extender desde el fotograma actualVideo...Seleccionar múltiples bucles de bordesSeleccionar múltiples anillos de bordesSelector multicámaraMúltiples imágenesMultiplicación ×MultiplicarMultires - Aplicar a baseBorrar (desplazam multires)Manchar (desplazam multires)Multires - Empacar externoMultires - ReformarMultires - Guardar externamenteMultires - SubdividirDeshabilitarDesactivar canalesDeshabilitar conexionesDeshabilitar clipsDeshabilitar clips no seleccionadosOrbitar vista con NDOFOrbitar y ampliar vista con NDOFDesplazar vista con NDOFDesplazar/Ampliar con NDOFTransformar vista con NDOFNuevaNueva acciónNuevo catálogo de recursosNueva colección de huesosNueva cámara a partir de punto de referencia de RVNueva colecciónNueva combinadaNuevo grupo de nodos de composiciónNuevo grupo de nodos de composición para editor de videoNuevo borde/cara a partir de vérticesNueva cara a partir de bordesNueva carpetaNuevo grupo de nodos de geometríaNuevo modificador de nodos de geometríaNuevo grupo de herramienta de nodos de geometríaNueva imagenNueva imagen desde marcador planoNuevo elementoNueva capaNueva colección de vinculación de iluminaciónNuevo estilo de líneaNueva ventana principalNueva máscaraNuevo materialNuevo árbol de nodosNuevo color en paletaInterruptor panelNuevas opciones de partículasNuevo objetivo de partículasNueva escenaNueva organizaciónNuevo conjunto de selecciónNueva escena del editor de videoNuevo contenedorNuevo textoNueva texturaNueva ventanaNuevo espacio de trabajoNuevo entornoNuevas desde objetosNuevas desde objetos (invertidas)Siguiente activoBloque siguienteCaracter siguienteCarpeta siguienteLínea siguientePalabra siguienteEspacio de trabajo siguienteNo hay colecciones para instanciarOpciones de nodoPrevisualización de nodoModificar entrada de nodoNo desplegablesNingunoNormalizarNormalizar activosNormalizar todoNormalizar todos g. vérticesNormalizar grupo de vérticesNormalizar influenciasHerramientas vectoriales de normalesCírculo NURBSCurva NURBSCilindro NURBSEsfera NURBSSuperficie NURBSToroide NURBSObjetoObjeto y datosObjeto, datos y materialesAnimación de objetoAnimación de datos de objetoArte lineal a objetoMenú del modo ObjetoMarcado como obsoletoDesplazar bucle de bordesCortar bordes y desplazarCortar bordes y desplazarEn claves seleccionadosEn marcadores seleccionadosUn objetoUn objeto por líneaManual en líneaReferencia en línea de PythonSólo rellenosSólo trazosOpacidadAbrirAbrir archivo de BlenderAbrir archivo de cachéAbrir imagen procesada en cachéCargar clipAbrir editor de controladoresAbrir archivo externamenteAbrir ubicación del archivoAbrir tipografíaAbrir imagenAbrir imágenesAbrir ubicación externamenteAbrir preferencias...Abrir sitio de preajustesAbrir sonidoAbrir sonido monoAbrir archivo de módulo de estiloAbrir textoAbrir...Abrir / CerrarListado de operadoresOperador enumerador circularPreajuste de operadorBuscar operador...Orbitar a opuestoOrigenContornoListado - operación con datos de animaciónListado - operación con restriccionesListado - operación con datosListado - Modo EdiciónCopiar datos de ID en el ListadoListado - operación con datos de IDPegar datos de ID en el ListadoRemapear datos de ID en el ListadoListado - operación con bibliotecasListado - operación de redefinición de bibliotecaListado - operación de reparación de redefinición de bibliotecaListado - operación con modificadoresListado - operación con objetosListado - Modo PoseListado - operación con escenasDefinir acción en el ListadoJerarquía de datos redefinidosEmpacarEmpacar captura de nodos de geometríaEmpacar imagenEmpacar islasEmpacar bibliotecas vinculadasEmpacar recursosEmpacar sonidoPintarDesplazar vistaDirección desplazamiento vistaInterruptor de panelAsignar superiorCarpeta superiorÁrbol de nodos superiorAlternar edición de partículasSistema de partículasPegarPegar bloques de datosPegar controladorPegar variables en el controladorPegar modificadores-fPegar archivoPegar invertidoPegar transformación globalPegar imagenPegar clavesPegar conjunto de líneasPegar materialPegar objetosPegar posePegar pose (invertida)Pegar conjuntos(s) de selecciónPegar curvasPegar trazosPegar textoPegar opciones del contenedor de texturasPegar rastrosPegar UVPegar vectorPegar influencia en seleccionadosPegar pose (invertida en X)Pegar y capturarPegar como nuevo recursoPegar por capaPegar desde el portapapelesPegar en claves seleccionadosTrayectoriaRuta/ArchivosPausar capturaPlumaPor conjunto de carasPor parte sueltaPor mil ‰Por vérticePerspectiva / OrtogonalEscoger camino más cortoFijarFijar escena a espacio de trabajoPellizcarPellizcar UVPivote al vértice activoPivote a límites de máscaraPivote al origenPivote a superficie bajo el punteroPivote a lo no enmascaradoUbicar cursorUbicar objeto bajo el punteroEjes simplesPlanoReproducir animaciónReproducir animación procesadaNube de puntosApuntar normales a objetivoApuntar a objetivo...PuntosPinchar carasPolos por cantidadPolígonoCrear polígonoCrear polígono Borrar en el punteroCrear polígono Disolver en el punteroCrear polígono Cara en el punteroCrear polígono Dividir en el punteroCrear polígono Transformar en el punteroLínea poligonalAgregar (Línea poligonal)Conjunto de caras (Línea poligonal)Ocultar (Línea poligonal)Enmascarar (Línea poligonal)Mostrar (Línea poligonal)Recortar (Línea poligonal)Intermediador de poseOperación de canal de poseLibra £Preferencias...PrecargarPrecargar fotogramasPresionar botónAnterior activoBloque anteriorCaracter anteriorCarpeta anteriorLínea anteriorPalabra anteriorEspacio de trabajo anteriorAplicar proyecciónEditar proyecciónProyectar imagenGesto de proyectar líneaProyectar desde la vistaProyectar desde la vista (hasta límites)Propagar posePropagar a Formas claveProteger canalesSoplarPurgarPurgar todoPurgar datos no usados...EmpujarEmpujar acción hacia abajoEmpujar pose desde intermedioEmpujar / TirarEmpujar / Tirar clavesEmpujar / TirarReferencia del API de PythonRedimensionar vista cuádrupleRehacer malla usando cuadriláterosCuantizarCuantizar influencias de vérticesEdición rápidaExplosión rápidaPelaje rápidoLíquido rápidoHumo rápidoSalirSalir de BlenderControl radialRadioAleatoriosAleatorizarAleatorizar coloresAleatorizar colores de conjuntos de carasAleatorizar transformacionesAleatorizar vérticesRegenerar sistema de controlVolver a marcar claves para los puntos la máscara seleccionadaRecalcular puntosRetemporizar Formas claveLeer capas de visualizaciónReasignar entradasRehacerRecrear BVHReconstruir subdivisiones inferioresRecrear reemplazo y código de tiempoRecalcular asasRecalcular hacia adentroRecalcular normalesRecalcular hacia afueraRecalcular giroRe centrar ganchoRecuperar auto guardadoRecuperar última sesiónRedefinir gráficas de ecualizaciónRehacerRehacer ediciones al catálogoRehacer lo últimoTemporizador de redibujoReferencia...Refinar marcadoresRefrescarRefrescar todoRefrescar archivoRefrescar biblioteca de recursosRefrescar previsualizaciones de bloques de datosRefrescar controladoresRefrescar listaRefrescar datos de I18n...Refrescar objetos instanciadosRefrescar localesRefrescar remotosRefrescar editor de videoRefrescar lista de accionesRegiónAlfa de regiónRegistrarRegistrar asociación de archivoMarca Registrada ®NormalRestablecer puntos claveDistenderDistender conjuntos de carasDistender pose hacia intermedioDistender UVNovedades de la versiónRecargarRecargar clipRecargar archivo de historialRecargar imagenRecargar imágenesRecargar bibliotecaRecargar scriptsRecargar archivo de inicioRecargar clipsRecargar clips y ajustar duraciónRecargar traducciónReubicarReubicar bibliotecaReubicar ID vinculadoRehacer mallaEliminarEliminar AOVEliminar grupo activoEliminar conjunto de claves activoEliminar ruta activa de conjunto de clavesEliminar complementoEliminar todos los gruposEliminar todos los materialesEliminar todos los sistemas de partículasEliminar animaciónEliminar capa de anotaciónEliminar biblioteca de recursosEliminar etiqueta de recursoEliminar atributoEliminar ruta de auto ejecuciónEliminar regla de boidsEliminar estado de boidsEliminar colección de huesosEliminar referencia de colección de huesosEliminar hueso de la colección de huesosEliminar huesos del conjunto de selecciónEliminar pincelEliminar imagen de fondo de cámaraEliminar lienzoEliminar de colecciónEliminar atributo de colorEliminar conector CryptomatteEliminar segmento de punteadoEliminar doblesEliminar controladorEliminar datos vacíos de animaciónEliminar exportadorEliminar repositorio de extensionesEliminar conjunto de características externoEliminar asociación de archivoEliminar guías de rellenoEliminar módulo de FreestyleEliminar de colección de vinculación de iluminaciónEliminar huecosEliminar huecos (todo)Eliminar efecto de Grease PencilEliminar ganchoEliminar CIEliminar elementoEliminar configuración de tecladoEliminar elemento del mapa de tecladoEliminar configuración de tecladoEliminar capaEliminar grupo de capasEliminar grupo de lucesEliminar conjunto de líneasEliminar capa de máscaraEliminar contenedor de materialEliminar meta-clipEliminar meta-clipsEliminar modificadorEliminar redefiniciónEliminar redefinicionesEliminar punto en curva de pinturaEliminar objeto instanciado en partículaEliminar contenedor sistema partículasEliminar objetivo partículaEliminar previsualizaciónEliminar propiedadEliminar carpeta de scripts PythonEliminar contenedor de procesamientoEliminar vista de procesamientoEliminar repositorioEliminar repositorio y archivosEliminar cuerpos rígidosEliminar cuerpo rígidoEliminar restricción de cuerpo rígidoEliminar entorno de cuerpos rígidosEliminar filtro de filasEliminar segmentoEliminar huesos seleccionadosEliminar huesos seleccionados de todos los conjuntosEliminar entrada seleccionadaEliminar elementos seleccionadosEliminar seleccionado de la colección activaEliminar seleccionados de colección de huesosEliminar forma claveEliminar atajoEliminar redefinición (individual)Eliminar rastro de estabilización de rotaciónEliminar rastro de estabilizaciónEliminar modificador de clipEliminar contenedor de superficieEliminar objetivoEliminar marco de textoEliminar temaEliminar celdaEliminar objeto de rastreoEliminar mapa UVEliminar no usadasEliminar colecciones de huesos no usadasEliminar colecciones no usadasEliminar grupos de luces no usadosEliminar contenedores de materiales no usadosEliminar contenedores no usadosEliminar punto de referencia de RVEliminar grupo de vérticesEliminar capa de visualizaciónEliminar del grupo activoEliminar de todosEliminar de todas las coleccionesEliminar de todos los gruposEliminar de colecciónEliminar del marcoEliminar del conjunto de clavesEliminar de vista localEliminar de favoritos rápidosPermite eliminar del grupo de vérticesRenombrarRenombrar contenedor de acciónRenombrar hueso activo...Renombrar elemento activo...Renombrar objeto activo...Renombrar capa de anotaciónRenombrar colección de huesos del esqueletoRenombrar huesoRenombrar colección de huesosRenombrar canalRenombrar bloque de datosRenombrar hueso de ediciónRenombrar archivo o carpetaRenombrar dibujo de Grease PencilRenombrar capa de Grease PencilRenombrar grupo de capas de Grease PencilRenombrar marcadorRenombrar modificadorRenombrar pista de ANLRenombrar objetoRenombrar hueso de poseRenombrar grupo de vérticesRenombrar elemento de la vistaRenombrar capa de visualizaciónRenombrar forma claveRenombrar...ProcesarProcesar objeto activoProcesar animaciónProcesar audio...Procesar capa modificadaProcesar imagenPrevisualizar animaciónPrevisualizar claves de animaciónRegión de procesamientoRegión de procesamiento...Previsualizar secuenciaProcesar animación del editor de videoProcesar imagen del editor de videoContenedor de procesamiento siguienteContenedor de procesamiento anteriorPrevisualizar imagenPrevisualizar imagenReordenarReordenar colecciones de huesos del esqueletoReordenar columnasReordenar modificador de curvas-fReordenar capa de máscara de Grease PencilReordenar capaReordenar capasReordenar la malla espacialmenteReordenar hacia el fondoReordenar hacia el frenteRepetir historialRepetir historial...Repetir lo últimoReemplazarReemplazar y seleccionarReemplazar acciónReemplazar todoReemplazar imagenReemplazar claveReemplazar clavesReemplazar conexionesReemplazar clave (individual)Reemplazar con nueva acciónReemplazar...Reproducir nuevamente operadoresReportar archivos faltantesReportar un errorRepositorioReproyectar trazosReproyectar trazos...RestablecerRestablecer a valores predefinidos (todo)Restablecer fondoRestablecer rampa de colorRestablecer perfil de curvaRestablecer distanciaRestablecer animación esfumadoRestablecer ganchoRestablecer espaciadoRestablecer redefinición de bibliotecaRestablecer nodoRestablecer nodosRestablecer nodos en marcoRestablecer longitud originalRestablecer datos redefinidosRestablecer perfilRestablecer recientesRestablecer retemporizaciónRestablecer opcionesRestablecer a valor predefinido (individual)Restablecer a originalRestablecer transformacionesRestablecer UVRestablecer no animadoRestablecer vectoresRestablecer color de vérticesRestablecer vistaRestablecer tema predefinidoRestablecer a valor predefinidoRedimensionarRedimensionar columnaRedimensionar imagenRedimensionar nodoResolver conflictoRestablecerRestaurar áreasRestablecer elemento de tecladoRestablecer mapa de tecladoRestablecer predefinidos del operadorRestablecer acción anteriorImpedir procesamiento de no seleccionadosReanudarResincronizar jerarquía de datos redefinidosResincronizar jerarquía de datos redefinidos (forzar)Retemporizar clipsRetemporizaciónRevelarMostrar curvasRevelar caras/vérticesMostrar ocultosMostrar seleccionadosInvertir coloresInvertir UVRevertirRevertir recurso de pincelRevertir a recursoRevertir a preferencias guardadasRevivir curvas-f deshabilitadasDerechaCercana derechaAgregar conjunto de coloresAgregar conjunto de colores desde temaAgregar conjuntos de colores estándarAplicar colores de activo/seleccionado definidos por el usuarioCodificar metarigCodificar modelo de metarigCodificar control de RigifyGenerar sistema de controlObtener colores de activo/selección desde el tema actualEliminar todos los conjuntos de coloresEliminar conjunto de coloresActualizar capas del metarigActualizar tipos de metarigsArrancarArrancar bordeArrancar regiónArrancar vérticesArrancar vértices y extenderArrancar vértices y rellenarGirarBalancear a izquierdaBalancear a derechaRaícesRotarRotar 180°Rotar 90° horarioRotar 90° antihorarioRotar coloresRotar borde (antihorario)Rotar borde (horario)Rotar imagen (ortogonal)Rotar normalesRotar borde seleccionadoRotar UVRotar vistaRotar...RotaciónRotación - PolarRegla agregarRegla eliminarEjecutar archivo PythonEjecutar scriptSTL (.stl)SVG como Grease PencilTomar muestraTomar muestra de colorMuestrear tamaño del detalleMuestrear grupoDefinir líneaTomar muestra (grupo vértices)Tomar muestra (influencia)Muestras a clavesGuardarGuardar todas las imágenesGuardar modificadasGuardar comoGuardar como recurso...Guardar imagen comoGuardar como...Guardar catálogos de recursosGuardarGuardar recurso de pincelGuardar cambios al recursoGuardar copia...Guardar iluminación de estudio personalizadaGuardar imagenGuardar (incremental)Guardar nuevas preferenciasGuardar persistente a...Guardar preferenciasGuardar captura de pantallaGuardar captura de pantalla (editor)Guardar captura de pantalla (editor)...Guardar captura de pantalla...Guardar secuenciaGuardar archivo de inicioGuardar información del sistema...Guardar temaGuardar imagen del visorGuardar copia...Guardar como recurso de pincelGuardar como forma claveGuardar como iluminación de estudioGráfico vectorial escalable (.svg)EscalarEscalar desde promedioEscalar claves a promedioEscalar hueso flexibleEscalar hueso flexibleEscalar (Jaula)Escalar distancia envolventeEscalar esfumadoEscalar radioEscalar tamaño de la regiónEscalar tamaño pincel esculpido o pinturaEscalar espacio de texturizadoEscalar hasta ajustarEscalar desde adyacenteEscalar hasta rellenarCámara de escena a punto de referencia de RVArte lineal a escenaEnroscarActualizar nodo ScriptDesplazarDesplazar a abajoDesplazar izquierdaDesplazar páginaDesplazar a derechaDesplazar a arribaAnexar retrocesoBarra de desplazamientoActivar desplazadorEsculpirModo EsculpidoCosturas a partir de islasBuscar menúBuscar operadorBuscar en menú individualBuscar...SeleccionarSeleccionar (asa vinculada)Seleccionar (tiempo vinculado)Seleccionar listaSeleccionar (lado del fotograma)Seleccionar (no conectado)Seleccionar cámara activaSeleccionar todoSeleccionar todo por tipoSeleccionar alternativosSeleccionar ejeSeleccionar huesosSeleccionar huesos de colecciónSeleccionar bucle limítrofeSeleccionar (Marco)Seleccionar polos por cantidadSeleccionar por tipo de trazoSeleccionar cámaraSeleccionar CanalSeleccionar claves del canalSeleccionar (Círculo)Seleccionar conectadosSeleccionar objetivo de restricciónSeleccionar fila de puntos de controlSeleccionar carpetaSeleccionar extremosSeleccionar (extender)Seleccionar lista (extender)Seleccionar caras por ladosSeleccionar rellenoSeleccionar contenidos en marcoSeleccionar por grupoSeleccionar agrupados...Expandir selecciónSeleccionar asaSeleccionar asasSeleccionar jerarquíaSeleccionar ganchoSeleccionar caras interioresSeleccionar claveSeleccionar clave / asasSeleccionar clavesSeleccionar (Lazo)Seleccionar izquierda/derechaContraer selecciónSeleccionar bloqueadores de iluminaciónSeleccionar receptores de iluminaciónSeleccionar líneaSeleccionar por vínculoSeleccionar todos los vinculadosSeleccionar caras planas conectadasSeleccionar vinculados desdeSeleccionar vinculadosSeleccionar vinculados aSeleccionar vértices vinculadosSeleccionar vértices vinculados escogidosSeleccionar bucleSeleccionar región interior de un bucleSeleccionar geometría sueltaSeleccionar marcadores anteriores/posteriores al fotograma actualSeleccionar materialSeleccionar contenedor de materialMenú SeleccionarSeleccionar simétricoModo de selecciónExpandir selecciónSeleccionar siguienteSeleccionar siguiente elementoSeleccionar no desplegablesSeleccionar objetoSeleccionar jerarquía de objetosSeleccionar objetosSeleccionar objetos en colecciónSeleccionar orientaciónSeleccionar superpuestasSeleccionar punto en curva de pinturaSeleccionar hueso superiorSeleccionar marco contenedorSeleccionar contenedor o contenidosPatrón de selecciónSeleccionar por patrón...Seleccionar vinculadosSeleccionar fijosSeleccionar huesos de poseSeleccionar anteriorSeleccionar elemento anteriorSeleccionar aleatoriamenteSeleccionar reporteSeleccionar raícesSeleccionar misma colecciónSeleccionar conjunto de selecciónSeleccionar bordes definidosSeleccionar camino más cortoSeleccionar ladoSeleccionar lado del fotogramaSeleccionar similarSeleccionar regiones similaresDividir selecciónSeleccionar rastros de estabilización de rotaciónSeleccionar rastros de estabilizaciónSeleccionar textoSeleccionar en celdaSeleccionar marcador de tiempoSeleccionar puntasSeleccionar (alternar)Seleccionar lista (alternar)Seleccionar no agrupadoSeleccionar grupo vérticesElemento seleccionado en la vistaSeleccionar palabraSeleccionar por atributoSeleccionar por tipoObjetos seleccionadosSeleccionar fijosSeleccionado a deseleccionado adyacenteSeleccionado al cursorSeleccionado al cursor (desplazamiento)Seleccionado a píxelesSelecciónPintar selecciónSelección al activoSelección al fotograma actualSelección al cursorSelección al cursor (mantener desplazamiento)Selección al valor Y del cursorSelección a la cuadrículaSelección al fotograma más cercanoSelección al marcador más cercanoSelección al segundo más cercanoSepararSeparar huesosSeparar rellenosSeparar imágenesSeparar contenedoresDeslizar secuenciaIntercambiar datosFactor de ampliación del editor de videoOperación de editor de videoDefinir cursor 2DPosicionar cursor 3DDefinir cámara activaDefinir clip activoDefinir grupo activoDefinir conjunto de claves activoDefinir capa activaDefinir como material activoDefinir modificador activoDefinir objeto activo como cámaraDefinir forma clave activaDefinir modificador activo del clipDefinir grupo vértices activoDefinir atributoDefinir ejeDefinir espacio de color de trabajo de archivo .blendDefinir extremosDefinir may/minDefinir modo clipDefinir atributo de colorDefinir etiqueta de colorDefinir tipo de esquinaDefinir cursorDefinir cursor a desplazamientoDefinir extremos de la curvaDefinir radio de curvaDefinir resolución de curvaDefinir tipo de curvaDefinir punto curvasDefinir objeto de superficie para curvasDefinir estado cíclicoDefinir ancho predefinido para grupos de nodosDefinir fot. finalDefinir etiquetas de extensionesExtrapolación de curvaDefinir pisoDefinir fotograma (previsualización de clip)Definir rango de fotogramas de clipsAleatorización de geometríaDefinir influencia del objetivoTipo de asaDefinir huecoSólo indirectaActivar compensaciónDefinir fotograma ADefinir fotograma BAplicación de la interpolaciónTipo de asas de clavesInterpolación de clavesDefinir tipo de claveDefinir ID de bibliotecaDefinir normales a partir de carasDefinir modo ObjetoDefinir modo Objeto con sub-modoDefinir desplazamiento a partir del cursorDefinir desplazamiento a partir de objetoDefinir origenDefinir región de superposiciónDefinir base persistenteDefinir posición del pivoteDefinir planoDefinir rango de previsualizaciónRango de previsualización desde seleccionadosDefinir rango previsualización de clipsDefinir rango de clipsPredefinido al procesarDefinir región de procesamientoDefinir tamaño procesamientoDefinir resoluciónOcultar en vistaDefinir balanceoDefinir modo rotaciónDefinir escalaDefinir fotogramas de escenaDefinir pantallaModo de selecciónDefinir reemplazos para clips seleccionadosDefinir selecciónDefinición por ánguloDefinir escala soluciónDefinir fotograma clave del métodoDefinir velocidadDefinir tipo de curvaDefinir fot. inicialDefinir punto de inicioDefinir 3D estéreoDefinir tipo de trazoDefinir estiloUsar temaDefinir herramienta por tipo de pincelDefinir herramienta por identificadorDefinir herramienta por nombreDefinir opacidad uniformeDefinir grosor uniformeDefinir región de usuarioDefinir colores de vérticesDefinir fondo de vistaDefinir paredDefinir influenciaDefinir eje XDefinir eje YDefinir acciónDefine la acción activaDefinir como material activoDefinir como fondoDefinir desde carasOpciones del activoDefinirConfigurar escena para rastreoSombrear suave (automático)Sombrear facetadoSombrear suaveSombrear suave por ánguloActualizar sombreadorCortar con formaPropagar formaBordes definidosDefinir vérticesDefinirDefinir máscaraSesgarSesgar clavesSesgar clavesCamino más cortoMostrarExpandir hasta activoMostrar todoMostrar todos dentroMostrar todas las capasMostrar todos los materialesMostrar colecciónMostrar editor controladoresMostrar objetos ocultosMostrar clips ocultosExpandir jerarquíaMostrar registro de informaciónMostrar integrantes de la colecciónExpandir jerarquía de objetoExpandir un nivelMostrar paquete (eliminar)Mostrar paquete (definir)Claves de retemporizaciónMostrar opcionesMostrar rastrosMostrar / Ocultar un nivelMostrar / Ocultar imagen procesadaContraer conjunto de carasContraer máscaraContraer visibilidadContraer / ExpandirPreajuste de curva de obturaciónLado del activoLado del fotogramaSimplificarSimplificar trazoFlecha individualHueso individualAcción de único usuarioEntorno de único usuarioCrear esqueletoMarcar/Desmarcar como sueltosIgualar radiosRedimensionar forroMarcar como raízDeslizarDeslizar marcadorDeslizar punto en curva de pinturaDeslizar marcador del planoDeslizar puntoDeslizar curvatura de curvaDeslizar vérticesDesplazarDesplazar contenido del clipDesplazar clipsVersalitasProyección UV inteligenteProyección UV inteligente...MancharSuavizarSuavizar (gaussiano)Suavizar (antiguo)Suavizar radio de curvaSuavizar giro de curvaSuavizar influencia de curvaSuavizar bordesSuavizar carasSuavizar clavesSuavizado laplacianoSuavizar máscaraSuavizar vectores normalesSuavizar puntosDesplazamiento suaveSuavizar trazoSuavizar vectoresSuavizar colores de vérticesSuavizar grupo de vérticesSuavizar influencias de vérticesSuavizar vérticesSuavizar vértices (Laplaciano)Vista suavizadaVista suavizada 2DAdherirAdherir cursorCursor a selección (Y)Adherir cursor a activoAdherir cursor a cuadrículaAdherir cursor a seleccionadosAdherir cursor a puntos seleccionadosAdherir cursor a origen globalAdherir curvas a superficieAdherir clavesAdherir selecciónAdherir selección al activoAdherir selección al cursorAdherir selección a cuadrículaAdherir clipsAdherir clips al fotograma actualAdherir a superficie deformadaAdherir a superficie más cercanaAdherir a simétricoSolidificarSolidificar carasSoluciónCalcular cámaraResolver movimiento de cámaraResolver movimiento de objetoOrdenar elementosOrdenar elementos de la mallaOrdenar paletaOrdenar grupos de vérticesOrdenar por jerarquía de huesosOrdenar por nombreOrdenar por columnaSonidoFundido cruzado de sonidoSonido a muestrasSonido...AltavozControl de velocidadEsferizarProyección esféricaGirarPantalla de bienvenidaDividirDividir áreaDividir caras cóncavasCortar multicámaraDividir caras no planasDividir normalesDividir clipsDividir en el puntero MoverDividir trazoCuadradoRastros de estabilización de rotaciónRastros de estabilizaciónPLY de Stanford (.ply)Editar acción escondidaRetocar acción del clip (todas las pistas)Retocar acción del clip (pistas inferiores)Esconder acciónEstadísticasControl del pincel de esténcilUnirFinalizar edición de acción escondidaFinalizar retoque de acción del clipAlmacenar instantánea de deshacer para ediciones de catálogo de recursosEstirarEstirar hasta rellenarAjuste del clipTrazoEsculpir curvasModo de trazadoTrazosModo de pintura de trazosModo Esculpido de trazosModo de vértices de trazosModo de influencias de trazosFuerteSubdividirSubdividir anillo de bordesSubdividir trazoSubdividir y suavizarDefinir subdivisiónSustraerSuperíndice ²Superíndice ³Superíndice ¹SoporteEnlazar Deformar con superficieSuavizar superficieIntercambiarIntercambiar áreasIntercambiar coloresIntercambiar datosIntercambiar grupo vacíoIntercambiar entradasIntercambiar conexionesIntercambiar nodoIntercambiar recurso de grupo de nodosIntercambiar clipIntercambiar clipsIntercambiar zonaInvertir direcciónCambiar a polarCambiar a rotaciónForzar simetríaSincronizar longitud de acciónSincronizar conectoresAfinarTipo de pincel temporalProbar encapsulamiento de nodos de sombreadoComprobar conflictos en tecladoTextoCompletar texto automáticamenteTextura de gradienteModo Pintar TexturasGirarDesplazar tiempoDesplazar tiempo de clavesPuntasA objeto 3DA todas las salidasAl último clave (hacer cíclico)A las salidas conectadasA las salidas desconectadasA minúsculasAl próximo claveEsferizarA mayúsculasAlternar negritaMayús/minús.Alternar editabilidad de canalesAlternar propiedad de canalAlternar comentariosCíclicaCambiar a Planilla de tiemposUsuario ficticioHabilitar / Deshabilitar campo de fuerzaCambiar a Editor de curvasOcultar conectores de nodosVer ocultosAlternar cursivaRedefinición de biblioteca editableAlternar vista localAlternar bloqueo de selecciónMaximizar áreaAlternar meta-clipActivar / Desactivar meta-clipDeshabilitar / HabilitarDeshabilitar / Habilitar nodoAlternar opciones de nodoAlternar previsualización nodosAlternar selección de objetoAlternar capa de salidaAlternar sobreescrituraFijarFijar IDAlternar modo PoseVista cuádrupleAlternar regiónAlternar seleccionadoAlternar selecciónEditor de video / PrevisualizaciónAlternar tipos de sombreadoAlternar versalitasAlternar estiloConsola del sistemaAlternar tipo activoAlternar subrayadoAlternar sesión de RVAlternar nodo VisorAlternar visibilidadVentana a pantalla completaRayos XHerramientaBarra de herramientasBarra de herramientas DisparadorSuperiorToroideTrazar imagen a Grease PencilRastrear marcadoresOrden de pistasTrayectoria de rastreoOpciones de rastreo como predefinidasRotación esféricaTransferir anim FK a IKTransferir anim IK a FKTransferir datos de mallaTransferir organización de los datosTransferir modoTransferir modo EsculpidoTransferir forma claveTransferir mapas UVTransferir influenciasTransformarDefinir manipulador de transformaciónTransformar en el puntero MoverTransformar desde manipuladorPropiedades de transformaciónTransformaciones a relativasTransiciónTriángulos a cuadriláterosTriangular carasRecortarGesto de recortar con marcoGesto recortar (lazo)Gesto recortar (línea)Gesto recortar (línea poligonal)RepararRetocarTorsionarTipoImportación de USD finalizadaArrancar UVArrancar y mover UVModo de selección de UVEsferaRevertir subdivisiónQuitar solo a todasDeshacer meta-clipQuitar contenedorConectores libresSubrayadoDeshacerDeshacer ediciones al catálogoHistorial de accionesDeshacer empujarDeshacer y rehacerDesagruparDesagrupar canalesVértices no agrupadosMostrar todoUnificar longitudQuitar sangríaDesinstalarDesinstalar marcadasDesinstalar iluminación de estudioUniversal Scene Description (.usd*)DesvincularDesvincular acciónDesvincular colecciónDesvincular bloque de datosDesvincular objetoInterruptor desvincular panelDesvincular acciónDesvincular materialDesvincular texturaDesvincular entornoDesbloquear todoDesbloquear todos los materialesDesbloquear todos los repositorios (comprobación)Desbloquear lo seleccionadoDesbloquear clipsDesbloquear rastrosDesbloquear lo no seleccionadoDesmarcar todoActivar canalesHabilitar clips no seleccionadosHabilitar clipsDesempacarDesempacar captura de nodos de geometríaDesempacar imagenDesempacar elementoDesempacar bibliotecas vinculadasDesempacar recursosDesempacar sonidoLiberarDesproteger canalesAnular registroQuitar propiedadRevertir subdivisiónDesplegarDesplegar: Basado en ángulosDesplegar: ConformeDesplegar: Estiramiento mínimoActualizarActualizar todas las trayectorias de movimientoActualizar trayectoria de todos los objetosActualizar todas las trayectoriasActualizar todo hasta fotogramaActualizar restricciones de transformación animadasActualizar animaciónActualizar caché de animaciónActualizar trayectorias de movimiento del esqueletoActualizar repositorio de BlenderActualizar trayectoria huesosActualizar punto de referencia de RV personalizadoActualizar resaltadoActualizar i18n del complementoActualizar repositorio I18n de BlenderActualizar estadísticas I18nActualizar repositorio de trabajo I18nActualizar imagen desde marcador planoActualizar trayectoria de los objetosActualizar trayectoriaActualizar rango desde escenaActualizar visualización de reportesActualizar rango de fotogramas de escenaActualizar repositorio de trabajoActualizar desde objetosActualizar desde objetos (invertir)Actualizar control de rostrosActualizar metarigUsar nodos Superponer con alfaUsar nodos Combinar por profundidadUsar nodosComunidades de usuariosValidar cadenas .blendValidar referencias a coleccionesVersionar propiedad Ocultar del huesoVérticeColores de vértices desde influenciasConectar vérticesConectar vértices trayectoriaPlegar vérticesNiveles del grupo de vérticesPintar vérticesPintura de vértices - Brillo / ContrastePintura de vértices - Tono Saturación ValorPintura de vértices - InvertirPintura de vértices - NivelesModo de pintura de vérticesPintura de vértices - Definir colorOcultar vértices seleccionadosDeslizar vérticesDividir verticalmenteMostrar en Editor de curvas (todo)Ver animación procesadaEje de la vistaCámaraCentro de vistaVer detallesVer documentaciónSoltar en vistaDesplazar vista en bordesFiltrar vistaVer en el Editor de curvasCentrar vista fijaEliminar fijación de la vistaFijar vista a activoVer manualNavegación de vista (transitar/volar)Ver el manual en líneaOrbitar vistaVer en perspectiva / ortogonalVer imagen procesadaBalancear vistaDesplazar vistaVer lo seleccionadoMostrar en Editor de curvas (individual)Ampliar vistaNivel ampliación vistaMostrar en Editor de curvasRegión de la vistaProcesar vistaFiltro de visibilidadVisitar la plataforma de extensionesVisitar sitio webGeometría visual a objetosRehacer malla usando vóxelesTransitarSeleccionar usando transitarSeleccionar/Deseleccionar archivo transitandoParedDeformarWavefront (.obj)DébilInfluenciaGradiente de influenciasPintar influenciasModo de pintura de influenciasTomar muestra de grupo a pintarTomar muestra de influenciasAlternar modo de pinturaDefinir influenciaInfluencia desde huesosFusionarFusionar bordes en carasNovedadesBarridoEstructuraPalabraReordenar espacio de trabajo hacia atrásReordenar espacio de trabajo hacia adelanteEje XNavegación XR VolarNavegación XR ArrastrarNavegación XR RestablecerNavegación XR intercambiar manosNavegación XR TeletransportarEje YYen ¥Ampliar a 1:1Ampliar vista 2DAmpliar cámara a 1:1AmpliarReducirAmpliar a región...Ampliar vistaAmpliar hasta marcoAmpliar hasta ajustarglTF 2.0 (.glb/.gltf)Material glTFEl operador '%s' no tiene el registro habilitado, función de invocación incorrectaEl operador '%s' no tiene la función deshacer habilitada, función de invocación incorrectaOperador '%s' no encontrado!Elemento lista archivos operadorÍcono de Operador - FondoÍcono de Operador - FrenteModo de operadorTrayectoria ratón operadorNombre del operadorOpciones de operadorPreajustes del operadorPropiedades del operadorElemento trazo operadorNo es posible rehacer el operadorModo de ejecución del operadorEl operador ha sido activado usando un evento de clic y arrastrarEl operador ya se encuentra registradoEl operador está congelado, los cambios a sus opciones no tendrán efecto hasta que sea descongeladosrna faltante en operadorNombre del operador (como una cadena de Python)Operador no encontrado: bpy.ops.{:s}El operador rehacer '%s' no tiene el registro habilitado, función de invocación incorrectaEl operador rehacer '%s': contexto erróneoRegistro de operadoresOperador que permite que los manipuladores de archivos reciban archivos soltadosOperador capaz de manipular la exportación de archivos con las extensiones proporcionadas en bl_file_extensionsOperador capaz de manipular la importación de archivos con las extensiones proporcionadas en bl_file_extensionsOperador a ser invocado al activar un elemento con propiedades referenciadas a un recursoOperador a ser invocado al arrastrar un elemento con propiedades referenciadas a un recursoOperadoresOpuesto de la entradaOptiXDepuración de módulo OptiXCentro ópticoCentro óptico de la lenteCentro óptico de la lente, en píxelesVisualización óptimaOptimizar tamaño de animaciónOptimizar animacionesOptimizar Formas claveOptimiza todos los núcleos. Procesamiento mucho más rápido, puede resultar en un uso adicional de CPU en segundo planoOptimiza sólo núcleos de intersección. Procesamiento un poco más rápido, con un uso adicional despreciable de CPU en segundo planoAcceso optimizado a datos de los puntos de las Formas clave, al usar los accesores foreach_get/foreach_set. Advertencia: No soporta las Formas clave de las curvas antiguas.Optimizando sombreadores ({} restantes)OpciónColores Control opciónOpción para Deformar con curva: Usa el volumen delimitador de la malla para limitar la deformaciónOpción para Deformar con curva: Hace que el objeto deformado se estire para abarcar toda la curvaOpción para Seguir trayectoria y Deformar con curva: Aplica el radio de la curva a los objetos que siguen la trayectoria o a los que están siendo deformados por la mismaArgumento opcionalEtiqueta opcionalRetro compatibilidad opcional para motores de procesamiento no estándar. Se aplica a lucesEtiqueta personalizada opcional del nodoFactor opcional para modular el componente que es primero transmitido dentro del pelo, luego reflejado desde el lado trasero del pelo y luego transmitido hacia afuera nuevamente. La orientación aproximada de este componente será en la dirección de incidencia y tomará el color del pigmento desde dentro del pelo. Mantener este valor en 1.0 para obtener un material físicamente correctoFactor opcional para modular el primer rebote de luz en la superficie del pelo. El color de este componente será siempre blanco. Mantener este valor en 1.0 para obtener un material físicamente correctoFactor opcional para modular el componente de transmisión. Tomará el color del pigmento desde dentro del pelo. Mantener este valor en 1.0 para obtener un material físicamente correctoIdentificador opcional del nodo sobre el cual operarRuta opcional para definir la ubicación debajo de la cual colocar el nuevo catálogoTipo de región al que está asociado el mapa de la tecla, opcionalTipo de espacio al que está asociado el mapa de la tecla, opcionalEtiqueta personalizada opcional de la celdaVector hacia arriba opcional, normalmente se trata de la normal de una superficieOpcional. En caso de que se especifique, este nombre será usado por el nuevo sistema de control, colección de controles y script generados. En caso contrario, se creará un nombre a partir del nombre del objeto del metarig, reemplazando 'metarig' por 'rig', 'META' por 'RIG' o agregándole el prefijo 'RIG-'. Cuando se esté actualizando un sistema de control ya generado, su nombre no será modificadoRedefine opcionalmente el contexto con un móduloOpcionesLas opciones están deshabilitadas hasta que el archivo sea guardadoOpciones de este tipo de banco de recursosOpciones para la operación de importación de blendsOpciones de este grupo de operadoresOpciones:OpusOOrbitarOrbitar y desplazarOrbitar en torno a selecciónEje de órbitaCentro de órbitaOrbitar a abajoOrbitar a izquierdaMétodo para orbitarOrbitar a derechaSensibilidad orbitarOrbitar a arribaOrbita y amplía/reduce la vista usando el ratón 3DMétodo para orbitar en las vistas 3DOrbita la vistaOrbita la vista hacia la izquierdaOrbita la vista hacia la derechaOrbita la vista hacia abajoOrbita la vista hacia arribaOrbita la vista usando el ratón 3DOrdenOrden en UOrden en VOrden de las islasOrienta una rotación a lo largo de una dirección indicadaOrienta una rotación Euler a lo largo de una dirección indicadaOrientar según las opciones de la transformación actualOrientar según la vistaOrientar usando las normalesOrientar eje Y haciaOrientaciónEje de orientaciónHueso de orientaciónContenedor de orientaciónInfluencia orientaciónOrientación del eje para limitar el desplazamiento del filtroOrientación del eje que limitará la fuerza del filtroOrienta un vector A para que apunte en sentido contrario a una superficie B, definida por su normal C. Devuelve (dot(B, C) < 0) ? A : -AFPS origAltura orig.Ancho orig.OrigenDesplazamiento del origenOrigen de la imagen a ser transformadaOrigen de escalado de cada elemento. Si varios elementos se encontraran conectados entre sí, su centro se promediaráDistancia de desplazamiento con respecto al origenOrigen al cursor 3DOrigen al centro de masa (superficie)Origen al centro de masa (volumen)Origen a la geometríaOriginalBase originalCoordenadas originalesID originalMétodo original de cinemática inversaLongitud originalModo originalNormal originalPerlin originalPlano originalMarco delimitador originalRango de fot. original: {:d}-{:d} ({:d})Fotogramas por segundo originalesAltura original de la imagenAncho original de la imagenLongitud original del huesoEscena original para la cual fue construida la gráfica de dependenciasSuperficie de malla original vacíaFalta un mapa UV en la superficie original: "{}"Transformación original del hueso en espacio del esqueleto, definida en el modo EdiciónPosición original no deformada usada para calcular la intensidad del efecto de deformación (editar/animar la Posición deformada, en vez de esta)No hay coincidencia en la cantidad de vértices original: %u a %uCapa de visualización original para la cual fue construida la gráfica de dependenciasOrígenesOrígenes (todos)Huérfano Objetos huérfanos procedentes de bibliotecas, han sido agregados a la escena actual para evitar su pérdidaOrtogonalEscala de la cámara ortogonal (similar a la ampliación)Escala ortogonalEscala de la cámara ortogonal (similar a la ampliación)OtroOtras interpolacionesOtros clipsOtros tipos de geometría como curvas, metabolas, etc. (convertidos a mallas)El otro objeto no contiene ninguna forma claveOtros clips afectados por el clip activo (que comparten tiempo, están por debajo o asignados en un efecto)Además de agregar restricciones de adhesión al control, el sistema de control actuará como una cadena deformante básica de un solo segmentoRuta adicional de usuario, para acciones bimanuales. P.ej: "/usuario/mano/derecha"OtrosOnzasSalienteError, memoria agotadaFinal XFinal ZNo hay memoria suficienteNo hay memoria suficiente para asignar al objeto de ropaNo hay memoria suficiente para asignar a los triángulosNo hay memoria suficiente para asignar a los vérticesExteriorÁngulo cono exteriorVolumen cono exteriorEsquinas exterioresPliegue exteriorMáscara exteriorExterior ingletePuntos exterioresRadio exteriorGrosor exteriorGrosor exterior de carasForma exterior a usar con las herramientasSustraer flujoConjunto de niveles (Sustraer flujo)ContornoColor del contornoMaterial de contornosModificador ContornoContorno selecciónGrosorColor de contorno de los huesos de pose activosColor de contorno de los huesos de pose seleccionadosPermite generar contornos a partir de los trazos, desde la cámaraEl contorno necesita una cámara activaListadoSincronizar con listadoDatos del espacio del ListadoSalidaSalida AAtributos de salidaSalida BRuta de salidaElemento de salidaElementos de salidaNombre de salidaNodo de salidaRuta de salidaRutas de salidaPropiedades de salidaCalidad de salidaAlternar salidaGrupos de vértices de salidaGrupo de vértices de salidaPunto de blanco de salidaProduce una superficie de bloques sin suavizadoProducirá un valor de color, escogido mediante el selector de colorProduce una malla desplegable, aunque la malla base no lo fuera, donde los bordes tendrán siempre 3 o más caras conectadas. Este método es más lento.Produce una malla correspondiente al volumen de la malla originalProducirá un valor aleatorioPermite realizar una selección a partir de una capa de Grease PencilProduce una selección de bordes siguiendo trayectorias a través de los bordes de la mallaProducir una única colecciónProducir un único materialProducir un único objetoProduce una superficie suave, sin detección de rasgos definidosProduce una versión solidificada de una malla, mediante una extrusión simpleProduce una superficie que reproduce los bordes y esquinas definidas de la malla originalOpciones de espacio de color de salidaProduce curvas siguiendo trayectorias a través de los bordes de la mallaDatos de salida provenientes desde dentro de un grupo de nodosDatos de salida de la zona de simulaciónDevuelve cada uno de los subordinados de la colección como una instancia separada, ordenada alfabéticamenteProduce caras con un sombreado suave, en vez de planoContenedor del archivo de salidaFormato de salida de imágenes. PNG no produce pérdida y por lo general es el preferido, pero es posible que se prefiera JPEG para aplicaciones web debido a su menor tamaño de archivo. Alternativamente podrán ser omitidos si no fueran necesariosFormato de salida. El formato binario es más eficiente, sin embargo el JSON puede ser más sencillo de editar posteriormenteCuadrícula final con los valores del campo evaluadoProducir imágenes en formato AVIFProducir imágenes en formato CineonProducir imágenes en formato DPXProducir imágenes en formato JPEG 2000Producir imágenes en formato JPEGProducir imágenes en formato OpenEXRProducir imágenes en formato PNGProducir imágenes en formato Radiance HDRProducir imágenes en formato SGI IRISProducir imágenes en formato TIFFProducir imágenes en formato TargaProducir imágenes en formato WebPProducir imágenes en formato BitmapProducir imágenes en formato OpenEXR multicapaProducir imágenes en formato Targa crudo (no comprimido)Resolución de la imagen producidaProduce información de color de iluminación para el entorno de la escenaProduce información de iluminación para un objeto de luzLista de salida con los valores del campo evaluadoEl nodo de Salida no debe estar dentro de la zonaProduce normales para mapeo de relieve - deshabilitarlo puede aumentar el rendimiento, si no fuera necesarioLos conectores de salida no pueden ser de múltiple entradaProducirá caracteres de texto que no es posible introducir directamente con un tecladoProduce información de material para ser usada durante el procesamientoProporciona la pose del hueso en relación a las transformaciones del esqueletoEl objeto en sí mismo saldrá como una instancia. Esto permitirá la instanciación de objetos que no contengan geometríaProducir la geometría relativa al desplazamiento de la colecciónProporciona la geometría en relación a las transformaciones del objeto de entrada; la posición, rotación y escala en relación al origen globalDevuelve la posición de las asas relativa al punto de control correspondiente, en vez de hacerlo en el espacio local de la geometríaCrea puntos a partir de los puntos evaluados de la curva, basándose en el atributo Resolución de las curvas de tipo NURBS y Bezier. Las curvas poligonales permanecerán sin cambiosDevuelve los valores de normal y rotación que fueron calculados antes de que el nodo comenzara a tomar en cuenta a las normales suavizadasHallará la cantidad de caracteres de la cadena de texto proporcionadaSalidasSalidas:ExterioresCrear caras exteriores, en vez de incrustadasExteriorFuera de área anotadaMargen exteriorFuera de la superficieDistancia exterior (en unidades de la interfaz) a partir del borde de la región, donde cesará el desplazamientoEl exterior del inglete es un arcoEl exterior del inglete es angulosoEl exterior del inglete es un parche cuadradoVelocidad salienteSuperponerSobre la imagenDefine sobre qué parte de los elementos del árbol aplicar la operaciónDesenfoque adicionalCalidad general de la reducción de ruido al usar OpenImageDenoiseFactor global de distancia para la deformaciónFactor global de deformaciónMínima intensidad total del efecto nieblaRadio global de las trenzasRadio global de los rulosSensibilidad general del ratón 3D al orbitarSensibilidad general del ratón 3D al desplazarEscala general de la texturaEscala general de la textura. La escala es un factor del marco delimitador de la cara, dividido por el valor de EscalaDesenfoque adicionalSobresalirSobresalienteSobresaliente máxSobresaliente mínSuperpuestoModo de solapamientoUmbral de superposiciónTipos de superposición de bordesBordes superpuestos como contornosLas curvas superpuestas con la misma dirección de devanado se rellenarán como una uniónFusiona las islas que se solapenTiempo superposiciónSuperponerFijar fotogramaModo SuperponerDesplazar superposiciónOpciones de sobreimpresiónSobreimprimir estructura suavizadaMostrarPermite superponer una imagen, delante de otra imagen de fondoFactor de fundido al superponer la máscaraColor sobreimpreso una fila por medioPermite elegir qué se mostrará en el área de previsualizaciónSuperponer los claves nuevos con los ya existentesModo de superposición de la máscaraSobreimpresosRedefinibleRedefinidoRedefinido seleccionadoLos nombres de los bloques de datos redefinidos no son editablesRedefinirRedefinir imagen de fondoRedefinir colecciónRedefinir restricciónRedefinir plegadoRedefinir fotogramaRedefinir inserción predefinida - VisualRedefinir inserción predefinida - Sólo si es necesarioRedefinir iteracionesCapas de redefiniciónRedefinir posiciónRedefinir modificadorRedefinir formato generalUsar normalesOperaciones de redefiniciónRedefinir comportamiento de reacomodo de superpuestosRedefinir superposiciónPropiedades redefinidasRedefinir opciones de escenaRedefinir iteraciones de cálculoRedefinir pistaRedefinir transformacionesRedefine también todos los valores almacenados en los vóxeles inactivosRedefine las opciones predefinidas para insertar fotogramas clave basándose en las 'transformaciones visuales'Redefine las opciones predefinidas para solamente insertar fotogramas clave donde sean necesarios, en las curvas-f relevantesRedefine la cantidad de muestras de procesamiento en esta capa de visualización (0 para usar las opciones de la escena)Redefine el valor de prioridad de intersección del objeto y la colecciónLa redefinición no puede ser elimimadaLa propiedad de la redefinición no puede ser eliminadaRedefine el vector de "posición" dado, recalculando las posiciones en espacio del objeto a partir de las posiciones proporcionadas por el "evento_del_ratón"Redefine la cantidad de iteraciones que usará el método de resolución para esta restricciónRedefine el radio del punto de la curva usando el radio de afinadoRedefine la cámara activa de la escenaRedefine el rango de fotogramas de la simulaciónPermite redefinir el entorno en esta capa de visualizaciónRedefiniciones para algunas de las opciones del pincel activoSobrebarridoTamaño de sobrebarridoExtensiónExtensión deshabilitadaExtensión deshabilitadaEsquema de la escena y todos sus bloques de datosSobrescribirSobrescribir %sSobrescribir todoSobrescribir acción actualSobrescribir rango completoSobrescribir existente:Sobrescribir material existenteModo de sobrescrituraSobrescribir anteriorSobrescribir rangoSobrescribir archivo de inicioSobrescribir archivo de inicio de plantillaSobrescribir texturasSobrescribir controlesSobrescribir los datos de todos los elementosSobrescribe los caracteres nuevos, en vez de insertarlos¿Sobrescribir datos de captura existentes?Sobrescribir archivos existentesPermite sobrescribir los archivos existentes al exportar texturasSobrescribir archivos existentes durante el procesamientoSobrescribirá los materiales existentes que tengan el mismo nombreSobrescribir los archivos de reemplazo existentes durante la construcción¿Sobrescribir el archivo con uno de una versión anterior de Blender?¿Sobrescribir el archivo usando la configuración actual de OpenColorIO?Redefinición no habilitada para %s, omitiendoReemplazar los claves ya existentes por los nuevos, dentro del rango pegadoReemplazar los claves ya existentes por los nuevos, dentro del rango de todos los claves copiados (incluso de otros canales)Sobreescribe una orientación creada previamente con el mismo nombrePropietarioEspacio del propietarioOzonoP1P2Extensiones PBRPC2PCMTasa PIC/FLIP. Un valor de 1.0 producirá una simulación completamente basada en FLIP. Usar un valor menor para obtener simulaciones que deberían producir menos salpicaduras.PIZExportación a PLY: No es posible abrir el archivo '%s'Exportación a PLY: No es posible encontrar la colección '%s'Importador de PLY: %s: %sImportador de PLY: importación fallida, no hay vérticesImportador de PLY: importación fallida, error desconocidoPNGPNG (.png)Imagen (.PNG)Ruta al archivo PO de BlenderRuta al archivo de trabajo PORuta de archivo POTBase de PPMFactor de PPMEmpacarEmpacar bitsEmpacar externamenteEmpacar imágenesEmpacar islasCalidad de empaqueEmpacar islas UVCampo de Empacar islas UVEmpaca todas las caras de la mallaEmpacar todas las imágenes en el archivo .blendEmpacar todos los archivos externos usados en este archivo .blendEmpaca todos los archivos externos usados dentro de este archivo .blendEmpaca una imagen, incorporándola al archivo .blendEmpaca los datos capturados, desde el disco hacia el archivo .blendEmpaca los desplazamientos desde un archivo externoDesplegará las UV de cada cara como una isla, y las empacará todas dentro de los límites del cuadrante UVEmpaca islas en la celda activa del UDIM o en la celda de la cuadrícula UDIM donde se encuentra el cursor 2DEmpaca islas en el UDIM más cercanoEmpaca las islas hacia una región personalizadaEmpaca sólo las caras seleccionadasEmpaca los datos capturados, incorporándolos al archivo .blendEmpaca el sonido dentro del archivo .blend actualEmpacar aEmpaca hacia el marco delimitador inicial de las islasEmpacar {}ID de paqueteID de paquete no definidoEmpacar%d archivos empacadosArchivo empacadoArchivo empacado, clic para desempacarArchivos empacadosNo es posible pintar archivos multicapa empacadosNo es posible pintar los archivos multicapa empacados: %sLos bloques de datos empacados no pueden ser renombradosBloque de datos de biblioteca empacado, hacer clic para desempacar y hacer localNo es posible guardar una imagen empacada dentro de una biblioteca: "%s" en "%s"Empacada a imagen en memoria "%s"Empacando UV...*num+num-num.num/num0num1num2num3num4num5num6num7num8num9numIntroNumPáginaPintarPintar alfaPintar ColorPintar rampa colorCurva de pinturaCurvas de pinturaBloques de datos de curvas de pinturaDepurar pinturaPintar Trazos de Grease PencilMáscara de pinturaModo de pinturaOrigen de la pinturaPintar superficieLista de superficies a pintarPintar humedadPinta un color en los puntos del trazoPinta un trazo en la capa activa de atributos de colorPinta un trazo en las influencias del grupo de vértices actualPinta un trazo sobre la imagenPermite pintar las influencias de todos los huesos seleccionados, manteniendo su influencia relativaAlfa de la pinturaPermite pintar imágenes 2DPinta más sobre las caras que apunten a la vistaPinta más intensamente sobre las caras que apunten hacia la vista, de acuerdo a este ánguloÍcono del contenedor de pinturaLista de superficies a pintarPintar usando un atributo de colorPintar usando el color base del material activoPermite pintar influencias en el grupo de vértices activoHumedad de la pintura, visible en el mapa de humedad (algunos efectos sólo afectan a la pintura mientra se encuentra húmeda)Pintar con un gradientePintar con un color simpleCurva de pinturaNuevaCapa mapa pinturaMapas de pinturaSalida emparejadaPaletaNuevaLa paleta '%s' no contiene el color indicadoColor de la paletaCurvas de paletaPaleta creadaBloques de datos de paletaPaleta. Usar botón Izq. para tomar más muestras de colorPaletasEje rotación palmaDesplazarDesplazar / ampliar vista de cámaraÁngulo de desplazamientoDesplazar a abajoDesplazar a izquierdaDesplazar a derechaSensibilidad desplazarDesplazar a arribaDesplazar vistaDesplazar y rotar la vista con el ratón 3DPermite desplazar la vistaDesplaza la vista hacia abajoDesplaza la vista en la dirección indicadaDesplaza la vista hacia la izquierdaDesplaza la vista hacia la derechaDesplaza la vista hacia arribaDesplaza la vista cuando el ratón se mantenga sobre los bordes de la mismaDesplazar la vista con el ratón 3DPermite desplazar y ampliar la vista de cámara, en vez de abandonarla hacia una Perspectiva de usuario al orbitarPanelPanel "%s" no encontradoPanel - FondoPanel - EncabezadoIdentificador de panelPanel - ContornoRedondez del panelPanel - TextoTítulo del panelTipografía título panelInterruptor de panelEl panel ya contiene un interruptorPanel que contiene elementos de la interfazDescripción del panelPanel desde el cual agregar conectores al nodo Entradas/Salidas de grupo agregadoEl panel se encontrará cerrado de forma predefinida en nuevos nodosEl panel está seleccionado en la interfazNombre del panelPanel que contiene el elementoPanel/Menú - Intensidad sombraPanel/Menú - Ancho sombrasPanelesDesplazamientoTipo de PanorámicaPanorámicaPapelPresentaciónPárrafoParalajeRadio de paralajeVMM sensible al paralajeParaleloNormles paralelasCámaras paralelas sin convergenciaLíneas paralelasParalelogramoEditor de parámetrosParámetro de 0 a 1 a lo largo del flequilloParámetrosParámetros y opciones del explorador de archivosParámetros que definen cómo es usado el bloque de datos de un clip de película por otro bloque de datosParámetros que definen cómo es usado el bloque de datos de una imagen por otro bloque de datosParámetros que definen la duración, desplazamiento y otras opciones de la imagenParámetros que definen el contenedor de procesamientoParámetros que definen qué fotograma del clip de película se mostraráParámetros para definir qué capa, pasada y fotograma de la imagen se muestraParámetros del método de resolución de cinemática inversaParámetros para cámaras personalizadas (basadas en OSL)Parámetros del método iTaSC de resolución de cinemática inversaParamétricaPosición paramétrica a lo largo de la longitud de la curva en la cual los objetos "seguidores" deberían encontrarse (la posición es evaluada al dividir por el valor de la "longitud de la trayectoria")SuperiorBiblioteca de archivo superiorHueso superiorIdentificador del superiorCompensación jerárquicaMatriz inversa superiorTransformación inversa superiorGrupo de capas superiorObjeto superior para el gancho, también recalcula y elimina el desplazamientoPartículas principalesRuta superiorEtiquetas superiorTipo de jerarquíaVértice superiorVértices superioresVentana superiorHueso superior (en el mismo esqueleto)Colección de huesos superior. Nótese que para acceder a esto será necesario hacer un rastreo de todas las colecciones de huesos, para encontrar la colección superior.Superior del hueso editado (en el mismo esqueleto)Identificador del superior en la ruta del contextoEl superior no es parte de la interfazSubordina los nuevos objetos al instanciador originalObjeto superiorSuperior del hueso de esta poseMatriz de transformación relativa al superior. Advertencia: Sólo toma en cuenta jerarquías de objetos, por lo tanto en caso de jerarquías de huesos se obtendrá una matriz relativa al objeto del Esqueleto, en vez de al hueso superiorSubordina los objetos seleccionados a los vértices seleccionadosSuperior al que está vinculado este nodoSubordinar a la posición no distorsionada del rastro 2DSuperior:Opciones jerárquicas del elemento de la máscaraJerarquía:SuperioresError de análisis en %sSeparar por islas de mallaParte de la geometría de la cual mostrar datosLa parte de la malla que será simulada mientras el trazo se encuentre activoParcialSuperposición parcial de un fotograma desfasado sobre la previsualización del editor de videoPartículaAncho de banda angosta de partículas (un valor más alto producirá un mayor ancho de banda y mayor cantidad de partículas)Cantidad de partículasPincel partículasEditar PartículasClave partícula peloInformación de partículasInstanciar en partículasInfluencia de objeto instanciado en partículaClave de partículaVida partículas MáximoPosición partículaDesplazamiento de las partículasPropiedades de partículasRadio de partículasProcesamiento de partículasOpciones partículasContenedor textura opciones partículasEspeciales de partículasSistema de partículasNúmero del sistema de partículasSistema de partículas que controla este modificadorSistemas de partículasPartícula objetivoHerramientas de partículasUV de partículaRadio actualización partículasVelocidad de la partículaCantidad de partículasBloques de datos de partículaPincel edición partículasLas partículas que funcionen como efectores se afectarán a sí mismasPartícula en un sistema de partículasNombre del objeto instanciado en partículasClave de la partícula en un sistema de partículas de peloFactor de cantidad de partículas (un valor más alto producirá más partículas)Eje de orientación de la partícula (no afecta al resultado del modificador Explotar)Tipo de dinámicas de partículasFactor de radio de partículas (valores mayores producirán partículas de mayor tamaño, usadas para la creación de la malla). Necesitará ser ajustado luego de cambiar la escala de la malla.Factor de radio de partículas. Aumentar este valor cuando la simulación aparente perder volumen, disminuirlo si aparenta ganar volumen.Afectar la rotación de las partículas debido a colisiones y campos de fuerzaAumento de partículasModo de selección y visualización de partículasOpciones de partículas, reutilizable por múltiples sistemas de partículasTamaño de las partículas en celdas de la simulaciónEl sistema de partículas puede ser editado en modo partículaEl sistemas de partículas ha sido editado en modo partículaEl sistemas de partículas posee múltiples cachés de puntosSistema de partículas de un objetoModificador de instanciado del sistemas de partículasNombre del sistema de partículasOpciones del sistema de partículasModificador de simulación de partículasSistemas de partículas emitidos desde el objetoNombre de la partícula objetivoTipo de partículasInstanciar_en_partículasModificador Instancia de partículasOpciones_partículasEjesTrenzaSecundariasCírculosCrucesRuloEmisiónRizadoNuevasNingunoNingunoPrincipalesVisualización de partículasPuntosPotenciaRadialProcesadoGirarRotaciónDesordenEspiralOndaSistema_partículasModificador Sistema de partículasPartículas№ partículas MáximoOpciones de partículasPartículas e instanciadoLas partículas mueren cuando colisionan con un objeto deflectorPartículas generadas por el sistema de partículasPartículas en límitesLas partículas que forman parte del objeto deberían ser visibles durante el procesamientoLas partículas fueron generadas por una simulación dinámicaPartículas por caraSeparaciónFactor de separaciónSeparación máximaSeparación mínimaSeparación no está disponible al usar Principales virtualesPasadaFiltro de pasadasIdentificador en pasadaTraspasarPasar asas de clipsPasada que contiene sombras y luz que será multiplicada con el fondoPasada en imagen multi capasHace que las ondas atraviesen los bordes de las mallasMarco exteriorAlfa del marco exteriorPasadasPasadas no soportadasPasadas a incluir en la captura de pasadas activaPasadas usadas por el reductor de ruidos para distinguir entre el ruido y los detalles del sombreador y la geometríaPasivoCámara externaCámara externa no disponiblePegarPegar puntos o trazos de Grease Pencil desde el portapapeles interno hacia la capa activaMétodo de pegadoPegar normalPegar por capaPegar contenidos del archivoPermite pegar copias de los trazos almacenados en el portapapeles internoPega bloques de datos desde el portapapeles internoPegar controlador: no hay controlador que pegarPegar, se esperaban 3 números en formato: '[n, n, n]'Pegar, se esperaban 4 número en formato: '[n, n, n, n]'Permite pegar fotogramas clave copiados desde los huesos del lado opuesto, si existieranPega fotogramas clave desde el portapapeles interno en los canales seleccionados, a partir del fotograma actualPega los fotogramas clave copiados, de manera que finalicen en el fotograma actualPega los fotogramas clave copiados, en su tiempo originalAl pegar claves, sus valores serán relativos a la posición Y del cursorPega los fotogramas clave copiados, en relación al fotograma actual en el momento en que se produjo la copiaAl pegar claves, sus valores serán relativos al valor de la curva, en su intersección con el cursorPega los fotogramas clave copiados, a partir del fotograma actualDesplazamiento de valores al pegar clavesAl pegar claves, el primero de ellos coincidirá con el clave a la izquierda del cursorAl pegar claves, el primero de ellos coincidirá con el clave a la derecha del cursorAl pegar claves, se usarán sus valores originalesPega la imagen desde el portapapelesPega nodos desde el portapapeles interno al árbol de nodos activoPega una normal desde el portapapeles internoPega objetos desde el portapapeles internoPegar detrásPegar sobre todos los fotogramas entre el primer y el último clave seleccionado, creando nuevos claves si fuera necesarioPegar sobre fotogramas que contengan un clave seleccionado, creando potencialmente nuevos claves en los mismosPegar únicamente sobre los valores actuales, sólo manipulando los datos de animación en caso de que se encuentre habilitada la opción Claves automáticosPega los vértices UV seleccionadosPegar curvas seleccionadas desde el portapapeles internoPega clips desde el portapapeles internoPegar texto del portapapelesPegar texto seleccionado en otro lado, en vez de uno copiado (sólo para sistemas X11/Wayland)Pega un recurso que fue previamente copiado usando Copiar como recursoPega el controlador en el botón resaltado, desde el portapapeles internoPega el contenido del portapapeles interno al conjunto de líneas activoPega las opciones de material y sus nodosPega de forma invertida la pose almacenada en la pose actualPega la pose almacenada a la pose actualPega las opciones de la textura y sus nodosDesplazamiento de tiempo al pegar clavesPegar a activoPega rastros desde el portapapeles internoSe pegaron %d recursosSe pegaron %d huesos, omitiéndose %d huesos no seleccionadosSe pegaron los %d huesosSe pegaron sólo %d de los %d huesos copiadosSe pegaron sólo %d de los %d huesos copiados, omitiéndose %d huesos no seleccionadosPega la matriz en el portapapeles al objeto o hueso de pose actual. Usa matrices en espacio globalParcheTrayectoriaLa ruta '%s' no puede ser convertida en absolutaNo es posible hacer la ruta '%s' absoluta para %s '%s'No es posible hacer la ruta '%s' relativa para %s '%s'Ruta '%s' no encontrada (ningún bloque de datos usuario conocido)Ruta '%s' no encontrada, del bloque de datos vinculado '%s' (de la biblioteca '%s')Ruta '%s' no encontrada, del bloque de datos local '%s'Trayectoria posteriorAnimación de trayectoriaTrayectoria anteriorComparar rutasSeguir trayectoria (restricción)Duración trayectoriaFin de trayectoriaGuiar rayosClaves posterioresClaves anterioresLongitud de trayectoriaMáscara de rutaModo de rutasSaluda de rutaRuta relativaSeparador de rutasInicio de trayectoriaIntervalos trayectoriaConflicto en la ruta: cachés de %d definidos a la ruta %sModo edición trayectoriasRuta desde el bloque de datos al árbol de nodos editado actualmenteInterpolación de la trayectoria en este puntoLa trayectoria ya está animadaLa trayectoria está siendo editadaRuta vacía, no es posible guardarRuta al ID usado para generar una imagen para el controlRuta de un objeto dentro del archivo AlembicRuta de la propiedad, a ser definida mediante la profundidadRuta de la propiedad para seleccionar entre las rutas de datos primaria y secundariaRuta a la propiedad usada para rotar la visualización de la texturaRuta a la propiedad usada para definir el color del controlRuta a la propiedad usada para definir el color de relleno del controlRuta hasta la propiedad usada para definir el nivel de ampliación del controlEl punto de la trayectoria está seleccionado para su ediciónRuta relativa a la carpeta actualmente mostrada en el Explorador de archivos (incluye el nombre del archivo)La selección de trayectoria requiere que se seleccionen dos elementos coincidentesLa temporización de la trayectoria es expresada en fotogramas absolutosRuta hacia un archivo CSVRuta hacia un archivo OBJRuta hacia un archivo OpenVDBRuta hacia un archivo PLYRuta hacia un archivo STLRuta al reproductor de animación o secuencias de imágenes personalizadoRuta hasta una carpeta que contenga archivos .blend para ser usados como bibliotecas de recursosRuta a una carpeta donde almacenar externamente las imágenes capturadasRuta a una propiedad a ser usada en un conjunto de clavesRuta hacia un archivo de textoRuta hasta un archivo de inicio alternativoRuta al editor de imágenesLa ruta a la biblioteca de recursos no existe:Ruta hacia los datos visualizadosRuta al archivo externo de desplazamientosRuta hacia el archivoRuta a gltfpackRuta al binario gltfpackRuta al archivo de imagenRuta en donde instalar paquetes de complementos antiguosRuta a la tipografía de la interfazRuta a la tipografía con espaciado constante de la interfazRuta a la propiedadRuta al archivo .blendRuta hacia el archivoRuta hacia los datos visualizadosRuta de los datos mostrados en la planillaRuta a la carpeta donde serán copiadas las texturas importadasRuta a la bibliotecaRuta al archivo de biblioteca .blendRuta al objeto en el archivo Alembic, usado para obtener los datos geométricosRuta al objeto dentro del archivo Alembic usado para obtener la matriz de transformacionesRuta al archivo de plantilla .potRuta al archivo .po correspondiente en el repositorio original de BlenderRuta al archivo PO correspondiente en el repositorio de trabajoRuta al archivo de opcionesRuta al sombreador que define la cámara personalizadaRuta demasiado larga, no es posible guardarRuta: {!r}Ruta: {:s}RutasComparar rutasRango de trayectoriasTipo de trayectoriaRutas de los objetos dentro del archivo AlembicRutas:PatrónÁrea del patrón:Marco delimitador del patrónEsquinas del patrónCoincidencia con el patrónModo de coincidenciaTamaño del patrónMarco delimitador del área patrón en coordenadas normalizadasPatrón a usar para el interior de los ingletesPatrón a usar para el exterior de los ingletesPatrón usado para conectar objetosPatronesPausaPausa la capturaPausar previsualizaciónPausa todas las previsualizacionesPataPermite destacar las crestas en los modelos 'JONSWAP' y 'TMA'Maní (sin cáscara)Maní (con cáscara)Invertir plumaLa presión de la pluma disminuye la influencia de la texturaInclinación de la pluma, desde atrás (-1.0) a adelante (1.0)Inclinación de la pluma, desde izquierda (-1.0) a derecha (1.0)PentagonalPor curvaPor cada dimensiónDesplazamiento por vérticeUsar un factor independiente por cada componenteRedefinir la cantidad de muestras de la escena con las usadas en las capas de visualizaciónCantidad de muestras por píxelDatos por vértice de piel para usar con el modificador ForrarPorcentajePorcentajePorcentajePorcentaje a lo largo de la curva para fundir la deformación, a partir de su raízPorcentaje usado para la presentación en las vistasDefine en qué porcentaje los colores del clip afectan a otros clipsPorcentaje de la longitud del clip originalPorcentaje de la velocidad máximaPorcentaje de partículas a mostrar en la vista 3DPorcentaje del tamaño de procesamiento a agregar como sobrebarrido a los buffers internos de procesamientoPorcentaje de la longitud del clip originalPorcentaje de escala con respecto a la resolución de procesamientoPorcentaje que definie la posición del objetivo a lo largo de la curvaPerceptivoSin pérdida perceptivaValores perceptivamente uniformes, coincidiendo con los del selector de colorRealiza un muestreo RIS al guiado, basado en el producto de la distribución de luz incidente y el BSDFRealiza una operación de comparación entre las dos entradas indicadasRealiza una operación lógica sobre las entradas booleanas indicadasRealizará una multiplicación matricial de las dos matrices de entradaProduce una única rebanada del objeto de dominioPermite realizar operaciones bit a bit con enteros de 32 bitsPermite realizar tanto un recorte por croma (para eliminar el fondo), como supresión de derrames (para corregir los rebotes de color desde el fondo)Realiza una adaptación cromática con respecto a un punto de blanco distintoRealizar la reducción de ruido en dispositivos GPU configurados en la categoría Sistema de las Preferencias. Esto será significativamente más rápido que al usar la CPU, aunque requerirá de memoria adicional en la GPU. Cuando la escena sea tan grande que se necesite más memoria de GPU que la disponible, la opción quedará deshabilitadaRealiza una operación externa sobre un archivo o carpetaPermite realizar una coincidencia difusa de múltiples palabras. Advertencia: Puede ser lentoPermite realizar ajustes de nivel en cada uno de los canales de color de una imagenRealiza operaciones matemáticasRealiza operaciones de forma separada para cada elemento de una geometría (vértices, bordes, etc.)Realizar la acción de ejecución actual para el archivo bajo el cursor (p.ej: abrir el archivo)Realizará varias operaciones matemáticas sobre los valores enteros de entrada proporcionadosRealiza una operación de matemática vectorialRendimientoPreajustes de rendimientoPeríodoPeríodo de la ondaPeríodo del ruidoRuido Perlin 1DRuido Perlin 2DDeformación permanenteHabilitar permanentemente la ejecución de scriptsBorrará permanentemente el archivo .blend del recurso de pincel. Esto no podrá ser deshecho.Borrará permanentemente el pincel. Esto no podrá ser deshecho.¿Borrar permanentemente el archivo .blend del recurso de pose? Esto no podrá ser deshecho.Colecciones ocultas permanentemente:PermeabilidadPermisosPersa - ﯽﺳﺭﺎﻓPersistenteDatos persistentesRuta de datos persistentesID persistenteIdentificador persistenteUID persistenteDatos persistentes asociados a una columna de la planillaDatos persistentes asociados a una tablaDatos persistentes para las tablas mostradas en este editor PlanillaIdentificador persistente para la coincidencia inter-fotograma de objetos con desenfoque por movimientoFicha (token) de acceso personal, puede ser requerida por algunos repositoriosPerspectivaValor de distancia focal de la lente de la cámara perspectiva, en milímetrosMatriz de perspectivaDistancia focal de la cámara perspectivaAvPágRePágFaseMultiplicar faseDesplazar faseDesplazamiento de la fase de la ondaFunción de fase para la luz dispersadaFase del desplazamiento sinusoidalFiPermite realizar una simulación dinámica de ropaConductor físicoPropiedades dinámicasFuentes de luz físicasModelo dinámico para simular fuerzas de flexiónUnidades de iluminación de glTF basadas en principios físicos (cd, lx, nt)Sombreador basado en principios físicos, de uso sencillo, para procesar pelo y pelajeSombreador basado en principios físicos, de uso sencillo, para procesar materiales de superficie. Basado en el modelo OpenPBRDinámicasPropiedades de dinámicasTipo de dinámicasPermite realizar una simulación dinámica de fluidos, como líquidos o gasesEscogerEscoger instanciaLa opción Escoger instancia se encuentra activa, pero no hay instancias que escoger. En su lugar se usará la entrada como instancia.Escoger aleatoriamentePermite escoger una propiedad para ser usada como objetivo de un controladorEscoger objetos de la colección aleatoriamenteEl hueso escogido no pertenece al esqueleto previamente escogidoError al escoger un huesoPicómetrosImágenesMenú circularColores Menú circularArrastrar para menú circularMenús circularesSi se mantiene presionada una tecla activadora de menú circular más allá de este lapso (expresado en centésimas de segundo), cerrar el menú al soltarlaTamaño del menú circular en píxelesLos menús circulares usarán la posición del ratón como centro, durante este tiempo (medido en 1/100 de segundo)FijarIntensidad de anclaje de los tensores (a la posición de los vértices objetivo)Fijar los límitesFijar manipuladorIntensidad de anclajeGrupo de anclajeFijar IDFijar materialMétodo de ajusteFijar modoFijar escenaFijar límites de simulaciónIntensidad de anclajeGrupo de vértices para anclajeFijar enPermite fijar cada curva en un cierto punto para la operaciónFijar en el Editor de curvasFija el modo del pincelFijar en último lugarPellizcarPellizcar UVPing pongModo ping pongFijoEl esqueleto fijado no se encuentra activo en la Vista 3DLas islas fijas no serán movidasLas islas fijas únicamente serán trasladadasLas islas fijas no serán redimensionadasLas islas fijas no serán rotadasSólo es posible seleccionar vértices fijos en modo de VérticesCanalizaciónPistónInclinaciónFactor de tono para el cálculo del efecto DopplerPivoteEje de pivoteRestricción PivoteControl de pivoteDesplazamiento pivotePunto de pivotePivote XPivote YPivotar alrededor del objeto activoPivotar alrededor del centro del volumen delimitador de los objetos seleccionadosPivotar alrededor del origen de cada objetoPivotar alrededor del punto medio de cada isla seleccionadaPivotar alrededor del cursor 2DPivotar alrededor del cursor 3DPivotar alrededor del punto medio de los objetos seleccionadosPunto de pivote para rotar y escalarPivote en términos del parámetro U del punto del trazo (0 <= u <= 1)La posición del pivote se encuentra en la posición del objeto activoLa posición del pivote se encuentra en la posición del objeto seleccionadoLa posición del pivote se encuentra entre los cuerpos rígidos restringidosPivote de las operaciones de rotación y escalaPíxelArte pixelarProporción de píxelProporción de píxelesProporción XProporción YCoordenadas en píxelesDensidad de píxelesPreajustes de densidad de píxelesFiltrado de píxelesTamaño píxelesProporción de los píxeles de la imagenTipo de filtrado de píxelesAncho del filtro de píxelesTamaño de los píxelesTamaño del píxel durante el procesamiento de la vistaTamaño en píxeles escalado por el porcentaje con respecto a la escenaPixelizarPixelizarEfecto de pixelizaciónPixeliza la imagenPíxelesUn píxel será considerado como dentro del área de desenfoque cuando la diferencia promedio entre su determinador y el determinador del píxel central sea menor que este umbralUn píxel será considerado como parte de un borde cuando más del 10% de los píxeles cercanos tengan valores de mate dentro del rango de tolerancia permitido, con respecto al valor de mate del píxelLos píxeles serán desmanchados sólo cuando la cantidad de píxeles cercanos que sean distintos exceda este umbral de relación con respecto al número total de píxeles cercanos. Los píxeles cercanos serán considerados distintos cuando excedan la entrada de umbral de colorLos píxeles serán desmanchados sólo cuando su diferencia de color con respecto al color promedio de los píxeles cercanos exceda este valorDistancia (en píxeles) recorrida por el ratón en cada eje al dibujar el trazoPíxeles por unidad de BlenderPíxeles por pulgadaLos píxeles cuyos valores de luminancia sean mayores que este máximo permanecerán sin ser recortadosLos píxeles cuyos valores de luminancia sean menores que este mínimo serán recortadosPíxeles/centímetroPíxeles/pulgadaPíxeles/metroPíxeles/{:s}Colocar marcadorColocar siguiente vértice del trazoUbica el cursorUbicar marcadores en toda la imagenUbicar marcadores sólo dentro de las áreas demarcadas con la herramienta AnotarUbicar marcadores sólo fuera de las áreas demarcadas con la herramienta AnotarUbicar un nuevo marcador en la posición especificadaPermite ubicar un nuevo marcador en la posición deseada (haciendo un clic)Ubicar el nodo Mezclar a la altura del nodo más bajoUbicar el nodo Mezclar entre ambos nodosUbicar el cursor en el punto medio de los fotogramas clave seleccionadosUbicar el valor Y del cursor en el valor promedio de los fotogramas clave seleccionadosPermite reubicar el cursor sin que la vista 'salte' a su nueva ubicaciónUbica los vértices en la superficie que sería producida si se usara un nivel infinito de subdivisiones (la forma suavizada ideal)Marcador de posiciónReservar nombresUbicaciónUbicación de las características detectadasSimpleEjesEncadenado simplePlanoSonda planaPlanoAlfa del planoÁngulo entre planosEje del planoNormal del planoDesplazar planoPresión a desplazamiento planoPunto del planoRastreo planoDeformar con rastreo planoEspeciales de rastreo plano de imagenRastros planosRecortar planoPlano para el trazo proyectadoPlano a ser usado para orientaciónNo se encontró el rastro plano '%s' en el objeto de rastreo %sEl rastreo plano está seleccionadoDeformación de plano, usando valores explícitos de esquinasYesoPlásticoPlasticidadReproducirReproducir audioTodos los fotogramasReproducir enModo de reproducciónReproduce la animaciónReproducir a velocidad normal, sin tomar en cuenta los FPS de la escenaReproduce el audio desde el editor de secuencias al recorrer el tiempo arrastrandoReproducir audio desde el Editor de video, en caso contrario silenciarloPermite reproducir las animaciones ya procesadas usando un reproductor externoReproducir en reversaReproducir este archivoReproducciónControles de reproducciónVelocidad de reproducción (fps)Sólo al reproducirReproducción EscalarPaneo del sonido durante la reproducción (solamente para fuentes mono)Tono del sonido durante la reproducciónVolumen de reproducción del sonidoReproductorCursor de tiempoPosición cursorPor favor crear antes una varianteAlternar el interruptor 'Filtrar acciones' para refrescar la listaPor favor editar las preferencias del complemento UI TranslateActivar Permitir acceso en línea, en la sección Sistema de las Preferencias.Por favor, enviar un reporte de error.Seleccionar al menos una imagenPor favor seleccionar 1 sólo marco para restablecerPor favor seleccionar dos clipsDefinidosPuntoPunto 1Punto 2Punto 3Punto 4Caché de puntosLista de cachés de puntosCachés de puntosNube de puntosNube de puntos a partir de MallasNube de puntos: {} puntosNubes de puntosCantidad de puntosIdentificador punto en curvaDensidad de puntosID grupo puntosIdentificador del puntoIdentificador de punto en curvaInformación de puntosLuz puntualPunto de rastreoPunto hacia arribaCaché de puntos para simulaciones dinámicasEl caché de puntos debe ser capturadoComponente de la nube de puntos que contiene únicamente datos de puntosBloque de datos de nube de puntosBloques de datos de nube de puntosEl objeto de nube de puntos no soporta esta operación de definición de origenNube de puntos o malla en donde fusionar puntosLas nubes de puntos sólo soportan un único material; la entrada de selección no podrá ser un campoCoordenadas del puntoPunto de una nube de puntosPunto de una forma clavePunto de una forma clave de una curva BezierPunto de una forma clave de curvaPunto de la cuadrícula de la jaulaPunto no encontrado en la curva indicadaPunto de curvaPunto de una curva de mapeoPunto de la curva usado para definir un perfilPunto en el origen que se adherirá al objetivoModo selección puntosPunto seleccionadoApunta las normales personalizadas seleccionadas hacia el objetivo especificadoPunto en torno al cual rotarRota, apuntando hacia el objetivo por el ángulo más cortoApunta hacia el objetivo a lo largo del eje de seguimiento, bloqueando los otros ejesPermite apuntar el objeto hacia un objetivo, siguiendo el camino más cortoPermite tomar un color de punto desde una banda de colorPunto:NubePuntosNuevaPunteroEl puntero de la ruta image_id no es un IDPuntiagudaPuntosPuntos (no soportado)Puntos en UPuntos en VPuntos que definen el esfumadoCuadrícula de puntos, actualmente no soportado en objetos volumétricosPuntos en la dirección U (no podrá ser cambiado cuando haya Formas clave)Puntos en la dirección V (no podrá ser cambiado cuando haya Formas clave)Puntos en la dirección W (no podrá ser cambiado cuando haya Formas clave)Puntos de curvaPuntos de la jaulaPuntos por curvaPuntos que serán convertidos en vértices de una mallaPuntos a curvasPuntos a cuadrícula SDFPuntos a vérticesPuntos a volumenPuntos de los cuales calcular la envolvente convexaPuntos a partir de los cuales generar curvasPuntos donde ubicar instanciasPuntos a los cuales modificar su posiciónPuntos a los cuales definir su radioPuntos que serán convertidos en un volumenPuntos cuyo volumen será convertido en una cuadrícula volumétrica de distancia con signoPuntos:%sPuntos:%s/%sDisco de PoissonCoeficiente de Poisson para la deformación elástica. Valores más altos preservarán más el volumen, pero también tenderá a producir más abultamiento.CentroDesplazamientoCálculo del centro del pinchazo de la caraPolar 0 es XPolar 0 es YPolar ZXPolar ZYPoloÁngulo polarCantidad en polosÁngulo fundido de polos InicialÁngulo final de fundido de polosÁngulo inicial de fundido de polosSub objetivo polarObjetivo polarEje definido como polo para la rotaciónRotación polarPolaco - PolskiPoligonalCrear polígono Cara en el punteroCrear polígono Dividir en el punteroCrear polígono Transformar en el punteroTipo datos de carasPolígonoÁrea del polígonoCentro del polígonoNormal del polígonoNormales de polígonosPolígono en el bloque de datos de una mallaPoligonizaciónPoligonizaciónResolución de poligonización durante el procesamientoResolución de poligonización en la vista 3DPolígonosPolígonos de la mallaLínea poligonalPolinómicoOrden polinómicoPoliestirenoPermite buscar dentro de un menú en el contexto actualPermite buscar entre todos los operadores disponibles en el contexto actualPermite buscar dentro de todos los menús en el contexto actualPortalProfundidad de portalPorción de elementos a seleccionar aleatoriamentePortugués (Brasil) - Português (Brazil)Portugués (Portugal) - Português (Portugal)PosPoseRecurso de pose copiado, usar Pegar como nuevo recurso en un Explorador de recursos para pegarloHueso de poseColor del hueso (Pose)Huesos posePosición cabeza poseSegmentos de CI de poseBiblioteca de posesBiblioteca de poses basada en el sistema de recursos.Desplazamiento de posición poseMarcadores de poseMatriz de poseModo PoseNombre de poseOpciones de poseDesplazamiento de origen de posePosadoDesplazamiento de rotación posePosePosición cola poseLos recursos de pose sólo pueden ser modificados dentro del modo PoseLa biblioteca de poses es sólo para esqueletos en modo PoseRestricciones de pose de huesosPosiciónPosición 1Posición 2Factor de posiciónCampo de posiciónModo de posiciónCuantización de posiciónBits de cuantizado de posiciónPosición XPosición a lo largo de la trayectoriaPosición y contornoPosición del marcador 3D reconstruida a partir de este rastroPosición del esténcil de máscara en la vistaPosición del clave de retemporización en la línea de tiempoPosición del esténcil en la vistaPosición del punto de control final de la curvaPosición del asa final usada para definir la forma de la curva. En modo Desplazamiento, se calcula relativa al punto finalPosición del primer punto de controlPosición del primer vérticePosición del elemento en su panel superiorPosición del punto de control finalPosición del punto de control medioPosición del control medio, desactivado cuando sea ceroPosición del ratón usada para los modos "Superficie" y "Vértice activo"Posición de la raíz de una curvaPosición del segundo punto de controlPosición de la rebanadaPosición del punto de control inicial de la curvaPosición del asa inicial usada para definir la forma de la curva. En modo Desplazamiento, se calcula relativa al punto inicialPosición del punto de la punta de una curvaPosición del control y el pivote del torsoPosición de la onda a lo largo de la dirección de las bandas. Esta podrá ser usada como entrada para un mayor control sobre la distorsiónPosiciona la cámara de la escena en el punto de referencia seleccionadoPosición a la cual saltarPosición, contorno e intensidadPosición:PosicionalRastreo posicionalPositivaEje positivoLados positivosEje positivo XEje positivo YEje positivo ZSuavizado de malla positiva¡Posible pérdida de datos al guardar este archivo! El modificador %s ha sido marcado como obsoleto (Objeto: %s)Pos procesamientoProceso posterior a sub intervalosPos procesamientoPosterizarPosponer la ejecución hasta que el operador de la herramienta se haya ejecutado (al ser usado con una herramienta)Pos procesamientoRadio de potencialLibrasPotenciaModo PotenciaPrecisiónModo de precisiónÁngulo usado para los incrementos de rotación de precisión en los editores 2DÁngulo usado para los incrementos de rotación de precisión en los editores 3DModo de precisiónPrecisión de la convergencia, en caso de reiteraciónPrecisión del muestreo de los trazos. Valores bajos significarán un resultado más preciso, mientras que cero deshabilitará el muestreoPrecisión de la marcha de rayos de la iluminación global aceleradaPrecisión del trazado de rayos en espacio de pantallaTransiciones de tipo inercial, útiles para gráfica animada (ordenadas de la menos a la más "drástica")Color predefinido de nodoColor predefinido de marcadorAjustes predefinidos de cámara para el rastreoOpciones predefinidas de rastreoPredecirPredecir el movimiento del objetivoPreethamPreetham 1999 (antiguo)Preferir subordinar DEFPreferir el deslizamiento a lo largo de los bordes para obtener anchos parejosPreferir el deslizamiento a lo largo de los bordes para obtener anchos más parejosPreferenciasVista 3DAccesibilidadAdición de curvasAdición de mallasTodoAnimaciónCapturaCámaraColoridoComposiciónIntegradoOscuroDesarrolloExtensiónContactoMotor de juegosNodos de geometríaGrease PencilAlto contrasteImportación-ExportaciónInspirado enObsoleto (otro)Obsoleto (usuario)ClaroIluminaciónMaterialesMallasModeladoNodosObjetosPinturaDinámicasCanalizaciónImpresiónProcesamientoSistemas de controlEscenaEsculpidoEditor de videoSistemaEditor de textoRastreoTraducirUVInterfaz de usuarioVisualización de preferenciasNavegación de preferenciasLas preferencias han cambiadoPreferencias relativas a la visualización de datosPreferencias guardadasPreferencias que funcionan sólo en aplicacionesDispositivo preferido a seleccionar durante la detección (requiere reiniciar Blender para que los cambios entren en vigor)Preferir conectar los componentes en el fondoPreferir conectar los componentes en el frentePreferir conectar el color que ocurra menos frecuentemente en las cercanías de la posición actualPreferir conectar el color que ocurra más frecuentemente en las cercanías de la posición actualPrecargar fotogramasPrecarga fotogramas desde el disco para una reproducción o rastreo más rápidosPrecargando...PrefiltradoPrefiltrar pasadas de guía (albedo y normal) ruidosas para mejorar la calidad de la reducción de ruido al usar OpenImageDenoisePrefiltrar las pasadas de guía ruidosas antes de reducir el ruido. Mejora la calidad cuando las pasadas de guía presentan ruido, usando tiempo adicional de procesamientoPrefiltrar las pasadas de guía ruidosas antes de reducir el ruido de la imagen. Mejora la calidad cuando las pasadas de guía presentan ruido, usando tiempo adicional de procesamiento.PrefijoPremultiplicadoPremultiplicar alfaPreparar animaciones adicionalesPreparar texturas no usadasPrepara la escena para componer objetos 3D sobre esta películaPasada previaPre procesamientoModo preseleccionado al usar este pincelPreservarPreservar atributosPreservar coloresPreservar detallesPreservar longitudPreservar límites de la mallaPreservar tonoMantener anteriorMantener máscara anteriorPreservar costurasPreservar definiciónPreservar los caracteres codificados con UTF-8 al escribir nombres de primitivas y propiedades de USD (requerirá un programa que utilice USD 24.03 o superior para abrir los archivos resultantes)Preservar formantes vocalesPreservar volumenPreserva las líneas de contorno durante el filtradoPreservar las esquinas que tengan un ángulo más agudo que este umbralPreservará la longitud de cada curva durante la deformaciónPreservar las rutas de texturas provenientes de archivos USD ya importados. Exportar las texturas restantes a una carpeta 'textures' junto al archivo USDPreservar la alineación de las islasPreservar orden de islasPreservar costuras a lo largo de los bordes biseladosPreservar definición de bordes a lo largo de los bordes biseladosPreserva la longitud de las curvas en base a los segmentosMantiene la máscara anterior y agrega o sustrae la nueva, generada a partir de los coloresMantiene el estado anterior de los datos objetivoPreservar las transformaciones globales al establecer un superiorPreserva el volumen cuando se usan rotacionesPermite preservar la geometría existente a lo largo del plano de cortePreajusteNombre del preajusteConfiguración de preajustes de reproductores externos de animaciónPreajuste de punto de vista a usarPreajustesPresionarPulsar 'Intro' para tomar muestras fuera de las ventanas de BlenderPresionar + y -, o la rueda del ratón para definir el fundidoPresionar y soltarPresionar una teclaLa presión causará una activación inmediata, previniendo que se transmita un evento de clic a la herramientaPresiona el botón activoPresiónMapeo de presión a alteraciónMáscara de presiónAleatoriedad de presiónEscala de la presiónMapeo de presión a tamañoMapeo de presión a intensidadGrupo de vértices para presiónCampo de presión del dominio del fluidoPrevenir cambiosen las opciones para reutilizar el operador, práctico al cambiar varias cosas de una vez con geometría pesadaImpedir cambios en la elevación del visorImpedir cambios en la posición del visorImpedir cambios en la rotación del visorImpedir cambios en la escala del visorImpedir cambios en la orientación superior del visorEvita que el esfumado se intersecte consigo mismoEvitará la inversión de las UV, la inversión podría reducir la distorsión, dependiendo de la posición de los UV fijosPermite prevenir la edición de los marcadoresEvita que los vértices traspasen el plano de simetría al ser transformadosPreviene la inversión de UVPreviene que el usuario modifique esa operación de redefinición (NO USADO)PrevisualizaciónFondo previsualizaciónPrevisualizar durante transformacionesOpciones sobreimpresión de previsualizaciónSobreimpresos PrevisualizaciónCalidad previsualizaciónRango de previsualizaciónFotograma final previsualizaciónFotograma inicial previsualizaciónResolución de previsualizaciónForma de previsualizaciónTamaño de previsualizaciónAdherencia PrevisualizaciónPrevisualizar entornoAmpliar previsualizaciónPrevisualizar todos los canales menores o iguales a este valor. 0 mostrará todos los canales; valores negativos subirá la misma cantidad de niveles de meta clips, si fuera aplicable, mostrando todos los canales allí existentes.Imagen e ícono de previsualizaciónImagen e ícono de previsualización de este bloque de datos (será Ninguna, si no fuera posible previsualizar este tipo de datos)Previsualiza los materiales usando una iluminación del entorno predefinidaForma usada por las previsualizaciones de nodosPrevisualiza el estado final de la escena usando el motor de procesamiento activoPrevisualiza los planos de raspado en el puntero mientras se dibuja el trazoPrevisualizar este archivoPrevisualizaciones¡Falló el proceso de eliminación de previsualizaciones para el archivo '{:s}'!¡Falló el proceso de generación de previsualizaciones para el archivo '{:s}'!AnteriorVelocidad angular anteriorCaracter anteriorIdentificador de borde anteriorAnterior falloClave anteriorLínea anteriorNodo anteriorPágina anteriorPosición partícula anteriorVelocidad partícula anteriorRotación anteriorPalabra anteriorTipo de fundido/operación anteriorFotograma anteriorAnterior o selecciónPrewittPrimarioEje primarioEje primario de huesosColor primarioCapas de controles primariosRuta de datos primariaEje rotación primarioColor primario del patrón de damero que indica áreas transparentesRuta principal de la propiedad a ser definida por el control radialEje primario de rotación:PrimitivaPrimitiva booleanaPrimitiva decimalPrimitiva enteraPrimitivasLa primvar '%s' (interpolación %s, tipo %s) no puede ser convertida a BlenderPunto principalPrincipistaBSDF PrincipistaBSDF Pelo PrincipistaVolumen PrincipistaSombreador basado en principios físicosImprimirImprimir rendimiento en consolaImprime un mensaje cuando la terminal se inicializaImprime estadísticas de la memoria a la consolaImprimir este archivoPriorizar color activoPrioriza la consistencia para cambios de tono dinámicosPrioriza una alta calidad de desplazamientoPrioriza la velocidad sobre la calidad del audioPrioridadProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 reemplazoProRes 4444ProRes 4444 XQPerfil de ProResFinalizar el muestreo de cada luz cuando, de forma probabilística, su contribución se encuentre por debajo de este umbral (generando más ruido, pero un procesamiento más rápido). 0 deshabilitará la comprobación y nunca se ignorarán las lucesProbabilidadDensidad de probabilidad por canal de color de que ocurra un evento de dispersión hacia el exterior, medida por unidad de distanciaDensidad de probabilidad por canal de color de que la luz sea absorbida, medida por unidad de distancia viajada dentro del medioSondaRecorte final de la sonda, más allá del cual los objetos no aparecerán en reflejosRecorte inicial de la sonda, más allá del cual los objetos no aparecerán en reflejosProblema al capturar el objeto "%s"Problema al guardar el mapa capturado en "%s"Problema guardando internamente el mapa capturado para el objeto "%s"Procedimental - textura en color basada en funciones trigonométricasProcedimental - crea una textura de ruido fractal de tipo nubeProcedimental - crea una textura de ruido fractalProcedimental - crea una textura de tipo rampaProcedimental - crea patrones tipo celdas basados en ruido WorleyProcedimental - textura de ruido fractal altamente flexibleProcedimental - textura de ruido tipo mármol con bandas generadas mediante ondasProcedimental - textura de ruido distorsionada por dos algoritmos de ruidoProcedimental - ruido aleatorio, obtiene un resultado diferente cada vez, en cada fotograma, para cada píxelProcedimental - bandas o anillos generados mediante ondas, con ruido opcionalTextura procedimental para mezclar coloresTextura procedimental de ruido distorsionadoTextura procedimental MusgraveTextura procedimental de ruidoTextura procedimental VoronoiProcesar propiedades de huesosProcesar propiedades de datosProcesa el efecto de derrame (la pintura húmeda se derramará en la dirección de la gravedad)Procesa el efecto de contracción (contrae las áreas pintadas)Procesa el efecto de dispersión (dispersa la pintura húmeda por la superficie)Canaliza el resultado del procesamiento (ya compuesto, si correspondiera) hacia el sistema de edición de video, en caso de que existan clips en el editor de videoCanaliza el resultado del procesamiento a través del sistema de composición, en caso de que exista un grupo de nodos de composición asignado a la escenaProduce un factor de fundido basado en el ángulo entre la normal de la superficie y la dirección de visualización, usando las ecuaciones de Fresnel. Usado típicamente para mezclar reflejos según el ángulo de visualizaciónProduce un factor de fusión que depende del ángulo entre la normal y la dirección de visualización. Usado típicamente para superponer sombreadores en capa con el nodo Mezclar sombreadoresProduce un diseño usando trazos de contornos circulares, elípticos y cuadradosPermite producir un mate que aísle el contenido del frente, comparándolo contra una imagen de referencia del fondoProduce menos polos y un mejor flujo en la topologíaPerfilCurva de perfilFactor del perfilGeometría perfilOrigen del perfilModo del perfilObjeto perfilEditor de curva de perfil usado para construir una curva de perfilPunto del perfilResolución perfilForma del perfilTipo de perfilPuntos de control del perfilProgramaError de programación: falta eliminar función de transformación o nombre de conjunto de clavesProgresoBarra de progresoColores Control barra progresoProgresiónProyectarProyecta A sobre BEje de proyecciónDistancia de proyecciónProyectar elementos individualesLímite proyecciónModo de proyecciónProyectar sobre selecciónProyectar en sentido opuestoProyectar puntoPermite proyectar un punto usando una matriz, usando posición, rotación, escala y división de perspectivaPermite proyectar una imagen procesada y editada, desde la cámara activa de vuelta hacia el objetoProyecta líneas de contornos usando un objeto como fuente de luzProyecta la imagen editada de vuelta sobre el objetoProyectar tanto en el sentido especificado, como en el opuestoProyecta sobre las superficiesProyectar los trazos en el plano perpendicular al eje XProyectar los trazos en el plano perpendicular al eje YProyectar los trazos en el plano perpendicular al eje ZPermite proyectar las coordenadas UV desde el eje Z negativo de otro objetoProyecta los vértices UV de la malla tal como se ven en la vista 3D actualProyecta los vértices UV de la malla sobre la superficie curva de una esferaProyecta los vértices UV de la malla sobre la pared curva de un cilindroProyecta los vértices UV de la malla sobre las seis caras de un cuboProyecta la malla extraída sobre la escultura originalProyecta la geometría sobre un plano definido mediante una líneaPermite proyectar la forma del objeto hacia la superficie de otro objetoProyecta los trazos sólo sobre los objetos seleccionadosProyectar sobre esculpidoProyectadoProyectado (2D)Borde proyectado interpoladoCara proyectada interpoladoX proyectadoY proyectadoProyectado desde la vistaProyecciónFundido de proyecciónMatriz de proyecciónModo de proyecciónTipo de proyecciónProyección en XProyección desde una foto ortogonal de una esfera espejadaProyección de la imagen de entradaProyección sobre un cilindro virtual desde el centro, similar a rotar una cámara panorámicaLa proyección desplegará las caras seleccionadas de las mallasProyectoresProyecta la malla para preservar el volumen y detalles de la malla originalCursorRequerir una confirmaciónPropiedad:PropagarPropagar escalaPropagar a controlesPropagar torsiónPropaga cada mensaje de información, error y advertencia hacia arribaPropaga los atributos de las instancias al dominio Punto, en vez de al dominio Curva. Esta propiedad existe para compatibilidad con 5.0 y anteriores.Propaga sólo los mensajes de error y advertencia hacia arribaPropaga sólo los mensajes de error hacia arribaPropaga la pose a todos los fotogramas clave entre el fotograma actual y el especificado en la propiedad 'Fotograma'Propaga la pose a todos los fotogramas clave desde el fotograma actual hasta que no se encuentren másPropaga la pose a todos los fotogramas clave en fotogramas con marcadores de escena luego del fotograma actualPropaga la pose a todos los fotogramas clave seleccionadosPropaga la pose sólo al primer fotograma clave posterior al fotograma actualPropaga la pose sólo al último fotograma clave (tornando cíclica a la acción)Propagar la escala de los controles principales a través de la cadenaPropagar la torsión de los controles principales a través de la cadenaPropagar:Intervalos de propagaciónPropiedadesEspacio de propiedadesPropiedades que actúan como entrada para este controladorPropiedades y barras lateralesPropiedades asociadas con el exportador configuradoLas propiedades de datos redefinidos no pueden ser editadasPropiedades del modo de pintura de imágenes y texturasPropiedades del modo de pinturaPropiedades del modo de edición de partículasPropiedades de la celda UDIMPropiedades del modo de pintura de vértices e influenciasDatos del espacio de propiedadesPropiedades a definir al invocar el operadorPropiedadPropiedad '%s.%s' no encontradaDefinición de propiedadEditar propiedadEditores de propiedadesÍcono de Propiedad - FondoÍcono de Propiedad - FrenteNombrePropiedades - InfluenciasPropiedad agregada al conjunto de claves: '%s'La propiedad no puede ser a la vez booleana y decimalEdición de la ruta de datos de la propiedadLa propiedad de la ruta '%s' tiene longitud %d en vez de %dLa propiedad de la ruta '%s' no es decimalLa propiedad ha sido creada dinámicamente en tiempo de ejecuciónLa propiedad es una salida de nombre de archivo, ruta de archivo o carpetaLa propiedad es una ruta que soporta el prefijo "//", significando que la ubicación será relativa a la carpeta del archivo ".blend"La propiedad es una ruta que soporta la sintaxis de expresión variable "{nombre_de_variable}", que sustituye el valor de la variable referenciada, tomando el lugar de la expresiónLa propiedad es animable a través de RNALa propiedad es editable desde instancias vinculadas (los cambios no serán guardados)La propiedad es editable a través de RNALa propiedad no es editableLa propiedad no es editable: %sLa propiedad se encuentra registrada opcionalmente como parte del registro del tipoLa propiedad es redefinible a través de RNALa propiedad se encuentra registrada como parte del registro del tipoLa propiedad debe ser nula o una distancia, factor, porcentaje, ángulo o píxelLa propiedad debe ser un entero o un decimalNombre de la propiedad (como una cadena)Editar nombre de propiedadNo se encontró la propiedad llamada '%s'Propiedad eliminada del conjunto de clavesPropiedad que almacena propiedades arbitrarias, definidas por el usuarioEl tipo de propiedad no coincide con el conector de entrada "(%s)"Valor de la propiedad no presente en la enumeraciónProporción de líneas de píxeles de la imagen original a muestrearEdición proporcionalEditar acciones proporcionalmenteEditar curvas-f proporcionalmenteDecaimiento de edición proporcionalEditar objetos proporcionalmenteEdición proporcional usando sólo geometría conectadaEdición proporcional usando posiciones en espacio de pantallaRadioModo de edición proporcionalEdición proporcional de curvas-fEdición proporcional de accionesEdición proporcional de máscarasEdición proporcional de objetosBloquearProtege el color de futuras ediciones y/o cambios de fotogramaProtege la capa de futuras ediciones y/o cambios de fotogramaProtege la forma clave de ediciones y esculpidos accidentalesProtege el nodo del árbol de la edicionesProtegido de redefinicionesPrototiposProducirá un valor Verdadero/Falso que podrá ser conectado a otros nodos del árbolProporcionar un ID de grupo personalizado para cada capa y las que tengan el mismo ID se fusionarán entre síProducirá un valor de rotación que podrá ser conectado a otros nodos del árbolProporciona una selección basada en los tipos de asas de los puntos de control BezierProporciona una selección de un número arbitrario de extremos de curvasProporciona una selección de caras que usan el material especificadoProducirá una cadena de texto que podrá ser conectada a otros nodos del árbolProducirá un valor vectorial que podrá ser conectado a otros nodos del árbolProducirá un valor entero que podrá ser conectado a otros nodos del árbolPermite obtener información sobre puntos de rastreo de movimiento, tales como sus valores de posición X e YProporciona posición, rotación y escala separadasLos reemplazos han sido eliminados de Blender (%d reemplazos fueron automáticamente convertidos a redefiniciones de biblioteca, %d reemplazos no pudieron ser convertidos y fueron eliminados). Por favor considerar volver a guardar cualquier archivo .blend de biblioteca usando la última versión de BlenderProximidadDistancia proximidadGeometría proximidadModo proximidadEl decaimiento de la proximidad es aplicado por dentro del volumenTipo de decaimiento de la proximidadReemplazoCarpeta personalizada de reemplazosArchivo personalizado de reemplazoCarpeta de reemplazosReemplazar al procesarOpciones de reemplazoConfiguración reemplazosTamaño del reemplazoReemplazo no habilitado para %s, omitiendoReemplazo del objeto %s bibl %s perdidoReemplazo del objeto %s bibl perdidoParámetros de reemplazo de un clip de películaParámetros de reemplazo de un clip de la secuenciaReemplazo / Código de tiempoTrozar cuadrículaModo sopladoVolumen sopladoEstirarPermite tirar de los puntos hacia el punto medio del pincelDesplegableColores Control desplegablePermite atraer los bordes sueltos entre síTira la ropa hacia la posición inicial del punteroModulación por impulsos codificados (PCM RAW)PotenteLuces puntualesCompletamente aleatorioPurgar datos no usados de este archivoEmpujarEmpujar fueraEmpujar poseEmpuja la acción hacia abajo, al comienzo de la lista de ANL, como un nuevo clipEmpuja la acción hacia abajo, al comienzo de la lista de ANL, como un nuevo clipGenerar un paso de deshacer con cada uso del manipuladorEmpujar partículas secundarias que hayan dejado el domino nuevamente dentro del mismoDesplaza el terminador de sombras hacia la luz, para ocultar defectos en geometrías de bajos polígonosEmpujar / TirarEmpuja o tira los elementos seleccionadosEmpujar / Tirar: %.4f%s %sEmpujar / Tirar: %s%s %sColocar en el fondoColocar los nuevos objetos en la colección activaColocar los objetos pegados en la colección activaColoca el contenido de un meta-clip de vuelta en la línea de tiempoPxr24 (con pérdida)PythonReferencia del API de PythonConsola de PythonScripts de PythonCarpetas de scripts PythonCarpeta de scripts PythonDescripciones PythonComplementos Python a ser cargados automáticamenteIdiomaPython deshabilitado en esta compilación del programaFalla en evaluación de Python: Error durante evaluación de Python: {:s}Expresión Python a ser evaluada como la opción inicial del nodoPython restringido por razones de seguridadScript Python para definir un módulo de estiloValor Python para tipos de propiedades personalizadas no soportadosPython: {}Python: {}.{}CuadriláterosTipo esquinas cuadCuadriláterosDividir en cuatroVista cuádrupleRegiones de vista cuádrupleBuffer cuádruple no soportado por el sistemaVentana con buffer cuádruple creada de forma exitosaCuadráticoBezier cuadráticaResistencia cuadráticaEsférico cuadráticoInterpolación cuadráticaRehacer malla seleccionada usando cuadriláterosRehacer malla usando cuadriláteros: Operación canceladaRehacer malla usando cuadriláteros: Operación completadaRehacer malla usando cuadriláteros: Operación fallidaRehacer malla usando cuadriláteros: La malla necesita ser desplegable y contener normales de caras que apunten en una dirección consistenteCuadriláteroCalidadIntervalos de calidadCalidad para los formatos de imagen que soportan compresión con pérdida de datosCalidad de la exportación a JPEGCalidad del filtro anisótropoCalidad de exportación de imágenesCalidad de los reemplazos a ser creadosCalidad del proceso de empaque. Valores mayores serán más lentos, pero aprovecharán mejor el espacio disponibleCalidad del desplazamientoCalidad de la simulación en intervalos por fotograma (mayor es mejor calidad, pero más lento)Opciones de calidad para el trazado de rayosInvisibilidad cuantitativaCantidad de hollín en el fluidoBits de cuantizado para valores de color (0 = sin cuantizado)Bits de cuantizado para valores genéricos como influencias o articulaciones (0 = sin cuantizado)Bits de cuantizado para valores de las normales (0 = sin cuantizado)Bits de cuantizado para valores de posición (0 = sin cuantizado)Bits de cuantizado para valores de coordenadas de texturizado (0 = sin cuantizado)Cuantizar PosiciónUn cuartoInterpolación de cuarto gradoCuaternioCuaternio (WXYZ)Atributo cuaternioValor de atributo cuaternioRotación cuaternioTipo de datos de cuaternios, afectan la rotaciónRotación expresada como un cuaternioRotación en cuaternios (afecta el fundido de ANL)Cuaternio a rotaciónConsulta a ser insertada en el campo de búsquedaTamaño de la colaEfectos rápidosFavoritos rápidosConfiguración rápidaQuickTimeQuickTime (Animación)Configura rápidamente el arte lineal para la colección activaConfigura rápidamente el arte lineal para el objeto activoConfigura rápidamente el arte lineal para toda la escenaInterpolación de quinto gradoPermite salir del programaRFotorreceptor R/DRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRVAEspacio de color RVA (Rojo, Verde, Azul)Curvas RVALimitar según canal RVAPresentación RVALos canales RVA de los píxeles transparentes serán multiplicados por el canal alfaLos canales RVA de los píxeles transparentes no serán afectados por el canal alfaEspacio de color RVAModificador de curvas RVA para el clip de la secuenciaRVA a grisesRVA a XYZValores RVARVAαColor RVAα con valores decimales de punto flotante de 32 bitsColor RVA en espacio de color sRGBColor RVAα en espacio de color lineal de la escenaConector de color RVAα de un nodoColor RVAα con valores decimales de punto flotante de 32 bitsColor RVAα con valores enteros positivos de 8 bitsRK4RLERBotDerIdentificador en vector RNARuta RNARuta RNA (dentro del bloque de datos elegido) de la propiedad a ser usadaRuta RNA a la propiedad afectada por la curva-fSólo para colecciones RNA de ID, la referencia al elemento también usará al propio puntero del ID, y no sólo su nombreRuta RNA que lleva hasta esa propiedad, desde el ID al cual perteneceDefinición de propiedad RNATipo usado para punteros a cualquier posible dato de RNAEnvoltura RNA para una variable booleanaEnvoltura RNA para una variable decimalEnvoltura RNA para una variable enteraEnvoltura RNA para una cadena de textoRVRadialDistorsión radialPotencia de decaimiento radialRugosidad radialCantidad en simetría radialRepetición radialModelo de distorsión radial, se ajusta a cámaras comunesPotencia de decaimiento radial (decaimiento gravitacional real = 2)Campo radial hacia el centro del objetoTangente radial alrededor del eje X, Y o ZDistorsiona radialmente la imagen para crear una distorsión de tipo barril o almohadillaRadiance HDR (.hdr)RadianesRadianes: {}Botones de radioColores Control radioRadioRadio (superior)Radio - Longitud del vectorRadio 1Radio 2Radio inferiorDecaimiento del radioRadio CabezaInterpolación del radioRadio MáxRadio MínDesplazamiento del radioEscala del radioEscalado del radioRadio superiorRadio X:Radio Y:Cambio en el radio a aplicar a los trazos actualesRadio de biseladoRadio desde el origen al centro de las secciones transversalesRadio (dentro de la cuadrícula) en donde buscar muestras válidas, para copiar sobre las muestras inválidas de la cuadrículaRadio de desplazamiento de las curvas duplicadas con respecto a las guíasRadio del espacio personal aéreo de los boids (% del tamaño de la partícula)Radio del espacio personal del boid en tierra (% del tamaño de la partícula)Radio de secundarias alrededor de la principalRadio de los puntos de control de la curvaRadio del 'borrador' de Grease PencilRadio del efecto de resplandorRadio de la cabeza del hueso (sólo para deformaciones con Envolventes)Radio del núcleo usado para suavizar y definir, en píxelesRadio de la esfera de limitaciónRadio de las nuevas curvas agregadas, cuando éstas no estén siendo interpoladas desde otras ya existentesRadio de la cola del hueso (sólo para deformaciones con Envolventes)Radio de la geometría del bisel, no incluyendo la extrusiónRadio del círculo inferior del conoRadio del pincel en píxelesRadio del círculo interior; puede ser mayor que el radio exteriorRadio del círculo exterior; puede ser menor que el radio interiorRadio de los rollosRadio del forroRadio de la esfera o cilindroRadio del círculo superior del conoRadio de la sección transversal del toroideRadio del cilindro virtualRadio que se pintará sólidoRadio de aplicaciónRadio para calcular la actualización de la posición de cada partícula (valores más altos serán más lentos, pero producirán menos caos en el movimiento de las partículas)Radio para calcular el potencial de cada celda (valores más altos serán más lentos pero crearán cuadrículas de potencial más suaves)Radio en donde seleccionar cercanos para el fundidoRadio a usar cuando se aplique la máxima presión (o cuando no se esté usando una tableta)Radio usado para calcular la normal del área en el clic inicial, expresado como porcentaje del radio del pincelRadio:Eleva la escala del objetivo a la potencia especificadaArrastreRampaAleatorioÁngulo aleatorioAleatoriedad del trazoResistencia aleatoria a la flexiónAleatoriedad del centroAleatoriedad de tamaño de secundariasColor aleatorioCurva aleatoriaAmortiguación aleatoriaAleatorizar factor finalAleatorizar fricciónLongitud aleatoriaMáscara aleatoriaDesp ruido aleatorioAleatorizar desplazamientoOrden aleatorioOrientación aleatoriaAleatorio por islaAleatorizar fasePosición aleatoriaRadio AleatoriedadAleatorizar rotaciónRugosidad aleatoriaSemilla aleatoriaSemilla del cálculo aleatorio para la operaciónOpciones de aleatoriedadTamaño aleatorioAleatorizar factor inicialValor aleatorioCamino aleatorioCamino aleatorio (Piel)Opciones de aleatoriedad del pincelFactor de aleatoriedad para la rotación de las UV autogeneradasFactor aleatorio para modificar el tono originalFactor aleatorio para modificar la saturación originalFactor aleatorio para modificar el valor originalDecaimiento aleatorioIdentificador aleatorio para esta instancia, usado típicamente para un sombreado aleatorioDesplazamiento aleatorio de la textura de ruido para cada curvaDesplazamiento aleatorio del ángulo de rotación por cada curvaAleatoria por conjunto de carasAleatoria por partes sueltasAleatoria por vérticeRotaciones aleatorias que producirán direcciones distribuidas de manera uniforme. La rotación alrededor del eje Z será completamente aleatoria.Patrón de muestreo aleatorio usado por el integradorSemilla aleatoriaSemilla del cálculo aleatorio para la operaciónSemilla aleatoria para usar en el cálculo. Distintas semillas causarán que se generen distintas disposiciones de cuadriláteros en la mallaRigidez aleatoria del peloVariación aleatoria de la amortiguaciónVariación aleatoria de la fricciónVariación aleatoria de la amplitudVariación aleatoria de la orientaciónVariación aleatoria del tamaño de las partículas secundariasVector aleatorio para cada curvaAleatorizarAleatorizar amplitudAleatorizar ejeAleatorizar colorAleatorizar inversiónAleatorizar posiciónAleatorizar desplazamientoAleatorizar faseAleatorizar rotaciónAleatorizar escalaEjes (aleatorizar escala)Aleatorizar semillaAleatorizar tamañoAleatorizar transformacionesVariar aleatoriamente los valores de transformación relativa, en vez de los normalesAleatorizar cada una cierta cantidad de fotogramasAleatoriza la selección existente o crea una nueva selección aleatoriaAleatorizar las transformaciones de las instancias en su espacio local individualPermite aleatorizar la posición, rotación y escala de los objetosAleatorizar sólo en fotogramas claveAleatoriza el orden de los elementos seleccionadosAleatorizar la rotación de la partículaAleatorizar posición a lo largo del trayectoAleatorizar rotación alrededor del trayectoAleatoriza el desfasaje de la rotaciónAleatorizar desplazamiento del trazoAleatoriza la posición, rotación y escala de la isla UVAleatorizar las caras o bordes durante la construcciónVaría aleatoriamente los valores de posiciónAleatoriza el orden de los elementos de la geometría (esto es, vértices o bordes) luego de algunas operaciones que no ofrecen garantías acerca de la conservación del orden. Esto evitará la dependencia accidental de algo que podría cambiar en el futuroAleatoriza el valor de rotaciónVaría aleatoriamente los valores de rotaciónVaría aleatoriamente los valores de escalaAleatorizar las transformaciones de las instanciasAleatoriza las transformaciones entre cada copiaAleatorizar las transformaciones de todas las instancias distribuidasAleatorizar posiciones de vérticesAleatoriza los vérticesAleatoriza la selección actual o crea una nueva selección aleatoriaSelecciona algunos puntos de control UVW aleatoriamenteSelecciona meta-elementos aleatoriamenteSelecciona algunos =puntos de control aleatoriamenteSeleccionar vértices aleatoriamenteAleatoriedadFactor de aleatoriedad del muestreo de las partículasFactor de aleatoriedad para la presión en los nuevos trazosFactor de aleatoriedad para la intensidad en los nuevos trazosAleatoriedad del estiramiento del trazo originalAleatoriedad del centroAleatoriedad del radioRangoRango MáxRango MínSeleccionar rango¡El resaltado de rangos no se encuentra disponible para Indicadores!FrecuenciaControl de frecuencia: tamaño del buffer (kb)Control de frecuencia: frec. máxima (Kbits/s)Control de frecuencia: frec. mínima (Kbits/s)ProporciónProporción entre el radio del pincel y el que será usado para muestrear el centro del áreaProporción entre el radio del pincel y el que será usado para muestrear el color que será mezclado con la pintura húmedaProporción entre el radio del pincel y el que será usado para muestrear la normalRelación entre la velocidad mín y máx de vueloRelación entre las velocidades de giro mín y máxLa altura de la fila de ladrillos, con respecto a la escala de la texturaEl ancho de los ladrillos, con respecto a la escala de la texturaTasa de impactos en las caras frontales de una superficie, por debajo de la cual una muestra de la cuadrícula no será usada para la iluminaciónTasa de impactos en las caras frontales de una superficie, por debajo de la cual una muestra de la cuadrícula reutilizará las muestras de iluminación cercanas de la cuadrículaTasa de muestras en un ciclo en el que el pincel se encuentra activoProporción entre la normal esferizada y la originalProporción de reducción de triángulos (sólo modo Colapsar)CrudoCrudo (obsoleto)Caché crudoTamaño caché en crudoImágenes crudasDatos crudos (bytes, el contenido exacto del archivo incorporado)Formato de archivo Raw (.raw)Valor original de presión crudo, que será interpretado como el 100% por BlenderCantidad de rayosProfundidad del rayoDirecciónLongitud del rayoGrosor de línea de rayoBSDF Portal de rayosRadio de rayosVisibilidad a los rayosDirección de rayos a usar para proyectar (si el objeto se encontrara ubicado en esa dirección será pintado)Proyectar rayosRayleighFunción de fase Rayleigh, usada mayormente para representar partículas más pequeñas que la longitud de onda de la luz, tal como sucede con la dispersión de luz en la atmósfera terrestreRayosRugosidad máxima de trazado de rayosTransmisión por trazadoTrazar rayos contra el buffer de profundidad. Usando alternativamente sondas de luz para los rayos inválidos.Transmisión por trazadoTrazado de rayosPreajustes de trazado de rayosReusar datos localesVuelve a anclar las curvas a una superficie deformada, usando la información de anclaje ya existente. Esto sólo funciona cuando la topología de la superficie de la malla no haya cambiadoRemuestrea el trazo usando segmentos de la longitud especificadaMuestreo de importancia remuestreadoReaccionar aReacciona múltiples vecesVelocidad de reacciónReactorObjetivo del reactorSistemas de partículas objetivo del reactorLecturaLeer datosSólo lecturaLeer primvars de USD como atributos de mallaPermite leer acerca de las novedades incluidas en esta versión de BlenderLee todas las capas de procesamiento de todas las escenas usadasLee todas las capas de visualización de la escena actual a partir de un caché, según se necesiteLeer el caché desde una ubicación externaLeer biblioteca: '%s', '%s', superior '%s'Leer coordenadas UV de mallasLeer atributos de colr de mallasÁrea de esta cara (sólo lectura)Leer biblioteca empacada: '%s', superior '%s'Lee datos de los atributos del volumen en cada celda de la cuadrícula del volumenVector de sólo lecturaEntero de sólo lecturaReferencia externa de sólo lectura a un bloque de datos vinculado y a su archivo de bibliotecaIndicador de sólo lectura que mostrará cuando exista al menos una colección de huesos marcada como 'solo'Indicaciones informativas sobre las operaciones soportadasIndicaciones sobre qué operaciones de pincel son soportadas por la herramienta de esculpido actualRepositorio de sólo lectura, provisto por el sistemaAl leer el resultado del procesamiento: las dimensiones no coinciden, se esperaba %d×%dAl leer el resultado del procesamiento: no se encontró el canal esperado "%s.%s"Al leer el resultado del procesamiento: no se encontraron los canales esperados "%s.%s" o "%s"Proporciona información de anclaje con respecto a la superficie de una mallaProporciona información acerca de cada curvaProporciona información acerca de la raíz de cada curvaProporciona información acerca de la punta de cada curvaProporciona información acerca del segmento anterior de cada punto de la curvaParte real del índice de refracción del conductor, a menudo llamada 'n'Convertir todoConvertir instancias en realesConvierte en reales todos los niveles de anidación de instancias, para cada instancia de nivel superior. Redefiniendo el valor de la entrada ProfundidadConvertir al dominio PuntoLos datos de la curva convertida en real contienen demasiados elementos.Se ignorarán los datos convertidos en reales de la geometría objetivoLa geometría convertida en real no será usada cuando la opción Escoger instancia se encuentre activadaGrease pencil convertido en real tiene demasiadas capas.La malla convertida en real contiene demasiados elementos.La nube de puntos convertida en real contiene demasiados puntos.Tiempo realActualización simultáneaVolver a aplicar y actualizar el preajuste, eliminando los cambiosPermite reordenar los elementos de una geometría, cambiando sus identificadoresReorganiza los canales de animación seleccionadosReorganiza algunas caras para intentar obtener una geometría con menos malformacionesReasigna las entradas del clip de efectoReconstruir subdivisionesReconstruir un nivel de subdivisión inferior en la malla base actualReconstruye todos los reemplazos e identificadores de código de tiempo para lo seleccionadoVuelve a crear, en segundo plano, todos los reemplazos e identificadores de código de tiempo de la selecciónReconstruir las redefiniciones locales seleccionadas a partir de sus referencias vinculadas, así como sus jerarquías de dependenciasReconstruye las redefiniciones locales seleccionadas a partir de sus referencias, así como sus jerarquías de dependencias, forzando a que dichas jerarquías coincidan con los datos vinculados (p.ej: ignorando redefiniciones existentes de propiedades que apunten a los bloques de datos)Reconstruye todos los posibles niveles de subdivisión para generar una malla base de menor resoluciónContador de grabaciónRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG, dispositivo con un pico de 1000 candelas por metro cuadrado y punto de blanco de referencia de 100 cd/m²Rec.2100-PQRec.2100-PQ, dispositivo con un pico de 10000 candelas por metro cuadrado y punto de blanco de referencia de 100 cd/m²Recalcula todas las trayectorias visibles de objetos y posesPermite recalcular y eliminar transformación relativaVuelve a calcular los datos de animación de los puntos seleccionados, para los fotogramas seleccionados en la planilla de tiemposRecalcula la longitud de las asasRecalcula las trayectorias de los objetos seleccionadosRecalcula las trayectorias de huesos que ya las poseenRecalcula la dirección de las asas seleccionadasRecalcula la BVH de la escultura para mejorar su rendimientoReproyectarRecibir cáusticas en sombrasPermite recibir cáusticas aproximadas desde materiales refractivos, dentro de las sombras de este objeto. Las luces, así como los objetos proyectantes y receptores deberán tener activadas sus opciones de cáusticas en sombras para que esto funcioneColección de receptoresRecientesArchivos recientesCarpetas recientesEspeciales de elementos recientesBúsquedas recientesRecentrarTiempo de recentradoRecomendado para una codificación rápidaRecomendado si se dispone de tiempo y se desea la mayor eficiencia de compresiónRecalcular usuarios de cada ID al guardarRecalcula los usuarios de todos los ID antes de guardar un archivo .blend. Permite solucionar la manipulación inválida del recuento de usuarios en el código, lo que podría acarrear la pérdida de datos debido a la detección incorrecta de bloques de datos no usadosRecalcular enlace dinámicamente por sobre otros deformadores (más lento y consume más memoria)ReconstruidaCámaras reconstruidasReconstrucciónContador de grabaciónContador de grabación sin pausasRecuperarRecrear archivoRectánguloRecursivamenteRecursiónSe ha detectado una recursión en el editor de video. En el clip %s el fotograma %d no será procesadoRecursión detectada, no es posible usar este clipRecursionesBorrado recursivoNo se permiten clausuras recursivasNo se soportan clausuras recursivasComprobar recursivamente bloques de datos indirectamente no usados, para asegurarse de que no persistan bloques de datos huérfanos luego de la operaciónDuplica recursivamente la colección, sus colecciones subordinadas y objetos, usando vínculos a los mismos datos de objetos de la colección originalDuplica recursivamente la colección, sus colecciones subordinadas, objetos y datos de objetosRojoCanal rojoRojo Verde AzulCanal rojoComponente rojo del campo de colorRojo - CianRojo:Redefine las gráficas de ecualizaciónRedistribuir puntos de curvaRedistribuye el cambio de volumen copiado de forma equitativa entre los tres ejes del propietarioRedistribuye los puntos de control existentes de forma homogénea a lo largo de cada curvaRehacerPermite rehacer acciones previamente deshechasRehace la última edición deshecha a los catálogos de recursosReducir factor de mezcla en 0.01Reducir factor de mezcla en 0.1Reducir movimientoReduce el estiramiento de las UV distendiendo los ángulosReducir el grosor del pincel según este factor cuando el trazo es perpendicular a la dirección definida en 'Ángulo'Permite reducir el detalle de una imagen, haciendo que determinados píxeles individuales sean más prominentes y creando una apariencia en bloques o de tipo mosaicoReducirá el tamaño del archivo exportado, mediante la remoción de claves duplicadosReduce la velocidad adicional que puede generarse cuando los objetos colisionan (disminuirá un poco la estabilidad del sistema, por lo tanto usarlo sólo cuando sea necesario)Permite reducir la cantidad de colores de una imagen, convirtiendo gradientes suaves en transiciones marcadasReduce la variación entre píxeles para mejorar el rendimiento del procesamiento mediante GPU, a costa de obtener posibles defectos visuales en la imagen final, si se estableciera un valor muy bajoReducir sesgo dentro de islasPermite reducir la densidad de la geometríaPermite reducir el ruido de la superficie de la malla, produciendo mínimos cambios en su formaReduce la intensidad del pincel al llegar a los ejes de simetríaReduce la cantidad final de caras, simplificando la geometría donde no se necesite detalleReduce la cantidad final de caras simplificando la geometría donde no se necesite detalle, generando triángulos. Un valor mayor de 0 deshabilitará la opción Corregir polos.Factor de reducción para cada nivel de bucles secundarios de la bocaReferenciaDimensión de referenciaDistancia de referenciaReferenciar existenteComprimir gama referenciadaID referenciaClave de referenciaPunto de referenciaPosición de referenciaConjunto de referenciaTamaño esferas de referenciaEsferas de referenciaValor de referenciaCurva de referencia para la repeticiónDistancia de referencia a la cual el volumen se encuentra al 100%Referencia desde un campo de parámetros de Rigify hacia una colección de huesos.Ubicación de referencia con respecto a la cual alinearCantidad de fotogramas de referencia antes de que los fotogramas queden estáticos (usado para mantener estático en patrones '1-3' vs. '5-7')Objeto de referencia para definir la transformación acumuladaPunto de referencia para anclar la estabilización (los otros fotogramas se ajustarán en relación a la posición en este fotograma)Posición de referencia antes de la deformaciónRefinarRefinar distancia focalMétodo de refinamientoRefinar punto principalRefinar radialesRefinar tangencialRefinar la distancia focal durante la resolución de la cámaraRefinar el punto principal durante la resolución de la cámaraRefinar los coeficientes radiales del modelo de distorsión durante la resolución de la cámaraRefina la posición de los marcadores seleccionados, ejecutando el rastreador desde la referencia del rastro hasta el fotograma actualRefinar los coeficientes tangenciales del modelo de distorsión durante la resolución de la cámaraRefinar:AjustarRefleja A en torno a la normal B. B no necesitará estar normalizado.ReflectividadOpciones de trazado de reflexiónSombreadores de reflexión y transmisión optimizados para procesamiento de peloReflexión para materiales tales como ropa. Típicamente mezclado con otros sombreadores (como el de difusión) ya que no es particularmente útil por sí mismoReflexión con una distribución de micro facetas, usada para materiales tales como metales o espejosReflectivasCáusticas reflectivasBSDF RefractivoProfundidad refracciónRefractivasCáusticas refractivasRefrescarRefrescar controladoresRefresca los datos en el modificador ExplotarRefrescar extensiones y complementos antiguos, recargando módulos y metadatos (similar a un reinicio)Refresca la lista de accionesRefresca la lista de objetos instanciados y sus influenciasRefrescar la lista de archivosRefresca la lista de extensiones para todos los repositorios externosRefresca la lista de extensiones para el repositorio activoRefresca el editor de videoDatos de regiónAltura regiónMáximo X de la regiónMáximo Y de la regiónMínimo X de la regiónMínimo Y de la regiónSuperponer regionesPosición de región XPosición de región YCambiar regiónMenú de regionesTipo de regiónAncho regiónCoordenadas de la región para muestreo¡La región no pudo ser dibujada!La región flota sobre la pantalla, sin usar ningún tipo de alineación fijaAltura de la regiónRegión en un área de pantalla divididaLa región se dividirá en forma horizontal y verticalRegión no encontrada en el tipo de espacioDatos específicos de la región (su tipo dependerá del tipo de región)Ancho de la regiónRegionesVisibilidad de regionesRegiones para un rápido acceso a los recursosRegiones en las que está subdividida esta áreaRegistrarRegistrar superiorRegistrar para todos los usuariosRegistra el control como candidato para el intercambio de superioresRegistradaRegistrada opcionalmenteConfiguraciones de teclado registradasRegistrando clase de banco de recursos: '%s' ya ha sido registrado anteriormente, anulando su anterior registroRegistrando clase de banco de nodos: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de manipulador de archivo: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de propiedad id: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de nodo: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de nodo: '%s', bl_idname '%s' no es posible anular su registroRegistrando clase de nodo: '%s', bl_idname '%s' ya ha sido registrado anteriormente, anulando su anterior registroRegistrando clase de nodo: '%s', bl_idname '%s' es un nodo internoRegistrando clase de conector de nodo: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de árbol de nodos: '%s' es demasiado largo, la longitud máxima es %dRegistrando clase de árbol de nodos: '%s', bl_idname '%s' no es posible anular su registroRegistrando clase de árbol de nodos: '%s', bl_idname '%s' ya ha sido registrado anteriormente, anulando su anterior registroRegistrando clase de panel:No es posible registrar asociaciones de archivos para instalaciones realizadas desde la Tienda de MicrosoftVolver a crecerHace crecer el pelo en cada fotogramaNormalBuscar con expresión regularReemplazar con expresión regularColores Control regularTecla regular presionada como un modificadorReiteraciónPosición líneas de relaciónRelacionesRelaciónLíneas de relaciónRelativoIdentificador relativo de recursoDetalle relativoBorde relativoCara relativaFotograma relativoClave relativaSimetría relativaRelativo a objetoDesplazamiento relativoDesplazamiento relativoJerarquía relativaRuta relativaRutas relativasEspacio relativoInicio relativoRelativa aRelativo a píxelesCantidad relativa de principales virtualesFuerza relativa del ganchoMagnitud relativa de mezcla de elementos cercanosCantidad relativa de caras comparada con la malla actualDesplazamiento relativo de las partículas a usar para instanciar, para evitar la superposición de múltiples instancias entre síMétodo de posicionamiento relativo de formas con respecto a la nueva formaTamaño relativo del área a oscurecerTiempo relativo del clave sobre la longitud del peloTraslación relativa del área a oscurecerAncho relativo de cada segmento angular. Podrá ser usado para escalar las texturas para que se ajusten a cada segmentoDistender conjuntos de carasMétodo de distensiónDistender poseDistender topologíaDistender UVDistender mallaSoltarConfirmar al soltarNovedades de la versiónTiempo de relajaciónRevincular restriccionesRecargarRecargar imágenesRecargar el archivo de inicio para restablecer las opcionesRecarga el bloque de datos del texto activo, desde su archivo¿Recargar archivo de texto activo?Recarga todos los datos desde esta bibliotecaRecarga el clipRecarga la imagen actual desde el discoRecargar el archivo con la ejecución de scripts Python habilitadaRecargar desde el discoRecargar desde el disco (ignorar cambios locales)Recarga las preferencias desde el último estado guardadoRecarga los scriptsRecarga clips en el editor de videoRecarga la biblioteca indicadaVuelve a cargar el archivo previamente guardado{:d} imágenes recargadasRecarga el historial y los marcadoresReubicarReubica un ID vinculado, esto es, permite seleccionar otro ID a ser vinculado, y remapea sus usos locales a ese bloque de datos recién vinculado). Actualmente, diseñado sólo como un operador interno, no directamente expuesto al usauarioReubica la biblioteca indicada a una o varias otrasReubica la biblioteca bajo el cursorRestoLos vértices remanentes que separan los pares de bordes serán preservados cuando su ángulo exceda este umbral.RemapearRemapear ID de datosRemapear a relativasRemapear usuariosRemapea un valor perteneciente a un rango hacia un rango objetivoHace que las rutas sean relativas al guardar en una carpeta diferenteRecordar opcionesRecordar la última escena usada en el espacio de trabajo actual y cambiar a dicha escena cuando este espacio de trabajo sea activado nuevamentePermite recordar la última escena usada en el espacio de trabajo y cambiar a ésta cuando se vuelva a activar este espacio de trabajoRehacer mallaModo de rehacer mallaModificador Rehacer mallaRehaciendo malla con cuadriláteros...URL remota hacia el repositorio de extensiones, el sistema de archivos podrá ser referenciado mediante el uso de la sintaxis: "file://"EliminarElimina la AOV activaElimina el grupo de luces activo de la capa de visualización actual¿Eliminar complemento: {!r}?Eliminar esqueletoElimina el objeto del esqueleto, si fuera posible. Si el esqueleto tuviera múltiples huesos raíz, no será posible su eliminaciónEliminar capa CryptoEliminar personalizadasPermite eliminar el modificador-f Repetición, si ya no fuera necesarioEliminar inconexasEliminar duplicadosEliminar repositorio de extensionesEliminar modificadores-f de la curva-f para agregar fotogramas claveEliminar archivosEliminar huecosElimina el grupo de capas de Grease Pencil del objeto activoEliminar entradasEliminar capa de máscaraEliminar puntos sueltosEliminar atributo con nombreEliminar salidasEliminar rango exteriorEliminar paqueteElimina un punto en una curva de pinturaEliminar repositorioEliminar repositorio y archivosEliminar restricción de cuerpo rígido del objetoElimina las opciones de cuerpo rígido del objetoElimina un entorno de simulación de cuerpos rígidos de la escena actualQuitar huesos seleccionadosElimina los huesos del conjunto de selección de la selección actualEliminar partículas en objetivosEliminar sesgo del objetivoUmbral de remociónEliminar mapa UVEliminar influenciasElimina un conjunto de selección de este esqueletoPermite eliminar una imagen de fondo de la cámaraElimina una configuración de teclado personalizada de la lista de preajustesElimina un tema personalizado de la lista de preajustesElimina un efecto del objeto de Grease Pencil activoEliminar un gancho del objeto activoElimina un modificador del objeto activoElimina un modificador del clipElimina una ruta hasta un archivo .blend, para que no se muestre más en el Explorador de recursosElimina una porción del trazo al inicio y al final de la geometría subyacente del trazoElimina una porción de la malla a un lado de una líneaElimina un filtro de filasElimina un bloque de datos de su uso, eliminando su asignaciónElimina la capa activa de anotaciónElimina la ruta activa del conjunto de claves activoElimina el color activo de la paletaElimina el elemento activoElimina todas las restricciones Cinemática inversa de los huesos seleccionadosElimina todos los conjuntos de selección de este esqueletoEliminar todos los atributos que coincidan con el patrón indicado, el cual podrá contener un único comodín (*)Elimina todas las caras traseras para acelerar los cálculos; esto creará bordes en diferentes niveles de oclusión con respecto a cuando se encuentre deshabilitadoElimina todas las colecciones de huesos que no contengan ningún hueso ni tengan colecciones subordinadas. Esta operación se efectuará de forma recursiva, de modo que las colecciones de huesos que sólo contengan colecciones subordinadas no utilizadas también serán eliminadasElimina todas las restricciones de los objetos/huesos animados. Para obtener una captura correcta con esta opción, la opción Claves visuales deberá estar activaEliminar todos los archivos en:Elimina toda la animación de los objetos seleccionadosElimina toda la animación de los clips seleccionadosElimina todas las conexiones a los nodos seleccionados e intenta conectar los nodos cercanos entre síElimina todos los materialesEliminar todos los sistemas de partículas pertenecientes al objeto activoPermite eliminar todos los fotogramas clave seleccionadosPermite eliminar todas las Formas claveElimina todos los trazos creados desde la herramienta Rellenar como guíasPermite eliminar todos los grupos de vértices no bloqueadosElimina (de la capa de visualización actual) todos los grupos de luces no usadosElimina todos los grupos de vérticesElimina un catálogo de recursos de la biblioteca de recursos (los recursos allí contenidos no serán afectados y aparecerán como no asignados)Elimina una etiqueta de palabra clave existente en el recurso activoElimina un repositorio de extensionesElimina un elemento del nodoElimina una capa de redefinición del archivoElimina una operación de redefinición¿Eliminar animación de los objetos seleccionados?¿Eliminar animaciones de los clips seleccionados?Elimina cualquier clave que sea un duplicado del anteriorElimina un atributo de la geometríaBorra los fotogramas intermedios generados al interpolar entre dos fotogramas de Grease PencilElimina los canales de la selección del recurso de poseElimina un atributo de color de la geometríaPermite eliminar colores de una pantalla azul o verde, reduciendo uno de los canales RVA en comparación con los otrosElimina la restricción de la lista de restriccionesPermite eliminar la propiedad activa en la interfaz del conjunto de claves actualElimina las curvas cuyas raíces se encuentren muy próximas entre síElimina elementos duplicados en el historialElimina los elementos al cancelarElimina los complementos existentes que posean el mismo IDEliminar la plantilla existente con el mismo IDElimina el archivo del tema existente, si lo hayElimina el exportador de la lista¿Eliminar exportador?Eliminar los archivos de extensiones al eliminar el repositorioElimina un conjunto de características externo (sistema de control, metarig, plantilla de interfaz)Eliminar campos de las películas en videoPermite eliminar los vértices seleccionados de todos los gruposEliminar de la selecciónEliminar del modo actualEliminar de la selecciónElimina el hueco presente en el fotograma actual del primer clip hacia la derecha, independientemente de su estado de selección o bloqueoElimina la geometría que está detrás del planoElimina la geometría delante del planoEliminará la configuración de teclado actualEliminará un elemento del mapa de teclado actualElimina los fotogramas clave de los objetos y huesos seleccionados en el fotograma actualElimina los fotogramas clave de los clips seleccionados en el fotograma actualElimina una capa de un nodo CryptomattePermite revertir la distorsión de lente de una película, usando las opciones de lente de cámara del rastreo de movimientoBorra los bordes sueltosBorra las caras sueltasElimina los puntos sueltosElimina vértices sueltosElimina la capa de la máscaraElimina los claves de forma de la máscara de la capa de máscara activa en el fotograma actualElimina nodos, reconectando nodos como si lo eliminado hubiera sido deshabilitadoEliminar nodos conectados a la entradaElimina el objeto del rastreoElimina el objeto de todas las escenasElimina un objeto o material del mate, al escoger un color con el cuentagotasEliminar al cancelarElimina las caras originalesElimina la geometría originalElimina de los preajustes las propiedades desactualizadas del operador, que podrían causar problemasPermite la remoción de los sistemas de partículas de los objetivosElimina ruta a excluir de la ejecución automáticaElimina las curvas-f seleccionadas de sus grupos actualesElimina los huesos seleccionados del conjunto de selecciónElimina los huesos seleccionados de la colección de huesos activaElimina los huesos seleccionados del esqueletoElimina los puntos de control o curvas seleccionadasElimina los elementos seleccionados de una geometríaElimina los elementos seleccionados (filas azul-gris) del conjunto de claves activoElimina los elementos seleccionados de la interfazElimina los nodos seleccionadosElimina los objetos seleccionados de la simulación de cuerpos rígidosElimina a los objetos seleccionados de una colecciónElimina a los objetos seleccionados de todas las coleccionesElimina las partículas seleccionadas suficientemente cerca de otrasQuita los puntos seleccionadosElimina el rastro seleccionado de la estabilización de rotaciónElimina el rastro seleccionado de la estabilización de traslaciónPermite eliminar la forma clave del objetoElimina el sesgo de las transformaciones del objetivo antes de combinarlasPermite eliminar la falta de densidad de una cuadrícula volumétrica, convirtiendo las celdas activas en vóxelesElimina la capa activa de Grease PencilElimina la colección de huesos activaElimina el conjunto de claves activoElimina el conjunto de líneas activo de la lista de estilos de líneaElimina el objeto activo de esta colecciónElimina el segmento activo del modificador PunteadoElimina el segmento activoElimina el color bajo de este trazo, usándolo como una máscaraElimina el contenedor de procesamiento actualPermite borrar una capa de normales personalizadas, si existieraElimina el o los controladores de las propiedades conectadas, representadas por el botón resaltadoElimina el elemento automáticamente al ser desconectadoElimina el modificador de la lista de modificadoresElimina a los objeto seleccionados de la colección que contiene al objeto activoEliminar específicamente el atributo con el nombre indicadoElimina la relación jerárquica entre los huesos seleccionados y sus superioresEliminar la previsualización de este bloque de datosElimina el bloqueo del repositorio, a nivel del sistema de archivosElimina los huesos seleccionados de todos los conjuntos de selecciónElimina la entrada seleccionada de la listaElimina el objeto instanciado seleccionadoElimina el contenedor de material seleccionadoElimina el sistema de partículas seleccionadoElimina el objetivo de la partícula seleccionadaElimina la vista de procesamiento seleccionadaElimina el contenedor de superficie seleccionadoPermite eliminar los vértices seleccionados del grupo activo o de todos los grupos de vérticesElimina la capa de visualización actualElimina el módulo de estilo de la listaElimina el objetivo de la restricciónElimina el marco de textoElimina el contenedor de datos de esta animaciónElimina las asociaciones de esta instalación con archivos .blendElimina este objeto o colección de la colección de vinculación de iluminaciónElimina esta fila de la lista de referencias de colecciones de huesosElimina los contenedores de material no usadosElimina las opciones no usadas en editores no visiblesElimina las asignaciones del grupo de vértices que no sean requeridasElimina de los grupos a los vértices que tengan influencia cero luego de ser invertidosElimina los vértices cuya influencia sea menor o igual que este límiteEliminar del grupo de vértices aquellos vértices con influencia inferior al umbralEliminar, preservando archivos locales.Eliminar, no se encontraron archivos locales.%d partículas duplicadas eliminadasSe eliminaron %d materiales%d contenedores eliminadosSe eliminó %d vérticeSe eliminaron %d vérticesCantidad de editores eliminados: %dRestricción eliminada: %sEfecto eliminado: %sModificador eliminado: %sSe eliminaron {:d} acciones vacías y/o únicamente con un usuario ficticioSe eliminaron {:d} de {:d} colecciones de huesosEliminados: %d vértices, %d bordes, %d carasElimina una celda de la imagen compuestaElimina las animaciones de fundido de los clips seleccionadosElimina los claves que se encuentren por fuera del rango indicado, dejando sólo los recién capturadosEliminar el paquete de la geometría puede ser beneficioso para evitar copias innecesarias de datosRenombrarRenombrar elemento activoRenombrar marcadorRenombrar marcador de tiempo seleccionadoRenombrar mapas UVRenombrar los mapas UV activos durante el procesamiento como "st", para que coincidan con las convenciones de USDRenombra el canal de animación bajo el ratónRenombrar archivo o carpetaRenombra el primer marcador de tiempo seleccionadoRenombrar múltiples elementos a la vezRenombra el elemento activoRenombrar el elemento activo de la vista en la vista del conjunto de datosRenombra el elemento activo, en vez de el que se encuentre bajo el punteroRenombrar {:d} {:s}¡Se renombró el atributo '%s' a '%s' en el objeto '%s' en la capa '%s' en el fotograma %d!Renombrados {:d} de {:d} {:s}ProcesarProcesar oclusión ambiental en esta capaProcesamientoSuavizado de bordes en procesamientoProcesar comoRebotes procesamientoCaché de procesamientoRuta del caché de procesamientoDatos de procesamientoVisualización al procesarMotor de procesamientoProcesar Grease Pencil en esta capaProcesar enProcesar instanciadorPrevisualizar sólo clavesCapa de procesamientoAOVOclusión ambientalCombinadaCryptomatte - RecursoCryptomatte - MaterialCryptomatte - ObjetoDatosColor de difusiónIluminación difusaEmisiónEntornoGeneralLuzNieblaNormalesPosiciónPasada de procesamientoAOV de sombreadoSombrasColor de especularidadIluminación especularTransparenciaIluminación volumétricaCapas procesadasNiveles al procesarProcesar objetos de líquidoMétodo de procesamientoOpacidad al procesarSalida de procesamientoCarpeta de salida de procesamientoPasada de procesamientoPasada de procesamiento a mostrar en la vistaPasadas de procesamientoProcesar previsualizaciónPropiedades de procesamientoProcesar regiónResolución de procesamientoResolución procesamiento UResolución procesamiento VResultado del procesamientoLos nodos Render Result y Visor no pueden ser empacadosMuestras en procesamientoSólo procesar activaTamaño de procesamientoProcesar el cielo en esta capaContenedor de procesamientoContenedores de procesamientoProcesar humosProcesar las caras sólidas presentes en esta capaIntervalos de procesamientoProcesar hebras en esta capaLímite de texturas en procesamientoTiempo procesamientoProcesamiento UProcesar sin distorsiónVista de procesamientoVistas de procesamientoProcesa un campo de la simulación, mapeando los valores de sus vóxeles a colores de una rampa o usando un código de color predefinidoPermite procesar un subconjunto de la cantidad máxima de muestras especificada. Normalmente usado para el procesamiento distribuido a través de varios dispositivosProcesar una región definida por el usuario, dentro del encuadre de la cámaraProcesa la escena activaProcesa la escena activa del editor de videoSe procesa cada ojo de forma alternada (también conocido como vuelta de página, se requiere una placa de video con soporte para buffer cuádruple)Sombrear las caras de manera que la unión entre ellas parezca continua (usando las normales interpoladas de los vértices)Sombrear las caras de manera que la unión entre ellas sea visible (usando las normales de las caras)Procesar al 12.5% de resoluciónProcesar al 25% de resoluciónProcesar al 50% de resoluciónProcesar a resolución completaProcesa una pasada de recursos de Cryptomatte, para aislar grupos de objetos con un mismo superiorProcesa una pasada de materiales de Cryptomatte, para aislar materiales durante la composiciónProcesa una pasada de objetos de Cryptomatte, para aislar objetos durante la composiciónProcesar la escena actual cuando la capa del nodo de entrada haya sido cambiadaProcesar curvas como geometría 3D circular, para un resultado más preciso al ser vistas desde cercaProcesar las curvas como geometría 3D circular, usando una interpolación lineal entre sus puntos de control. Para un procesamiento más rápidoProcesar curvas como cintas planas con normales redondeadas, para un procesamiento más rápidoError de procesamiento (%s) no es posible guardar: '%s'Procesa cada píxel rotando la cámara alrededor del centro de la distancia interocularProcesa archivos desde el rango de animación de esta escenaProcesa fotogramas hacia adelante del cursor de tiempo, en segundo plano, para una reproducción más rápida¡La altura de la imagen procesada debe ser de 480 píxeles para DV-NTSC!¡La altura de la imagen procesada debe ser de 576 píxeles para DV-PAL!Procesar imágenes de alta resolución usando celdas de un tamaño específico, para reducir el uso de memoria. Para ahorrar memoria, las celdas se almacenarán temporalmente en un caché en disco, durante el procesamientoProcesar las luces y sondas de luz de la escenaProcesar las imágenes/películas faltantes usando un color pleno magentaProcesar desenfoque por movimiento en esta capa, si se encontrara habilitado para la escenaProcesa múltiples capas transparentes (puede introducir errores de ordenamiento de transparencias)Procesa múltiples capas transparentes (puede introducir errores de ordenamiento de transparencias) (Obsoleto: usar 'use_tranparency_overlap')Procesar objetos como huecos, creando un hueco (con valor cero) en el alfa de la imagen, útil para rellenarlo durante la composición con video real u otra imagen procesadaProcesa sólo aquellos fotogramas en donde los objetos seleccionados tengan en sus datos de animación un clave. Sólo usado al procesar una animaciónProcesar las partículas principalesIdentificador en pasada de procesamientoPasada de procesamiento a visualizar en la vista 3DAl usar el compositor en las vistas, las pasadas de procesamiento sólo se soportan en EEVEEProcesa los polígonos como transparentes, dependiendo del canal alfa de la texturaProcesa la previsualización usando un reemplazo sin distorsiónOpciones de procesamientoTamaño de procesamiento demasiado grande para la memoria de la GPU, usar composición mediante la CPU como alternativaNombre del contenedor de procesamientoContenedores de procesamiento de la imagenProcesar brillos especularesProcesar trazos estilizados en esta capaProcesa la superficie sin transparenciaProcesa el texto para una ubicación horizontal óptimaProcesar la colecciónProcesa la escena del editor de video en vez de la escena activaEstampar el texto informativo en la imagen procesadaProcesa la vista para el rango de animación de esta escenaProcesa la vista para el rango de animación de esta escena, pero sólo los claves de los objetos seleccionadosCalcular este efecto al 12.5% de la resolución de procesamientoCalcular este efecto al 25% de la resolución de procesamientoCalcular este efecto al 50% de la resolución de procesamientoCalcular este efecto al 6.25% de la resolución de procesamientoProcesar las superficies transmisivas como transparentes, útil para componer vidrio sobre otros fondosProcesar usando la visualización OpenGL del editor de videoNo fue posible eliminar la vista de procesamiento '%s' de la escena '%s'Nombre de la vista de procesamientoPunto de vista para el procesamiento de 3D estéreo y vistas múltiplesSe procesa en una sola imagen las vistas correspondientes a los ojos izquierdo y derecho, filtrándolos con dos colores distintos (se requieren lentes de tipo anaglifo)Se procesa en una sola imagen las vistas correspondientes a los ojos izquierdo y derecho, entrelazadas (se requiere un monitor capaz de visualizar imágenes 3D)Se procesa en una sola imagen las vistas correspondientes a los ojos izquierdo y derecho, apiladas una sobre otraSe procesa en una sola imagen las vistas correspondientes a los ojos izquierdo y derecho, colocadas lado a ladoProcesar volúmenes en esta capa¡El ancho de la imagen procesada debe ser de 720 píxeles para DV!Vista_procObjetos procesablesProcesadoSecundarias procesadasProcesando secuencia...Opciones de procesamiento para un bloque de datos de escenaProcesando la vista...Procesando...ProcesamientoPermite procesar Freestyle como una pasada independiente, en vez de componerlo en la pasada CombinadaReordenarReordenar entradasReordenar salidasLos identificadores de reordenamiento deben ser válidosLos identificadores de reordenamiento no deben tener duplicadosReordena las caras y vértices de la malla, basándose en su posición en el espacio, para un mejor rendimiento en la creación del BVH y durante el esculpido.Permite reordenar la capa activa de máscara de Grease Pencil hacia arriba o abajo en la listaReordena el espacio de trabajo para que sea el primero en la listaReordena el espacio de trabajo para que sea el último en la listaRepetirRepetir llamadaRepetir imagenEntrada de repeticiónElemento de repeticiónElementos a repetirRepetir invertidoRepetir movimientoSalida de repeticiónID nodo salida de repeticiónRepetición en XRepetición en YZona de repeticiónRepite el rango de fotogramas clave tal como estáRepite el rango de fotogramas clave, pero con un desplazamiento basado en un gradiente entre los valores inicial y finalRepite la última acciónRepite los fotogramas, invirtiendo su sentido de reproducción de forma alternadaRepetir el fotograma inicial antes, y el final después del rango de fotogramasRepite los valores de la curva-f modificadaRepetir con desplazamientoRepite la imagen horizontal y verticalmente, volteándola de forma alternadaMultiplicador de repetición en la dirección XMultiplicador de repetición en la dirección YRepeticiones de la superficie generada en el eje XRepeticiones de la superficie generada en el eje YReemplazarReemplazar acciónReemplazar todoReemplazar alfaReemplazar colorReemplazar existenteReemplaza las asas libres por alineadas y viceversaReemplazar efectos de Grease PencilReemplazar longitudReemplazar materialReemplazar modificadoresReemplazar originalReemplazar radioReemplazar selecciónReemplazar textoReemplazar textoReemplaza las tipografías del objeto de textoReemplazar las influencias del grupo de vértices A con las del grupo de vértices BReemplazará una cadena de texto dada por otraReemplaza el nodo activo con un grupo vacíoReemplazar todos los claves ya existentes por los nuevosReemplaza todas las ocurrenciasReemplaza los datos de animación asignadosReemplaza la colección asignada para ser instanciadaReemplaza las colecciones asignadasReemplaza los materiales asignadosReemplaza los datos asignados al objetoReemplaza el color del pincel por la rampa de velocidadReemplazar los valores de los componentesReemplaza la imagen actual por otra del discoReemplazar el efecto del clip por otro que admita la misma cantidad de entradasReemplaza los modificadores-f existentes, en vez de simplemente anexarlos al final de la lista de los ya existentesReemplaza las variables del controlador, en vez de simplemente anexarlas al final de la lista de las ya existentesPermite reemplazar planos en una película por otra imagen, éstos serán detectados a partir de los rastreos planos del rastreo de movimientoReemplazar la iluminación global con oclusión ambiental después de una determinada cantidad de rebotesReemplaza las celdas inactivas con nodos inactivos. Más rápido que el trozado basado en tolerancia, útil en casos como el de cuadrículas SDF de banda angosta en donde únicamente existan valores de fondo interiores o exteriores.Reemplazar los modificadores es el destinoReemplaza las conexiones existentes con las nuevas conexionesReemplaza la geometría subyacente del trazo con una aproximación de la misma, mediante una curva BezierReemplaza texto en el nombreReemplaza el texto con el especificado y lo seleccionaReemplaza el texto con el texto especificadoReemplaza el ID vinculado activo (y sus dependencias si existieran) por otro de la misma o de otra bibliotecaReemplaza el color de los puntos del trazo que ya tuvieran un color previamente aplicadoReemplazar la geometría recibida con la geometría de entrada seleccionadaReemplaza el canal alfa de la imagen de entrada por el valor de alfa de entradaReemplazar el radio originalReemplazar la rotaciones originales con las copiadasReemplaza las transformaciones originales con las copiadasReemplazar las transformaciones originales con los canales de la acciónReemplaza las transformaciones originales con las del atributoReemplazar al superior con un hueso distinto, luego de que todos los huesos hayan sido creados. Al usar simplemente CTRL, DEF o MCH se reemplazará sólo el prefijoReemplaza los nodos seleccionados con el tipo especificadoReemplaza la opacidad de trazo en vez de modularla cada puntoReemplaza el grosor del trazoReemplazar este áreaReemplaza el valor de referencia por el redefinidoReemplaza las coordenadas de los vértices con los valores en el cachéReemplaza los grupos de vértices de los objetos seleccionados por los grupos del objeto activoReemplazar conReemplazar con selecciónAcción reemplazanteReproducciónVuelve a reproducir los reportes seleccionadosCarpeta del repositorioIdentificador del repositorioReporteReportar un error usando información de versión insertada automáticamenteReportar todos los archivos externos faltantesReportesReporta el tiempo por píxel, en milisegundos. Sólo soportado en dispositivos de procesamiento por CPUReposicionar pivoteReposiciona el pivote de transformación de esculpido hacia el límite del área activa de expansiónRepositoriosRepositorioRepositorio "{:s}": {:s}{:s}Alerta del repositorio:URL del repositorioRepositorio administrado por el usuario, ubicado en carpetas del usuarioRepositorio no definidoEl repositorio requiere una ficha (token) de accesoRepositorio: {:s}Representación del alfa en el archivo de imagen, para convertir desde y hacia al cargar y guardar la imagenRepresentación de la información del alfa en los píxeles RVAαEste valor representa la "escala ortográfica" de una cámara ortogonal. Si la cámara es colocada en la posición de una luz con esta escala, representará la cobertura de la "cámara" de sombras.Reproyectar atributos sobre la nueva mallaReproyecta los trazos seleccionados desde la vista actual como si hubieran sido dibujados nuevamente (p.ej: para corregir problemas debidos al movimiento involuntario del cursor 3D, a cambios accidentales en la vista o para hacerlo coincidir con una geometría que se deforma)Permite reproyectar los trazos sobre la geometría de la escena, como si hubieran sido dibujados usando posicionamiento 'Superficie'Permite reproyectar los trazos para que terminen sobre el mismo plano, como si hubieran sido dibujados desde la vista actual, usando posicionamiento de trazo en 'Cursor'Reproyecta los trazos usando el plano X-YReproyecta los trazos usando el plano X-ZReproyecta los trazos usando el plano Y-ZPermite reproyectar los trazos usando la orientación del cursor 3DError de reproyecciónFactor de repulsiónLa repulsión es un factor de rigidezRequerir la coincidencia de todas las máscaras de intersección, en vez de sólo unaRequerir la coincidencia de todas las máscaras de materiales, en vez de sólo unaRequiere que los puntos conectados por tensores internos tengan sus normales apuntando en direcciones opuestasRequeridaEl tamaño de procesamiento requerido ({}px) es mayor que el límite reportado de tamaño de texturas ({}px).Requiere una GPU de AMD con arquitectura RDNARequiere ficha de accesoRequiere Apple Silicon con macOS %s o más nuevoRequiere una GPU de Intel con arquitectura Xe-HPGRequiere una GPU de Intel con arquitectura Xe-HPG yRequiere una GPU de NVIDIA con capacidad de cálculo %sRequiere al menos tres vérticesRequiere vértices seleccionados o un grupo de vértices activoReleer los recursos y catálogos desde la biblioteca en el discoRedirigirEtiquetas redirecciónRemuestrearCantidad remuestreoRemuestrear curvaLongitud remuestreoModo de remuestreoEscala remuestreoRemuestrear la curva de entrada antes de generar la mallaReservar fotogramas (mediante marcadores de posición) para los fotogramas faltantes de la secuencia de imagenRestablecerRestablecer ampliación fondoRestablecer subordinadosRestablecer rampa de colorRestablecer curvaRestablecer nodosRestablecer normalRestablecer huesos de pose entre accionesRestablecer Formas clave entre accionesRestablecer transformacionesRestablece la proyección UVRestablece las transformaciones de las UV a sus valores predefinidosRestablece los deltas de navegación RV a la pose base de la sesiónRestablecer valoresRestablecer vistaRestablecer etiqueta de colorRestablecer todas las curvas y niveles de negro y blancoRestablece las influencias de esfumado para todos los valores de animación de los puntos seleccionadosRestablece las transformaciones de la imagen a sus valores predefinidosRestablece la distancia límite para la restricción Limitar distanciaRestablecer deltas de posiciónRestablece la posición, rotación y escala de los huesos seleccionados a sus valores predefinidosRestablece las posiciones de los huesos seleccionados a sus valores predefinidosRestablecer las normales a las predefinidasRestablece los valores predefinidos del operadorRestablece la longitud original de los huesos para la restricción 'Apuntar (estirando)'Restablece la pose de los huesos al estado marcado en el fotograma claveRestablece los huesos de pose entre cada acción exportada. Esto es necesario cuando algunos de ellos no contengan claves en algunas animacionesRestablecer los archivos recientesRestablecer deltas de rotaciónRestablece las rotaciones de los huesos seleccionados a sus valores predefinidosRestablecer deltas de escalaRestablece el tamaño de los huesos seleccionados a sus valores predefinidosRestablecer escala de strips seleccionadasRestablece las Formas clave entre cada acción exportada. Esto es necesario cuando algunos de sus canales no contengan claves, en algunas animacionesRestablece la retemporización del clipRestablecer transformaciones de posición del clipRestablecer transformaciones de posición, rotación y escala del clipRestablecer transformaciones de rotación del clipRestablecer transformaciones de escala del clipRestablece la copia de la malla en que se está esculpiendoRestablece a cero la influencia de esfumadoRestablece horizontalmente la vista hasta el rango de fotogramas actual de la escena, tomando en cuenta el rango de previsualización si se encontrara activoRestablece el portapapeles interno y/o la normal del elemento seleccionadoRestablecer la redefinición local seleccionada a sus valores de referencia vinculadosRestablece las redefiniciones locales seleccionadas a sus valores de referencia vinculadosRestablece las transformaciones del esténcil a los valores predefinidosRestablece la compensación aplicada a las transformaciones al definir la relación jerárquica, sin eliminar la relación en sí mismaRestablecer las transformaciones de cada instancia subordinada individualRestablece las transformaciones de cada instancia subordinada presente en la salida. Sólo usado cuando la opción Separar subordinados se encuentre activadaRestablecer la vistaRestablece las influencias de todas las Formas clave a 0 o al valor más cercano, respetando los límitesRestablece el tamaño y la posición de la imagen de fondoRestablecer el valor de esta propiedadRestablecer todos los elementos del vector a sus valores predefinidosVolver a los colores del tema predefinidoRestablecer al tema predefinido cuando este tema esté activoRestablece el color de los vértices para todos los trazos seleccionadosRestablece el área visible para mostrar el rango completo de fotogramasRestablece el área visible para mostrar el rango completo de clipsAjusta el área visible para mostrar el rango de fotogramas clave seleccionadosRestablece el área visible para mostrar el rango de fotogramas clave seleccionadosRestablece el área visible para mostrar el rango de clips seleccionadosRestablece el área visible para que se muestre el canal bajo el punteroRestablece el área visible para que se muestren los canales seleccionadosPermite restablecer la temporización para las Formas clave absolutasReformarModifica los valores de la curva-f. p.ej: permite cambiar la amplitud de los movimientosReformar sólo puede funcionar con niveles mayores de subdivisiónResistencia del objeto al movimientoRedimensionarRedimensiona las áreas de la vista cuádrupleRedimensionar cuadrantesRedimensionar regiónRedimensionar nodoRedimensiona una columna de la planillaRedimensiona una columna de la planilla al ancho de sus datosRedimensiona los editores arrastrando sus bordesRedimensiona la jaula para ajustarla a los objetos deformables seleccionadosRedimensiona la imagenRedimensiona los objetos para mantener el volumen delimitador por debajo de este valor. Un valor de 0 deshabilita la limitaciónReescalar a un máximo de 1024 píxelesReescalar a un máximo de 2048 píxelesReescalar a un máximo de 256 píxelesReescalar a un máximo de 4096 píxelesReescalar a un máximo de 512 píxelesAjusta la vista para que todos los nodos sean visiblesRedimensiona la vista para que los nodos seleccionados sean visiblesResoluciónResolución (celdas)Límite de resoluciónModo de resoluciónResolución: Vistas UEscalar resoluciónResolución UResolución VResolución VistasResolución XResolución YResolución ZLa resolución no coincideNo se ha seleccionado una resolución para %s, omitiendoLa resolución debe ser mayor que 1La resolución debe ser positivaResolución de los trazos generadosResolución de la superficie generada para el procesamiento y la capturaResolución del árbol octal; valores mayores producirán detalles mas finosPorcentaje de resolución de los mapas de sombrasPorcentaje de resolución de los objetos volumétricos en las vistasResolución usada para las previsualizaciones de nodos de sombreado (cambiar por conveniencia de rendimiento)Resolución usada para el dominio del fluido. El valor corresponde al lado más largo del dominio (la resolución de los demás lados será calculada de forma automática).Resolución al ser capturada a una texturaResolucionesReposo y rangosDensidad en reposoLongitud de reposoPose de reposoEn reposoForma clave reposoOrigen de reposoLongitud de reposo de la fuerza armónicaReiniciar a partir del fotograma inicial cuando se alcance la Longitud del cicloRestituciónRestaurar áreasRestablecer longitud de segmento de curvaRestablecer fotogramaRestablecer selección de asasRestablecer bloques de datos vinculados empacados a sus ubicaciones originalesRestablecerá todos los mapas de teclado a su estado predefinidoRestablece todos los bloques de datos vinculados empacados a sus ubicaciones originalesRestablece la selección de asas luego de ser retocadasRestablecerá un elemento del mapa de tecladoRestablecerá el mapa del tecladoRestablecer al fotograma cuando se inicializó la animaciónRestablece la longitud de cada segmento de curva usando un estado anterior a la deformaciónRestringirRestringir rango de fotogramasVisibilidad en procesamientoSeleccionabilidadVisibilidad en vistaRestringir puntos visiblesRestringir edición de trazos y claves en esta capaRestringe los valores de la curva-f a estar entre un máximo y mínimoRestringe al modificador a actuar sólo después de su fotograma "inicial"Restringe al modificador a actuar sólo antes de su fotograma "final"Restringe el movimiento en cada eje, dentro de los rangos indicadosPermite restringir los movimientos del objeto a la superficie de una curva, remapeando su posición a lo largo del eje más largo de la mismaRestringe el movimiento a la superficie de la malla objetivoRestringe los movimientos a una cierta distancia de un objetivo (sólo en el momento de la evaluación de la restricción)Restringe los objetos visibles a esta sonda (obsoleto)Restringe la pintura a los vértices del grupoControla la visibilidad durante el procesamientoRestringe la rotación del cuerpo rígido a un único ejeRestringe la traslación y rotación del cuerpo rígido a un único ejeRestringe la traslación del cuerpo rígido a un ejeRestringe la rotación en cada eje, dentro de los rangos indicadosRestringe la escala en cada eje, dentro de los rangos indicadosRestringir la selección en la Vista 3D • Mayúsculas para aplicar a subordinadosControla la seleccionabilidad en la vistaRestringir la selección a los objetos que usen el mismo modo de interacción que el objeto activo, para prevenir un cambio de modo accidental al seleccionarRestringir algunas optimizaciones para mantener los nodos con nombre y las mallas enlazadas a éstos, para que puedan ser transformados externamenteRestringir la lista de sistemas de control a un conjunto de características personalizado específicoRestringe la traslación y rotación del cuerpo rígido a los ejes especificadosRestringe la traslación y rotación a los ejes especificados, usando tensoresRestringir la visibilidad en las vistas 3DRestringir la visibilidad en la Vista 3D • Mayúsculas para aplicar a subordinadosControla la visibilidad en la vistaInterruptores de restricciónRestriccionesResultadoResultado de la iteración del cálculo de ropaResultado de la unión de las geometrías generadas a partir de cada iteraciónResultado del procesamiento, incluyendo todas las capas y pasadasReanudableRegresa a la velocidad normalResincronizarResincronizar (a la fuerza)Conservar la forma generalRetemporizarRetemporizaciónClave de retemporizaciónEstado de selección clave retemporizaciónClaves de retemporizaciónCambia la temporización del fotograma final y lo mueve hacia el comienzo de la animación para mantener un ciclo continuoDebe seleccionarse un clave de retemporizaciónRetopologíaDesplazamiento retopologíaProporciona acceso a un mapa UV de la geometría, o al predefinido si ninguno fuera especificadoPermite obtener un elemento de un paquete, definido mediante una ruta.Proporciona un atributo de color, o la alternativa predefinida si ninguno fuera especificadoProporciona un identificador de punto en una curvaProporciona un valor aleatorio estable de identificador a partir del atributo "id" en el dominio de puntos, o alternativamente su identificador si el atributo no existieraProporciona un versor que indica la dirección que apunta hacia afuera de una geometría, en cada elementoPermite obtener un valor desde una listaProporciona un vector que indica la ubicación de cada elementoProporciona un valor entero indicando la posición de cada elemento en la lista, comenzando por ceroProporciona atributos asociados a objetos o geometríaProporciona las esquinas pertenecientes a la misma cara que otra esquinaProporciona las esquinas que conforman una caraProporciona datos de un punto de una curva a una cierta distancia de su inicioProporciona datos de otros elementos en la geometría del contextoProporciona las esquinas de caras conectadas a los bordesProporciona las esquinas de caras conectadas a los vérticesProporciona información geométrica acerca del punto actual de sombreadoProporciona instancias de geometría de una colecciónProporciona información de curvas de peloPermite obtener la distancia a la que se encuentra un punto de control a lo largo de una splinePermite obtener información de la cuadrícula de un volumenPermite obtener información de una imagenProporciona información acerca de los puntos de una nube de puntosProporciona información acerca de las distintas regiones conectadas dentro de una mallaProporciona datos acerca de la cámara y cómo se relaciona con la posición del punto actual de sombreadoProporciona información acerca de la instancia del objetoProporciona información de una cámaraProporciona información de un objetoProporciona información de los huesos de un esqueletoProporciona varios tipos de coordenadas de texturizado. Usado típicamente como entrada de nodos de texturasProporciona el ángulo en cada punto de control usado para torsionar las normales de la curva alrededor de su tangenteProporciona el tiempo actual de la animación de la escena, en segundos o fotogramasProporciona la curva a la cual pertenece un punto de controlProporciona los datos de un atributo especificadoProporciona los datos de la partícula donde se instanció un objeto, por ejemplo para adjudicar una variación a múltiples instancias de un mismo objetoProporciona la dirección de las curvas en cada punto de controlProporciona los bordes conectados a cada vérticeProporciona una estructura usando los bordes de un objeto, tal como son interpretados por Cycles. Nota: Como las mallas se triangulan automáticamente antes de ser procesadas por Cycles, la topología siempre aparecerá trianguladaProporciona los bordes a ambos lados de una esquina de caraProporciona la cara a la que pertenece cada esquina de caraProporciona la transformación completa de cada instancia en la geometríaProporciona el identificador del material usado para cada elemento, según la lista de materiales de la geometríaPermite obtener las coordenadas enteras del vóxel en el que está siendo evaluado el campoProporciona la longitud de todas las curvas sumadas en conjuntoProporciona la cantidad de elementos en una geometría para el dominio de cada atributoProporciona la cantidad de puntos evaluados que serán generados por cada punto de control de las curvasProporciona la cantidad de caras que usa a cada borde como uno de sus ladosPermite obtener el objeto propietario del modificador de Nodos de geometría que se está ejecutando actualmenteProporciona la posición de las asas de cada punto de control de la curva BezierPermite obtener la posición del puntero del ratónObtendrá los componentes de cuaternios para representar a una rotación dadaProporciona el radio de cada punto de la geometría de una curva o nube de puntosProporciona la rotación de cada instancia en la geometríaProporciona la escala de cada instancia en la geometríaProporciona la cámara activa de la escenaPermite obtener la longitud total de cada spline, en forma de distancia o de cantidad de puntosPermite saber para qué tipo de rayo incidente el sombreador está siendo ejecutado. Usado típicamente para trucos no basados en el comportamiento físico de la luzProporciona el vértice al que se encuentran unidas las esquinas de carasPermite obtener la dirección y ubicación de visualización en la Vista 3DProporciona información de la topología relacionada con cada borde de una mallaProporciona información topológica relativa a cada cara de una mallaProporciona información topológica relativa a cada vértice de una mallaPermite obtener transformaciones a partir de un atributo de la geometría objetivoProporciona valores desde un campo en un dominio distinto al del contextoPermite obtener valores a partir de elementos específicos de una geometríaObtendrá valores a partir de la cuadrícula volumétrica indicadaPermite obtener valores de vóxeles específicos de una cuadrícula volumétricaProporciona información indicando si todos los triángulos de una cara se encuentran sobre un mismo plano, esto es, si tienen normales idénticasProporciona información indicando si cada borde se encuentra marcado para tener normales suaves o divididasProporciona información indicando si cada cara se encuentra marcada para tener normales suaves o definidasProporciona información indicando si el extremo final de cada curva se conecta con el inicialProporciona información indicando si los nodos están siendo evaluados para las vistas, en vez de para el procesamiento finalResultanteDevuelve el signo de A, sign(A)Regresar al modo anteriorPermite regresar al modo anteriorIndica si se trata de una acción con capas. En este punto todas las acciones contienen capas mediante el versionado, por lo que esta función siempre será verdaderaIndica si se trata de una acción antigua. Las acciones antiguas no contienen capas ni contenedores. A partir de Blender 4.4 las acciones serán actualizadas automáticamente a acciones con capas, por lo tanto esta salida sólo será verdadera cuando la acción se encuentre vacíaProporciona una selección de los bordes limítrofesProporciona una selección de los bordes que conforman una costura en los datos de UV provistos. Una costura estará definida como una discontinuidad de los datos entre las esquinas de caras conectadasProporciona una selección de los bordes sueltosProporciona una selección de los bordes desplegablesProporciona una rotación aleatoria de distribución uniformeDevuelve un valor sólo cuando los bits de A o los de B (alternativamente) se encuentren activosDevuelve un valor cuando tanto los bits de A como los de B se encuentren activosDevuelve un valor cuando los bits de A o los de B se encuentren activosProporciona información sobre una imagenProporciona información acerca del clip afectado por el modificadorProporciona el ángulo entre dos bordes de una misma esquina dentro de la caraProporciona las coordenadas de los píxeles de una imagenProporciona la longitud de un bordeDevuelve el valor opuesto de los bits de A, en decimales sería equivalente a A = -A - 1Proporciona la posición y velocidad del marcador en el fotograma actual de la escena, relativo a la posición del primer marcador no deshabilitado de rastreoProporciona la posición y velocidad del marcador en el fotograma actual de la escena, relativo a la posición del marcador en el fotograma resultante de la suma del fotograma actual y la cantidad de fotogramas especificadaProporciona la posición y velocidad del marcador en el fotograma actual de la escena, relativo al origen del espacio de rastreoProporciona la posición y velocidad del marcador en el fotograma absoluto de la escena especificadoDevuelve el signo de AID local reutilizableReutiliza los rayos de los píxeles cercanosMuestra todos los huesos ocultos en el modo EdiciónMuestra todos los huesos ocultos en el modo de poseRevela todos los vértices UV ocultosRevela todos los meta-elementos ocultosVuelve a mostrar todos los vértices, bordes y caras ocultosRevela todos los objetos durante el procesamiento, restableciendo su indicador de ocultamiento para el procesamientoMuestra los puntos de control ocultosRevela caras y vértices ocultosVuelve a mostrar las capas de máscara temporalmente ocultasVuelve a mostrar temporalmente los objetos ocultosInvertirInvertir curvaInvertir fotogramasInvertir ratónInvertir curvaInvertir ordenTransferir invertidoInvierte el orden actual de los elementos seleccionadosInvertir el ciclo de recorrido del historialInvierte el orden de los fotogramasInvierte el ordenInvierte la dirección de las curvas seleccionadasInvierte el orden de los elementos mostradosRevierte el orden de los vértices y bordes de las caras seleccionadas, invirtiendo la dirección de sus normalesInvierte la ordenaciónInvertir las transformaciones entre este objeto y su objetivoInvierte el movimiento vertical del ratónInvertidoInvierte la dirección de la entrada de rotaciónRevertirVolver a la organización original de la pantalla, antes de entrar al modo de pantalla completaRevierte los nodos de vuelta a su estado predefinido, conservando sus conexionesRevierte las opciones del pincel actual a sus valores predefinidos en la biblioteca de recursosRevertir a una integración de 1er orden cuando fuera necesario aplicar una limitación. Es más conservador que aplicar la limitación en sí mismaRevertir a preferencias guardadasRevertir al archivo guardadoGirar bordesRh simplePicosPicos y vallesFractal múltiple puntiagudoPicos y vallesNombre sist. controlScript de interfazEl sistema de control propietario de este objeto y que podrá borrarlo o sobrescribirlo al ser regeneradoTipoTipo de sistema de control para este huesoSistemas de controlDerechaOjo derechoAsa derechaCampo de asa derechaDesplazamiento asa derechaAsa derecha seleccionadaAsa derecha TipoClave a derechaAcción seleccionar con botón derechoCercana derechaDerecha (ortogonal)Derecha (perspectiva)Clic derecho sobre los botones para agregarlos a este menúEl ojo derecho debe ver la imagen izquierda y viceversaEstado de selección del asa derechaEl botón derecho siempre retocaráEl botón derecho usará la herramienta SeleccionarVectores singulares derechaEsquina inferior derecha del área de búsqueda en coordenadas normalizadas relativas a la posición del marcadorDesplazamiento hacia la derecha del asa izquierda, a partir del inicio del contenido original del clipCuerpo rígidoRestricción de cuerpo rígidoTipo de restricción de cuerpo rígidoCuerpo rígidoOpciones de cuerpo rígidoForma del cuerpo rígidoTipo de cuerpo rígidoEntorno de cuerpos rígidosEl entorno de cuerpos rígidos no contiene datos dinámicos asociados que exportarEl cuerpo rígido participa activamente en la simulación dinámicaEl cuerpo rígido podrá deformarse durante la simulaciónCuerpo rígidoEl entorno de cuerpos rígidos no fue correctamente inicializado, se necesita correr la simulación primeroRigifyColección activaTipo activoHerramientas de animaciónEspeciales de conjuntos de coloresHerramientas para desarrolladoresRigify (metarigs)Sistema de control propietarioNombre del sistema de controlSistema de control objetivoInterfaz del sistema de control objetivoTipo de sistema de controlCantoColor del ribetePliegue del cantoRibeteMaterial cantos (despl)Grupo de vértices para cantos generadosEfecto de ribeteAnillosDirección anillosAnillos en el eje XAnillos en el eje YAnillos en el eje ZAnillos en distancia esféricaLa cantidad de anillos debe ser de al menos 3ArrancarArrancar fallóArrancar no es compatible con la selección adhesiva de vérticesArrancar sólo es compatible con la sincronización de selección en modos de selección de vértices o bordesArranca polígonos y mueve el resultadoArranca los vértices seleccionados o una región seleccionadaRotación del área a oscurecerRol del objeto en la simulación de cuerpos rígidosGiroÁngulo de balanceoOrigen ángulo de balanceoProfundidad de enrollamientoDirección de enrollamientoEnrollar curvas de peloGiro InicialBalancear a izquierdaLongitud de enrollamientoGiro finalRadio de enrollamientoBalancear a derechaAfinado de enrollamientoGiro en el extremo final del hueso flexible, ajusta la torsiónGiro en el extremo inicial del hueso flexible, ajusta la torsiónBalancea la vistaBalancea la vista hacia la izquierdaBalancea la vista hacia la derechaBalancear la vista usando un valor angularGiro: %.2fGiro: %sObturador progresivoDuración obturación progresivaEnrolla las curvas de pelo, desde sus puntasRumano - RomânRaízDiámetro raízDirección de la raízIdentificador de la raízNodos principalesPosición de la raízPosición de raícesPrim de primer nivelSelección de la raízCoordenadas texturizado raízSólo traslación de superiorDecaimiento radicalRaíz de la jerarquía de colecciones de esta capa de visualización, su propiedad puntero 'collection' es la misma que la de la colección principal de la escenaRuta raíz para todos los archivos listados en la colección ``archivos``Preajuste RadicalRotarRota 180 grados en sentido horarioRota 270 grados en sentido horarioRota 90 grados en sentido horarioRotarRotar (Euler)Rotar curvas de peloRotar instanciasRotar rotaciónRotar originalRota las coordenadas UV dentro de las carasRotar vectorRota un punto usando el eje XRota un punto usando el orden XYZRota un punto usando el eje YRota un punto usando el eje ZRota un punto usando eje y ánguloRota un vector alrededor de un punto de pivote (centro)Permite rotar alrededor de un punto diferenteRotar un cierto ángulo en torno a un ejeRotar en torno al centro de la imagenRotar en torno al eje local X, luego al ZRotar en torno al eje local Z, luego al XRotar en torno a los ejes X, Y y ZTorsiona la malla alrededor del eje Z del espacio del modificadorRotar en torno al eje local XRotar en torno al eje local YRotar en torno al eje local ZPermite rotar al objeto alrededor del eje especificado (o 'bloqueado') para que apunte hacia el objetivoRota las copias en base a la forma de repeticiónRota la normal dividida de los elementos seleccionadosRota el atributo de color de las esquinas dentro de las carasRota la geometría de las instancias en espacio local o globalPermite rotar la imagen en un ángulo especificadoRota la selección inicial dándole una mejor formaRota las instancias según la normal de los vérticesRotar las instancias basándose en la forma de la geometría recibidaRotar las instancias basándose en la forma de la geometría de la superficieLa rotación será afectada por las opciones de adherenciaRota las islas para un mejor ajusteRota las islas para que queden alineadas horizontalmenteRota las islas para que queden alineadas verticalmenteRota las islas para mejorar su disposiciónRota el superior con escala no uniforme para alinearlo al subordinado, aplicando la escala X del superior al eje X del subordinado, y así sucesivamentePermite rotar puntos alrededor del punto medio del pincelRotar de forma relativa a la orientación actualRota el borde seleccionado o las caras adyacentesRota los elementos seleccionadosRota las copias de forma aleatoriaPermite rotar la imagenRota la rotación de entrada en espacio globalRealiza la rotación indicada en su propio espacio localRealiza la rotación indicada en el espacio local del objetoRotar las instancias de forma aleatoriaPermite rotar cada tangente en torno a la normal a la superficiePermite rotar la vistaRotar / TorsionarCámaras rotadas, apuntando hacia el mismo punto, ubicado a la distancia de convergenciaRota hacia un rectángulo mínimo, en dirección vertical u horizontalRota cada curva de pelo en torno a un ejeRota los valores de los bits de A la cantidad especificada en Desplazamiento. Los valores positivos rotarán hacia la izquierda, los negativos hacia la derecha.Rota la dirección de la anisotropía, con 1.0 completando una revoluciónRotaciónRotación y escalaÁngulo de rotaciónEje de rotaciónCampo de rotaciónIncremento de rotaciónInfluencia en rotaciónMatriz de rotaciónModo de rotaciónModo de mezcla de rotaciónModo de rotaciónConector de rotación de nodoInterfaz del conector de rotación del nodoOrígenes de rotaciónRuta rotaciónIncremento de rotación de precisiónRango de rotaciónEspeciales de rastreo de rotaciónRastros de rotaciónUnidades de rotaciónRotación WRotación XRotación YRotación ZRotación acumulada para cada copiaCantidad de rotación por píxel para controlar qué tan rápido orbita la vista 3DRotación y escalaÁngulo de rotaciónÁngulo de rotación alrededor del eje Z al cual aplicar los cambios de rotación provenientes del casco de RVRotación alrededor del centro del objetoRotación alrededor del trayectoRotación en torno al eje de orientación elegidoEje de rotación (predefinido: tangente en la raíz)Conversión de rotaciónError de rotaciónRotación para cada intervaloRotación de la imagen de fondo (sólo en vistas ortogonales)Rotación del objeto recientemente agregadoRotación tipo EulerRotación en cuaterniosRotación en cuaternios (normalizada)No es posible rotar en la Planilla de tiemposModo de la rotación. Sólo afectará a la forma en que se muestra la rotación, la rotación en sí misma no se verá afectada.Rotación de las láminas del obturadorRotación del sol alrededor del cenitRotación de la mirilla del controlador correspondiente de la acción, en espacio globalRotación del efectoRotación de las instanciasPermite rotar la iluminación de estudio alrededor del eje ZDesplazamiento de rotación a ser aplicado a la pose base para determinar la rotación del visorSólo la rotaciónPunto de pivote de rotación o escalaRotación presente en la toma original, que será compensada (para lograr una inclinación buscada)Rango de rotación en la cual el pivote debería ocurrirIntervalo de rotación para las teclas numéricas (2 4 6 8)Rotación a eje y ánguloRotación a relativaRotación a EulerRotación a cuaternioValor de rotación de un atributo de geometríaConector de valor de rotación de un nodoLos valores de rotación sólo pueden ser mostrados junto con el texto sobreimpreso en la Vista 3DPivote de rotación y escalaRotación: %.2f%s %sRotación: %s %s %sDiferencia rotacionalRotacionesDesordenFactor desordenRugosidadDesorden 1Desorden 2Curva de desordenDesorden puntasDesorden en puntasUmbral de rugosidadRugosidad del materialRugosidad de la capa de brillo tangencial. Valores muy bajos o altos producirán, respectivamente, apariencias difusas o polvorientasBasado en rugosidadRugosidad URugosidad VCircularRedondea A al mayor entero múltiplo de B menor o igual que ARedondea A al entero más cercano. Redondeará hacia arriba si la parte fraccionaria es mayor que 0.5Modo RedondearRedondear los UV a píxeles al editarExtremo redondeado (semi circular)Redondea las esquinas generando arcos circulares en cada punto de controlRedondea esquinas cóncavas internas de un campo de distancias con signo (SDF). Sólo afectará a áreas con una curvatura principal negativa, creando transiciones más suaves entre las superficiesPerímetro abierto redondeadoPreajuste CircularRedondear el decimal hacia abajo hasta el entero más pequeñoRedondea el número decimal hacia el entero más próximo en dirección al cero (piso si fuera positivo; techo si fuera negativo)Redondear el decimal hacia arriba o abajo hasta el entero más cercanoRedondea el número decimal hacia el próximo entero mayorRedondear a píxelesRedondear al centro de los píxelesRedondear a las esquinas de los píxelesRedondeadoCintas redondeadasRedondezRedondez de las secundarias alrededor de la principalRedondez de la punta del pincelRedondez de las esquinas de los paneles y sub panelesRedondez del sistema de coordenadas del segmentoPasadasFilaFiltros de filasAltura de la filaEntrelazado en filasFilas:GomaEvaluación de reglasAmbigüedadRegla usada para determinar qué regiones se encontrarán en el interior o el exteriorReglaLas reglas se procesan de arriba a abajo (sólo es evaluada la primera que cause un efecto superior al umbral de ambigüedad)Ejecutar como usuarioEjecuta un archivo PythonEjecuta Python mientras se editaEjecutar scriptEjecuta una operación de arrastre para conectar nodos, como pruebaEjecuta el script activoEjecutar como una tarea en segundo planoEjecuta como un usuario específicoEjecutar en editor de nodos de geometríaEjecutar este script luego de la generación, para aplicar cambios específicos del usuarioEjecutar este texto como un script de Python al cargarloRunge-Kutta 3Runge-Kutta 4Funcionando en modo sin conexiónTiempo de ejecuciónDatos en tiempo de ejecuciónOpciones en tiempo de ejecuciónInformación de estado en tiempo de ejecución sobre la sesión de RVRuso - РусскийSSDFCuadrícula SDFBooleana (cuadrícula SDF)Redondear (cuadrícula SDF)Laplaciano (cuadrícula SDF)Promediar (cuadrícula SDF)Promediar curvatura (cuadrícula SDF)Mediana (cuadrícula SDF)Desplazar (cuadrícula SDF)SDLSUmbral SMAAUmbral procesamientoUmbral vistasSMPTE (compacto)SMPTE (completo)Código de tiempo SMPTE mostrando sólo minutos, segundos y fotogramas - las horas se mostrarán si fuera necesario, pero no de forma predefinidaOpciones fluidos SPHMétodo SPHMuestras SSAAOpciones OAEPSSE42STL (.stl)Exportación a STL: No es posible abrir el archivo '%s'Exportación a STL: No es posible encontrar la colección '%s'Importación de STL: No es posible abrir el archivo '%s'Importación de STL: Falla al importar malla desde el archivo '%s'Importación de STL: Falla al abrir el archivo '%s'SVG como curvasEl SVG contiene gradientes, el color de Grease Pencil será una aproximaciónÁreas de seguridadÁrea de seguridad para elementos generalesÁrea de seguridad para elementos generales, al utilizar otra proporción de imagenÁrea de seguridad para textos y gráficosÁrea de seguridad para textos y gráficos, al utilizar otra proporción de imagenÁreas de seguridad usadas en las vistas 3D y el editor de videoMismo canalMismo objetoIgual que Fotograma final, excepto que es posible definir cualquier valor, incluyendo aquellos que creen estados inválidosIgual que Fotograma inicial, excepto que es posible definir cualquier valor, incluyendo aquellos que creen estados inválidosMismo hueso seleccionado...Mismas colecciones que el hueso activoMismo color que el hueso activoConectores con la misma dirección (de entrada o salida)MuestreoMuestrear UV al anclarDesviación de muestrasMuestreoMuestrear curvaMuestrear longitudes homogéneasResoluciónMuestrear cuadrículaMuestrear identificador de cuadrículaID grupo muestreoMuestrear identificadorLongitud de muestreoMuestrear líneaMuestrear fusionadoModo de muestreoMuestrear más cercanoMuestrear más cercano en superficiePosición muestreoRadio muestreoFrec. de muestreoTamaño muestraMuestrear bordes rectosSubconjunto de muestrasLongitud del subconjunto de muestrasDesplazamiento del subconjunto de muestrasMuestrear UVMuestrear superficie UVPermite escoger un hueso desde la Vista 3D o el Listado para almacenarlo en una propiedadPermite tomar un color desde una banda de colorPermite tomar una muestra de color desde la ventana de Blender y crear un material de Grease PencilPermite tomar un color desde la ventana de Blender, para almacenarlo en una propiedadPermite escoger un bloque de datos desde la vista 3D para almacenarlo en una propiedadPermite definir una línea para mostrarla en los instrumentosPrecisión de la muestra, importante para los datos de animación (a menor valor, mayor precisión)Toma muestras de un archivo de imagen para mapearlo como una texturaToma muestras de un archivo de imagen para mapearlo como una textura de entornoTomar muestra de color para %sPermite tomar la profundidad desde la vista 3DMuestrear el detalle de la topología dinámicaMuestrea cada curva, distribuyendo de forma homogénea la cantidad especificada de puntosMuestrea cada curva, dividiéndola en segmentos de la longitud especificadaTomar muestras de bordes con longitudes igualesTomar muestras de bordes usando asas de tipo vectorMuestrea cada píxel de la imagenResolución de muestreoMuestrea las longitudes basándose en la longitud completa de todas las curvas, en vez de usar una longitud dentro de cada curva seleccionadaMuestrear el tamaño de los vóxeles de la mallaToma muestras de múltiples luces de manera más eficiente en base a la contribución estimada en cada punto de sombreadoToma una muestra de los valores del píxel bajo el punteroPunto de muestreo de la curva-fFrecuencia de muestreo, en muestras/sFrecuencia de muestreo del audio, expresada en HzMuestrea el detalle de la malla en el punto cliqueadoToma una muestra del color visualizado en pantallaTomar muestras de la cantidad especificada de puntos a lo largo de cada curvaToma una muestra del mapa UV en el punto de anclajeNivel de muestras en el que comenzar la reducción de ruidoMuestrea valores desde una textura de imagenPuntos muestreadosDatos de animación muestreadosColores muestreados a lo largo de la líneaMuestrasMuestras Transf.Muestras por fotogramaMuestreoMuestrear animacionesInterpolación alternativa muestreadasMétodo de muestreoPatrón de muestreoPreajustes de muestreoFr. de muestreoSubintervalos de muestreoColor de muestra para la paletaMétodo de muestreo a usar para volúmenesEstrategia de muestreo para superficies emisivasSatura la imagenSaturaciónAlteración de saturaciónModo SaturaciónNivel de saturaciónSaturación de íconos en la interfazSaturación, Valor, TonoSaturación:GuardarGuardar %u imágenes modificadasGuardar y cargarGuardar ya procesadaGuardar como...Guardar respaldosGuardar copiaGuardar externamente...Modo de guardadoGuardar las imágenes PNG como PNG, las JPEG como JPEG y las WebP como WebP. Para otros formatos se usará PNGGuardar preferenciasAdvertir al guardarVersiones a guardarGuardar un archivo de captura de movimiento BVH desde un esqueletoGuarda una copia del pincel activo en la biblioteca de recursos predefinida y lo transforma en el pincel activoGuarda una copia del estado actual del trabajo, pero no hace que el archivo guardado sea el activoGuarda un tema personalizado en la lista de preajustesGuarda una secuencia de imágenesGuarda el bloque de datos de texto activoGuarda el archivo de texto activo con sus opcionesGuarda todas las imágenes modificadasGuardar una imagen empacada en el archivo .blendGuardar ya procesadaGuarda archivos de caché al disco (el archivo .blend debe ser guardado antes)¿Guardar cambios antes de cerrar?Guarda una iluminación de estudio personalizada desde las opciones del Editor de iluminación de estudioGuarda los desplazamientos en un archivo externoGuarda la imagen, incluyendo la administración de color. Para formatos de imagen como PNG, aplicará las transformaciones de vista y de visualización. Para formatos intermediarios de imagen como OpenEXR, usará el espacio de color predefinido de salida de procesamientoGuardar las imágenes como JPEG. (Sin embargo las que requieran alfa se guardarán como PNG). Nótese que se podrá producir una pérdida de calidadGuardar imágenes en formato WebP como imagen principal (sin imagen alternativa)Guarda canales de luminancia-crominancia-crominancia en vez de colores RGBGuardar al salirGuarda las preferencias modificadas al salir (a menos que se hubieran cargado las preferencias de fábrica)Guarda el caché de procesamiento en arcivos EXR (útil en composiciones pesadas, Nota: afecta a escenas procesadas de forma indirecta)Guardar el mapa capturado en un archivo externo de imagenGuardar el mapa capturado en un bloque de datos de imagen internoGuarda el archivo actual de BlenderGuarda el archivo actual de Blender con un número incrementado al final de su nombre, y que no sobrescribirá ningún archivo existenteGuarda el archivo actual en la ubicación deseadaGuarda el archivo actual en la ubicación deseada, pero no lo convierte en activoGuarda el nodo Visor actual a un archivo de imagenGuarda la imagen con otro nombre y opcionesGuarda la imagen con el nombre y opciones actualesGuarda la imagen procesada a la ruta de salida (usado sólo cuando la animación está deshabilitada)Guarda la escena a un archivo PLYGuarda la escena a un archivo OBJ de WavefrontGuarda la escena a un archivo STLGuarda este bloque de datos aunque no tenga usuariosGuarda esta capa de salidaGuardar al disco (ignorar cambios locales)Guarda las opciones de traducción en un archivo JSON persistente"%s" guardado%s guardadaGuardado como "%s"Se guardó una copia como "%s"Se guardó la imagen "%s"Se guardó de forma incremental como "%s"Archivo empacado guardado en: %sTexto "%s" guardadoGuardarError al guardarGuardarlo con esta versión de Blender (%s) podría causar la pérdida de datos.Guardarlo con esta configuración de OpenColorIO podría causar la pérdida de datos.Falló el guardado de las preferenciasSierraGráfico vectorial escalable (.SVG)Formato Scalable Vector Graphics (SVG) 1.1EscalarEscalaRedimensiona los elementos seleccionadosEjes de escalaEscala baseEscalar suavizadoEscalar elementosEscalar uniformementeEscalar FPSFactor de escalaFactor de escala de la texturaEscalar imagen a nuevo tamañoEscala inicial Influencia en escalaEscalar instanciasMatriz de escalaModo mezcla de escalaModo de escaladoEscalar desplazamientoEscala final Aleatorizar escalaEscalar rigidezEscalar grosor del trazoEscalar grosorEscalar U y V de forma independienteEscala las coordenadas UV hasta los límites, luego de desplegarlasEscala uniformeEscala XEscalar X: %s Y: %s Z: %s%s %sEscalar X: %s Y: %s%s %sEscala YEscala ZPermite escalar un valor decimal del contextoEscala acumulada para cada copiaEscalar todos los datos (¡algunos importadores no soportan esqueletos escalados!)Escalar todas las celdas UDIM de la imagenEscala a lo largoEscalar en el eje XEscalar en el eje YPermite escalar un valor entero del contextoEscalar basándose en píxeles por unidad de BlenderEscalar basándose en píxeles por pulgadaEscalar según área de carasMultiplicador de escalaEscalar según tamaño de carasEscala el texto para que entre en el marco de textoEscala cada curva uniformemente hasta alcanzar la longitud objetivoEscalar los elementos en la misma proporción en todas las direccionesEscalar los elementos en una única direcciónFactor de escala aplicado a la longitud de remuestreo calculada automáticamenteFactor de escala que determina la "velocidad" de la funciónFactor de escala que determina los valores máximos y mínimosFactor de escala para ajustar la altura de los fotogramas claveFactor de escala para la forma de los huesosFactor de escala del radio de dispersión subsuperficialFactores de escala para el extremo final del hueso flexible, ajusta el grosor (para efectos de afinado)Factores de escala para el extremo inicial del hueso flexible, ajusta el grosor (para efectos de afinado)Método de ajuste de escalaEscala para la intensidad de las luces importadasEscala del objeto recientemente agregadoEscala la geometría de las instancias en espacio local o globalEscala grupos de bordes y caras conectadasEscalar bordes individuales o islas de bordes cercanosEscalar caras individuales o islas de caras cercanasEscala las instancias basándose en el tamaño de las carasLa escala es 0La escala será afectada por las opciones de adherenciaEscala y mueve las islas de un mapa UV para que se ajusten al cuadrante de coordenadas UV, tanto como sea posibleRedimensiona las islas hasta abarcar completamente el cuadrante UVEscalar mallaEscala del ruido de distorsiónEscala del ruido (valores más altos producirán vórtices más grandes)Escala de la textura de ruido a lo largo de cada curvaEscala del objeto solución en el espacio de la cámaraEscala de las versalitasLa escala en los ejes X y Z se ajustará para preservar el volumen de los huesosLa escala en los ejes X y Z será la inversa de la escala en YEscala de la octava del ruido baseEscala de la punta del pincel en el eje XEscala de efecto de desplazamientoEscala de los trazos finalesEscala de la instancia de la ligaEscala de las instanciasEscala de las instancias en cada eje localEscala de la capaEscala de la textura de ruido según la posición de la raízEscala del perfil en cada puntoEscala de la sombraEscala del ruido espacialEscala de la texturaSólo la escalaEscala el área seleccionadaEscala el tamaño de visualización de los huesos flexibles seleccionadosEscala los valores de los claves seleccionados usando su promedio combinadoRedimensiona el radio del forro alrededor de los vértices seleccionadosEscala la rigidez, en vez del radioEscalar el BVH en esta magnitudEscala la entrada Z cuando no se usa un buffer z, controla el desenfoque máximo definido por el color blanco o el valor 1Escala de la imagen de fondoEscala los huesos hasta ajustarlos a la longitud total de la curvaPermite escalar la contribución de la iluminación directaPermite escalar la contribución de la iluminación indirectaEscala las copias de forma aleatoriaEscala las copias de forma aleatoria, por cada ejePermite escalar el objeto personalizado según la longitud del huesoEscala la distancia entre las muestras del sombreado volumétrico al procesar un volumen (valores menores producirán un resultado más preciso y detallado, a costa de un aumento del tiempo de procesamiento)Escala los objetos instanciados por carasEscala la velocidad del BVH en la escena actual, de otro modo cada fotograma del BVH será mapeado directamente a un fotograma de BlenderEscala la imagen, de tal forma que se ajuste al encuadre y sin dejar espacio vacíos en las esquinasEscala las instancias basándose en el área de cada cara de la geometría recibidaDisminuir la escala de las instancias de forma aleatoriaDisminuir la escala de las instancias de forma aleatoria, por cada ejeEscalar las instancias en cada eje localEscalar las instancias de forma aleatoriaEscalar las instancias de forma aleatoria, en cada ejeMultiplicar el movimiento del ratón por este valor antes de aplicar la variaciónEscala la frecuencia del ruidoEscala el desplazamiento según la geometría cercanaEscala la matriz de desplazamiento (usado para aplicar un desplazamiento en espacio de pantalla)Escala el desplazamiento para producir un grosor más uniformeEscalar los objetos de la escena según el valor de metros por unidad del escenario USD. Esta escala será aplicada además del valor especificado en la opción EscalaPermite escalar el grosor del trazo al transformar trazosEscala la textura para que se ajuste a la longitud de cada trazoEscala los valores de la curva-f modificadaEscalar a longitud del huesoEscalar hasta límitesEscalar a encuadre de cámaraEscala a relativaEscalar a tamaños de carasEscalar hasta ajustarEscalar hasta ajustarEscalar hasta ajustar o rellenar el encuadre de la cámaraEscalar según el nivel de ampliación (en caso contrario, su tamaño será constante)Escala usada al convertir de unidades de Blender a dimensiones reales. Al trabajar en escalas microscópicas o astronómicas, es posible usar respectivamente escalas pequeñas o grandes para evitar problemas de precisión numéricaSensibilidad de rotación esférica al orbitarEscalar los vectores según su magnitudPermite escalar, trasladar y rotar una imagenEscalar / MoverEscalar: %s : %s : %s%s %sEscalar: %s : %s%s %sEscalar: %s%s %sEscalarH X: %s Y: %s Z: %s%s %sEscalarH: %s : %s : %s%s %sEscalarH: %s%s %sEscalaX: %sEscaladoEscala la imagen, de tal forma que se ajuste al encuadre y sin dejar espacio vacíos en las esquinasEscala la intensidad del ruidoEscala la malla como si se tratara de un cuerpo blando, usando el origen del objeto como escalaEscala la potencia de la luz de manera exponencial, multiplicando su intensidad por 2^exponenteEscalaEscalado del ruido (en tiempo)Factor de escala aplicado adicionalmente a la escala de la escena, para ajustar la vista de RV. Cuando fuera posible, modificar la escala de la escena en vez de estoFactor de escala para la acciónFactor de escala aplicado en el eje XFactor de escala aplicado en el eje YEscala del ruidoEscala del objetoPermite comprobar si hay nuevos módulos en las carpetas de complementosTiempo de "exposición" del barrido de línea del efecto de obturación progresivaDispersiónCoeficientes de dispersiónDispersa la luz a medida que traspasa el volumen, usado frecuentemente para agregar niebla a la escenaDistribuir sobre instanciasDistribuir en superficiePermite distribuir geometría referenciada sobre la superficie de una mallaModelo de dispersiónRadio de dispersión por canal de color (RVA), multiplicado por la EscalaEscenaCopiar opcionesCopia completaCopia vinculadaNuevaIdentificador de objetoEspacioTipoLa escena '%s' contenía una colección principal inválida, que no pudo ser leídaLa escena '%s' se encuentra vinculada, el instanciado de objetos se encuentra deshabilitadoLa escena '%s' es la última local, no puede ser eliminadaCámara de la escenaColección de la escenaColecciones de escenaVisualización de escenaDuración de escenaRango de la escenaGráfica de la escenaGravedad de la escenaEscena HydraOpciones de la escena del motor de procesamiento HydraInstancias de la escenaLuces de la escenaConector de escena de nodoInterfaz del conector de escena del nodoObjetos de la escenaOperación de escenaOpciones de la escenaOrigen de la escenaPropiedades de la escenaVista de procesamiento de la escenaConfiguración de escenaRelativo a escenaEstadísticas de escenaClip de escenaVisualización de clips de escenaRango clip de escenaClip de escena...Tiempo de la escenaUnidades de la escenaEntorno de la escenaRecursos de escena no asignados a un catálogo. Es posible asignar catálogos en el Explorador de recursosEscena en su estado de evaluaciónBloque de datos de escena, conteniendo objetos y definiendo opciones relativas al tiempo y el procesamientoBloques de datos de escenaOpciones de visualización de la escena para la vista 3DVelocidad de fotogramas establecida en %.4g (convertida desde %.4g)Escena desde donde seleccionar la cámara activa (si no se define, la escena a procesar)La escena no contiene datos de animación o una acción activaLa escena no contiene cámarasLa escena no contiene ninguna cámara, no es posible procesar una previsualización de %s sin una.Conjuntos de claves de la escenaValores lineales en el espacio de color de trabajo de la escenaMetros por unidad de la escena a 0.001Metros por unidad de la escena a 0.01Metros por unidad de la escena a 0.0254Metros por unidad de la escena a 0.3048Metros por unidad de la escena a 0.9144Metros por unidad de la escena a 1.0Metros por unidad de la escena a 1000.0El modo de escena utiliza el modo de captura completa:Escena no encontradaColección principal de la escena, a la cual pertenecen todos los objetos y otras colecciones instanciadas en la escenaRelativo a la escenaConector de escena de un nodoEscena que usa este clipEscena a procesar, la escena actual si no se especificaLa escena será procesada usando 11 muestras de suavizado de bordesLa escena será procesada usando 16 muestras de suavizado de bordesLa escena será procesada usando 32 muestras de suavizado de bordesLa escena será procesada usando 5 muestras de suavizado de bordesLa escena será procesada usando 8 muestras de suavizado de bordesLa escena será procesada usando un método de suavizado de bordes de una sola pasada (FXAA)La escena será procesada sin suavizado de bordesEscenasEscenasLas escenas sin una cámara no soportan previsualizacionesEsquema = Catmull-Clark, cuando sea posible. En caso contrario exportará la malla con una subdivisión de tipo SimpleEsquema = Ninguno. Exporta la malla base sin subdivisiónEsquema = Ninguno. Exporta la malla subdivididaInstrumento - FondoInstrumentosInstrumentos para la visualización estadística de un clip de películaInstrumentos para la visualización estadística de una imagenInstrumentos para visualizar estadísticas de imagenInstrumentos para visualizar estadísticas del clip de películaDistancia de perturbaciónDistancia de perturbación vistasTramaNuevaPrecisiónPantallaTamaño captura pantallaModo TramaEspacio de pantallaTrazado en pantallaCoordenadas de pantalla para muestreoBloque de datos de organización, que define la disposición de las distintas áreas en la pantallaBloques de datos de organización de pantallaOrganizaciones de un espacio de trabajoTamaño de visualización de las normales en la vista 3DAdherencia a ángulos en espacio de la pantallaTrazado en pantallaPrecisión de trazado en pantallaGrosor de trazado en pantallaOrganizacionesCaptura de pantallaLa captura de pantalla no puede ser menor de %i píxeles de ladoEnroscarModificador EnroscarEje de la roscaScriptCarpetas de scriptsScriptsNodo de scriptOrigen del scriptNo fue posible encontrar la carpeta de scriptsScript con expresiónScriptsBarra de desplazamientoDirección de desplazamientoColores Control desplazamientoDesplazamiento y ampliación de una región 2DDirección de desplazamiento (sólo para Wayland)Desplaza una página hacia abajoDesplaza la página hacia arriba o abajoDesplazar los archivos seleccionados en la vistaDesplaza la vista hacia abajoDesplazar la vista a izquierdaDesplaza la vista hacia la derechaDesplaza la vista hacia arribaDesplaza una página hacia arribaDesplaza la vista haciendo clic y arrastrando el ratónDesplaza la vista de forma que el fotograma actual quede centradoRetrocesoRecorrerOpciones región de marcadores y recorrerRecorrer / MarcadoresEsculpirEsculpir todas las islasEsculpir malla baseCapacidades de esculpidoEsculpir curvasJaula de esculpido de curvasOpacidad de conjuntos de caras de esculpidoEsculpir Grease PencilEsculpir Trazos de Grease PencilNiveles de esculpidoOpacidad de máscara de esculpidoModo EsculpidoSobreimpresos modo EsculpidoColor sobreimpresión esculpidoPlano de esculpidoEsculpido definir pivoteMostrar conjuntos de caras de esculpidoMostrar máscara de esculpidoPintar texturas en esculpidoEsculpir un trazo en la geometríaPermite esculpir curvas usando un pincelEsculpir en una capa persistente del objetoEsculpe trazos en el objeto activo de Grease PencilColor superposición esculpido / pinturaEsculpirCosturaMargen de costurasBorde de costura para el despliegue UVCosturasBuscarBuscar complementosÁrea de búsqueda:Distancia de búsquedaBuscar extensionesCoincidencia de búsquedaBuscar máximoBuscar mínimoTamaño de búsquedaBusca nuevamente desde el principio del archivo al alcanzar su finalBuscar por tecla asignadaBuscar por nombrePermite buscar un nodo por su nombre, seleccionarlo y enfocarse en élBuscar archivos de este tipoBusca elementos en esta carpetaBuscar marcadores que presenten una deformación afín (t, r, e, inclinación) de un fotograma a otroBuscar marcadores que presenten una deformación perspectivada (homografía) de un fotograma a otroBuscar marcadores que presenten traslación y rotación de un fotograma a otroBuscar marcadores que presenten traslación y escala de un fotograma a otroBuscar marcadores que presenten una traslación de un fotograma a otroBuscar marcadores que presenten una traslación, rotación y escala de un fotograma a otroPermite buscar en todos los bloques de datos de texto, en vez de sólo en el activoEl texto a buscar es sensible a letras mayúsculas o minúsculasBuscar cualquier imagen asociada en las sub carpetas (Advertencia, puede ser lento)Término a buscar para filtrar la interfazSegundoBase secundariaTipo de la segunda asaSegundo cuerpo rígido a ser restringidoIntervalo (segundos)Segundo coeficiente de la distorsión radial Brown-Conrady de cuarto ordenSegundo coeficiente de la distorsión tangencial Brown-Conrady de segundo ordenSegundo coeficiente de la distorsión de Nuke de segundo ordenSegundo coeficiente de la distorsión de división de segundo ordenSegundo coeficiente de distorsión tangencial de NukeSegundo coeficiente de la distorsión radial polinómica de tercer ordenSegundo color usado para el efectoSegundo punto de control cúbico de la curva entre las velocidades mín y máxSegunda entrada del clip de efectoSegundo fotograma clave usado para la inicialización de la reconstrucciónSegundo punto de la captura, en espacio de pantallaSegundo objeto poligonal seleccionado requerido como fuente de donde copiar la formaNombre del segundo grupo de vérticesSecundarioEje secundarioEje secundario de huesosColor secundarioCapas de controles secundariosRuta secundaria de datosDecaimiento influencia secundariaReflectividad secundariaTextura secundariaColor secundario del patrón de damero que indica áreas transparentesRuta secundaria de la propiedad a ser definida por el control radialSegundosSegundos en torno al cursor usados para la ampliaciónSegundos durante los cuales realizar la comprobación (redefine la cantidad de iteraciones)FichaSección a activar en las preferenciasVer '%s' en editor externoVer '%s' en el editor de textoVea el panel de Modificadores más abajoVer bloque de texto OperatorList.txtSemillaSemilla para la aleatorización si está en usoSemilla para la generación de números aleatorios (si es negativa, se usará el tiempo como semilla)Semilla para las operaciones basadas en aleatoriedadSemilla para la generación del ruidoSemilla para el generador de números aleatoriosSemilla del ruidoSemilla para el generador aleatorioSemilla usada por el generador de números aleatorios para generar puntos aleatoriosValor semilla para que el integrador obtenga distintos patrones de ruidoValor semilla para el cálculo aleatorioValor de semilla para el generador aleatorioBuscar basándose en el tiempo leído desde la propia película, produciendo la mejor concordancia entre los tiempos de la escena y de la películaSegmentoCoordenadas segmentoDirección del segmentoID segmentoInfluencia de segmentosLongitud del segmentoRotación segmentoAncho segmentoEn ambos extremos del segmentoCoordenadas del segmento, para el mapeo de texturas dentro de cada segmento angularSegmentosSegmentos del borde curvoLa cantidad de segmentos debe ser de al menos 3Segmentos muestreados a partir de los puntos de controlSegmentos con una distancia en la imagen menor que la aquí indicada serán encadenados entre síSeleccionarSeleccionar y retocarSeleccionar 2 clips de sonidoPermite seleccionar entre una curva de tipo 2D o 3DSeleccionar asa individual alineadaSeleccionar todoSeleccionar todos: AlternarSeleccionar por condiciónSeleccionar anclaSeleccionar áreaSeleccionar fondoDesviación al seleccionarSeleccionar mayoresSeleccionar canalSeleccionar subordinadoSeleccionar contenidosSeleccionar sólo subordinadosSeleccionar colecciónColor seleccionadoSeleccionar punto de controlSeleccionar curvasSeleccionar identificador de línea finalSelecciona las caras conectadas a la selección actualSeleccionar por grupoSeleccionar asaSeleccionar asasSeleccionar jerarquíaSeleccionar objetos importadosSeleccionar capaSeleccionar asa izquierdaSeleccionar vinculadoSeleccionar elemento de listaSeleccionar elemento de lista (doble clic para renombrar)Seleccionar ubicaciónSeleccionar buclesModo de selecciónSeleccionar más / menosSeleccionar con ratónSeleccionar exteriorSeleccionar superiorSeleccionar pasadaPatrón de selecciónSeleccionar puntoSeleccionar asa derechaSeleccionar anilloSeleccionar búsquedaSeleccionar conjunto de selecciónSeleccionar similarSeleccionar contenedorSeleccionar divisiónSeleccionar textoSeleccionar vértices UVPermite seleccionar vértices UV, usando el marco de selecciónPermite seleccionar vértices UV usando el círculo de selecciónSelecciona las UV en la celda especificadaSelecciona los vértices UV que están en la misma ubicación y comparten un vértice de la mallaSelecciona los UV que comparten un mismo vértice de la malla, sin tener por qué encontrarse en la misma ubicaciónPermite seleccionar vértices UV, usando un lazo de selecciónSelecciona los vértices conectados a la selección actualSeleccionar vistaPermite seleccionar un hueso, en el sistema de control generado, para que controle a esta acciónSeleccionar una carpeta marcadaSeleccionar una cámara a la cual enlazar a un marcador en este fotogramaSelecciona una cadena de clips vinculados, más cercanos al puntero del ratónSelecciona un borde como rasgo si sus dos caras adyacentes se encuentra marcadaSelecciona un borde como rasgo si alguna de sus caras adyacentes se encuentra marcadaSelecciona un bucle de vértices UV conectadosSelecciona un bucle de bordes conectadosSeleccionar un eje de simetría (X, Y)Seleccionar un eje de simetría (X, Y, Z)Selecciona una nueva ruta para esta biblioteca y recarga todos sus datosSeleccionar un nodo para asignarle un atajoSelecciona un punto en la curva de pinturaPermite seleccionar un punto o sus asasSelecciona un conjunto aleatoriamente distribuido de pelos o puntosSelecciona un rango a partir del elemento activoSelecciona una fila de puntos de control, incluyendo al punto activo. El uso sucesivo sobre el mismo punto cambiará entre las direcciones U y VSelecciona un clip (el último seleccionado se convierte en el "clip activo")Permite seleccionar los vértices afectados en la mallaSelecciona todos las caras UV que se superponen entre síSeleccionar todos los UV vinculados al mapa UV activoSeleccionar todos los vértices UV vinculados bajo el cursorSelecciona todos los canales de animación dentro de la región especificadaSeleccionar todo entre el elemento seleccionado y el activoSelecciona todos los huesos vinculados jerárquicamente con la selección actualSelecciona todos los huesos vinculados jerárquicamente con la selección actualSelecciona todos los huesos con el mismo superior que los actualmente seleccionadosSeleccionar todos los caracteresSelecciona todos los subordinados de los huesos actualmente seleccionadosSelecciona todos los puntos de control vinculados a los ya seleccionadosSelecciona todos los puntos de control vinculados a la selección actualSelecciona todos los puntos de la curva vinculados a los ya seleccionadosSelecciona todas las curvas de un rellenoSelecciona todos los datos en la malla en un eje individualSelecciona todos los rastros deshabilitadosSeleccionar todoSelecciona todos los rastros estimadosSelecciona todo si es Verdadero, sino deselecciona todoSelecciona todos los rastros con fotogramas claveSelecciona todos los fotogramas clave del canal bajo el ratónSelecciona todos los fotogramas clave en los fotogramas especificadosSelecciona todos los fotogramas clave que se encuentran en el mismo fotograma donde está el cursorPermite seleccionar todos los fotogramas clave en la región especificadaSelecciona todos los claves vinculados a los ya seleccionadosSelecciona todos los rastros bloqueadosSelecciona todos los vértices o bordes no desplegablesSelecciona todos los objetos en la colecciónSelecciona todos los objetos que bloquean la luz de este emisorSelecciona todos los objetos que reciben luz de este emisorSelecciona todos los caminos entre los elementos de origen y destinoSelecciona todos los vértices UV fijosSelecciona todos los puntos, en curvas que contengan algún punto seleccionadoSelecciona todos los puntos de la curva bajo el puntero del ratónSelecciona todos los bordes suficientemente definidosSelecciona todos los clips adyacentes a la selección actualSelecciona todos los clips agrupados por diferentes propiedadesSelecciona todos los clips que se encuentren del mismo lado del fotograma actual que el puntero del ratónPermite seleccionar todos los puntos de un trazoPermite seleccionar los puntos correspondientes a segmentos de un trazo, tomando en cuenta sus interseccionesPermite seleccionar todos los trazos con características similaresSelecciona todo el textoSelecciona todos los fotogramas clave del canal bajo el ratónSelecciona todos los fotogramas clave presentes en la curvaSelecciona todo el textoSelecciona todos los vértices asignados al grupo activo de vérticesPermite seleccionar todos los marcadores de tiempo usando el marco de selecciónSelecciona todos los marcadores rastreadosSelecciona todos los puntos del grupo especificadoSeleccionar todos los puntos que no pudieron ser reconstruidosSelecciona todos los rastros con el mismo color que el activoSelecciona todos los vértices conectados a la selección actualSelecciona todos los huesos visibles agrupados por propiedades similaresSeleccionar todos los objetos visibles agrupados por varias propiedadesSeleccionar todos los objetos visibles que se encuentran vinculadosSeleccionar todos los objetos visibles de determinado tipoSelecciona puntos alternativos en trazos con puntos ya seleccionadosSelecciona un anillo de bordesSelecciona un anillo de bordes de vértices UV conectadosSeleccionar una cantidad par de bucles para puentearSeleccionar primero una pista de ANL existente o una línea de acción vacíaSelecciona un objeto o hueso de poseSeleccionar y activar elemento(s)Selecciona y permite deslizar un punto en la curva de pinturaSeleccionar y usar elemento de mallaSeleccionar líneas de anti siluetaSeleccionar al menos un objeto poligonalSeleccionar al menos dos bucles de bordesSelecciona las regiones mayores en vez de las menoresPermite seleccionar los huesos de la colección de huesos activaSelecciona los huesos vinculados jerárquicamente con el que se encuentre bajo el puntero del ratónSelecciona los huesos superiores de los actualmente seleccionadosSelecciona los huesos usados como objetivo de los huesos actualmente seleccionadosSeleccionar bordes limítrofes (bordes de mallas abiertas)Selecciona los bordes limítrofes, alrededor de las caras seleccionadasSeleccionar porSeleccionar por intensidad de carasSelecciona por contenedor de material activoSeleccionar objetos conectados por una jerarquíaSeleccionar contorno o siluetaSeleccionar contornos (las siluetas exteriores de cada objeto)Selecciona los puntos de control en el límite exterior de cada región seleccionadaSelecciona los puntos de control que siguen a los ya seleccionados en la curvaSelecciona los puntos de control que preceden a los ya seleccionados en la curvaSeleccionar bordes plegados (aquellos entre dos caras que formen un ángulo menor que el Ángulo de plegado)Selecciona los objetos creados al terminar la importaciónPermite seleccionar puntos de una curva usando el marco de selecciónPermite seleccionar puntos de la curva usando el círculo de selecciónPermite seleccionar puntos de la curva usando un lazo de selecciónSelecciona curvas que se encuentran próximas a curvas ya seleccionadasPermite seleccionar el tipo de datos del atributoSelecciona los subordinados inmediatos de los huesos seleccionadosSeleccionar el objeto de dominio de la simulación de humoSeleccionar marcas de borde (bordes con marcas de borde por Freestyle)Seleccionar bordes limítrofes de materialesSeleccionar bordes o pares de caras alrededor de los cuales puedan rotar los bucles de bordesSeleccionar 1 o 3 vértices a los cuales subordinarSeleccionar pelos o puntosSeleccionar elementoSelecciona elementos basándose en el atributo booleano activoSeleccionar extremos de las curvasSelecciona los extremos de trazosSelecciona todo, comenzando por la última selecciónSelecciona todo excepto las líneas de la colección especificadaSeleccionar contornos externos (siluetas exteriores de objetos ocluyentes y ocluidos)Selecciona el bucle de caras bajo el cursorSeleccionar caras donde todos los bordes tengan más de 2 caras usuariasSeleccionar bordes de rasgos basándose en una colección de objetosSeleccionar rasgos basándose en el tipo de bordesSeleccionar rasgos basándose en la visibilidadSeleccionar rasgos pertenecientes a algún objeto del grupoSeleccionar rasgos por caras marcadasSeleccionar rasgos por límite de imagen (menor consumo de memoria)Seleccionar rasgos no pertenecientes a ningún objeto del grupoSeleccionar rasgos que no satisfagan las condiciones indicadas de tipo de bordeSeleccionar rasgos que no satisfagan las condiciones indicadas de marcado de carasSelecciona los rasgos que satisfagan todas las condiciones de tipo de bordeSelecciona los rasgos que satisfagan al menos una de las condiciones de tipo de bordeSeleccionar rasgos que satisfagan las condiciones indicadas de tipo de bordeSeleccionar rasgos que satisfagan las condiciones indicadas de marcado de carasSeleccionar rasgos comprendidos dentro de un rango de valores de invisibilidad cuantitativa (IC)Seleccionar las líneas de características provenientes de regiones iluminadas o sombreadas. No afectará a la proyección de sombras y los contornos de iluminación, dado que se encuentran en el límite.Selecciona el marco contenedor de los nodos seleccionadosSeleccionar entre los modelos Chiang o HuangPermite elegir entre varias entradas, mediante un menú con nombresSelecciona las asas de manipulación en los extremos del clip seleccionadoSelecciona curvas de la gráficaSelecciona las asas cercanas al clip activoSeleccionar rasgos ocultosPermite seleccionar cómo restringir el objeto a la superficie del objetivoPermite seleccionar cómo se restringen los vértices a la superficie del objetivoSelecciona si el repositorio se trata de una carpeta administrada por el usuario o una provista por el sistemaSelecciona el superior o subordinado inmediato de los huesos seleccionadosSelecciona la intersección con el fotograma actualPermite seleccionar elementos usando el marco de selecciónPermite seleccionar elementos usando el círculo de selecciónPermite seleccionar elementos usando el lazo de selecciónPermite seleccionar los puntos de los fotogramas clave usando el círculo de selecciónPermite seleccionar fotogramas clave de la curva usando un lazo de selecciónSelecciona los fotogramas clave que se encuentran junto a los seleccionadosSelecciona fotogramas clave haciendo clic sobre ellosSelecciona los fotogramas clave en las mismas curvas-f que los ya seleccionadosSelecciona fotogramas clave a la izquierda o derecha del fotograma actualSelecciona claves vinculados a los claves seleccionados limítrofes de cada partículaSeleccionar tipo de línea para los trazosSelecciona las caras conectadasSelecciona carasSelecciona las caras vinculadas bajo el cursorSelecciona los vértices vinculadosSelecciona los vértices vinculados que se encuentran bajo el punteroSelecciona bucles de bordes conectados desde cada borde seleccionadoSelecciona geometría suelta basándose en el modo de selecciónSelecciona marcadores a la izquierda o derecha del fotograma actualPermite seleccionar marcadores usando el marco de selecciónPermite seleccionar marcadores usando el círculo de selecciónPermite seleccionar marcadores usando un lazo de selecciónSelecciona los miembros del marco seleccionadoSelecciona los elementos de la malla en ubicaciones simétricasSelecciona los puntos simétricos de la jaulaSelecciona más vértices UV conectados a la selección inicialSelecciona más puntos de la spline conectados a la selección inicialSelecciona más clips adyacentes a la selección actualSelecciona más vértices, bordes o caras conectados a la selección inicialSeleccionar clips de película o imagenSeleccionar canal de rastreo de movimientoSelecciona la partícula más cercana al puntero del ratónSelecciona el nuevo elemento activo de la malla y usa su ubicaciónSeleccionar los nuevos objetosSelecciona un nodo y vínculalo a un nodo visorSelecciona nodos vinculados desde los nodos seleccionadosSelecciona nodos vinculados a los nodos seleccionadosPermite seleccionar nodos usando un lazo de selecciónSelecciona nodos con propiedades similaresSelecciona objetos en la misma colecciónSelecciona el objeto relativo a la posición del objeto activo en la jerarquíaSelecciona los objetos de la colecciónSelecciona objetos coincidentes con un patrón de nombreSelecciona objetos de forma recursiva desde el elemento activoSelecciona uno de los grupos de vértices disponibles bajo la posición actual del ratónSeleccionar uno o más clipsSelecciona sólo las caras con todos sus UV seleccionados, permitiendo transformarlas para formar una nueva islaPermite seleccionar puntos individualesSelecciona o deselecciona todos los clips de ANLSelecciona o deselecciona todos los archivosSelecciona o deselecciona todos los clipsSelecciona o deselecciona aleatoriamente objetos visiblesSelecciona la orientación luego de ser creadaSelecciona otros clips o asas al mismo tiempo o, en el modo de retemporización, todos los claves de retemporización a continuación del actualSeleccionar los objetos pegadosSelecciona una región de caras dentro de un bucle de bordes seleccionadosSelecciona reportes por identificadorSeleccionar objetos mostradosSeleccionar picos y valles (líneas limítrofes entre las áreas convexas y cóncavas de la superficie)Selecciona anillos de bordes conectados desde cada borde seleccionadoSelecciona las raíces de todas las partículas visiblesSelecciona el camino más corto entre dos huesosSeleccionar por el camino más corto entre dos elementos seleccionadosSelecciona la trayectoria más corta entre dos vértices/bordes/carasSeleccionar siluetas (bordes en el límite entre las caras visibles y las ocultas)Selecciona UV similares por tipo de propiedadSelecciona huesos similares por tipo de propiedadSeleccionar puntos de la curva similares por tipo de propiedadPermite seleccionar regiones de caras similares a la actualmente seleccionadaSeleccionar metabolas similares por tipo de propiedadSeleccionar vértices, bordes o caras similares por tipo de propiedadSelecciona puntos de la curvaSelecciona el asa del clipPermite seleccionar clips de manera individual, estén o no conectadosSelecciona los clips que se encuentren en el lado designado de los clips activosSelecciona los clips con respecto al fotograma actualSelecciona los clips a la izquierda o derecha del fotograma actualPermite seleccionar clips usando el marco de selecciónPermite seleccionar clips usando el círculo de selecciónPermite seleccionar clips usando el lazo de selecciónPermite seleccionar el estilo usado para dibujar los trazosSeleccionar un estilo a usar para rellenar trazosSeleccionar contornos sugestivos (bordes casi de silueta/contorno)Selecciona líneas de textoSelecciona texto al mover el cursorSelecciona el modo de control de FreestyleSeleccionar la cámara activaSeleccionar la biblioteca de recursos y los catálogos allí contenidos a ser mostrados en el banco de recursosSelecciona el eje sobre el cual comparar cada vérticeSelecciona los huesos de este conjunto de selecciónSeleccionar la cámaraSelecciona el eje más cercano al ubicar objetos (redefiniciones de superficie)Permite seleccionar el manipulador actualmente resaltadoSeleccionar el formato de archivo a ser usado para el caché de los datos de ruidoSeleccionar el formato de archivo a ser usado para el caché de los datos de partículasSeleccionar el formato de archivo a ser usado para el caché de los datos de superficieSeleccionar el formato de archivo a ser usado para el caché de datos volumétricosSeleccionar el archivo, en relación al archivo .blendSelecciona el tipo de entrada para la geometría de la liga.Selecciona el tipo de entrada para la geometría de la superficie.Selecciona las capas a ser convertidasSeleccionar el tipo de mapeoSelecciona el objeto simétrico del objeto seleccionado, p.ej: "L.espada" -> "R.espada"Selecciona las caras exteriores a las incrustadasPermite seleccionar el elemento siguiente (usando el orden de selección)Selecciona el nodo bajo el cursorSelecciona los superiores de los huesos actualmente seleccionadosPermite seleccionar el elemento anterior (usando el orden de selección)Selecciona el panel de propiedades a ser mostradoSeleccionar la parametrización del color del sombreadorSelecciona la forma de los trazos de contorno del diseñoSelecciona la forma de ambos extremos de los trazosSelecciona la clave de ordenamiento usada al apilar las cadenasSelecciona el orden de clasificaciónPermite seleccionar el origen de las posiciones de reposoSelecciona los clips y sus asasSelecciona la API de tableta a ser usada para la sensibilidad a la presión (es posible que se necesite reiniciar Blender para que los cambios entren en vigor)Selecciona el método de trazado usado para buscar intersecciones de rayos en la escenaSelecciona la forma en que los rasgos se unen formando cadenasSelecciona la forma en que es calculada la clave de ordenamiento para cada cadenaSelecciona aquellos huesos conectados a la selección inicialSeleccionar aquellos huesos que sean usados en esta poseSeleccionar marcador de tiempoSelecciona las puntas de todas las partículas visiblesSelecciona los clips a la izquierda del fotograma actualSelecciona los clips a la derecha del fotograma actualSelecciona marcadores de rastreoSeleccionar puntos por grupoSelecciona los rastros usados para la estabilización de rotaciónSelecciona los rastros usados para la estabilización de traslaciónSelecciona la orientación de transformaciónSeleccionar dos ciclos de bordes o un único ciclo cerrado desde donde puedan ser calculados dos ciclos de bordesSeleccionar dos objetos poligonalesSeleccionar el tipo de gradiente a usar para rellenar trazosSeleccionar el tipo de algoritmo de envoltura para la posición del objetivoSeleccione el tipo de algoritmo para la subdivisiónSeleccionar los rastros defectuososSelecciona el bucle de vértices bajo el cursorSeleccionar vértices polares, según la cantidad de bordes que allí confluyan. En los modos de borde y cara, se seleccionará la geometría correspondiente conectada a los polosSelecciona los vértices directamente vinculados a los ya seleccionadosSelecciona vértices o caras por cantidad de bordes de la caraSelecciona los vértices sin grupoSeleccionar rasgos visiblesSelecciona el punto que determinará el inicio de la curvaSeleccionar con botón del ratónSelecciona la palabra en la posición del cursorSeleccionar palabra bajo el cursorPermite seleccionar/deseleccionar todos los trazos de Grease Pencil que usen el material actualSelecciona o deselecciona todos los trazos o rellenosSeleccionar/deseleccionar elementos en esta direcciónSelecciona/deselecciona archivos, transitando entre ellosSeleccionabilidad y visibilidadSeleccionableSólo seleccionableSeleccionadoSeleccionado y contenidoMapa de acción seleccionadoClip de acción seleccionadoAsignación seleccionadaSeleccionado en negritaCanal seleccionadoEn el cursor (canales seleccionados)Total bordes seleccionadosTotal caras seleccionadasCaras seleccionadasArchivo seleccionadoResaltar seleccionadoEl ID seleccionado '%s' es de tipo %s, no puede ser usado para reubicar el ID vinculado '%s' existente, que es de tipo %sEl ID seleccionado '%s' parece ser el mismo que el ID reubicado '%s', usar la operación 'Recargar' en vez de estaSeleccionado en cursivaElemento seleccionadoForzará a que sólo se tomen en cuenta los elementos seleccionados al determinar el centro de órbita.Elementos seleccionadosClaves seleccionadosPunto de referencia seleccionadoLínea seleccionada - FondoLínea seleccionada - Color del textoMarcador seleccionadoMeta-clip seleccionado (para agrupar clips relacionados)Grupo de nodos seleccionadoObjeto seleccionadoObjetos seleccionadosSólo objetos seleccionadosObjetos y datos seleccionadosObjetos, datos y materiales seleccionadosSólo seleccionadosPuntos seleccionadosHuesos de pose seleccionadaSeleccionado en versalitasClip de sonido seleccionado (para controlar la temporización de sonidos del altavoz)Clips seleccionadosIluminación de estudio seleccionadaTexto seleccionadoClip de transición seleccionadoElemento UV seleccionadoFusiona los vértices UV seleccionados que se encuentren dentro de un cierto radioSeleccionado subrayadoTotal vértices seleccionadosEl recurso seleccionado %s no pudo ser ubicado dentro de la biblioteca de recursosEl recurso seleccionado %s no es una acciónEl siguiente recurso se encuentra contenido en un archivo administrado por el sistema de recursos, debería evitarse su edición manualEl recurso seleccionado se encuentra en el archivo actualHuesos seleccionados desde %sLos bloques de datos seleccionados ya son recursos (o no soportan ser usados como tales)Cantidad de bordes seleccionados en modo ediciónSe requieren bordes o caras seleccionadasTotal de caras seleccionadas en modo ediciónSe requieren caras seleccionadasLos bucles seleccionados deben tener igual número de bordesLas mallas seleccionadas deben tener la misma cantidad de vérticesLos nodos seleccionados no son del mismo tipo que {}Los nodos seleccionados no pueden ser unidosLos nombres de los objetos seleccionados deben usar los sufijos .L (izquierda) o .R (derecha)La ruta seleccionada se encuentra fuera de la biblioteca de recursos seleccionadaSeleccionados a activoTotal de vértices seleccionados en modo ediciónSeleccionadas / No seleccionadasSeleccionar líneas de regiones iluminadas y hacer que las combinaciones de contornos, contornos de luces y líneas de sombras sean formas cerradasSeleccionar la cámara sólo es soportado en modo ObjetoSelecciónDominio de la selecciónCarácter final de la selecciónLínea final de la selecciónMáscara de selecciónModo selecciónEl modo de selección debe ser PuntosSólo lo seleccionadoOpacidad de selecciónConjunto de selecciónIdentificador conjunto de selecciónConjuntos de selecciónEspeciales de conjuntos de selecciónSeleccionarTipo de selecciónAcción de selección a ejecutarSelección por colecciónSelección por tipo de bordeSelección por caras marcadasSelección por límite de imagenSelección por visibilidadLa selección no es un huesoLa selección no es un hueso. El esqueleto necesita estar en modo Pose o Edición para poder escoger un hueso desde la Vista 3DLa selección sigue al ratón, describiendo una trayectoria más suaveSelección no soportada en modo objetoSelección del método de resolución de cinemática inversa para la cadenaSeleccionar desde el canal activo hasta el cliqueadoSelección de bordes que no estén conectados a una caraSelección de bordes que formen parte del límite de la superficie de una mallaSelección de bordes que conecten dos caras de la superficie de una mallaSelección de bordes que signifiquen una discontinuidad en los vectores de entradaSelección de elementos con normales coincidentes con una dirección objetivo. (La normal será evaluada en el mismo dominio que esta selección)Selección de elementos dentro de una esferaSelección de las instancias a aleatorizarSelección de puntos a ser desplazadosSelección en el dominio de iteraciónPar de selección no encontradoEstado de selección del punto de la curvaEstado de selección del punto de la trayectoriaEstado de selección del contenedorEstado de selecciónEstado de selección del asa individual alineadaEstado de selección del punto de controlEstado de selección el punto de control. (Obsoleto: usar Seleccionar punto de control)Estado de selección del asa izquierdaEstado de selección del asa derechaSelección al fotograma actualSelección al valor Y del cursorSelección al fotograma más cercanoSelección al marcador más cercanoSelección al segundo más cercanoMínimos cuadrados amortiguado selectivoPermite seleccionar cómo se calcula el asa final del hueso flexiblePermite seleccionar cómo es calculada el asa inicial del hueso flexiblePermite seleccionar cómo serán mapeados los vértices a los segmentos de huesos flexibles, basándose en su posiciónSelecciona puntos aleatorios a partir de la selección actualPermite seleccionar el método de ajuste de límitesPermite seleccionar el método a ser usadoPermite seleccionar el método de grosor a ser usadoColisión propiaColisiones propiasEfecto propioFricción propiaImpacto propioIntersección propiaIntersección propiaComprobar intersección propiaDistancia propia mínimaPropio objetoSuperposición propiaIntersecta las caras seleccionadas entre síEntorno y opciones de simulación de cuerpos rígidos auto contenidosGrupo de vértices para colisión propiaInterpretación semántica de la propiedadSemi-lagrangeanoSemitonosEnviar hacia atrásEnviar al fondoSensibilidadSensorAjustar a sensorAltura del sensorRuido del sensorAncho del sensorEl sensor está siendo escaneado desde arriba hacia abajoSeparableSepararSeparar paqueteElemento a separarSeparar subordinadosSeparar en coloresSeparar componentesSeparar (cilíndricos)Separar geometríaSeparar IK dedosSeparar matrizModo de separaciónSeparar imágenes de secuenciaSeparar (esféricos)Separar transformacionesSeparar unidadesSeparar en XYZSepara toda la geometría producto de la intersecciónSeparar por capaSeparar por materialSeparar los clips contenidos en los meta-clips seleccionadosSepara las proyecciones en islas demarcadas por costurasSepara la geometría seleccionadaPermite separar partes de la geometría, creando nuevos objetosPermite separar la geometría seleccionada hacia un nuevo objetoPermite separar la geometría seleccionada hacia una nueva nube de puntosSepara los nodos seleccionados del grupoSepara los puntos seleccionados (de los puntos conectados no seleccionados) en un nuevo objetoSepara la geometría seleccionada hacia un nuevo objeto de Grease PencilSepara los trazos seleccionados del relleno actualSe separó %s en %i nuevas accionesHuesos separadosSepiaSecuenciaAdicionarAjusteCapa de ajusteSuperponer con alfaAlfa debajoAudioMarcoBrillo / ContrasteClipRelojColorBalance de colorMezclar coloresNodos de composiciónFundido cruzadoCurvasDirecciónDobleEcoEcualizadorFundido cruzado gamaDesenfoque gaussianoResplandorDividir y congelarCorregir tonoImagenEntranteIrisMáscaraMetaVideoMulticámaraSelector multicámaraMultiplicarNingunoSalientePor clipTonoProyectoAlmacenamiento de reemplazosEscenaIndividualSonidoEcualizador de audioVelocidadDividirSustraerTextoMapear tonoMapear_tonoTipo de transiciónTipoBalance de blancosBarridoEditor de videoDeslizar secuenciaDeslizar secuencia: %s%sNombre de clip editor de videoDatos de edición de secuencia para un bloque de datos de escenaDatos del espacio del editor de secuenciasModo de reproducción de la secuenciaClip de la secuencia que aplica un efecto sobre las imágenes creadas por otros clipsClip de la secuencia para crear un desenfoque gaussianoClip de la secuencia para crear un efecto de resplandorClip de la secuencia para crear una transición de barridoClip de la secuencia para crear una imagen de un único colorClip de la secuencia para crear un textoDatos de clip de secuencia en un fotograma individualClip de la secuencia para definir un sonido a ser reproducido durante un período de tiempoClip de la secuencia para controlar la velocidad de otros clipsClip de secuencia que agrupará a varios clips en uno soloClip de la secuencia para cargar un videoClip de la secuencia para cargar un video como máscaraClip de secuencia para cargar un video desde el editor de clips de películaClip de secuencia para cargar una o más imágenesClip de secuencia para realizar ajustes de filtro a las capas inferioresClip de la secuencia para realizar una edición multicámaraClip de secuencia que usa la imagen procesada de una escenaEditor de videoPrevisualización + Editor de videoEditor de video - Opciones de espacio de colorNodos de composición editor de videoEditores de videoSobreimpresos Línea de tiempoEditor de video - PrevisualizaciónSombreado de previsualización del editor de videoEscena del editor de videoAdherencia Línea de tiempoInformación del clipClips del editor de videoEditor de video - Opciones de herramientasTipo de efecto del editor de videoEscena de editor de video no editableClip activo del editor de videoSerbio (cirílico) - СрпскиSerbio (latino) - Srpski latinicaEstado de la sesiónUID de sesiónUID de sesión de la colección a la cual se vincularáUID de sesión de la colección a la cual moverIdentificador UID de sesión del bloque de datos a ser usado por el operadorIdentificador UID de sesión de la colección vinculada en forma directa que contiene al objeto seleccionado, y de la cual hacer una redefiniciónIdentificador UID de sesión del grupo de nodos de geometría que está siendo arrastrado y soltadoUUID de sesiónUUID de sesión del objeto a ser posicionado (usará al objeto activo cuando éste y 'nombre' no se encuentren definidos)DefinirDefinir la propiedad "Usuario ficticio" para los elementos anexados (excepto objetos y colecciones)Define la posición del cursor 2DUbica el Cursor 2D en el centro de la vistaDefinir acciónDefinir identificador de contenedor de acción activaDefinir inicio de todas las animaciones glTF en 0Definir alfaDefinir etiqueta de colorDefinir tema actualDefinir normales de curvaDefinir radio de curvaDefinir giro de curvaDefinir valor de depuraciónDefinir ícono predefinidoDefinir conjunto de carasDefinir intensidad de carasDefinir usuario ficticioDefinir alternativaDefinir rango de fotogramasDefinir paquete de geometríaDefinir nombre de geometríaDefinir color de Grease PencilDefinir profundidad de Grease PencilDefinir suavizado de Grease PencilDefinir fondo cuadrículaDefinir transformaciones cuadrículaDefinir perfil de curvas de peloDefinir posición de asasDefinir tipo de asaDefinir IDDefinir transformación de instanciasRecalcular matriz inversaDefinir materialDefinir fundido de materialDefinir material por identificadorDefinir normales de mallaDefine la variable Minkovsky a 0.5Define la variable Minkovsky a 4Definir factor de mezcla en 0.0Definir factor de mezcla en 1.0Definir nombreDefinir origen no disponible para objetos de tipo %sDefinir origen no disponible para objetos de tipo VacíoAsignar superiorDefinir pivoteDefinir radio de puntoDefinir posiciónDefine el rango de previsualización a partir de los claves seleccionadosDefine el rango de previsualización basándose en la extensión de los clips seleccionadosDefine el rango de previsualización basándose en el rango de claves seleccionadosDefinir velocidad de la escenaDefinir reemplazos para clips seleccionadosDefinir selecciónDefinir sombreado suaveDefinir tamañoDefinir base de adherenciaDefinir spline cíclicaDefinir resolución de splineDefinir tipo de curvaDefinir 3D estéreoUbica los puntos de control UVW a una distancia uniforme entre siDefine la posición del visor de RV a la ubicación de impacto del rayo trazadoDefinir valorDefinir transformación de visualizaciónPermite definir una etiqueta de color para las colecciones seleccionadasPermite definir una etiqueta de color para los clips seleccionadosPermite definir un valor de vector de contexto (útil para recorrer cíclicamente el modo de edición de la malla activa)Permite definir un valor del contextoDefine un valor de contexto (útil para recorrer cíclicamente el material, Formas clave, grupos, etc. activos)Define un valor de contexto para el ID de un bloque de datosPermite definir una tasa de bits constante personalizada (TBC).Permite definir una cantidad determinada de fotogramas para el total de las animaciones de construcciónPermite definir manualmente el porcentaje de construcción visiblePermite definir una cantidad máxima de fotogramas predecidos de forma bidireccionalDefine un nuevo conjunto de claves activoDefine un nuevo nombre o un prefijo/sufijoDefinir una nueva selecciónDefinir identificador de la acción activa a {}.Define el color activo para todos los vértices seleccionadosDefinir al marcador activo como el origen, moviendo la cámara (o su superior si estuviera presente) en el espacio 3DDefine el material activoDefinir todas las animaciones glTF para que comiencen en 0.0s. Puede resultar útil para animaciones cíclicasDefine que todos los puntos del trazo tengan la misma opacidadDefine que todos los puntos del trazo tengan el mismo grosorDefinir todas las normales de los vértices según el ángulo de las esquinasDefinir todas las normales de los vértices según el área de las carasAlfa de la parada seleccionadaDefine la cantidad de opacidad para las UV exportadasDefinir y usar cursor 3DPermite definir la visibilidad de la anotaciónDefine la transformación de visualización apropiada, basándose en el espacio de color del medioDefinir como grupo de vértices activoUsar el modo Redondeado predefinidoDefine los canales de audio a sonido de 4 canalesDefine los canales de audio a sonido envolvente 5.1Define los canales de audio a sonido envolvente 7.1Define los canales de audio a sonido monoDefine los canales de audio a sonido estéreoDefine el tamaño del buffer de mezcla de audio en 1024 muestrasDefine el tamaño del buffer de mezcla de audio en 16384 muestrasDefine el tamaño del buffer de mezcla de audio en 2048 muestrasDefine el tamaño del buffer de mezcla de audio en 256 muestrasDefine el tamaño del buffer de mezcla de audio en 32768 muestrasDefine el tamaño del buffer de mezcla de audio en 4096 muestrasDefine el tamaño del buffer de mezcla de audio en 512 muestrasDefine el tamaño del buffer de mezcla de audio en 8192 muestrasDefinir resolución de muestreo de audio a 16 bits enteros con signoDefinir resolución de muestreo de audio a 24 bits enteros con signoDefinir resolución de muestreo de audio a 32 bits decimalesDefinir resolución de muestreo de audio a 32 bits enteros con signoDefinir resolución de muestreo de audio a 64 bits decimalesDefinir resolución de muestreo de audio a 8 bits enteros positivosDefinir frecuencia de muestreo de audio a 192000 muestras por segundoDefinir frecuencia de muestreo de audio a 44100 muestras por segundoDefinir frecuencia de muestreo de audio a 48000 muestras por segundoDefinir frecuencia de muestreo de audio a 96000 muestras por segundoDefine el punto de negro o blanco para las curvasPermite definir valores lógicos para una colección de elementosDefinir a la vista activa como cámaraHace que la colección sólo contribuya indirectamente (a través de sombras y reflejos) a la capa de visualizaciónPermite definir la visibilidad del colorPermite definir los atributos de color y opacidad de geometría de tipo Grease PencilDefinir el color como completamente opaco, en vez de reutilizar el alfa existentePermite definir la interpolación de colorPermite definir el modo de color a usar para la interpolaciónColor de la parada seleccionadaDefine el clip de película actual como fondo de cámara en la vista 3D (funciona sólo cuando hay una vista 3D visible)Definir posición del cursorDefine la posición del cursor en el textoEstablece la posición del cursor en el desplazamiento usado para las instancias de la colecciónDefinir selección del cursorDefine a este atributo de color como el predefinido durante el procesamientoDefine la distancia entre cada planoPermite definir si la interpolación establecida para el segmento de curva-f (a partir del fotograma clave seleccionado), se aplicará al inicio, al final o a ambos extremos del mismoPermite establecer la definición de los bordes de la malla, basada en el ángulo entre las caras adyacentesDefine la expansión del efecto en la interfaz de usuarioPermite definir el modo de extrapolación para las curvas-f seleccionadasDefinir intensidad de caras para todas las carasSólo definir intensidad de caras para las caras nuevas y las afectadasSólo definir intensidad de caras para las caras nuevas y las modificadasSólo definir intensidad para las nuevas carasDefinir un usuario ficticio en los ID anexadosDefine el plano del pisoDefine mayúsculas o minúsculasDefine el estilo de la tipografíaDefine la velocidad de fotogramas de la escena actual para que coincida con la de la películaDefinir el centro del gancho en la posición del cursorDefine cómo se ejecutará la composiciónDefine si este bloque de datos de redefinición de biblioteca es editable o noDefine la imagen para poder pintar texturas con ella directamentePermite definir la interpolación entre las paradas de colorDefine el modo de interpolación para los segmentos de curvas-f que comienzan desde los fotogramas clave seleccionadosActiva una compensación correctiva para la restricción SubordinarActiva una compensación correctiva para la restricción Resolver objetoDefine el fotograma clave usado por el método de resoluciónPermite definir la visibilidad de la máscaraDefine la máscara al nivel especificado por la propiedad 'Valor'Define la máscara al nivel especificado por el inverso de la propiedad 'Valor'Define costuras en la malla de acuerdo a la configuración de islas en el editor UVDefinir como metabola negativaExpande el modificador en la interfaz de usuarioDefine los valores negativos de RVA e intensidades a cero, para ciertos usos, como en desplazamientos, está opción puede ser deshabilitada para preservar así el rango completoDefine una nueva ubicación para el cursor 3D y activa su usoDefine el cálculo de escala del objeto, usando la distancia entre dos rastros seleccionadosConjunto de propiedades que serán afectadasEstablece el desplazamiento usado para instancias de la colección, basado en la posición del cursorEstablece el desplazamiento usado para instancias de la colección, basado en la posición del objeto activoEstablece el origen en el punto medio de los marcadores 3D seleccionadosDefine el tamaño de las partículas en celdas de la simulación o usa la celda más cercanaDefine un radio por punto que es usado para afinar el biseladoDefinir un plano en base a 3 marcadores 3D seleccionados, moviendo la cámara (o su superior si estuviera presente) en el espacio 3DPosición de la parada de color seleccionadaDefinir el tamaño y la proporción de procesamiento a partir del clip activoDefine la resolución de las curvas seleccionadasDefinir la escala de la escena, escalando la cámara (o su superior si estuviera presente)Define la escala para las dimensiones X, Y y Z de la texturaCambia los fotogramas inicial y final de la escena para que coincidan con el fotograma inicial y la duración del clipDefine valores para el conjunto de caras de esculpido de las carasPermite desmarcar los vértices seleccionados como sueltosDefine la selección de la geometría editada, para la ejecución de herramientasSombrea las caras de manera que la unión entre ellas sea visibleSombrea las caras de manera que la unión entre ellas parezca continuaPermite definir la curva de obturaciónDefine la influencia del objetivo de cuerpo blando para los puntos seleccionadosPermite definir el atributo de suavizado de geometría de tipo Grease PencilPermite definir una propiedad de tamaño (p.ej: tamaño de un pincel) mediante la rueda del ratónDefine la velocidad del segmento retemporizadoDefine los fotogramas inicial y final a partir de la escenaDefinir una selección de textoPermite definir el orden de profundidad a ser usado en el objeto de Grease PencilPermite establecer los metros por unidad del escenario USD a la medida escogida o a un valor personalizadoDefine a este mapa UV como el mapa activo durante el procesamientoDefine la descripción de accesibilidad de la primitiva predefinida del escenario exportadoDefine la etiqueta de accesibilidad de la primitiva predefinida del escenario exportadoDefine la capa activa de Grease PencilConvierte al hueso activo en superior de los demás huesos seleccionadosDefinir al objeto activo como cámara activa para esta vista o escenaHace que el operador activo vuelva a sus valores predefinidosDefine la escena activa y su tiempo actual, basándose en el clip de escena actualDefine el grupo de vértices activoDefine el valor de fondo usado para los vóxeles y celdas inactivosDefine límites para las operaciones en la vista (no implementado)Define los límites de la región de procesamiento y la habilita la opción Procesar regiónDefine los límites del marco usado para desplazar la vistaDefine los límites de la región de procesamiento y habilita la opción Procesar regiónDefine límites para la región del usuarioPermite definir el paquete de una geometríaDefine el modo de interacción del clipDefine el color y la opacidad de los puntos del trazoDefine el color y la opacidad de los rellenos del trazoDefine la selección de la consolaDefine el tipo de esquina de los puntos seleccionadosDefine el fotograma actual como el fotograma final de previsualización o de la escenaDefine el fotograma actual como el fotograma inicial de previsualización o de la escenaMueve el fotograma actual al fotograma promedio de los fotogramas clave seleccionadosDefine el idioma actual para esta consolaDefine el manipulador de transformación actualDefine la ubicación del cursor, arrastrar para transformarPermite definir las normales personalizadas a partir de las normales de las caras seleccionadasDefinir la dirección de un eje de la escena, rotando la cámara (o su superior si estuviera presente). Se asumirá que el rastro seleccionado se encuentra sobre un eje real, que lo conecta al origenPermite definir el tamaño de visualización de los puntos de una nube de puntosDefine la distancia entre los ojos - la distancia al plano de convergencia / 30 debería ser apropiadaPermite definir el modo de evaluar las normales de una curvaDefine la herramienta alternativa, en vez de la primariaDefine la herramienta alternativa, en vez de la herramienta primariaDefine la ruta de archivo en relación al archivo .blend, cuando esto sea posibleDefine el rango de fotogramas usando el inicio y fin de los clips seleccionadosDefine el tipo de asa para curvas BezierDefine el tipo de asa para curvas BezierDefine el tipo de asa para los puntos de control de la curva BezierPermite definir el atributo id en la geometría de entrada, usado principalmente de forma interna para aleatorizarDefine el rango de fotogramas de la imagen para que coincida con la duración del videoLleva la influencia de esta restricción a cero, intentando mantener las transformaciones del objeto. Otras restricciones que se encuentren activas aún podrán influenciar las transformaciones finales del objetoPermite definir la ubicación de cada puntoPermite definir la ubicación del cursor 3DDefine a este mapa como el activo al clonarDefinir el mapa como activo para la visualización y la ediciónDefine la capa de la máscara usando los botones de mapas UVAsigna un superior a los componentes seleccionados de la máscaraPermite definir el identificador del material a ser asignado a cada elemento seleccionado de una geometríaDefine el material de las nuevas caras basándose en el orden en la lista de contenedores de material. Si un material no existiera en el objeto que está siendo modificado, la cara usará el mismo contenedor de material o el primero, en caso de que el objeto no contuviera suficientes contenedores.Permite definir el nombre de una geometría para una depuración más sencillaDefine el origen del objeto moviendo sus datos, centrándolo en los mismos o usando el cursor 3DAsignar un superior al objetoAsigna un superior al objeto, sin compensar sus transformaciones para mantener su posiciónDefine las normales de la malla producida como suavesPermite definir las posiciones de las asas de una curva BezierUsar el rango de previsualizaciónPermite definir el radio en cada punto de control de una curvaDefine la representación de la rotación usada por los huesos seleccionadosPermite redefinir la velocidad de fotogramas de la escena a la del archivo BVH (tener en cuenta que esto anulará la opción 'Escalar FPS', ya que la escala será 1:1)Define al material del trazo seleccionado como material activoPermite establecer la definición de los bordes de la malla, basada en el ángulo entre las caras adyacentesDefine el tipo de espacio o recorre cíclicamente los subtiposDefine el tipo (trazo, relleno o ambos) de los trazos seleccionadosEstablece la superficie en su posición de reposo antes de anclar las curvas de peloPermite definir el ángulo de giro en cada punto de control de una curvaDefine la herramienta por su identificador (para mapas de teclado)Define la herramienta por su nombre (para mapas de teclado)Define las transformaciones de la cuadrícula, desde el espacio del identificador al del objeto.Permite definir la matriz de transformación de cada instanciaPermite definir el valor de todas las etiquetasPermite definir las influencias del grupo de vértices basándose en la distancia a otro objeto objetivoDefine el eje de la vista donde cada dirección del ratón será mapeada siempre al mismo ejeDefine el eje de la vista donde cada dirección del ratón será mapeada a un eje relativo a la orientación actualDefine una nueva región de recorteDefine la influencia de los puntos clave seleccionadosEstablece la influencia de la herramienta Dibujar a la influencia del vértice bajo el puntero del ratónDefine las influencias de los grupos que coinciden con los huesos seleccionados del esqueleto vinculado, usando la distancia entre los vértices y los huesosDefine la influencia de los vértices de un grupo usando la distancia desde un objetivoPermite definir el ancho basándose en el nodo de grupo superior en el contexto actualDefine el nivel de ampliación/reducción (basado en el tamaño del clip)Establecer esta acción de la pose como la activa para el objeto activoDefine el valor actual de esta propiedad como el nuevo predefinidoEstablece el radio de la punta a ceroPoner en 0 para usar la estimación desde la imagen de entradaActivar cuando el caché esté dividido en archivos separadosMarcar para solicitar el recálculo de la matriz inversaEstablece la visibilidad del árbol de nodosDefine el tipo de curvaDefine el tipo de asa para los fotogramas clave seleccionadosDefine el tipo de asa para los puntos de control seleccionadosDefine el tipo de fotograma clave para los fotogramas clave seleccionadosDefine el tipo de las curvas seleccionadasEstablecer reemplazos manualmenteDefine el valor de las carasAsignar a los claves seleccionados el valor Y del cursorDefine los valores del atributo activo para los elementos seleccionadosDefine el plano de la paredDefine que las influencias usen una determinada cantidad de nivelesDefine el nivel de ampliación/reducción de la vistaDefinir {} como activaDefine u obtiene la intensidad de una cara (usado en el modificador Influenciar normales)Define o restablece como anclados a los vértices UV seleccionados entre varias operaciones de despliegueDefine el nivel de subdivisión de la superficie (1 a 5)Permite definir cuántos objetos únicos pueden ser distinguidos por píxelProvocará que el área exterior a la región de recorte sea transparente, en vez de que realmente se recorte el tamaño de la imagenDefine la capa como activa para visualizar y editarDefine a esta capa como la activa durante el procesamientoDefine el modo de interacción del objetoDefine la posición del pivote a la posición del vértice activoDefine la posición del pivote a la posición promedio de los vértices no enmascaradosDefine la posición del pivote al centro de los límites de la máscaraDefine la posición del pivote a la superficie bajo el cursorDefine el pivote al origen de la esculturaDefine el atributo de radio de las curvas de pelo mediante una forma de perfilPermite definir el origen de rotación de forma automática, usando la topología y la forma de la malla como guíaDefine la posición del pivote de la transformación de esculpidoEstablecer la opción Preferencias > Sistema > Método compilación sombreadores en Subprocesos podría mejorar el tiempo de compilación.OpcionesOpciones dentro de la solapa PartículasOpciones dentro de la solapa DinámicasOpciones de pincel de Grease PencilOpciones para las herramientas de interpolación de Grease PencilOpciones dinámicas de boidsOpciones para la visualización de elementos sobreimpresosOpciones para la visualización de elementos sobreimpresos en las vistas 3DOpciones para la sobreimpresión de elementos en el Editor de clipsOpciones para la visualización de elementos sobreimpresos en el Editor de nodosOpciones para la visualización de elementos sobreimpresos en los editores de UV e imágenesOpciones de extensionesPreferencias de funciones que aún se encuentran en etapa de desarrolloOpciones de filtrado de datos de animaciónOpciones para el filtrado de canales en los editores de animaciónOpciones de formato de imagenOpciones para dispositivos de entradaOpciones para interactuar con datos de BlenderOpciones de navegación RXOpciones para objetos que participan en una simulación de cuerpos rígidosOpciones de dinámicas de fluidos de partículasOpciones de la simulación de cuerpos rígidosOpciones de sombreado en las vistas 3DOpciones de la simulación de cuerpos blandosOpciones del espacioOpciones de estereoscopía 3DOpciones de visualización estereoscópica 3DOpciones para estereoscopía 3DOpciones de salida 3D estéreoOpciones de las herramientas y pinceles de esculpidoOpciones para la selección de archivos en modo Explorador de recursosOpciones de visualización de movimientoOpciones para usar el objeto como un colisionador en las simulaciones dinámicasOpciones para usar el objeto como un campo en simulaciones dinámicasOpciones del modo de navegación Transitar¡Las opciones de aquí podrían tener unOpciones del espacio de color en el que trabaja el editor de videoOpciones del dispositivo donde será visualizada la imagen guardadaPropiedades que serán animadas en conjuntoOpciones a ser aplicadas a los nuevos nodos creadosOpciones para definir una biblioteca reutilizable para su uso en el Explorador de recursosOpciones para definir un repositorio de extensionesOpciones usadas para el fluidoConfiguración/info acerca de un idiomaConfigurar modo 3D estéreoCoser ropaCosturaFuerza máxima de costuraSombreado AbajoSombrear suaveSombreado ArribaSombreado de los huesos correspondientes a un grupo de influencias bloqueadas, durante el proceso de pintado de influenciasSombreadoPlanoSombreadorAOV de sombreadoNombre de la AOV de sombreadoMétodo compilación sombreadoresSubprocesos compilación sombreadoresGrupo personalizado de sombreadoNodos de sombreadoComplementos de sombreadoEfectos de sombreadoNodo sombreadorPrevisualización de nodos de sombreadoConector de sombreador de nodoInterfaz del conector de sombreador del nodoÁrbol de nodos de sombreadoEsfera de sombreadoSombreador que definirá la cámara personalizadaNodos de sombreadoRuta al script sombreadorConector de sombreador de un nodoSombreador a RVASombreadoDesplazar sombreadoOpciones de sombreadoOpciones de sombreado para el motor de procesamiento OpenGLTipo de sombreado a activarSombraSombra - AlfaÁnguloDescartar caras traseras en sombrasDesenfoqueSombra - BrilloBuffer sombras inicio recorteCámara sombras LejosCámara sombras CercaCámara sombras TamañoCaptor de sombrasCáusticas en sombrasColor de la sombraSombraRadio de filtradoEnfoqueIntensidad de las sombrasAlteración de sombrasDesenfoque adicional de alteración de sombrasVinculación de sombrasEspeciales de vinculación de sombrasVinculación_sombras %sDesplazamientoDesplazam. sombra en XSombrasMemoria para sombrasCantidad de rayos de sombraOpciones de sombrasDesplazamientoSombra - TamañoTamaño de suavizado de sombrasCantidad de intervalos de sombraTerminador de sombrasDesplazar geometría de terminador de sombrasDesplazar normal de terminador de sombrasDesplazar sombreado de terminador de sombrasVisibilidad sombrasAncho sombrasSombra - Desplazamiento XSombra - Desplazamiento YColor de sombra en valor de grisEfecto de sombraDefinición de las sombrasRecorte inicial del mapa de sombras, debajo del cual los objetos no generarán sombrasDesplazamiento de la sombra en píxelesÁngulo de terminación de las sombrasTipo de sombra (0 ninguna, 3, 5 desenfocada, 6 contorno)SombrasLímite de resolución de sombrasEscala de resolución de sombrasAgua de poca profundadFormaAsimetría de la formaForma claveAnimaciones de Formas clavePunto de forma clave BezierPunto de forma clave curvaFormas clave en modo EdiciónEditor de Formas claveNormalesPunto de forma claveEspeciales de formas claveTangentesMenú contextual de formas claveBloques de datos de forma claveFormas claveAnimación de Formas claveTipo de formaObjeto de formaOrientación de la formaParámetros formaPreservación de formaAjuste para la forma del grosor de las hebras de las trenzasLímite angular de la formaForma que define una sección del tubo, usando el plano XYForma clave en un bloque de datos de formas claveEstado de selección de forma claveForma clave a usar para fundirForma clave desde la cual tomar las longitudes de reposo de los tensoresFormas claveBloque de datos de forma clave conteniendo diferentes formas de bloques de datos de geometríaForma de la magnitud a lo largo de cada curva (0=constante, 0.5=lineal)Forma de los mechonesForma de la distribución, desde el centro hasta el borde, con respecto a las guíasForma del desorden en las puntasForma de la luz de áreaForma del radio de la trenza a lo largo de cada curvaForma de la influencia a lo largo de las curvas (0=constante, 0.5=lineal)La forma del perfilForma del radio a lo largo de la curvaForma clave usada como punto de partida relativoForma del pincel usado para aplicar fuerza a la ropaForma claveLa forma clave %s contiene un puntero 'desde' inválido (%p), será borradaForma clave no encontradaFormasCompartir espacio de texturizadoAccesores compartidosPosición compartidaPropiedades de regiones comunesVértice compartidoPropiedades comunes de animación del temaColección compartidaPropiedades comunes de curva del temaDatos compartidos (escena, imagen, sonido, etc)Efectos compartidosTipo de objeto compartidoSuperior compartidoClips de efecto compartidos (si el clip activo no es un clip de efecto, selecciona todos los clips que no sean de efecto)Tipo de clip compartidoDefinidoBordes definidosUmbral de definiciónBorde definido en el sombreadoSe detectaron bordes definidos o normales personalizadas, se desactivará la subdivisión por GPUDecaimiento agudoPreajuste AgudoDefinirDefinir esquinaDefinir máscaraDefinir crestasEnfoca la imagen aumentando el contraste en los bordes.Efecto de enfoque del pincelDestaca las cavidades de la mallaDefinir:DefiniciónDefinición máxDefinición mínSesgoEje principalFactor de sesgoGrupo sesgoAmortiguación de sesgo de tensoresResistencia al sesgoResistencia máxima sesgoGrupo de vértices para resistencia al sesgoSesga los elementos seleccionados a lo largo del eje especificadoSesgar los claves usando el clave de la izquierda como referenciaSesgar los claves usando el clave de la derecha como referenciaSesgar: %.3f° %sSesgar: %s %sBrillo tangencialBSDF Brillo tangencialRugosidad de brillo tangencialIntensidad de brillo tangencialModelo de brillo tangencialCaras GeneradasGrupo de vértices para caras generadasDesplazamientoMayúsculas - Mantener para modo precisoDesplazar tono del audioMayúsculas + botón Izq.Desplazar textura en espacio 2DDesplazamiento XDesplazamiento YMayúsculas presionadaMayúsculas presionada, -1 para cualquier estadoDesplazar usando una tasa directaDesplazar usando semitonos y centsDesplaza los claves seleccionados en bloque hasta el valor de los claves cercanosPermite desplazar la forma del objeto hacia una primitiva predefinidaDesplaza el contenido del clip sin afectar sus asasMayIzqMayDerDesplaza los valores de los bits de A la cantidad especificada en Desplazamiento. Los valores positivos desplazarán hacia la izquierda, los negativos hacia la derecha.Desplaza en el tiempo los claves seleccionadosLista reducidaRecorrer atajos: {}Definición de atajos para teclados y otros dispositivos de entradaEl atajo {:d} aún no se encuentra asignado a un nodo VisorAtajo: {}Acorta curvas eliminando porciones de su inicio o su finalDiagonal más cortaCaminos más cortosCampo de costo de caminos más cortosCampo de próximo vértice de caminos más cortosRotación más cortaLongitud de onda mínima permitidaMostrarMostrar archivos .blendMostrar componentes de un archivo .blend (objetos, materiales, etc.)Mostrar archivos .blend1, .blend2, etcMostrar cursor 2DMostrar cursor 3DMostrar nombres de marcadores 3DMostrar archivos de volúmenes 3DMostrar bloques de datos de accionesMostrar activoMostrar conjunto de caras activoResaltar píxeles activosMostrar todasMostrar todas las capas de visualizaciónMostrar alfaMostrar alfa en previsualizaciónMostrar anotaciónMostrar bloques de datos de anotaciónMostrar las anotaciones en las previsualizaciones OpenGLMostrar bloques de datos de esqueletosMuestra el esqueleto en la pose de reposo (no será posible posarlo)Mostrar esqueletosMostrar advertencia de claves automáticosMostrar extensiones disponiblesMostrar nodos del BHVMostrar cara traseraMostrar imagen de fondoMostrar pose fundidaMostrar archivos de Blender en el explorador de archivosMuestra el uso de memoria de BlenderMuestra la versión de BlenderMostrar canal azulMostrar rayos X de huesosMostrar huesosMostrar pincelMostrar pincel sobre superficieMostrar bloques de datos de pincelesMostrar marcadores 3DMostrar cachéMostrar bloques de datos de cachésMostrar distancia enfoque de cámaraMostrar guías de cámaraMostrar lente de cámaraMostrar trayectoria de cámaraMostrar bloques de datos de cámarasMostrar cámarasMuestra la cuadrícula del lienzo en frenteMostrar cavidadesMostrar áreas de seguridad centralesMostrar bloques de datos de coleccionesMostrar coleccionesMostrar etiquetas de colorMostrar conoMostrar curvas-f de controlMostrar controladoresMostrar cursorMostrar previsualización en punteroMostrar extremos de curvasMostrar bloques de datos de curvasMostrar sobreimpresos personalizadosMostrar filtros de bloques de datosMostrar depuraciónMostrar deshabilitadosMostrar duraciónMostrar líneas de ediciónMostrar Líneas de edición sólo en modo multifotogramaMuestra las líneas de edición al editar trazosMostrar emisorMostrar vacíosMostrar campo de fuerza vacíoMostrar imagen vacíaMostrar errorMostrar expandidoMuestra la cantidad de extensiones con actualizaciones disponiblesMostrar extrapolaciónMostrar curvas-fMostrar rellenoMostrar color de relleno al dibujarMostrar filtroMostrar filtrosMostrar bloques de datos de tipografíasMostrar pieMostrar números fotogramasMostrar fotogramasMostrar bloques de datos de estilos de línea de FreestyleMuestra el uso de memoria de video de la GPUMostrar manipuladoresMostrar manipuladoresMostrar Grease PencilMostrar bloques de datos de Grease PencilMostrar objetos de Grease PencilMostrar canal verdeMostrar cuadrículaMostrar asasMostrar asas e interpolaciónMostrar encabezadoMostrar ocultosArchivos y bloques de datos ocultosMostrar región ocultaMostrar lista de atajosMostrar al posarMostrar bloques de datos de imágenesMostrar enMostrar en frenteMostrar infoMostrar extensiones instaladasMostrar instanciadorMostrar atributos internosMostrar curva de alteraciónMostrar números de clavesMostrar puntos de referenciaMostrar lazoMostrar bloques de datos de jaulasMostrar objetivo de lucesMostrar bloques de datos de sondas de luzMostrar tamaño de lucesMostrar bloques de datos de lucesMostrar lucesMostrar límitesMostrar líneaMostrar el arte lineal de Grease Pencil en frente de todo lo demásMostrar líneasMostrar marcadores localesMostrar ubicacionesMostrar panel AdministrarMostrar margenMostrar patrón marcadoresMostrar área búsqueda marcadoresMostrar marcadoresMostrar editor de máscarasSuperponer máscaraCurvas de máscaraMostrar bloques de datos de máscarasMuestra propiedades relativas a edición de máscarasMostrar bloques de datos de materialesMostrar memoriaMostrar menúsMostrar bloques de datos de mallasMostrar mallasMostrar bloques de datos de metabolasMostrar metadatosMostrar medios faltantesMostrar nieblaMostrar al interactuarMostrar columna ModoMostrar bloques de datos de clips de películaMostrar nombreMostrar atributos con nombreMostrar nombresMostrar grupo de nodosMostrar previsualización de nodosMostrar bloques de datos de árboles de nodosFlechas en campos numéricosMuestra las propiedades del SO para este archivoMostrar subordinados al objetoMostrar contenido de objetosMostrar objetos adicionalesMostrar posición de objetosMostrar contorno de objetosMostrar rotación de objetosMostrar escala de objetosMostrar bloques de datos de objetosMostrar recortesMostrar en Primer PlanoMostrar sólo seleccionadosMostrar operadorMostrar opcionesMostrar guía para eje de órbitaMostrar guía para centro de órbitaMostrar pose originalMostrar otros objetosMostrar sobreexposiciónSuperponer fotogramaMostrar sobreimpresosMostrar pinturaMostrar bloques de datos de curvas de pinturaMostrar bloques de datos de paletasMostrar bloques de datos de opciones de partículasMostrar partículasMostrar marco exteriorMostrar cámara externaRendimientoMostrar marcadores de la poseMostrar previsualizaciónMostrar etiquetas de nombre de PrincipistasMostrar comandos Python en las descripcionesUbicaciones recientesMuestra una lista de las ubicaciones más recientes en el Explorador de archivosMostrar reconstrucciónMostrar canal rojoMostrar procesamientoMostrar etiquetas automáticas redirecciónClaves de retemporizaciónMostrar áreas de seguridadMostrar el mismo materialMostrar duración de escenaMostrar rango del clip de escenaMostrar bloques de datos de escenaMostrar selecciónMostrarse a sí mismoMostrar tamaño sensorMostrar escena del editor de videoMostrar opcionesMostrar sombrasMostrar curva de tamañoMostrar deslizadoresMostrar bloques de datos de sonidoMostrar origenMostrar bloques de datos de altavocesMostrar bienvenidaMostrar estableMostrar fotograma inicialMostrar estadísticasMostrar barra de estadoMostrar estéreoMostrar curva de intensidadMostrar trazoMostrar subfotogramasUbicaciones del sistemaMostrar redefiniciones del sistemaMuestra una lista de las ubicaciones comunes del sistema operativo en el Explorador de archivosMuestra las zonas de seguridad de títulos y acción para TV en la vista de cámaraMuestra zonas de seguridad de títulos y acción para TV en la vista previaMostrar valores de depuración de tabletaMostrar estas etiquetasMostrar textosMostrar bloques de datos de textoMostrar texturaMostrar bloques de datos de texturasMostrar miniaturasConsumo de tiempoMostrar marcadores pequeñosMostrar opciones de herramientasMostrar trayecto del rastroMostrar rastrosMostrar error de rastrosMostrar movimiento de rastrosRuta del árbolMostrar la config teclas de la interfazMostrar en la interfaz la lista de rastros que participan en la estabilizaciónMostrar editor UVMuestra propiedades relativas al editor de UVMostrar cámara de RVMostrar controladores de RVMuestra los controladores de RV (requiere acciones de RV para las poses del controlador)Mostrar VRAMMostrar valorMostrar versiónMostrar VisorMostrar advertenciasMostrar advertenciaMostrar contornos de influenciaMostrar influenciasEstructurasMostrar conexiones coloreadasMostrar bloques de datos de entornoMostrar rayos XMostrar el componente X de la cuadrícula MACMostrar el componente Y de la cuadrícula MACMostrar el componente Z de la cuadrícula MACMuestra una columna donde se lista la fecha y hora de modificación de cada archivoMuestra una columna donde se lista el tamaño de cada archivoMuestra un marco sobreimpreso por fuera del encuadre de la cámaraPermitirá mostrar un manipulador de tipo dial en la vista para un valorPermitirá mostrar un manipulador de tipo lineal en la vista para un valorMuestra una lista del texto usado en el documento abiertoMuestra una previsualización del fotograma inicial o final de un clip, mientras se transforma su asa respectivaPermitirá mostrar un manipulador de transformación en la vistaMuestra marcadores locales de la acción sobre los clips, útil al sincronizar el tiempo entre clipsMostrar atributo de color activoMostrar las preferencias del complementoMuestra opciones adicionales en el menú circular de sombreado (tecla 'Z')Mostrar todas las capas de Grease PencilMuestra todas las colecciones de huesosMostrar todo, excepto este grupo, al interactuarMostrar todos los tipos de extensionesMuestra todos los fotogramas durante la reproducción de la animación y habilita todos los fotogramas para su edición (desactivar para usar sólo el clave actual, durante la reproducción y edición de la animación)Mostrar todos los objetos de la capa de visualizaciónMuestra todos los objetos y colecciones pertenecientes a esta colecciónMostrar todas las capas de visualizaciónMostrar todo al interactuar, así como este grupo, cuando se esté interactuando con otroMuestra el canal alfa de la máscaraMuestra un indicador para el valor actual mientras se arrastraMuestra un contorno alrededor de los objetos seleccionadosMostrar datos de animaciónMuestra el bloque de datos de anotaciones perteneciente al rastro activoMuestra el bloque de datos de anotaciones perteneciente al clip de películaMuestra anotaciones en esta vistaMuestra al esqueleto en su posición de reposo o en su pose finalMuestra el esqueleto ya posadoMostrar esqueletosMostrar esqueletosMostrar los recursos de todas las bibliotecas de recursos listadasMostrar recursos de las bibliotecas de recursos configuradas en las PreferenciasMuestra atributos del nodo Visor activoMuestra los valores de los atributos como texto en la vistaMuestra el canal azul del fotogramaMostrar distancias y ángulosMuestra las guías de composición de la cámaraMostrar cámarasMuestra el marco exterior de la cámaraMostrar cámarasMostrar subordinadosMostrar coleccionesMostrar una lista compacta de color, en vez de miniaturasMuestra líneas de contorno alrededor de los puntos con una misma influencia interpoladaMostrar sólo el fotograma actualMuestra el cursor en la vistaMostrar curva para el error promedio por fotograma (el movimiento de la cámara debe calcularse anteriormente)Mostrar curvasMostrar curvas, jaulas, sondas de luz, tipografías, ...Muestra sobreimpresos personalizados de VRMuestra cortes ocultos por la geometríaMuestra líneas discontinuas indicando relaciones de jerarquía o restricciónMostrar bloques de datos con nombres precedidos por un punto en menús de búsquedaMuestra los rastros deshabilitados de la películaMuestra el editor de controladores en una ventana separadaMuestra una previsualización del clip editadoMostrar objetos vacíosMostrar objetos vacíosMostrará las extensiones por tipoMostrar extensiones de todos los repositoriosMuestra la estructura de los bordes de las carasMuestra archivos y bloques de datos que normalmente estarían ocultosMuestra las opciones de filtradoMuestra los filtros del editor de curvasMostrar carpetasMostrar carpetas en el explorador de archivosMostrar archivos de tipografíasMuestra los números de fotograma de los claves en las trayectoriasMuestra los números de fotogramas sobre las trayectoriasMostrar del lado frontal/traseroMuestra fantasmas de los fotogramas clave anteriores y posteriores al fotograma actualPermite mostrar distintos tipos de manipuladoresMuestra la vista de gráficas para el elemento activoMuestra el canal verde del fotogramaMuestra la cuadrícula en las vistas ortogonalesMuestra una cuadrícula indicando la distorsión de la lenteMostrar líneas de cuadrículaMostrar guías de peloMostrar curvas de peloMostrar cuadrícula de simulación de peloMuestra asas para los puntos de control BezierMostrar líneas de ayuda para ver los límites del rellenoMuestra líneas de guía para la extensión del trazoMostrar archivos ocultos precedidos por un puntoMuestra las partículas ocultasMostrar archivos de imagenMostrar imágenes, clips de película, sonidos y máscarasMostrar en editor de ControladoresMostrar en fantasmasMostrar registro de informaciónSobreimprime las curvas-f de influencia en los clipsMuestra un registro de información en una ventana separadaMostrar instancias mientras las partículas están vivasMostrar instancias cuando las partículas hayan muertoMostrar instancias cuando las partículas aún no han nacidoMostrar sólo medidas de ánguloMostrar sólo medidas de distanciaMostrar detalles del evento y propiedades del mapa de teclado en la interfaz de usuarioMostrar jaulasMostrar colores de lucesMostrar lucesMostrar sondas de luzMostrar lucesMuestra los números de línea al lado del textoMostrará los marcadores pertenecientes a la acción activa, en vez de los marcadores de la escena (sólo para el Editor de acciones y el Editor de Formas clave)Muestra los marcadores de una forma más compactaMuestra las herramientas de edición de máscarasMostrar los colores de los materialesMuestra el nombre del material asignado a cada trazoMuestra materiales, árboles de nodos, texturas y estilos de línea de FreestyleMostrar menús en el encabezadoMostrar mallasMostrar la malla cuando las partículas están vivasMostrar malla cuando las partículas ya están muertasMostrar malla cuando las partículas aún no han aparecidoMostrar datos de mallas, curvas, jaulas, esqueletos y metabolasMostrar metabolasMuestra los metadatos de clipsMuestra los metadatos del primer clip visibleMostrar archivos de películaMuestra los nombres de las pistas reconstruidas de los objetosMostrar controles de navegación en las vistas 2D y 3D que no contengan barras de desplazamientoNo mostrar medidasMuestra el punto de origen de los objetosMostrar los colores de los objetosMuestra las estructuras usando el color de los objetosMuestra objetos adicionales, incluyendo vacíos, luces y cámarasMostrar objetosMostrar objetos y coleccionesMostrar los objetos de esta colección en la posición de las partículasMostrar sólo bloques de datos de un único tipoMuestra sólo los nombres que contengan este textoPermite mostrar sólo objetos en una colección (Mayúsculas para extender)Mostrar sólo objetos seleccionablesMostrar sólo el objeto activoSólo mostrar piel de cebolla para el objeto activoMostrar sólo esta colección de huesos, así como otras también marcadas como 'solo'Mostrar opciones del editor de propiedadesMostrar opciones para definir si los canales relacionados a ciertos tipos de datos son incluidosMuestra las curvas originales que están siendo editadas actualmenteMostrar otros tipos de datosMuestra las áreas sobre expuestas con barras tipo cebraMuestra propiedades relativas a pinturaMostrar número de partículasMostrar tamaño de partículasMostrar velocidad de partículasHacer visibles a las partículas luego de que hayan desaparecidoMostrar partículas antes de ser emitidasMuestra la trayectoria del rastroMuestra el área patrón de rastreo de los marcadoresMostrar nubes de puntosMuestra los puntos del trazo en el orden en el que fueron dibujados (para animar el dibujo de líneas)Muestra los valores de presión al usar un operador de pinturaMuestra la proyección de los marcadores 3D en la películaMostrar objetos con colores aleatoriosMuestra las estructuras usando colores aleatoriosMuestra la trayectoria reconstruida de la cámaraMostrar área rectangularMuestra el canal rojo del fotogramaMostrar sólo el fotograma de referenciaMostrar esferas de referencia con un sombreado neutral, que reaccionarán a la iluminación para asistir en el desarrollo de aparienciasMuestra propiedades relativas al procesamientoMostrar claves de retemporización en los clips seleccionadosMuestra los claves de retemporización, para que puedan ser editadosMuestra el margen derechoMuestra áreas de seguridad secundarias para ajustar el contenido a una proporción de imagen distintaMuestra la duración de la escenaMostrar la escena con un único color personalizadoMuestra estadísticas de la escenaMuestra las estructuras de la escena usando el color para estructuras del temaMostrar escenasMostrar archivos de scriptMuestra el área de búsqueda de los marcadoresMostrar objetos seleccionadosMostrar contornos de selecciónMuestra el tamaño del sensor en la vista de cámaraMuestra un deslizador junto al nombre del canal de cada curva-fMuestra pequeños ejes 3D rotatorios en la esquina superior derecha de la vista 3DMostrar archivos de sonidoMostrar altavocesMuestra la película estabilizada en el editor (si la estabilización está habilitada)Muestra la barra de estadoMuestra miniaturas en los clipsMostrar la dirección de dibujo del trazo usando un punto verde de mayor tamaño (al inicio) y uno rojo (al final)Mostrar rellenos de trazos de este materialMostrar líneas de trazos de este materialMostrar superficiesMostrar el panel "Red" de las preferencias del sistema, para permitir el acceso en líneaMostrar archivos de textoMostrar textosMostrar la textura en la solapa de texturasMuestra la textura en la vistaMostrar la pasada de procesamiento de Oclusión ambientalMostrar la pasada de procesamiento de FondoMostrar la pasada de procesamiento CombinadaMostrar la pasada de procesamiento de Color de difusiónMostrar la pasada de procesamiento de Difusión DirectaMostrar la pasada de procesamiento de Difusión IndirectaMostrar la pasada de procesamiento de EmisiónMuestra sobreimpresa la orientación de las carasMostrar la pasada de procesamiento de Color de ReflectividadMostrar la pasada de procesamiento de Reflectividad DirectaMostrar la pasada de procesamiento de Reflectividad IndirectaMostrar la pasada de procesamiento de NieblaMostrar trayectorias de movimientoMostrar la pasada de procesamiento de NormalMostrar piel de cebollaMostrar la pasada de procesamiento de PosiciónMostrar la pasada de procesamiento de Captor de sombrasMostrar la pasada de procesamiento de Color de TransmisiónMostrar la pasada de procesamiento de Transmisión DirectaMostrar la pasada de procesamiento de Transmisión IndirectaMostrar la pasada de procesamiento de UVMostrar la pasada de procesamiento de Volumen DirectoMostrar la pasada de procesamiento de Volumen IndirectoMostrar línea de eje XMostrar línea de eje YMostrar línea de eje ZMuestra el nombre de la cámara activa en la vista de cámaraMuestra el conjunto de caras activoMostrar el caché de pintura dinámica del objeto activoMostrar el caché de cuerpos rígidos del objeto activoMostrar el caché de puntos de ropa del objeto activoMostrar el caché de puntos de partículas del objeto activoMostrar el caché y los datos capturados de los nodos de simulación del objeto activoMostrar el caché de humo del objeto activoMostrar el caché de puntos de cuerpos blandos del objeto activoMuestra el nombre del recurso junto con la previsualización. En caso contrario sólo se mostrará la previsualización.Mostrar los recursos actualmente disponibles en esta sesión de BlenderMuestra el panel de extensiones disponiblesMostrar los elementos y utilidades básicas que vienen con BlenderSobreimprime la selección de huesosMostrar las distancias de recorte en la vista 3DMuestra la colección en esta capa de visualizaciónMuestra el selector de bloques de datos en el modificadorMostrar el selector de bloques de datos en el nodoMuestra detalles en la interfaz de usuarioMostrar sólo el buffer de resplandorMuestra el fondo y los bordes de la cuadrículaMuestra la cuadrícula sobre la imagenMuestra la cuadrícula del plano del pisoMostrar el volumen de influencia en la Vista 3DMuestra el panel de extensiones instaladasMuestra las cámaras izquierda y derechaMuestra la columna Modo para la activación/desactivación de modosMuestra el punto de origen de todos los objetos (seleccionados y no seleccionados)Muestra el panel de opciones de transparencia alfaMuestra el panel de opciones de color de líneaMuestra el panel de opciones de grosor de líneaMuestra el panel de construcción de trazosMuestra el panel de opciones de geometría del trazoMuestra el panel de opciones de texturizado del trazoMostrar el volumen de corrección de paralaje en la vista 3DMuestra la vista de la cámara externaMostrar en la línea de tiempo el estado de los fotogramas del cachéMuestra el plano de convergencia de estereoscopía 3DMuestra el tronco de estereoscopía 3DMostrar la iluminación de estudio de fondoMostrar la textura del nodo activo de textura de imagen, usando las coordenadas del mapa UV activoMuestra los nodos del BVH subyacente como caras con un color distintoMostrar este archivoMuestra esta imagen como fondoMuestra esta imagen delante de los objetos en la vistaMostrar este objeto en la posición de las partículasMuestra el tiempo en forma de código de tiempo, en vez de mostrarlo en fotogramasMuestra el nombre de los rastros y su estadoMuestra las herramientas de seguimientoMuestra líneas transparentes a ser usadas como límites para el rellenoMuestra líneas verticales de cuadrículaMostrar vérticesMuestra los vértices sin influencias de cualquier grupoMuestra los vértices sin influencias en el grupo activoMuestra asas de mantenimiento en las esquinas del área visibleMostrar los objetos visiblesMostrar volúmenesMostrar indicadores de advertencia al transformar objetos y huesos, si los claves automáticos están habilitadosMostrar lo que se encuentra dentro de los elementos del objetoMostrar cuando los nodos estén usando atributos con nombreMostrar al arrastrarMostrar toda la escena transparenteMostrar bloques de datos de espacios de trabajoMostrar entornos, luces, cámaras y altavocesMostrar preferencias de {}Mostrar / OcultarMostrar / Ocultar carasMostrar u ocultar los bloques de datos de curvasMostrar bloques de datos de nubes de puntosMostrar bloques de datos de volúmenesContraerContraer conjunto de carasFactor de contracciónFactor máx de contracciónContraer máscaraVelocidad de contracciónGrupo de vértices para contracciónContraer visibilidadContrae la selección actual de clips adyacentesContrae el marco al mínimo volumen delimitadorContrae la posición al punto más cercano de la superficie objetivoContrae la posición al punto más cercano de la superficie objetivo, con respecto a un eje indicadoContrae la posición a la superficie más cercana del objetivo, a lo largo de las normales interpoladas de los vértices del objetivoContrae la posición al vértice objetivo más cercanoContraer la malla a la superficie más cercana del objetivoContraer la malla a la superficie más cercana del objetivo en un eje indicadoContraer la malla a la superficie más cercana del objetivo en dirección a las normales interpoladas de los vértices del objetivoContraer la malla al vértice más cercano del objetivoContrae la selección un puntoContrae el límite de visibilidad, una cara, basado en la topología de la mallaModificador de envoltura para envolver trazos alrededor de un objetivoModificador de envoltura para envolver un objeto alrededor de un objetivoContraer / ExpandirContraer / Expandir: Contraer / Expandir: %3fContraer / Expandir: %sContrae o expande los vértices seleccionados en la dirección de sus normalesFactor de contracciónGrupo contracciónContrae el límite del conjunto de caras en una cara, basado en la topología de la mallaEnvolverRestricción EnvolverEnvolver curvas de peloModificador EnvolverTipo envolturaEnvuelve las curvas de pelo alrededor de la superficie de una malla situada por debajo y opcionalmente por encimaReacomodarObturaciónCierre de obturadorCurva de obturaciónObturador AperturaTipo de obturadorMismo nivel jerárquicoLadoLateral (Y-Z)Segmentos lateralesLa cantidad de segmentos laterales debe ser de al menos 1Lado a lado, hacia la izquierdaLado a lado, hacia la derechaLado a lado, hacia abajoLado a lado, hacia arribaLongitud de los lados en cada ejeLongitud del plano en la dirección XLongitud del plano en la dirección YLado del fotogramaLado del objeto a usar para la alineaciónLas asas Bezier de qué lado de los claves afectarLado del clip a intercambiarLado a seleccionarLado a LadoBarra lateralOpciones región barras lateral y de herramientasLadosSigmaModo SignoSigno del vector bitangencial de este vértice para esta cara (debe ser calculado de antemano usando calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Ángulo con signoCampo de ángulo con signoMétodo significativamente más rápido que aproxima las tangentes, interpolándolas a través de las esquinas de las caras con UV coincidentes. Para obtener un valor realmente tangencial a la superficie, usar un producto cruzado con la normal.SiluetaFiltrado de siluetaLas siluetas y los bordes limítrofes se encuentran centrados en la geometría del trazoLas siluetas y los bordes limítrofes se encuentran del lado interno de la geometría del trazoLas siluetas y los bordes limítrofes se encuentran del lado externo de la geometría del trazoLas siluetas y los bordes limítrofes se encuentran desplazados en una proporción definida por el usuarioSedaPlataSimilar a Fractal múltiple híbrido, crea un terreno heterogéneo con apariencia de cauces de ríosSimilar a SMPTE (compacto), excepto que las fracciones de segundo serán mostradas en forma de número decimal, en vez de en fotogramasSimilar a la mayoría de las lentes ojo de pez modernas, toma las dimensiones del sensor en consideraciónSimilar a fractal múltipleSimilar al BSDF Principista pero usando un flujo de trabajo especular, en vez de metálico, lo cual se logra especificando el color de reflexión incidente (a lo largo de la normal). No existe conservación de la energía, de manera que el resultado no estará necesariamente de acuerdo a los principios físicosSimpleEjes simplesFundido simpleDeformación simpleExpresión simpleNombre simpleEstrella simpleModificador de deformación simple para aplicar efectos como torsión y flexiónInterpolación simple entre píxeles adyacentesNombre simple del catálogo de recursos, para propósitos de depuración y recuperación de datosEfectos simples de curvatura inspirados en principios dinámicosTemporizador simple de redibujo para comprobar la velocidad de actualización de la interfazMétodo de cálculo simple, de buen rendimiento, aunque sin soporte para solapamiento de geometríasLínea de tiempo simple con controles de reproducción en su encabezado, sin lista de canales, barra lateral ni pieDeformación_simpleModificador Deformación simpleAlgoritmo fotográfico simple, de ReinhardSimplificaciónSimplificarSimplificar partículas secundariasSimplifica las curvas-f y elimina canales vacíos o redundantes.Simplifica las curvas-f, eliminando los fotogramas clave muy cercanos entre síSimplificar el dibujo de Grease PencilSólo simplificar los objetos de Grease Pencil durante la reproducciónModificador SimplificarSimplificar trazoModificador para simplificar trazosSimplificar subdivisiónSimplificar volúmenesPermite simplificar la geometría colapsando sus bordesSimplifica las mallas usando una tasa objetivo de cantidad de triángulosSimplifica las curvas seleccionadasSimplifica los trazos seleccionadosSimplifica el trazo reduciendo su cantidad de puntosSimplifica el trazo fusionando los vértices más cercanos que una distancia especificadaSimplifica el conjunto de trazosSimula una capa brillante mediante la reducción de la rugosidad hasta el valor especificado, sólo para el primer rebote (difuso) de luz. El rango [0, 1] será equivalente a una reducción de entre 0% y 100% de la rugosidad originalPermite simular la estructura interna de un volumen mediante la creación de tensores que conectarán los lados opuestos de la mallaSimula la superficie de un océanoPermite simular la distorsión y dispersión de lentes de cámaraSimular fluidos de alta viscosidad usando un método de resolución especialSimula presión en el interior de una malla cerrada de ropaPermite realizar una simulación dinámica de cuerpos blandos deformablesSimula la ejecución de nodos a lo largo de una extensión de tiempoFotogramas simuladosSimula una deformación similar a la de un esqueleto con Cinemática Directa, usando el conjunto de caras bajo el puntero como controlSimula franjas de color causadas por la aberración cromática de la lenteSimula sólo un área específica alrededor del pincel, limitada por un radio fijoSimula toda la mallaSimula el ruido aleatorio en los píxeles, producido por el sensor de una cámara.Simulando océano...SimulaciónPincelCachéLienzoCambio de profundidadDisoluciónFuerzaObstáculoSólo reflejarEscala InfluenciaTipoTipo de ondaÁrea de simulaciónCarpeta de capturas de simulaciónDecaimiento de la simulaciónFotograma final de simulaciónFotograma inicial de simulaciónEntrada de simulaciónElemento de la simulaciónLímite de la simulaciónMétodo de simulaciónNodos de simulaciónSalida de simulaciónID nodo de salida de simulaciónRango de simulaciónSimulación InicioEstado de la simulaciónZona de simulaciónFotograma final de la simulaciónCampo de simulación a mapa de colorCampo de simulación a mapa de color sobre las líneas de la cuadrículaLa simulación no debe encontrarse en un bucle o clausuraFotograma inicial de la simulaciónLa simulación será evaluadaZona de simulación no soportadaSenoSenoModo SenoIndividualFlecha individualEje únicoColor plenoImagen fijaDe una sola pasadaPropiedad individualDispersión únicaUn solo ladoUn solo ladoValor individualCanal de audio monoCara individual de un mapa cúbico equiangularArchivo único con todas las vistasArchivo único conteniendo un par de vistas estereoscópicasIndividual usando objetivoArchivo de imagen estáticaCapa individual usada para enmascarar píxelesPunto individual del segmento de curva que define el esfumadoPunto individual de la curva usado para definir la máscaraDecimal de precisión simpleCapa individual de procesamiento a ser re procesada (usado sólo cuando la animación está deshabilitada)Modelo de cielo con una única dispersiónCurva individual usada para definir la forma de la máscaraSistema de cámara única, ajustar las opciones de estereoscopía en el panel de la cámaraDebería haber un rastro seleccionado que tenga marcador 3D para poder definir el ejeElemento individual de geometría para la iteración actual. Nótese que podría resultar bastante ineficiente dividir geometrías complejas en muchas geometrías pequeñasValor singular por debajo del cual la amortiguación será aplicada progresivamente (valores más altos producirán resultados con mayor estabilidad y menos reactividad)Valores singularesDesplazamiento sinusoidalInterpolación sinusoidal (la más débil, casi lineal, pero con una ligera curvatura)SitioTamañoTamaño 1Tamaño 2Usar tamañoFactor de tamañoModo de tamañoPresión a tamañoOrigen del tamañoUnidades de tamañoTamaño XTamaño YTamaño ZTamaño desde el radioMultiplicador de tamaño a usar al dibujar elementos personalizados en la interfaz, para que su escala sea correcta en pantallas con diferentes PPP. Este valor está basado en las opciones de PPP del sistema operativo y en la escala de visualización de la interfaz de Blender.Tamaño del patrón de damero que indica áreas transparentesTamaño del ruido de los mechonesTamaño del desplazamiento derivado usado para calcular la normalTamaño de visualización de los objetos vacíos en las vistasTamaño del elemento, el uso de componentes depende del tipo de elementoTamaño de cada mapa cúbicoTamaño del caché de imágenes procesadas finales, en megabytesTamaño del desorden de posiciónTamaño de la nueva primitivaTamaño de los archivos empacados, en bytesTamaño de las partículas en la vistaTamaño del área patrón para los nuevos marcadores creadosTamaño de la forma proyectada (0 es automático)Magnitud de aleatoriedad de la longitud, agregada al final de cada trazoMagnitud de aleatoriedad de la longitud, agregada al inicio de cada trazoTamaño del desorden aleatorioTamaño del caché de imágenes en crudo, en megabytesTamaño del área de búsqueda para los nuevos marcadores creadosTamaño del disco solarTamaño de mapeo de texturasTamaño del área de la luz, tamaño en Y para formas rectangularesTamaño del área de la luz, tamaño en X para formas rectangularesTamaño de las miniaturas de previsualización de recursos, en píxelesTamaño del desenfoque en el eje XTamaño del desenfoque en el eje YTamaño del sensor de la cámaraTamaño del cubo donde proyectarTamaño del efectoTamaño del cemento entre los ladrillos. 0 significa que no habrá cementoTamaño de la tipografía usada al procesar el texto estampadoTamaño de memoria para la irradianza, un tamaño mayor permitirá una cuadrícula de irradianza mayor en la escena, pero es posible que no quepa en la memoria de la GPU y disminuya el rendimiento generalTamaño del margen como división del espacio UVTamaño de la separación alrededor de cada editor.Tamaño de la ventana de búsqueda usada para identificar los bordes. Un mayor tamaño de búsqueda corresponderá a bordes menos ruidosos y de mayor calidad, no necesariamente a bordes más grandes. Es posible usar la tolerancia de bordes para expandir el tamaño de los bordesTamaño del mapa de sombras aplicado a cada muestra de irradianzaTamaño de memoria para sombras, un tamaño mayor permitirá más sombras en la escena, pero es posible que no quepa en la memoria de la GPUTamaño del dominio de la simulación (en metros) y de la geometría generada (en unidades de Blender)Tamaño del textoTamaño de la turbulenciaTamaño de las celdas de la cuadrícula de vóxeles para los efectos de interacciónTamaño de los vóxeles en espacio del objeto, usado para la evaluación del volumen. Valores más bajos preservarán los detalles finos.Tamaño en que se capturará la imagen para reproyectarlaTamaño:Tamaño: {:s}Tamaño: {}Tamaño: {} ({} bytes)Los tamaños deben ser mayores a ceroDibujos de esta capa en distintos fotogramasBocetoEncadenado tipo boceto, con múltiples trazosForrarModificador ForrarRedimensionar pielRaíz de forroVértice pielVértices forroPiel_luzPiel_sombraDeformación con esqueletosOmitirOmitir presionadoOmitir canales bloqueados o silenciadosOmitir POTOmite la generación del archivo POTOmitir en preajustesOmitir guardadoOmitir segmentosOmitir el cálculo de normales personalizadas y normales de esquinas de caras durante su visualización en las vistasOmite la visualización de bordes internos subdivididosOmite la visualización y procesamiento de bordes internos subdivididosOmitir triángulos de la envolvente que están cubiertos por una cara pre existenteOmite el elemento, no mostrándolo en la listaSe omitieron %d formas clave bloqueadasSe omitieron %d de %d isla(s), la geometría era demasiado compleja como para detectar coincidenciasOmitida la edición de datos de objeto de bibliotecaAlgunas colecciones fueron omitidas debido a que se detectaron relaciones cíclicas entre ellasSe omitió el versionado de los materiales del objeto '%s', porque '%s' ya estaba convertido. ¡Es posible que se necesite una intervención manual!Omitiendo a '{:s}', debido a que no es una mallaOmitiendo a '{:s}', su cantidad de vértices es distintaOmitiendo fotograma ya existente "%s"Omitiendo al objeto '%s', los datos '%s' ya han sido procesados junto con un objeto anteriorOmitiendo al objeto '%s', los datos vinculados o redefinidos '%s' no puede ser modificadosOmitiendo la ruta del conjunto de claves porque no tiene un ID (CC = '%s', ruta = '%s[%d]')CieloCieloTipo de cieloLosaRebanarRebanadas por vóxelRecortar textoRebanar a lo largo del eje XRebanar a lo largo del eje YRebanar a lo largo del eje ZRebanar a nuevo objetoRebana de la malla la zona correspondiente a la máscara pintadaDeslizarDirección de deslizamientoDeslizar esfumadoDeslizar nuevo puntoDeslizar punto en curva de pinturaDeslizar puntoDeslizar un punto sobre la curva para definir su curvaturaDesliza un clip de la secuencia en el tiempoDesliza un vértice a lo largo de la mallaPermite deslizar un único bucle de bordes a lo largo de una mallaDesliza la animación para que comience en el fotograma 0Permite deslizar los puntos de controlDeslizar áreas del marcadorDesliza las áreas del marcador del planoDeslizanteMáx. deslizadorMín. deslizadorColores Control deslizadorDeslizarSuaveDesplazar clavesDesplazamiento: Fotogramas: %dDesplazamiento: Fotogramas: %d Sonido: %.3fDesplazamiento: Fotogramas: %sDesplaza los clips debajo del puntero, en vez de todos los seleccionadosDesplaza el contenido de los clips seleccionadosPendienteContenedor%dNombre público del contenedorIdentificador del contenedorNombre del contenedorTipo de contenedorEl contenedor no puede ser NingunoEl contenedor tiene una imagen y mapa UV válidosContenedor de la acción a ser usado con las restricciones AcciónContenedor que contiene información acerca de pintura de texturas{:d}ContenedoresEslovaco - SlovenčinaEsloveno - SlovenščinaEnlentecerExpresión de Python lentaMapeo más lento que produce mejores resultados en huesos flexibles que presenten curvas pronunciadas en su pose de reposoMétodo de cálculo simple, más lento, que produce los mejores resultados con caras coplanaresMás lentaPequeñoVersalitasEscala de versalitasMenorEntero más pequeño con un rango entre -128 y 127Valores menores producirán un resultado de mayor resoluciónCon valores más pequeños se obtendrá un mejor rendimiento, pero el volumen podría resultar cortadoOnda más pequeñaMenor a mayorInteligenteProyección UV inteligenteMancharPermite manchar influencias en el grupo de vértices activoHumoHumo y FuegoColor del humoHumo_dominioMaterial_humoResolución de la cuadrícula del humoEstilo del humoOpciones de colisión del humoCuadrícula de color del humoCuadrícula de densidad del humoCuadrícula de llamasCuadrícula de calor del humoCuadrícula de temperatura del humo, el rango de 0 a 1 representa de 0 a 1000KCuadrícula de velocidad del humoSuavizadoSuavizado correctivoSuavizar extremosSuavizar extremosModificador-f SuavizadoF1 suavizadoFactor de suavizadoSuavizar geometríaSuaviza trazos de Grease PencilIndicadores grupos suavizadoGrupos de suavizadoSuavizar curvas de peloInterpolación de bordes Hermite suave entre los valores Desde mín y Desde máxIteraciones de suavizadoSuavizado laplacianoSuavizar máscaraModo Máximo suaveModo Mínimo suaveModificador SuavizadoSuavizar normalesRadio parte suaveTasa de suavizadoSombreado suaveEscalonada suaveSuavizar trazoFactor de suavizado del trazoRadio de suavizado del trazoTolerancia de suavizadoTipo de suavizadoVista suavizadaSuavizar estructuraSuavizar eje XSuavizar eje YSuavizar eje ZSuavizar a lo largo del eje XSuavizar a lo largo del eje YSuavizar a lo largo del eje ZSuaviza una curva-f manteniendo la forma general de la mismaPermite suavizar áreas de una imagen en las que el ruido sea perceptible, manteniendo intactas sus partes más complejasPermite suavizar bordes serruchadosSuavizar límites, manteniendo definidas las esquinasSuavizar límites, incluyendo las esquinasSuavizar por ánguloSuavizar coloresSuaviza los colores entre los vérticesSuaviza la geometría compleja alrededor de las ramificacionesPermite suavizar las partes conectadas de una geometríaSuaviza la curva usando un filtro gaussianoSuaviza las normales personalizadas basándose en las normales de los vértices adyacentesMagnitud del efecto de suavizadoModificador de efecto suavizadoSuaviza los extremos de los trazosDecaimiento suaveDecaimiento suave agregado luego del radio sólidoSuaviza el peloSuavizará la intensidad de la luz cerca de la fuente de emisión. Esto podrá evitar brillos estridentes y reducir el ruido de la iluminación global. 0.0 corresponderá a la ausencia de suavizado; valores mayores producirán un suavizado progresivamente más altoInterpolación suave entre los claves A y B, con asas para controlar la forma de la curvaIteraciones de suavizado aplicadas luego de calcular el factor de la pose en cada vérticeIteraciones de suavizado aplicadas a la malla extraídaSuaviza los bordes dentados del texto de la interfaz de usuarioSuavizar mallaSuavizar objeto en el eje XSuavizar objeto en el eje YSuavizar objeto en el eje ZSuaviza sólo los puntos seleccionados de un trazoDifumina el color de los puntos del trazo, usando el color promedio bajo el cursorDifumina el color de los puntos adyacentes del trazoPreajuste SuaveDesplaza suavemente el archivo editado para hacerlo visibleSuaviza los trazos seleccionadosSuavizar los puntos del trazoSuaviza la curva usando un filtro gaussianoSuaviza los detalles, manteniendo la forma generalSuaviza los bordes de todos los conjuntos de carasSuavizar la iluminación de esta luzPermite suavizar la malla disminuyendo los ángulos entre caras adyacentesPermite suavizar la malla, preservando su volumen originalSuaviza las normales de la superficie o curva biseladaSuaviza la superficieSuaviza la superficie de la malla, preservando el volumenSuaviza las influencias del grupo de vértices activoSuaviza las influencias de los vértices seleccionadosInterpolación suave de alta calidad, pero más lentaVersión suavizada del método F1. Usa la suma ponderada de las celdas voronoi cercanas.Suavizar malla negativaSuavizar malla positivaInterpolación de bordes Hermite más suave entre los valores Desde mín y Desde máxEscalonada más suavePermite obtener una interpolación más suave de la irradianza, pero introduce filtración de luzSuaviza la forma de las curvas de peloSuavizadoGrupos de suavizadoSuavizado PositivaIntervalos de suavizadoModificador de suavizadoFactor de suavizadoIteraciones de suavizado para las tangentesDesplaza suavemente el valor aleatorio de cada trazoSuavizadoFactor de suavizadoSuavidad de la transición entre las regiones oscuras y clarasSuaviza los bordes de los trazosSuaviza la superficie y el volumenSuaviza la superficie de la malla, preservando el volumenMancharIntensidad de manchadoPermite manchar, tomando y arrastrando los colores existentesIntensidad del efecto de manchadoAdherirAdhiere el cursor 3D al elemento activoAdhiere el cursor 3D al centro de los elementos seleccionadosAdhiere el cursor 3D a la intersección más cercana de la cuadrículaAdhiere el cursor 3D al origen globalAdherir a ángulosBase de adherenciaAdherir fotograma actual a clipsDistancia de adherenciaElemento al cual adherirIncremento de adherenciaInvertir adherenciaAdherir islasModo de adherenciaAdherir nodo durante las transformacionesInstalación del paquete SnapAdherir al objeto completoLado de adherenciaObjetivo de adherenciaObjetivo para elementos individualesAdherir aAdherir al girarUmbral adherencia giroAdherir elemento UVAdherir UV durante las transformacionesAdherir vérticesAdhiere el centro del elemento activo al objetivoAdherir en punto medioAdherir proyectando sobre carasAdhiere el punto más cercano al objetivoAdhiere el fotograma actual al inicio o final de los clipsPermite adherir el cursor al centro de los puntos seleccionadosAdherir cursor a tipo de objetivoAdherir durante las transformacionesAdherir islas (también serán rotadas, en modo de unión de bordes)Adhiere el centroide de la selección al objetivoAdherir vértices centrales al eje de simetríaAdherir sólo a objetos que sean seleccionablesAdherir sólo al objetivo que se encontrara inicialmente más cercano (únicamente en modo "Caras (más cercano)")Adherir a activoAdherir a editadoAdherir a no editadoAdherir sólo a seleccionablesAdherir sólo a sí mismo (funciona únicamente en modo Edición)Adherir a objetos no activos que se encuentren en modo Edición (funciona únicamente en modo Edición)Adherir a objetos que no se encuentren en modo Edición (funciona únicamente en modo Edición)Adherir el cursor de tiempo al arrastrarAdherir fotogramas de la escena a incrementosAdherir los vértices UV seleccionados a tipo de objetivoAdhiere los elementos seleccionados al cursor 3DAdhiere los elementos seleccionados al elemento activoAdhiere los elementos seleccionados a la posición del puntero del ratónAdhiere los elementos seleccionados a la intersección más cercana de la cuadrículaAdherir los claves seleccionados a los tiempos o valores especificadosAdherir los claves seleccionados al fotograma actualAdherir los claves seleccionados al fotograma (entero) más cercano (usar para corregir desplazamientos accidentales hacia sub fotogramas)Adherir los claves seleccionados al marcador más cercanoAdherir los claves seleccionados al segundo más cercanoAdherir los claves seleccionados a los tiempos especificadosPermite adherir los puntos seleccionados a la intersección más cercana de la cuadrículaPermite adherir los puntos o trazos seleccionados al cursorAdherir clips durante su transformaciónAdhiere clips al fotograma actual, usando al clip activo como ancla y al puntero del ratón, en relación con el cursor de tiempo, para determinar el lado del cursor de tiempo al cual adherirPermite adherir el asa a ángulos de 45 gradosAdhiere la raíz de cada curva de pelo al punto más cercano de la superficieAdherir aAdherir a elementosAdherir al mismo objetivoAdherir a clipsAdherir a superficieAdherir a toda la geometríaAdherir a todos los puntosAdherir a los límites y el origen de clips visibles no seleccionadosAdherir al fotograma actualAdherir a bordesAdherir al primer y último puntos e interpolarAdherir al primer puntoAdherir a fotogramasAdherir a incrementos en fotogramasAdherir a valores enterosAdherir a la cuadrículaAdhiere a incrementos, snap(A,B)Adherir a incrementosAdherir a incrementos (traslación: cuadrícula, rotación / escala: predefinidos)Adherir a clavesAdherir a marcadoresAdherir al marcador más cercanoAdherir al punto más cercano sobre las carasAdherir a los límites de la previsualizaciónAdherir al centro de la previsualizaciónAdhiere a fotogramas de previsualización, inicio o fin de la escenaAdherir a claves de retemporizaciónAdherir a incrementos en segundosAdherir a segundosAdherir al centro de los bordesAdherir al centro de las carasAdherir al punto más cercano de un bordeAdherir al inicio y final del contenido original del clip, en casos en donde la longitud del clip se extienda más allá de ese rango, produciendo fotogramas mantenidosAdherir a vérticesAdherir a volumenAdhiere el pivote de la transformación al objetivoAdhiere los valores al intervalo más cercano de la cuadrícula. p.ej: para lograr una apariencia de tipo stop-motionAdhiere los vértices seleccionados a la posición de sus pares simétricosAdherenciaDistancia de adherenciaAdhiere la extremidad cinemática directa a la de cinemática inversaAdhiere la extremidad de cinemática directa a la de cinemática inversa en el fotograma actualAdhiere la extremidad de cinemática inversa a la de cinemática directaAdhiere la extremidad de cinemática inversa a la de cinemática directa en el fotograma actualSobelSobol-BurleyConectorIdentificador del conectorSeleccionar conectorPlantilla de conectorTipo de conectorNombre tipo de conectorEl conector puede trabajar con diferentes tipos de estructurasDescripción del conectorEl conector espera un campoEl conector espera una cuadrículaEl conector espera una listaEl conector espera un valor únicoEl conector se mostrará como un ícono interactivo en el editor de nodosEl conector se muestra atenuado, porque se ha detectado que no tiene ningún efecto sobre la salidaEl conector está seleccionado en la interfazLos conectores conectados están expandidos en la interfaz de usuarioEl conector debe estar dentro de un panelNombre del conectorForma del conectorConector a incluir en el nodo Entradas/Salidas de grupo agregadoDescripción del conectorConector_2Conector_3SuaveCuerpo blandoModificador Cuerpo blandoPlasticidad de cuerpo blandoCaché de puntos de cuerpos blandosOpciones de cuerpos blandosDecaimiento suaveLuz suaveModo Luz suaveLímites laxosLímite laxo MáxLímite laxo MínModificador para la simulación de cuerpos blandosOpciones de simulación de cuerpos blandos del objetoCuerpo BlandoCuerpos blandos y ropaInfluencia del objetivo de cuerpo blandoSuavizarSuaviza los detalles de la imagenSuavizadoSólidoLuz en SólidoLuces en modo SólidoRadio de la parte sólidaSolidificarModificador SolidificarSoloSolo está activoSólo forma clave activaCalcularResuelve el movimiento de la cámara a partir de los rastrosError de resolución: {:.2f} pxMétodo de resoluciónIteraciones de cálculoOpciones de cálculoResultado del cálculoEl método necesita una malla desplegableCálculoResolviendo cámara...Cálculo de método de selección: amortiguación automática o manualAlgunas conexiones han sido perdidas debido a una cantidad distinta de conectores de salidaAlgunas curvas no pudieron ser convertidas porque no se encontraban ancladas a la superficieFalló la reconstrucción de algunos datos (ver consola para más detalles)Algunos fotogramas fueron omitidos al capturar/guardar ese cachéAlgunas cadenas de texto fueron corregidas, no olvidar guardar el archivo .blend para mantener esos cambiosOrdenarOrdenar alfabéticamenteOrdenar porOrdenar por:Ordenar subordinados por nombreOrdenar bloques de datosOrdenar elementosIdentificador de ordenamientoOrdenar porOrden de clasificaciónOrdena los colores de la paletaTipo de ordenamientoInfluencia de ordenOrdenar por más recienteOrdenar por nombreOrdenar según la longitud curvilínea 2D (las líneas largas quedarán más arriba que las cortas)Ordenar según la distancia desde la cámara (las líneas cercanas quedarán más arriba que las lejanas)Ordenar por el valor X proyectado en el sistema de coordenadas de la imagenOrdenar por el valor Y proyectado en el sistema de coordenadas de la imagenOrdena los canales por el error promedio de reproyección de los rastros, luego del cálculoOrdena los canales por su primer número de fotogramaOrdena los canales por su último número de fotogramaOrdena los canales por mayor segmento rastreadoOrdena los canales por su cantidad global de segmentos rastreadosOrdena los canales por sus nombresOrdenar los archivos por su hora de modificaciónOrdenar los archivos por su tamañoOrdenar las islas mayor a menorOrdenar las islas menor a mayorOrdenar alfabéticamenteOrdena los elementos por sus nombresOrdenar elementos en forma descendente, de mayor a menorOrdena los elementos seleccionados del más lejano al más cercano en la vista actualOrdena de izquierda a derecha en la vista actualOrdena los elementos seleccionados, desde el más cercano al más lejano al cursor 3DOrdena las caras seleccionadas, desde la que tenga el menor identificador de material hasta la que tenga el mas altoOrdenar la lista de recursos alfabéticamentePermite ordenar la lista de recursos, para que los recursos pertenecientes al mismo catálogo queden juntos. Dentro de un mismo catálogo, los recursos serán ordenados por nombre. Los catálogos aparecerán según el orden de la jerarquía aplanada de catálogos.Ordena los subordinados de cada hueso de forma alfabéticaOrdenar la lista alfabéticamenteOrdenar la lista de archivos por su extensión o tipoBúsquedas más recientes arribaTipo de ordenamientoOrdenar los grupos de vérticesOrdenamientoSonidoSilenciarNuevoPaneoTonoDesplazamiento sonidoVolumen del clipVolumenSonidosNombre del sonidoConector de sonido de nodoInterfaz de conector de sonido del nodoSonidoClips de sonidoClips de sonido seleccionadosNombre del bloque de datos del sonido a desempacarBloque de datos de sonido referenciando a un archivo de sonido externo o empacadoBloque de datos de sonido usado por este altavozBloque de datos de sonido usado en este clipBloques de datos de sonidoEl sonido no es editableEl sonido no está empacadoArchivo de muestras de sonido usado por este bloque de datos de sonidoConector de sonido de un nodoClip de sonidoPista_sonidoSonidosCarpeta de sonidosOrigenCanal de origenImagen a clonarContenedor a clonarMapa UV a clonarColección de origenImagen de origenCapas de origenBibliotecas de origenBiblioteca de origenLista de origenOpciones región lista de origenObjeto de origenPosición originalRaíz del cód. fuente¡Conector de origen!Árbol de origenTipoGrupos de vértices de origenOrigen y destino para el operador SimetrizarLas mallas de origen y destino no contienen la misma cantidad de bordes, no es posible usar el mapeo por 'Topología' en este casoLas mallas de origen y destino no contienen la misma cantidad de esquinas de caras, no es posible usar el mapeo por 'Topología' en este casoLas mallas de origen y destino no contienen la misma cantidad de caras, no es posible usar el mapeo por 'Topología' en este casoLas mallas de origen y destino no contienen la misma cantidad de vértices, no es posible usar el mapeo por 'Topología' en este casoColor originalLos elementos de origen deberán encontrarse a una distancia de los de destino menor que la indicadaEl archivo fuente se encuentra en la ruta de búsqueda de complementos: {!r}Biblioteca de origen desde la cual este archivo de ID empacadas fue generadoBiblioteca de origen: {} {}Posición de origenLa malla de origen no contiene ningún borde, ninguno de los mapeos de 'Borde' podrán ser usados en este casoLa malla de origen no contiene ninguna cara, ninguno de los mapeos de 'Cara' podrán ser usados en este casoOrigen de valores de entrada para las variables del controladorOrigen del nombre de la etiquetaOrigen de aleatoriedadOrigen de la dirección de los rayos de reflexiónOrigen de la malla usada para crear la forma de colisiónLas mallas de origen o destino no contienen ningún borde, no es posible transferir datos de bordesLas mallas de origen o destino no contienen ninguna cara, no es posible transferir datos de esquinasLas mallas de origen o destino no contienen ninguna cara, no es posible transferir datos de carasLas mallas de origen o destino no contienen ningún vértice, no es posible transferir datos de vérticesOrigen desde donde seleccionar el lienzoFuentes de los datos de entrada para evaluar esta variableSurSuresteSuroesteEspacioEspacio editor de clipsEspacio consolaEspacio editor planilla tiemposEspacio explorador de archivosEspacio del editor de curvasEspacio del editor imagenEspacio de InformaciónMatriz del espacioEspacio editor ANLEspacio editor de nodosEspacio del ListadoPreferencias espaciosEspacio editor de secuenciasEspacio de la PlanillaEspacio editor textoTipo de espacioEspacio editor UVEspaciar todos los UV igualEspacio entre islasEspacio mostrado de este áreaDatos espaciales de un área de la pantallaTipo de datos espacialesEspacia las marcas del pincel en el plano de la superficie, en vez del de la pantallaEspacio del eje de proyecciónEspacio en el cual se usarán las transformacionesEspacio de la altura de entradaEspacio de la normal de entradaEspacio en el que es evaluado el propietarioEspacio en el que es evaluado el objetivoEspacio desde el cual convertirEspacio hacia el cual convertirEspacio a usar al copiar los datos de mallaTransformación espacial para copiar de un objeto a otroEspacioTecla EspacioEspaciosEspacios contenidos en esta área, el primero es el espacio activo (NOTA: Útil por ejemplo para restaurar un espacio de la Vista 3D, previamente usado en un cierto área y obtener la antigua orientación de la vista)EspaciadoEspaciado a lo largo del trazoDistancia de espaciadoPresión a espaciadoEspacio antes de que el gradiente del pincel de una revolución completaEspaciado entre las marcas del pincel, como porcentaje de su diámetroEspaciado entre caracteresEspaciado entre puntos de la cuadrículaEspaciado entre palabrasEspaciado de la textura a lo largo del trazoEspaciado: {:g}AlcanceEspañolEnlace limitadoRuido espacialReutilización espacialTamaño espacialPermite instanciar este objeto en un sistema de partículas de otro objetoAltavozNuevoVolumen MínBloque de datos de altavoz para objetos de altavoz de audio 3DBloques de datos de altavozAltavoz(-ces)AltavocesCaracteres especialesEspecifica la absorción de energía por unidad de longitud, a medida que la luz atraviesa el pelo. Un valor mayor producirá un pelo más oscuroEspecifica en qué medida deberán redondearse los bordes definidosEspecifica qué tan redondo será el bokeh, una redondez máxima producirá un bokeh circularEspecifica de qué manera el hueso heredará la escala de su superiorEspecifica de qué manera será agregado el hueso de adhesión al control ubicado en la posición del hueso de la cabezaPermitirá especificar si el mapeo tonal operará sobre la imagen completa o por cada píxel, 0 lo hará en toda la imagen, 1 por píxel y valores intermedios permitirán mezclar entre ambosEspecifica si el mapeo tonal operará sobre la luminancia o sobre cada canal de forma independiente, 0 lo hará sobre la luminancia, 1 lo hará sobre cada canal y valores intermedios permitirán mezclar entre ambosEspecifica la rugosidad de las micro facetas de la base difusa (0.0 producirá una reflexión lambertiana perfecta, 1.0 será una completamente rugosa)Especifica la rugosidad de las micro facetas de la superficie, para la reflexión especular y la transmisión (0.0 producirá una reflexión espejada perfecta, 1.0 será completamente rugosa)Especifica la cantidad de desplazamiento de color. 1 significa un desplazamiento máximo hacia el azul, mientras que -1 significa un desplazamiento máximo hacia el rojoEspecifica el nodo de entrada usado por la zona creadaEspecifica la intensidad de limitación del canal limitadorEspecifica el nivel de luminancia en donde terminarán los medios tonos y comenzarán las lucesEspecifica el nivel de luminancia en donde comenzarán los medios tonos y terminarán las sombrasEspecifica el nodo de salida usado por la zona creadaEspecifica el tamaño del iris catadióptrico, cero significa un iris nuloEspecifica el suavizado de la pantalla de recorteEspecifica la intensidad de derrame de cada canal de colorEspecifica la intensidad de la supresión de derrameEspecifica el umbral o sensibilidad a los bordes. Al bajar este valor se podrán detectar más bordes, a expensas de un menor rendimientoEspecifica el valor de la opción Posición local para los controles de cinemática inversa, que decide si los canales de posición se encontrarán alineados a la orientación local del control o a los ejes globalesEspecifica la influencia del suavizado en relación a la normal originalEspecifica si la geometría recientemente revelada debería quedar seleccionadaEspecificar un valor personalizado de metros por unidad de la escenaEspecificar tamaño personalizadoEspecifica una condición para la selección de rasgos basada en caras marcadasEspecifica una combinación lógica de condiciones de selección de tipos de rasgosEspecifica un nuevo valor de muestreo que determinará la resolución de las líneas poligonales del trazoPermite especificar manualmente una ruta donde se deberán almacenar los datos capturadosEspecifica una fracción precisa de las UV resultantesEspecifica la inclusión o exclusión de bordes de rasgos pertenecientes a una colección de objetosEspecifica la inclusión o exclusión de rasgos tomados por tipo de bordeEspecifica la inclusión o exclusión de rasgos tomados por marcas de carasEspecifica la distancia focal de la lente en milímetrosPermite especificar cómo serán combinadas las transformaciones y los canales de la acciónPermite especificar cómo se combinarán las rotaciones copiadas con las existentesEspecifica cómo las transformaciones copiadas y existentes serán combinadasEspecifica en qué medida el valor del modificador es fundido con el valor basePermite especificar cómo combinar la nueva posición con la originalPermite especificar cómo combinar la nueva rotación con la originalPermite especificar cómo combinar la nueva escala con la originalEspecificar la orientación y escala, en vez de utilizar los datos incorporados en el archivo FBXEspecifica un origen para la forma de la cuadrículaPermite especificar la cantidad objetivo de caras, relativo a la malla actualEspecifica la cantidad aproximada de vóxeles a lo largo de la diagonalEspecificar la distancia entre dos vérticesEspecificar la lente como ángulo de campo visualEspecificar los extremos inicial y final de la líneaEspecifica la cantidad de copias para cada curva, de forma separadaEspecificar el desplazamiento desde un vértice hasta el siguienteEspecificar la cantidad total de vérticesEspecifica el tipo de canales de rotación a ser usadosEspecifica la longitud lateral de los vóxelesEspecifica el grosor de la línea en píxelesEspecifica la precisión de los datos del volumen. Valores más bajos reducirán el consumo de memoria, a costa de un menor grado de detalle.Permite especificar la densidad volumétrica y el tamaño de intervalo del volumen, en espacio del objeto o globalEspecifica el tamaño de los intervalos y la densidad del volumen en espacio globalEspecifica qué elementos usar al instanciar. (Valores decimales producirán una selección aleatoria)Especifica qué atributo de material será usadoEspecifica qué partes del recurso de pose serán sobrescritasEspectroEspectro a usarEspecularidadBSDF EspecularColor de especularidadColor de especularidad azulColor de especularidad verdeColor de especularidad rojoFactor de especularidadDefinición especularidadMostrar brillos especularesNivel de IR especularIluminación especularColor de especularidad del materialMultiplicador para la reflexión especularVelocidadControl de velocidadVelocidadInterpolación de velocidad 0Interpolación de velocidad 1Multiplicador de velocidadRampa de velocidadVectores de velocidadMétodo de control de la velocidadFactor de velocidad al girar, valores altos significarán un movimiento más rápido del ratónVelocidad del sonidoVelocidad del sonido para el cálculo del efecto DopplerVelocidad de la reacción de combustión (valores mayores producen llamas más pequeñas)Velocidad de la onda hacia el punto inicial cuando es negativoControl de velocidadCaché de ortografíaEsferaRadio de esferaSeleccionar (esfera)Radio de esfera para calcular las curvaturasResolución de esferasEsféricoDecaimiento esféricoSonda esféricaEstereoscopía esféricaCámara esférica útil para mapeos de entorno, también conocido como panorama Lat LongDecaimiento esféricoCampo de fuerza esférico basado en la carga de partículas, sólo influencia a otros campos de fuerza con cargasEsferizarIntensidad de esferizadoIntensidad de derrameEspiralFuerza en espiral que torsiona el eje local Z del objetoBienvenidaPantalla de bienvenidaCurvaPuntos de la curva BezierCantidad de curvasCinemática inversa (curva)Restricción Cinemática inversa (curva)Identificador de splineLongitud de splineNodo Longitud de splineParámetro de splineNodo Parámetro de splineCantidad de puntos de splinePuntos de la curvaResolución de splineLa curva se cierra al soltar, si no hay arrastrePunto de la curva sin asasTipo de curvaCurva:CurvasDividirÁngulo de separaciónDividir animación por objetoPermite dividir las primitivas de la BVH entre este número de intervalos de tiempo para acelerar el procesamiento, a costa de más memoriaDividir por grupoDividir por objetoDivisión línea 1División línea 2División línea 3Separar bordesDividir bordes y carasDividir deslizador seguimiento párpadosDivisión espacio 1División espacio 2División espacio 3Dividir impulsoLongitud de divisiónDividir líneasDividir materialesPatrón de divisiónDivisión de tonosPermite dividir una matriz de 4x4 en sus componentes individualesPermite dividir un paquete en varios conectores.Separa un color en sus componentes individuales, usando varios modelos posiblesDividirá un color en canales separados, basándose en un modelo de color específicoDivide una cara desde el centro, en forma de abanicoPermite dividir una geometría en varias salidas independientes para cada tipo de dato en la mismaPermite dividir una geometría en dos, basándose en una selecciónDividirá una matriz de transformaciones en un vector de traslación, una rotación y un vector de escalaSepara un vector en sus componentes X, Y y ZGenera curvas usando puntos, dividiéndolas según el ID de grupo de cada punto y ordenando los puntos de cada curva mediante su valor de influenciaPermite separar una imagen en sus canales de color individualesSeparar y copiarPermite la división y unión de editores arrastrando desde las esquinasDividir en la posición del puntero, en vez de en el fotograma actualPermite separar caras que se encuentran unidas por sus bordesDividir los mapas capturados por material, usando el nombre del material en el archivo producido (sólo externo)Divide las cadenas en puntos con ángulos mayores que el ángulo máximo 2DDivide las cadenas en puntos con ángulos menores que el ángulo mínimo 2DDividir canalesDivide caras cóncavas, conectando sus vértices para hacerlas convexasDivide las normales personalizadas de los vértices seleccionadosSepara los bordes marcados como definidosSepara los bordes cuyas caras formen un ángulo superior a esteDividir imágenes externas por material (sólo modo externo)Separa las caras que se encuentren a lo largo de los bordes seleccionadosSepara las caras y los bordes conectados a los vértices seleccionadosCortar el clip multicámara y seleccionar la cámaraDivide las caras no planas que excedan el umbral angularDivide las esquinas de las carasSepara las esquinas de la cara para mantener la geometría circundanteSepara los huesos seleccionados de los huesos conectados no seleccionadosDesconecta la geometría seleccionada de la no seleccionadaSepara los puntos seleccionados de los puntos conectados no seleccionadosPermite dividir el área seleccionada en vistas superior, frontal, derecha y de cámaraDivide el área seleccionada en nuevas ventanasDivide los bordes seleccionados, separándolos, de forma que cada cara use un borde independienteDivide los puntos seleccionadosDivide los puntos seleccionados en un nuevo trazoDivide los clips seleccionados en su punto medioDivide la curva hasta que se alcance la tolerancia (rápido)Permite dividir las caras en partes más pequeñas, otorgándole una apariencia más suaveDivide los polígonos usando un algoritmo de recorte de orejasDivide los cuadriláteros a lo largo de la diagonal más largaDivide los cuadriláteros a lo largo de la diagonal más cortaDivide los cuadriláteros en triángulos agradables, método más lentoDivide los cuadriláteros entre su segundo y cuarto vérticeDivide los cuadriláteros entre su primer y tercer vérticeSepara el punto seleccionado a un nuevo trazoDivide los clips seleccionados en dosDividir a instanciasDividir / EmpotrarDivide guías en grupos separados. Las nuevas curvas se interpolarán a partir de las existentes en un grupo únicoDivide los elementos de la geometría entrante en grupos, que podrán ser muestreados de forma individualDivide las caras de la malla entrante en grupos, que podrán ser muestreados de forma individualDivisiónFundido del focoFundido foco: %.2fLuz focalRocíoRocío + BurbujasRocío + EspumaRocío + Espuma + BurbujasMapa de rocíoLas partículas de rocío y burbujas serán guardadas en el mismo sistema de partículasLas partículas de rocío y espuma serán guardadas en el mismo sistema de partículasDispersiónLongitudVelocidad de dispersiónAmplitud de los arcos del interior de los ingletesPlanillaColumna de planillaIdentificador columna de planillaEditores de planillasFiltro de filas de planillaTabla de la planillaIdentificador tabla de planillaTablas de la planillaDatos del espacio de la planillaTensorFuerza tensorFotogramas tensoresLongitud del tensorTipo de tensoresGrupo de vértices de tensoresFuerza del tensorIntensidad del tensor que hará volver la onda de vuelta a ceroImplementación de tensores usada en Blender 2.7. Amortiguación topeada en 1.0Longitud de reposo del tensor (factor del radio de la partícula)La longitud de reposo del tensor es un factor de 2 * tamaño de la partículaTensoresUmbral de spritesCuadradoCuadrado (TS + V)Cuadrado (TV + S)Cuadrado (SV + T)Centímetros cuadradosCadenas cuadradasDecímetros cuadradosDecámetros cuadradosPies cuadradosFurlongs cuadradosHectómetros cuadradosPulgadas cuadradasKilómetros cuadradosMetros cuadradosMicrómetros cuadradosMillas cuadradasMilímetros cuadradosRaíz cuadradaModo Raíz cuadradaMils cuadradosUmbral cuadradoYardas cuadradasExtremo cuadrado (plano y extendido)Sólo cuadrada: todos los valores con una amplitud absoluta menor que eso tendrán por resultado 0)Raíz cuadrada de ACuadrado con punto internoCuadradosConcentraciónComprimir / EstirarCantidad de compresiónFrecuencia de compresiónComprimir cada N filasComprimir valor (antiguo)Fotograma comprimidoInfluencia en estabilizaciónEstabilizaciónEstabilización 2DEstabilizar clip 2DEstabilizar centroEstabilizar normalEstabilizar rotaciónEstabilizar escalaEstabilizar trazoEstabiliza la rotación detectada alrededor del centro del fotogramaPermite estabilizar una película, usando las opciones de estabilización 2D del rastreo de movimientoEstabilizar trazo FactorEstabilizar trazo RadioApilados hacia arribaApilados hacia abajoEstampar cámaraEstampar fechaEstampar nombre de archivoEstampar fotogramaEstampar nombre del equipoEstampar etiquetasEstampar lenteEstampar marcadorEstampar notaEstampar notasEstampar salidaEstampar memoria picoEstampar tiempo de procesamientoEstampar escenaEstampar clip del editor de videoEstampar tiempoEstándarDesviación estándarTransiciones básicas entre fotogramas clavePLY de Stanford (.ply)EstrellaInicioMapeo inicial y finalFactor inicialLongitud inicialÁngulo inicialEstilo inicial de flechaIniciar en fotograma actualExtremo inicialIniciar desactivadoComienzo de la reducciónFactor inicialF. inicialFotograma inicial (manipulado desde la interfaz)Fotograma inicial (valor crudo)Fotograma inicial (si Restringir rango de fotogramas está activado)Asa inicialSuavizado del asa inicialEscala del asa inicialPosición inicialTipo de mapeo de inicioInicio desplazamientoPosición inicialObjeto de posición inicialPosición inicial XPosición inicial YRadio inicialMuestreo inicialCantidad inicialIniciar sesión de RVVértices iniciales¡Los fotogramas de Inicio y Fin no pueden ser iguales!Distancia de inicio del efecto volumétricoEditar el campo de la carpetaComenzar a escribir el texto a filtrarComenzar a ingresar texto para filtrar el conjunto de datos en focoComenzar a ingresar texto para filtrar la lista en focoComenzar a ingresar un texto para filtrar el conjunto de canales mostrados, para incluir únicamente aquellos cuyos nombres coincidan con lo ingresadoFotograma inicial limitado al rango válido de procesamientoFotograma inicial mostrado en el editor de secuencias luego de ser aplicados los desplazamientos, definirlo es equivalente a mover el asa, no el fotograma inicialFotograma inicial a capturarEl fotograma inicial es mayor que el finalFotograma inicial del clip de ANL. Nota: cambiar este valor también actualizará el fotograma final del clip. Si sólo se necesita cambiar el fotograma inicial, ver la propiedad "frame_start" en su lugar.Fotograma inicial del efectoFotograma inicial de la exportación, usar el valor predefinido para tomar el fotograma inicial de la escena actualFotograma inicial de captura del océanoFotograma inicial del clipIniciar en fotogramaPermite comenzar la ubicación usando un punto proyectado sobre el eje de orientación, en la posición del cursor 3DPermite comenzar la ubicación usando un punto proyectado sobre el plano de la vista, en la posición del cursor 3DComenzar ubicando sobre la superficie, usando la posición del cursor 3D como alternativaComenzar posicionando el centroComenzar posicionando el bordePunto de inicioComienza a buscar el textoInicia el operador de transformación luego de insertar el nodoInicio / FinalComenzandoInicio ratónÁngulo inicial del arcoDistancia a la que comienza la niebla, medida desde la cámaraFotograma inicial de la animaciónFotograma inicial del rango de trayectoria a ser mostrado/calculado (no válido para el tipo 'Rango variable' de piel de cebolla)Fotograma inicial del rango almacenadoFotograma inicial a exportarTiempo inicial de la trayectoriaComienza conArchivo de inicio guardadoEstadoColores EstadoEstado otroEstado de todos los paneles definidos por el grupo de nodosEstado de la vinculación de iluminaciónEstado de la ruta del otro usuario para acciones bimanualesEstado de la vinculación de sombrasMétodo de resolución analítico en tiempo real, ignorando las acciones y restricciones de cinemática inversaMétodo de resolución que define la pose partiendo de la acción actual y de otras restricciones, excepto las de cinemática inversaBVH estáticaIsla estáticaTipo estáticoVista estadística de los niveles de color de una imagenEstadísticasEstadoBarra de estadoIndicadores de estadoEstado de la iteración del cálculo de ropaEstado:AceroEsténcilColor del esténcilDimensiones del esténcilImagen de esténcilCapa de esténcilMáscara de esténcilOpacidad máscara de esténcilPosición del esténcilEl color del esténcil en las vistasIntervaloCantidad de intervalosFrecuencia de intervalosFrec. Intervalos ProcesamientoTamaño intervaloTamaño intervalo (iluminación)Intervalo MínIntervalo entre fotogramas generadosTamaño de intervalo al realizar el proceso de marcha de rayos en el volumenTamaño de intervalo al realizar el proceso de marcha de rayos en el volumen para el cálculo de la iluminaciónRevisar animación paso a paso por posiciónModificador-f Interpolación escalonadaLineal escalonadaInterpolación lineal escalonada entre los valores Desde mín y Desde máxIntervalosIntervalos MínIntervalos VistaEstéreo3D estéreoVisualización 3D estéreoFormato 3D estéreoEl modo 3D estéreo requiere que la ventana se encuentre a pantalla completaOjo estéreoEfectos estéreoEstéreo LFEModo de estéreoSalida 3D estéreoCanales de audio estéreoEstéreo con canal de baja frecuencia (LFE)EstereoscopíaOpciones de estereoscopía de un bloque de datos de cámaraBastonesAdherir el trazo a otros trazosAdherir el trazo a superficiesAdherir el trazo a la imagenAdherir el trazo a la vistaAdherenciaModo de selección adhesivaSelección adhesiva de vértices deshabilitadaCuadriláteros rígidosViscosidad rígidaLa viscosidad rígida es un factor de viscosidad normalRigidezRigidez en XLa rigidez define cuánto rellenar del elementoRigidez en el eje XRigidez en torno al eje de rotación XRigidez en el eje YRigidez en torno al eje de rotación YRigidez en el eje ZRigidez en torno al eje de rotación ZFotogramaUnir previs - Isla activaUnir previs - Color bordeUnir previs - Color caraUnir previs - Color posible unirUnir previs - Color imposible unirUnir previs - VérticeUne las UV dentro de una distancia límite especificadaUne las UV seleccionadas por proximidadUnir sólo funciona con menos de %i objetos seleccionados (hay %i seleccionados)PiedraPiedra (prensada)StonesDetenerDetener sesión de RVDetener reproducción de la animaciónDetener selección de límites en enégonosDetiene la selección de límites en vértices con más de tres bordes conectadosDetiene la selección de límites en vértices con dos bordes conectados, cuando compartan una cara que no sea un enégonoDeja de realizar saltosDejar de subdividir al alcanzar este nivel, aun en caso de que, según la Tasa de subdivisión, se debiera producir una teselación más finaDetener este trabajoDejar de proyectar vértices a las caras del objetivo cuando apunte hacia afueraAlmacenamientoModo de almacenamiento de las normales libres personalizadasAlmacenamiento de un operador que está en ejecución o que ha sido registrado luego de la mismaAlmacenamiento para guardar temporalmente el contenedor principal de la acción, mientras se encuentre activo el modo de retoqueAlmacenamiento para guardar temporalmente la acción principal, mientras se encuentre activo el modo de retoqueAlmacenar elemento en paqueteAlmacenar pasadas de reducciónAlmacenar catálogos habilitados en PreferenciasAlmacenar atributo con nombreAlmacenar cuadrícula con nombreAlmacena los canales RVA y alfa de forma separada con el alfa actuando como una máscara, también conocido como alfa no asociado. Comúnmente usado en aplicaciones de edición de imágenes y formatos de archivo como PNG.Almacena los canales RVA con el alfa multiplicado, también conocido como alfa asociado. Es el formato natural para las imágenes procesadas y también usado en formatos de archivo como el OpenEXR.Permite almacenar un elemento en un paquete, definido mediante una ruta y un tipo de datos.Permite almacenar un vector normal para cada elemento de una mallaGuardará un único valor para todo el dominioGuardará un valor para cada elementoAlmacenar todos los bloques de datos vinculados desde otros archivos .blend en el archivo .blend actual. Las referencias a bibliotecas externas son preservadas, de manera que los bloques de datos vinculados puedan ser nuevamente desempacadosAlmacena las normales personalizadas como vectores simples en espacio local de la malla. Los valores no necesariamente se actualizarán de forma automática más adelante, a medida que la malla sea deformada.Almacenar valores de enumeración personalizados como cadenas de textoAlmacenar valores de enumeración como cadenas de textoAlmacena valores de selección decimales. Para geometrías de tipo malla, se guardarán de manera inversa a la máscara del modo EsculpidoAlmacenar opciones de exportación de glTF en el proyecto de BlenderPermite almacenar datos de una cuadrícula en la geometría de un volumen con el nombre especificadoAlmacena los desplazamientos multi-resolución fuera del archivo .blend, para ahorrar memoriaAlmacena las normales en un espacio de transformación personalizado dependiente de la deformación. Este método es más lento, pero podrá resultar mejor cuando sucesivas operaciones cambien la malla sin un tratamiento especial para sus normales.Almacenar reemplazos usando opciones por cada clipAlmacenar reemplazos usando la carpeta del proyectoAlmacena los datos capturados en una carpeta en el discoAlmacena el estado actual de los catálogos de recursos en el búfer de deshacerAlmacena las pasadas de reducción de ruido y la imagen con ruido. Las pasadas se adaptan al tipo de reducción seleccionado para el procesamientoAlmacena las transformaciones estimadas en las opciones de cuerpos blandosAlmacena el resultado de un campo en una geometría y devuelve los datos como un conector del nodo. Permite recordar o interpolar datos, tales como posiciones antes de las deformaciones, a medida que una geometría cambiaPermite almacenar el resultado de un campo en una geometría, como un atributo con el nombre especificadoAlmacena la definición de cada cara o borde. Similar a los operadores "Sombrear suave" y "Sombrear facetado".Almacena los catálogos habilitados del banco en las preferencias, en vez de en las opciones locales del banco de datosPermite almacenar estar acción en la lista de ANL como un clip de contribución nula, para un uso posteriorPermite almacenar esta acción en la lista de ANL como un clip con contribución nula, para un uso posterior, y crear una nueva acciónAlmacena valores de selección verdadero o falso en el modo EdiciónModo de operación almacenadoAlmacenado como un único valorAlmacena y aplica la diferencia entre el valor de referencia y el local (NO USADO)Almacena y aplica un factor de multiplicación entre el valor de referencia y el local (NO USADO)Almacena el estilo de cada caracterGuion gráficoDirectoAlfa directoCorte rectoInterpolación lineal entre los claves A y B (sin aceleración de partida/llegada)El valor de los fotogramas clave en los extremos de la curva será extendido usando una pendiente linealEnderezarEnderezar curvas de peloEnderezar XEnderezar YEndereza las curvas de pelo, de su raíz a su puntaHebrasIdentificador de hebraLongitud de hebrasProcesamiento de hebrasForma de hebrasIntervalos de hebrasDiámetro de la hebra en la raízDiámetro de la hebra en la puntaParámetro de forma de las hebrasFactor de desvanecimiento de los hacesHacesÁngulo de hacesIdentificador fuenteLíneas de flujoIntensidadFactor de intensidadPresión a intensidadAleatoriedad de intensidadIntensidad del solIntensidad del desplazamiento cuando se aplique a la mallaIntensidad de emisiónIntensidad del campo de fuerzaIntensidad de la deformación del modificadorIntensidad del efecto del modificadorIntensidad del ruidoIntensidad del suavizado aplicado en cadenas dentadasIntensidad del efecto del mapa de relieve, interpolando entre la total ausencia y un mapeo completo de relieveIntensidad del desplazamientoIntensidad de la luz a ser emitidaIntensidad de la luz a ser emitida. Un valor de 1.0 asegurará que el objeto en la imagen tenga el color exacto indicado en la opción de Color de emisiónIntensidad del efecto de desvanecimientoIntensidad de la fuente lumínicaIntensidad del efecto de mapeo de normalesIntensidad de la iluminación de estudioIntensidad de la limitación de estiramientoIntensidad a usar al asignar o seleccionar la influencia de caras en el modificador Influenciar normalesIntensidadesEstirarOpacidad estiramientoApuntar (estirando)Restricción Apuntar (estirando)Estirar hasta abarcarEstirar UEstirar UVEstirar VPermite apuntar y estirar el objeto a lo largo de su eje Y en dirección al objetivoModificador para estirar o contraer trazosEstira las coordenadas U entre 0 y 1, si hay UV presentesEstira las coordenadas V entre 0 y 1, si hay UV presentesEstira el inicio y el final de la geometría subyacente del trazoEstira la malla a lo largo del eje Z del espacio del modificadorEstirar hasta ajustarSe estira hasta llegar al objeto objetivoAjusta la imagen para que abarque todo el lienzo, estirándola sin conservar su proporciónEstrictoEspacio al que se copiarán las repeticiones del trazoCadenaAtributo de textoValor de atributo de cadenaCampo de cadenaLongitud de textoConector de cadena de texto de nodoInterfaz del conector de cadena del nodoValor de textoConector de cadena de texto de un nodoTexto a curvasTexto a valorTexto a ser insertado en la posición del cursorValor del atributo de una geometría, de tipo cadenaCadenasClipEl clip '%s' no está en la escena '%s'Quitar caracteresColor de clipBalance de colorDatos de balance de colorEtiquetas de color de clipsRecorteDuración del clipElementoQuitar desdeModificadorPropiedades de modificadores de clipsModificadores de clipNombre del clipNingún clipQuitar númerosQuitar partePrevisualización de clipPropiedades de clipsReemplazoReemplazo y código de tiempo del clipTiempo del clipTransformaciónNo es posible mover el clip dentro de sí mismoTipo de efecto de clipEl clip no tiene influencia más allá de su extensiónEliminar texto inicial/final del nombreLos nombres de los clips no son editables desde el ListadoEl clip necesita dos entradas para poder ser intercambiadasEl tiempo del clip es controlado por una curva-f en vez de ser determinado automáticamentePropiedad de transformación del clip a ser restablecidaEl tipo de clip no soporta modificadoresTipo de clip no establecido.El tipo de clip debe ser 'META'Clip usado como máscara del modificadorClip con un conjunto de curvas-f para cada contenedor de la acciónClip(s)StripElements.pop: no se puede hacer emerger el último elementoStripElements.pop: identificador fuera de rangoClipsClips seleccionadosLos clips deben ser de la misma longitudLos clips deben tener la misma cantidad de entradasClips anidados en el meta-clipLos clips no son compatiblesStrips.new_effect: el efecto espera más de 2 entradas (%d, nunca debería suceder!)Strips.new_effect: el efecto necesita 1 clip de entradaStrips.new_effect: el efecto necesita 2 clips de entradaStrips.new_effect: longitud inválidaStrips.new_sound: no se puede abrir el archivo de sonidoEstroboTrazoTrazo y rellenoEl trazo y el relleno son completamente transparentesCentro del trazoColor del trazoDesplazamiento profundidad del trazoOrden de profundidadDirección del trazoFin del trazoMétodo de ajuste del trazoLongitud del trazoNombre del material del trazoDesplazamiento del trazoSólo trazoOpacidad del trazoUbicación del trazoUbicación de trazos (vista 2D)Ubicación de trazos (vista 3D)Ubicación del trazo:Parámetro del punto del trazoPuntos del trazoTrazo completoAdherencia del trazoInicio del trazoIntervalo de trazosGrosor del trazoTrazo y rellenoPuntos del trazoEstilo final de trazoEl trazo es completamente transparenteDesplazamiento del trazo para el modificador Arte linealEstilo inicial de trazoTrazosColisión de trazosLos trazos aparecerán o desaparecerán uno a continuación de otro, y sólo uno estará cambiando en un instante dadoExtensión del extremo de los trazos para cerrar huecos, 0 para deshabilitarFuerteDefinición de estructura usada para propiedades asignadas a este elementoEstructura que reúne todos los datos que los ID vinculados redefinidos necesitanEstructurasEstructuralGrupo estructuralGrupo de vértices para rigidez estructuralEstructuraTipo de estructuraEstucoEstucoEstudioIluminación de estudioIluminación de estudioIluminación de estudioEl archivo imagen de iluminación de estudio contiene pasadas distintas de "difusión" y "especularidad"Configuración de la iluminación de estudioIluminación de estudio instalada desde {!r} en {!r}Iluminación de estudioRotación de la iluminación de estudioEstiloMódulo de estiloMódulo de estiloEstilo InicioNo fue posible eliminar el módulo de estilo '%s'Opción del módulo de estilo para especificar un módulo de estiloNo fue posible eliminar el módulo de estiloEstilo de fundido de los coloresEstilo de selecciónEstilo a usar al dibujar los controladores de RVEstilosSustraerNivel inferiorRetardo apertura sub menúSub superiorSub panelSub panel - FondoSub intervalosSub objetivoSub canalesSubdividirSubdividir y colapsarSubdividir curvaSubdividir bordesSubdividir mallaSubdividir trazoModificador para subdividir trazosPermite subdividir entre los puntos contiguos seleccionados del trazo, agregando un punto a medio camino entre ellosSubdivide las caras sin cambiar su forma generalSubdivide los bordes largos para agregar detalle a la malla donde se necesiteSubdivide los bordes perpendiculares al anillo de bordes seleccionadoSubdividir los polígonos para alcanzar un determinado tamaño en pantalla, en píxelesSubdivide los segmentos seleccionados de la curvaSudivide los bordes seleccionadosSubdivide los segmentos de las partículas seleccionadas (agrega puntos clave)Subdividir segmentos seleccionadosSubdivide y suaviza los trazosPermite subdividir la malla de una forma que permita la edición de sus niveles de mayor resoluciónSubdividir para alcanzar una determinada longitud de borde en espacio del objeto. Esto es requerido al usar subdivisión adaptativa con mallas instanciadasSubdivisiónPlegado de subdivisiónDatos de subdivisiónNiveles de subdivisiónModo de subdivisiónModificador SubdividirIntervalos de subdivisiónSubdividir superficieModificador Subdividir superficieEl modificador Subdividir superficie necesita estar antes, para poder funcionar con el despliegue de UVTipo de subdivisiónNivel de subdivisión a ser aplicado antes de la deformaciónModificador de subdivisión de superficiesSubdivisionesDesplazamiento de subfotogramas de la fuente de sonido, expresado en segundosSubfotogramasSubfotogramas para simulaciones con estabilidad mejorada y granularidad más fina (Δt = intervalotiempo / (subfotogramas + 1))ID local del subelementoIdentificador de subsistema localNombre de subsistema localID de referencia del subelementoIdentificador de subsistema referenciaNombre de subsistema referenciaSuavizado de bordes en subpíxelesSubprocesoSubprocesosSubconjuntoSubconjunto de sondas a ser actualizadasSubconjunto de etiquetas (definido en la estructura superior) definido para esta propiedadSub intervalosSub intervalos <1 significará que el proceso no será ejecutadoSubintervalos por fotogramaTransluminiscenciaAnisotropía de transluminiscenciaColor de transluminiscenciaTransluminiscencia directaIR de transluminiscenciaTransluminiscencia indirectaMétodo de transluminiscenciaRadio de transluminiscenciaEscala de transluminiscenciaTransluminiscenciaTranslucidez subsuperficialIntensidad de transluminiscenciaSombreador de transluminiscencia múltiple que simula la penetración de luz en una superficie, así como sus rebotes internos. Usado típicamente para materiales tales como piel, cera, mármol o lecheSustraerColor al sustraerModo SustraerSustraerSustraer las influencias del grupo de vértices B desde el grupo de vértices ASustrae el efecto del pincelSustraer de la selección existenteSustrae los colores de un clip de los de otroSustraer el valor de origen al del destino, usando el umbral indicado como factor de mezclaDiferencia desde el fotograma actual a usar para obtener los datos desde el archivo de caché, o para determinar qué archivo usar en una secuencia de archivosSubstraído del color de la textura para obtener un vector de desplazamientoRedefinición sustractivaSubtipoEtiqueta de subtipoSubtipo del valor predefinidoExitoso%d fotogramas clave agregados exitosamente al conjunto de claves '%s'Se copiaron exitosamente atributos desde {} hacia {}"{:s}" generado exitosamente%d fotogramas clave eliminados exitosamente del conjunto de claves '%s'Se restableció exitosamente {}SufijoSufijo agregado a las imágenes procesadas desde esta vistaSufijo para identificar las cámaras a usar, agregado a las imágenes procesadas desde esta vistaGrosor y tamaño de puntos de línea sugeridos, expresado en píxeles, para que los complementos dibujen elementos personalizados en la interfaz de usuario. Está basado en las opciones del sistema operativo y la escala de la interfaz de BlenderContornos insinuadosContornos insinuadosSumatoriaSumar valoresResumenSolÁngulo del solRayos de solDirección del solDisco solarElevación solarIntensidad solarLuz solarPosición del solRotación solarTamaño del solUmbral del solÁngulo del sol con respecto al horizonteDisco solar no disponible en EEVEEIntensidad de la luz solar expresada en vatios por metro cuadrado (W/m²)Súper elipseSoporteSoporta emulaciónSoporta color HDRSoportar escalado uniformeToma en cuenta a las caras limítrofesSoporta almacenar paquetes personalizados en una geometría, en los Nodos de geometríaPermite soportar escalar de manera uniforme la extremidad, mediante el control de engranaje en la baseSoporta previsualizacionesSoporta cualquier combinación de mover, rotar y escalar al mismo tiempoSoportar oclusión en base a la profundidad por parte de otros objetos en la vistaSoportar selecciónSuprimir controlSuperfSuperficieCurva de superficieDeformar con superficieEmisión en la superficieFormato de la superficieGeometría de la superficieGuiar en superficiesProbabilidad de guía en superficieTipo entrada superficieModificador SuperficieNormal de superficieDistancia normal superficieObjeto de la superficie a la cual anclar (necesita tener transformaciones coincidentes)Desplazamiento superficieEscoger superficieProyectar sobre superficiesMétodo de procesar superficiesRespuesta de la superficiePosición de reposo de la superficieSuavizar superficieTensión superficialGrosor de la superficieTipoUV de superficieCoord UV de superficieMapa UV de superficieCoordenadas UV de la superficie en el punto de anclajeMapa UV de la superficie no definidoMapa UV de la superficie usado para el anclajeMapa UV de la superficie usado para muestrear las normales para el desplazamientoCoordenadas UV de anclaje sobre la superficie, almacenadas en cada curvaDensidad superficial de las curvas de pelo generadasGeometría de la superficie para la generaciónGeometría de la superficie de anclaje de la curvaGeometría de la superficie a la cual anclar las curvas de peloGeometría de la superficie a envolverGeometría de la superficie a usar para muestrear las normales para el desplazamientoLa superficie no contiene ninguna mallaModificador de superficie que define la posición en la lista usada para los campos de superficieNombre de la superficieNormal de la superficie en el punto de anclajeObjeto de la superficie para la generación (necesita tener transformaciones coincidentes)Objeto de la superficie a envolverObjeto de la superficie a usar para muestrear las normales para el desplazamientoResolución de procesamiento de la superficie en la dirección U (0 para utilizar la misma resolución que en las vistas)Resolución de procesamiento de la superficie en la dirección V (0 para utilizar la misma resolución que en las vistas)Factor de escala de la superficie (no afecta a la altura de las ondas)Subdivisiones de la superficie por cada segmentoTensión superficial del líquido (valores más altos producirán un comportamiento hidrofóbico más pronunciado)Grosor de superficie usado para detectar la intersección al usar trazado en pantallaLa(s) superficie(s) no tiene(n) ningún punto activoDeformar_con_superficieModificador Deformar con superficieSuperficiesResolución de surfelsSwahili - KiswahiliIntercambiarIntercambia 2 clips del editor de videoIntercambiar áreasIntercambiar ejesIntercambiar altura y profundidadIntercambiar Derecha / IzquierdaIntercambiar conexionesIntercambia los controles izquierdo y derecho de navegación de RVIntercambia el clip activo con el de la derecha o izquierdaCambia todos los usuarios de una acción con otra nueva. Esto ignorará la ANL y las restricciones AcciónCambia todos los usuarios de una acción con otra. Se aplicarán las reglas usuales de asignación de contenedores de acción. Esto ignorará la ANL y las restricciones AcciónIntercambia los canales estereoscópicos derecho e izquierdoIntercambia un material por otroIntercambia el orden de los clips seleccionados en las pistasIntercambia los colores primario y secundario del pincelInvierte las posiciones en pantalla de las áreas seleccionadasIntercambia los nodos seleccionados por el recurso de grupo de nodos especificadoInvierte la dirección de la rueda del ratón usada para ampliar/reducirIntercambia las conexiones de salida de dos nodos seleccionados o dos conexiones de entrada similares de un mismo nodoIntercambiar los roles de las opciones Altura y Profundidad.Intercambia las dos entradas del clip de efectoSueco - SvenskaÁngulo de barridoLínea de barridoHace un barrido de un lado a otro de la imagenBalanceoBalanceo y torsión en XBalanceo y torsión en YBalanceo y torsión en ZRemolinoEfecto RemolinoEfecto de remolinoIntercambiarIntercambiar islaIntercambiar vista estéreoIntercambiar vistaRegresar a la acción anterior, luego de crear un recurso de posePermite cambiar entre un atributo y un valor para definir los datos para cada elementoCambia entre el pincel actual y el asignado, en usos consecutivos.Permite intercambiar entre dos imágenes, mediante una casilla de verificaciónPermite elegir entre dos entradas, mediante una opción booleanaInvierte la dirección de las curvas seleccionadasPermite alternar la vista actual entre una vista en perspectiva u ortogonalInvierte la dirección de revolución de horaria a antihorariaCambiar a modo Pose u ObjetoCambiar el pincel al modo borrador por la duración del trazoCambiar el pincel al modo máscara por la duración del trazoCambiar el pincel a modo suave por la duración del trazoCambiar al objeto o hueso objetivoCambiar a este modo de objeto al activar el espacio de trabajoSuperior intercambiableCambia el objeto activo y asigna el mismo modo a uno que se encuentre bajo el puntero del ratón, manteniendo el modo activo en el objeto actualOrden RSimétricaSimétrica ({:s})Forzar simetríaSimetriza las modificaciones topológicasSimetríaEsfumado de simetríaSimetría XSimetría YSimetría ZSincronizaciónSincronizar longitud de acciónSincronizar longitudSincronizar marcadoresSincronizar los marcadores al editar fotogramas claveModo de sincronizaciónSincronizar selección del ListadoSincronizar con tiempo de la escenaSincronizar selecciónSincronizar rango visibleSincronizar ampliación/desplazamientoSincroniza la selección en el Listado con los demás editoresSincronizar con audioSincronizar la reproducción con el audio, omitiendo fotogramasSincroniza la posición de las vistas ortogonalesSincronizar con ListadoSincronizaciónSincronizar la longitud de la acción referenciada con la longitud usada en el clipSincroniza el repositorio con una URL remotaSincroniza la perspectiva del visor de sesiones de realidad virtual con esta vista 3DSincroniza el rango visible de la línea de tiempo con los otros editores dependientes del tiempoSintaxis - IntegradoSintaxis - ComentarioResaltar sintaxisSintaxis - NúmeroSintaxis - Pre procesadorSintaxis - ReservadoSintaxis - EspecialSintaxis - CadenaSintaxis - SímboloResalta la sintaxis de los scriptsSistemaSistema y OpenGLMarcadores del sistemaCarpetas del sistemaInstalación del sistemaMáximo del sistemaMemoria del sistemaRedefiniciones del sistemaLas extensiones del sistema son sólo de lectura y no pueden ser desinstaladasMarcadores del sistemaCarpetas del sistema (usualmente la carpeta raíz, los discos duros disponibles, etc.)TARGATema01Tema02Tema03Tema04Tema05Tema06Tema07Tema08Tema09Tema10Tema11Tema12Tema13Tema14Tema15Tema16Tema17Tema18Tema19Tema20TIFFTIFF (.tif)CONSEJO: Es mejor usar curvas-f para animación procedimentalCONSEJO: Usar variables en vez de rutas bpy.data (ver debajo)CONSEJO: bpy.context no es seguro para su uso en granjas de procesamientoTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3SolapaColores SolapaResultado de búsqueda en solapasAncho tabulaciónTab para menú circularLa tabla contiene datos de geometríaTablasTabletaAPI de tabletaUmbral de arrastre de tabletaPresión en la tabletaTabulaciones como espaciosSobol tabuladoEtiquetaLa etiqueta '%s' ya se encuentra presente en el recurso indicadoNo se encontró la etiqueta '%s' en el recurso indicadoBiseladoPlegadoBorde marcado de FreestyleCosturaDefinidoEtiqueta los huesos seleccionados como ocultos en modo ediciónEtiqueta los huesos seleccionados como ocultos en modo de PoseEtiquetasColaPosición de la colaSeleccionar colaColasToma una capa o grupo de capas de Grease Pencil como campo de selecciónToma una captura de la vista activaToma el promedio de las velocidades del fotograma anterior y las nuevas del fotograma actualTomar el promedio de las normales de los vérticesToma en cuenta el suavizado de caras al calcular el mapa de la vistaTomar en cuenta la información de las asas al convertirTomar en cuenta la proporción de la imagenTomar en cuenta las opciones actuales de unidades en Blender (si éstas no estuvieran indicadas, se utilizarán directamente los valores crudos en Unidades de Blender)Permite sacar una conexión desde el interior de un grupo de nodos hacia el nodo de Salida del árbol superiorPermite usar una geometría referenciada como entradaTamil - தமிழ்TangenteCampo tangenteModo TangenteNormal tangencialFase de la tangenteEspacio tangencialTangente a partir de mapa UVNodo TangenteEl espacio tangencial sólo puede ser calculado en triángulos o cuadriláteros, abortandoEl cálculo del espacio tangencial necesita un mapa UV, "%s" no encontrado, abortandoMapeo de normales en espacio tangencialMapeo de desplazamiento vectorial en espacio tangencialTangente a la superficieDistorsión tangencialTangentesTiempo de pulsaciónObjeto de afinadoRadio de afinadoAfinado InicioFactor de afinado para el radio de cada punto a lo largo de la curvaAfinado del rolloAl pulsar Alt (sin presionar ninguna otra tecla) se mostrará una solicitud en la barra de estado, esperando que una segunda tecla sea pulsada para activar una herramientaTarga (.tga)Targa crudo (.tga)ObjetivoHuesos objetivoCurva objetivoDensidad objetivoIntensidad de densidad objetivoFotograma objetivoGeometría objetivoGrease Pencil objetivoCapa de Grease Pencil objetivoID del objetivoObjetivo local con superioresMalla objetivoObjetivo: Nuevo objeto vacíoProyectar hacia normales del objetivoObjetivoObjetivo (sólo curvas)Objeto usado como objetivo, definiendo la posición del pivote cuando está definidoSistema partículas objetivoRuta objetivoSist. control objetivoObjetivo: Hueso seleccionadoObjetivo: Objeto seleccionadoSelección de objetivoEspacio del objetivoTransformación objetivoVelocidad objetivoVolumen objetivoZ del objetivoPosición del objetivo a lo largo del hueso: Cabeza=0, Cola=1Velocidad angular objetivo del motorEsqueleto objetivoHueso objetivo del esqueletoHueso objetivo para restricciones con múltiples objetivosEl objetivo contiene polígonos cóncavosEl objetivo contiene polígonos inválidosEl objetivo contiene vértices superpuestosDirección objetivo contra la cual comparar la normalLongitud objetivo de los bordes de la nueva mallaGeometría objetivoEl objetivo contiene bordes con más de dos polígonosEl objetivo no contiene carasEl objetivo no se encuentra en la lista de objetivos de la restricciónLongitud objetivo de la operaciónVelocidad lineal objetivo del motorPosición de destinoPosición objetivo hacia donde apuntarán las normalesObjetivoObjetivo para restricciones con múltiples objetivosObjetivo con respecto al cual se mide la distancia¡El objetivo son datos de una biblioteca, ignorando!¡El objetivo no es de tipo Grease Pencil, será ignorado!Objetivo no especificadoForma a tomarLongitud de bordes objetivo, en espacio del objeto, para la subdivisión adaptativaObjetivo para definir el inicio del trazoObjetivo usado para afectar a las normalesSistema de partículas objetivoSistema de partículas objetivoTamaño en píxeles objetivo, para la subdivisión adaptativaPolígonos objetivo cambiados desde %u a %uLa escena objetivo contiene marcadores bloqueadosFlujo de trabajo objetivo de esculpido, que usará el tamaño muestreadoObjetivo al cual adherir los UV seleccionadosVértices objetivo cambiados desde %u a %uEl eje Z del objetivo (en vez del global) será el que restrinja la dirección hacia arribaObjetivo: Excluir no seleccionablesObjetivo: Incluir activoObjetivo: Incluir editadosObjetivo: Incluir no editadosObjetivosApunta todos los ejes Y de los controles hacia el eje especificado (en espacio global)Apunta los controles personalizados hacia el eje especificado (en espacio global)Desprender límitesTeletransportaciónDuración de teletransportaciónmeta-temporalModeración (promedio)TemperaturaAtributo de temperaturaTemperatura de colorDiferencia de temperaturaCuadrícula de temperaturaTemperatura MáximoUnidades de temperaturaDiferencia de temperatura con la temperatura ambienteTemperatura del fluidoLa plantilla "{}" se iniciará la próxima vez tal como está ahora.Plantilla instalada ({:s}) desde {!r} en {!r}PlantillasAcumulación temporalReproyección temporalDeshabilita temporalmente la evaluación de las pistas de ANL (esto es, sólo se evaluará la acción activa)Ocultar temporalmente en las vistasOcultar temporalmente en las vistas • Ctrl para aislar la colección • Mayúsculas para hacerlo con el contenido de la colección y objetosOcultar temporalmente en las vistas • Mayúsculas para aplicar a subordinadosOculta temporalmente capas de máscaraOculta temporalmente los objetos de la vistaTemporalCarpeta temporalEditores temporalesArchivos temporalesTendencia del objeto a rebotar luego de colisionar con otro (0 = no rebota, 1 = totalmente elástico)TensiónAmortiguación de estiramiento de tensoresResistencia al estiramientoResistencia máxima al estiramientoCarpaModo de finalizaciónTeselarTriángulo teselado en el bloque de datos de una mallaTeselación de los polígonos de una malla en triángulosComprobará conflictos en el mapa de tecladoCoord textBits de cuantizado de coordenadas de texturizadoTextoMay / MinDígitosSangríaLíneaLíneasMinúsculasModificadoNuevoPatrónPuntuaciónEspaciosQuitar caracteresTabulaciónTabulacionesMayúsculasCuerpoPalabraTexto '%s'Texto (.txt)Suavizado de bordes de textoInicio del textoMarco de textoAltura marco textoAncho marco textoMarcos de textoFormato caracter textoColor del textoCursor de textoCurva de textoEditor de textoArgumentos del Editor de textoPreajustes del editor de textoFin del textoTextosTexto resaltadoDefinición de textoInformacionesSobreimprimirIngreso de textoLínea de textoConector de texto de nodoInterfaz del conector de texto del nodoProcesamiento de textoTexto seleccionadoClip de textoClip de texto - CursorEstilo del textoSuavizado de bordes de texto a nivel de subpíxelesTextosColores Control textoMarco delimitador del texto para permitir su organizaciónOpciones de formateo de caracteres de textoColor del textoColor del texto de línea seleccionadaBloque de datos de texto que referencia a un archivo de texto externo o empacadoBloques de datos de textoTexto visualizado y editado en este espacioDatos del espacio del editor de textoEl archivo de texto ha sido editado desde la última vez que fue guardadoEl archivo de texto se encuentra en memoria, sin un archivo correspondiente en el discoEl archivo de texto en el disco es diferente al que está en memoriaAlineación horizontal del texto con respecto al centro del objeto o del marco de textoTexto en la líneaTexto no encontrado: %sTexto no usado por ningún nodo o cámara, no fue actualizadoSólo es posible aplicar la escala a tipografías: "%s"Texto sobre curvaConector de texto de un nodoCadena de textoCursor de edición del clip de textoSelección de edición del clip de textoTexto que se mostraráTexto a objeto 3DTexto a reemplazarTexto a mostrar en el encabezado al escalarTexto a insertar en la posición del cursorTexto con el cual reemplazar el texto a buscar con la herramienta de reemplazarTexto a buscar con la herramienta de búsquedaTexto a ser usado en el botón del panel de la interfaz (no edita el nombre real de la colección)Texto a ser usado en el botón del panel de la interfaz, en vez del nombre real de la colecciónTexto demasiado largoAlineación vertical del texto con respecto al centro del objetoTexto: ExternoTexto: InternoAltura marco textoDesbordamiento del marco de textoAncho marco textoDesplazamiento X marco textoDesplazamiento Y marco textoMarcos_textoTextosTexturaA lo largo del trazoBandas con ruidoBandasDimensionesGeneradaGlobalMapeoNuevaObjetoPatrónPlásticoAnillos con ruidoAnillosDefinidoMuy definidoSuaveHebra / PartículaCoordenadas de texturizadoUVPared adentroPared afueraVentanaFrecuencia recolección texturasCoordenadas de texturizadoHueso de coordenadas de texturizadoObjeto de coordenadas texturizadoCuantización de coordenadas de texturizadoCoordenadas de texturizadoDistorsión de texturaCalidad de compresión texturasCampo de texturasLímite de texturasMapeo de texturaModo de mapeo de texturasTextura de máscaraMalla para texturizadoNivel medio de texturaModo de texturaNodo de texturaNodos de texturizadoConector de textura de nodoInterfaz del conector de textura del nodoÁrbol de nodos de texturizadoOpacidad texturaÁngulo de orientación de la texturaAlfa superposición texturaPintar TexturasSobreimpresos Pintar TexturasContenedor pintura texturasUV de Pintar Texturas/ModificadorTamaño de píxel de la textura a lo largo del trazoPropiedades de texturasDesviación de muestreo texturaRadio de muestreo de texturaContenedor de texturasImágenes del contenedor de texturasContenedores de texturasEspacio de texturizadoPosiciónMalla para espacio texturizadoTamañoEspaciado de texturaEspeciales de texturasMantenimiento texturasOpciones de coordenadas de mapeo de la texturaCoordenadas de texturizado de 0 a 1Coordenadas de texturizado de las posiciones de las partículas en la raízCoordenadas de texturizado a usar para mapear la imagen sobre la superficieCoordenadas de texturizado a usar para mapear la textura en el fondoBloque de datos de textura usado por materiales, luces, entornos y pincelesBloque de datos de textura usado por este contenedorBloques de datos de texturaInfluencia de efectores de TexturaCalidad de compresión de las texturasMétodo de exportación de texturasTipo de filtrado de texturasImágenes usadas para pintar texturasInterpolación de texturaEl mapeo de textura no está definido en 3D, es posible que los resultados sean impredeciblesTipo de mapeo de texturasNodos de texturizadoContenedor de texturas que define el mapeo e influencia de una texturaContenedor de texturas de un bloque de datos de pincelContenedor de texturas de un bloque de datos de estilo de líneaContenedor de texturas de un bloque de datos de opciones de partículasNombre del contenedor de texturasContenedores de textura que definen el mapeo e influencia de las texturasConector de textura de un nodoPosición del espacio de texturizadoTamaño del espacio de texturizadoTextura que controla la intensidad de la emisiónTextura a usar como fuerzaMapeo_de_texturaTexturizadoTexturasCarpeta de texturasTailandés - ภาษาไทยEse elemento representa a un ID también usado como dependencia de una redefinición de biblioteca (tanto directa: la referencia de una redefinición, o como indirecta: datos usados por la referencia de una redefinición). Nunca deberá ser convertida directamente en local. Es mutuamente exclusiva con `LIBOVERRIDE_DEPENDENCY_ONLY`Ese elemento representa a un ID usado sólo como dependencia de una redefinición de biblioteca (sea directa o indirectamente, ver `LIBOVERRIDE_DEPENDENCY` para más precisiones). No debería ser considerado durante el proceso de 'hacerlo local' (anexarlo) y permanecer como datos vinculados. Es mutuamente exclusivo con `LIBOVERRIDE_DEPENDENCY`Ese elemento fue agregado para un ID importado indirectamente, como dependencia de otro bloque de datosEl atributo "id" si se encontrara disponible, en caso contrario el identificadorLa dirección de las normales "rebanadas" de cada esquina de una cara. Será influenciada por las normales de los vértices, la definición de las caras y bordes, así como las normales personalizadas. Es posible que se encuentre vacía.El "trazo" no puede estar vacíoEl bloque de datos '%s' %s se encuentra vinculado y no es editable. Usar "Convertir en local" para convertirlo en editable.El bloque de datos '%s' %s se encuentra empacado y no es editable. Usar "Convertir en local" para convertirlo en editable.La colección '{:s}' será agregada luego de la generaciónLa posición en la vista 2D para el centro de los nuevos nodos; quedará incambiado si no se defineManual de referencia de la API para esta versión de BlenderEl archivo BVH no contiene una duración de fotogramas en su sección MOTION, se asumirá que tanto el BVH como la escena de Blender tienen la misma velocidad de fotogramasLa ruta raíz del código fuente de BlenderLa versión de Blender en que se programa eliminar el elementoLa versión de Blender en que el elemento fue marcado como obsoletoLas colecciones de huesos de este esqueletoLas colecciones de huesos de las que este hueso forma parteEl nodo Cryptomatte en modo de procesamiento, sólo se soporta en composiciones de la escenaLos controladores o expresiones de este bloque de datosEl nodo Guardar archivo sólo está soportado en las composiciones de la escenaLa biblioteca compilada en C FriBidi (de extensión .so en Linux y .dll en Windows), es probable que deba ser editada al usarse en Windows (esto es, para usar la que se incluye en el repositorio de bibliotecas de Blender)El valor del ruido Gabor, con intensidad y fase aleatorias. Este será igual al seno de la fase multiplicado por la intensidadSe esperará que el puntero del ID redefinido por esta operación coincida con la jerarquía de la referenciaEl índice de refracción (IR) de la capa de barniz (afectará a su reflectividad, así como el decaimiento del tinte del barniz)El conjunto de claves a usarEl tamaño del manipulador de navegaciónEl color RVA de la hebra. Sólo usado con la opción Definir color directamenteEl nodo Capas procesadas sólo se soporta en composiciones de la escenaEl límite de error del método de resolución EDO, Runge-Kutta; valores bajos dan más precisión, altos velocidadLa escena necesita una cámaraEl contenedor al cual está destinada la animación de la bolsa de canalesEl nodo Información de clip sólo está soportado en las composiciones de edición de videoEl identificador UUID del catálogo mostrado en el exploradorLas coordenadas UV en donde tomar muestra de la textura. Se asumirá que el componente Z contiene un canal alfaLa característica Voronoi que calculará el nodoEl tamaño de la figura en el eje XLa posición X de la esquina inferior izquierda de la región de recorteEl tamaño de la figura en el eje YLa posición Y de la esquina inferior izquierda de la región de recorteLa acción %s no es editableLa acción dependerá de los estados/poses de las rutas de ambos usuariosLa acción está pensada para ser usada como un ciclo, repitiéndose a lo largo del rango de reproducción definido manualmente (habilitar esta opción no hace que automáticamente la acción sea cíclica)Las poses de la acción serán usadas para la mirilla del controlador de RVLas poses de la acción serán usadas para las empuñaduras del controlador de RVLa acción al arrastrar con el botón central del ratón en las vistas 3D. Mayúsculas-botón central será usado para la acción alternativa. Esto también aplica para los paneles táctilesEl grupo de vértices activoEl atributo activo es de un tipo no soportadoEl atributo activo debe encontrarse en alguno de los dominios: vértice, borde o caraEl atributo activo debe ser de tipo booleanoEl bloque de datos activo '%s' no es uno vinculado válidoEl bloque de datos activo '%s' es usado por otros datos vinculadosLa cara activa de esta mallaEl conjunto de líneas activo no contiene un estilo de línea (lo que indica corrupción en los datos)El modificador activo en la listaEl objeto activo no coincide con el esqueletoEl objeto activo debe ser un esqueletoEl repositorio activo contiene opciones inválidasLa forma clave activa de %s se encuentra bloqueadaPermite que el área en que se encuentra activa la simulación se desplace junto con el pincelEl modificador activo del clip en la listaGrupo de vértices activo se encuentra bloqueadoLa capa de visualización activa del espacio de trabajo mostrada en la ventanaLa alineación del nuevo objetoEl ID local ya existente que podrá ser reutilizado en caso de anexión y reutilización. Ninguno hasta que haya sido encontradoLa cantidad de aberración cromática a ser adicionada a la distorsiónLa intensidad del ruido del colorLa cantidad de copias es demasiado alta, no es posible generar la cantidad de geometría que eso requeriríaLa intensidad del enfoque de tipo DiamanteLa magnitud de la distorsión. 0 significará ausencia de distorsión, -1 una distorsión máxima de tipo almohadilla y 1 una distorsión máxima de tipo barrilLa cantidad de alteración a introducir mientras se calculan los rayos, valores más altos serán más rápidos pero podrán producir resultados más granulados o ruidososLa cantidad de puntos a seleccionar, desde el final de cada curvaLa cantidad de puntos a seleccionar, desde el inicio de cada curvaLa magnitud de la rotación alrededor de cada eje, en orden XYZLa magnitud de rotación en cada eje, alrededor de los ejes X, Y y Z (en ese orden)La cantidad de rotación abarcada por el desenfoqueLa magnitud de la escala en cada ejeLa cantidad de escala abarcada por el desenfoqueLa intensidad del enfoqueCantidad de sesgo a aplicarLa cantidad de espacio entre los nodosLa magnitud de la traslación en cada ejeLa cantidad de traslación abarcada por el desenfoque en la dirección especificada, relativa al tamaño de la imagen. Valores negativos indicarán una traslación en la dirección opuestaLa intensidad del ruido basado en el valorLa amplitud del desplazamientoLas amplitudes de la envolvente se sumarán (o, si esta activado Acumular, tanto diferencias positivas como negativas se acumularán)El ángulo a lo largo del arco de círculo entre cada copiaEl ángulo entre las normales de caras desplegables conectadasEl ángulo entre los planos cambiará durante el trazado para ajustarse a la superficie bajo el cursorEl ángulo del bokehEl incremento del ángulo de adherencia usado al estar en modo de restricción de ángulosEl ángulo que define la dirección de la traslaciónEl ángulo que tendrá el primer haz con respecto al eje horizontalEl esqueleto debe estar en modo Pose o EdiciónEste es un recurso local del archivo. Borrarlo simplemente eliminará su categorización como un recurso.El banco de recursos no está disponible en el contexto actual (intentar cambiando el modo o herramienta actual)La ruta del catálogo del recursoEl dominio del atributo que proporciona suficiente información para representar las normales de la mallaEl atributo se encontrará asociado a la capa de visualización, escena o entorno que estén siendo procesadosEl atributo se encontrará asociado al sistema de partículas u objeto instanciador, regresando al modo Objeto cuando el atributo no pudiera ser encontrado o en caso de que el objeto no se encontrara instanciadoEl atributo se encontrará asociado a la geometría del objeto, y su valor variará de vértice a vértice o dentro del interior de su volumenEl atributo se encontrará asociado al objeto o a su bloque de datos de malla, y su valor será uniformeEl atributo está diseñado sólo para uso interno de BlenderEl nombre del atributo no puede estar vacíoEl nombre predefinido del atributo cuando el grupo de nodos sea usado por un modificador Nodos de geometríaLa salida del atributo no puede ser usada sin la salida de geometríaEl audio será procesado a una tasa de bits de 240 Kbits/s por canal, el máximo soportado por Vorbis.El audio será procesado a una tasa de bits de 256 Kbits/s por canal, el máximo soportado por Opus.El audio será procesado a una tasa de bits de 320 Kbits/s, el máximo soportado por MP3.El audio será procesado a una tasa de bits de 384 Kbits/s, el máximo soportado por MP2.El audio será procesado a una tasa de bits de 640 Kbits/s, el máximo soportado por AC3.El audio será procesado a una tasa de bits de aproximadamente 250 Kbits/s por canal, el máximo soportado por AAC.El tamaño del ícono de los ejesEl eje a lo largo del cual deforma la curvaEl eje usado para posicionar la base de la regiónEl nombre base de los archivos, que podrá completarse con otras informaciones, dependiendo de las opciones del nodoEl multiplicador de las unidades para píxeles por metro.El repositorio de la traducción de BlenderEl factor de fusión, en donde 0 representa al fotograma actualDefine el nivel de brillo en que los píxeles comenzarán a ser considerados como parte de las "luces" de la imagen que producirán el resplandorEl pincel afecta a la rotación de las UV del puntoEl pincel afecta a la intensidad del color del puntoEl pincel afecta a la posición del puntoEl pincel afecta al grosor del puntoEl pincel es del tipo usado para dibujar trazosEl pincel es del tipo usado para rellenar áreasEl pincel es del tipo usado para teñir trazosEl pincel es usado para borrar trazosEl caché se encuentra capturadoEl caché está siendo capturadoLa cámara usada para procesar la escenaEl centro del círculo definido por los tres puntosEl portapapeles no contiene un conjunto de selecciónEl método usado para calcular las fuerzas internas de las partículasLa colección a la cual agregar los otros objetos seleccionadosColección de la cual eliminar a los otros objetos seleccionadosColección de la cual eliminar este objetoColor después del fotograma actual (para piel de cebolla, trayectorias de movimiento, etc.)Color antes del fotograma actual (para piel de cebolla, trayectorias de movimiento, etc.)La variación de color entre Color1 y Color2. Valores de -1 y 1 usarán uno solo de los dos colores. Valores intermedios mezclarán entre ellosEl color que será mapeado a blanco (convertido automáticamente hacia/desde la temperatura y el tinte)El color al cual será mapeado el punto de blanco (convertido automáticamente hacia/desde la temperatura y el color)El rango combinado de fotogramas de todas las curvas-f en esta acciónEl compositor está habilitado en todas las vistasEl compositor está deshabilitadoEl compositor está habilitado sólo en la vista de cámaraLa condición para que la curva sea cerradaLa acción de origen para la restricciónLa restricción se aplicará en relación al sistema de coordenadas de la pose, la transformación del objeto será ignoradaLa restricción se aplicará en relación al sistema de coordenadas local de un objeto, hueso o grupo de vértices personalizadoLa restricción se aplicará en relación al sistema de coordenadas local del objetoLa restricción se aplicará en relación al sistema de coordenadas local del hueso en reposo, incluyendo por tanto las transformaciones de su superiorLa restricción se aplicará en relación al sistema de coordenadas globalEl contraste de la máscara de cavidadEl punto de control del cual proporcionar informaciónEl punto de convergencia de las cámaras estereoscópicas (a menudo es la distancia del proyector a la pantalla)Las coordenadas en las que será evaluado en ruido Gabor. El componente Z será ignorado en el caso 2DLas coordenadas de donde tomar muestras en el mapa UVLa esquina de la cual proporcionar datos. De forma predefinida es la esquina del contextoRotación antihoraria del conjunto de puntos interioresLa categoría del panel activo actual, podrá ser Nula si la región no soportara esta característica (NOTA: estas categorías son generadas en el momento de la ejecución, por lo que la lista podría encontrarse vacía en el momento de la inicialización, antes de que cualquier acción de dibujo tomara lugar)El número de la línea actualLa ubicación (desplazamiento) actual de la vista para este árbol de nodosLa cantidad actual de caras en la malla diezmadaEl tamaño del intervalo de tiempo de la simulación actual, como fracción de fotogramaEl marco de texto actualEl grupo de curvas en el cual interpolarEl valor de la normal a la curva en cada uno de los puntos de control de la mismaLa curva de la que forma parte el punto de controlLa curva de la cual proporcionar información. De forma predefinida se usará la curva del contextoEl tipo de curva al cual cambiar las curvas seleccionadasColores personalizados de huesos, usados con la paleta 'Colores personalizados'El rango personalizado dentro del cual crear nuevos claves. Sólo usado cuando no se use el rango de la escenaLa ruta de datos de cada iterable a su valor (entero o decimal)La ruta de datos relativa al contexto; debe apuntar a un iterableEl tipo de datos de la columna correspondiente, visible en la planillaEl tipo de datos al cual será convertido el atributo antes de calcular el resultadoEl tipo de datos a ser usado para leer los valores del atributoEl bloque de datos %s no pudo ser redefinidoEl bloque de datos %s no es redefinibleLa alineación predefinida de los nuevos objetos agregados desde el menú de una vista 3DEl ajuste predefinido y recomendado para la mayoría de las situacionesLa carpeta predefinida de salida de imágenes procesadas, para nuevas escenasLa carpeta predefinida de donde cargar tipografíasCarpeta predefinida donde buscar sonidosLa carpeta predefinida donde buscar texturasEl retardo de la señal, en segundosEl dispositivo a ser usado para procesar los nodos de reducción de ruido dentro de los Nodos de composiciónLa diferencia entre la escala de cada una de las escalas consecutivas. Valores mayores corresponderán a una escala mayor para octavas más altasLas dimensiones de la imagen, en píxeles, con las transformaciones ya aplicadasLas subordinadas directas de este grupo de capas. Ordenadas por su orden en la pila, en donde la primera será la subordinada de más abajo en el árbol de capas.La dirección (sólo se aplica a eventos de arrastre)La dirección del ruido Gabor anisótropoLa dirección a la que apunta el planoLa direccionalidad del ruido Gabor. 1 significará que el ruido será completamente direccional, mientras que 0 significará que el ruido será omnidireccionalCarpeta para almacenar archivos temporales. La ruta deberá referenciar a una carpeta existente, de lo contrario será ignoradaLa carpeta en donde se guardará la imagenLas transformaciones de visualización y de la vista soportan la emulación automática de otro dispositivo de visualización, usando el mecanismo de espacios de color de visualización en la configuración de OpenColorIO v2Las transformaciones de pantalla y visualización soportan colores de alto rango dinámicoLa distancia a la que puede encontrarse un punto con respecto a la superficie, antes de que la cara deje de ser considerada como planaLa distancia a lo largo de la curva entre cada copiaDistancia entre el punto inferior y el eje XDistancia entre el punto superior y el eje XLa distancia dentro de la cual las partículas serán completamente afectadasLa distancia en píxeles hasta el píxel más cercano sobre el límite exterior de la máscara. La distancia será negativa en el interior de la máscaraLa métrica de distancia usada para calcular la texturaLa distancia a la que se permitirá que estén los puntos resultantesEl programa de donaciones que ayuda a soportar el mantenimiento y las mejoras de BlenderLa extensión soltada proviene de un repositorio deshabilitado.La extensión soltada proviene de un repositorio desconocido.La gemetría duplicada, excluyendo a la geometría originalEl borde posterior a la esquina de la cara, en dirección creciente del identificadorEl borde anterior a la esquina de la cara, en dirección decreciente del identificadorLa etiqueta a aplicar a los bordes, al seleccionar el camino más cortoEl borde del cual proporcionar datos. De forma predefinida se usará el borde del contextoLos límites de la imagen que intersecten a la máscara exterior serán considerados como bordes de la máscara exterior. En caso contrario, la máscara exterior será considerada como abiertaLos bordes que se encuentran en los límites entre los distintos grupos de carasEl objeto editadoEl fotograma final de la animaciónEl fotograma final del rango de fotogramas de reproducción deseado, fijado manualmenteLa energía que emitiría esta luz en su área completa, si no estuviera limitada por el ángulo del foco, expresada en unidades de flujo radiante (W)El rango completo de la escenaLa definición de enumeradores podrá ser accedida directamente desde el nodo. Esto existe únicamente por razones de compatibilidad hacia atrás.El evento de las partículas objetivo en base al cual reaccionarLa ubicación exacta del punto a ser usadoEl tiempo de ejecución de la última evaluación del árbol e nodos. Para nodos de grupo y marco, el tiempo de todos sus sub-nodosLa desviación cuadrática esperada de la media de cada grupoLa opción Experimental está deshabilitada para este nodoLa extensión es incompatible con este sistema: {:s}El modo de extensión aplicado al eje XEl modo de extensión aplicado al eje YLas "luces" extraídas a partir de las cuales se generará el resplandorEl identificador de cara de cada triángulo del bucleLa cara de la cual proporcionar datos. De forma predefinida se usará la cara del contextoEl factor a ser aplicado a la opacidad original del punto para los nuevos puntosEL factor a ser aplicado al radio original del punto para los nuevos puntosEl factor de escala de los clavesEl nombre de la carpeta base del archivo del conjunto de características no es un identificador válido: '{:s}'El archivo del conjunto de características no contiene sistemas de control o metarigs, o carece de un __init__.pyEl archivo del conjunto de características debe contener una carpeta baseEl grado de retroalimentación del efectoLa extensión de archivo usada al guardar imágenes procesadasLa etiqueta del manipulador de archivosEl archivo no es un archivo válido de Blender.La ruta usada para exportarEl archivo fue guardado usando una versión más nueva del programa, debe ser abierto con Blender %s o superiorEl primer fotograma a ser exportadoLa primer salida debe ser un conector de geometría¿¡El veloz murciélago hindú comía feliz cardillo y kiwi!? 0123456789El pie pivotará en torno a la base de los dedosEl pie pivotará en el tobilloEl pie pivotará en el tobillo, con un pivote adicional en los dedosLa imagen de frente será superpuesta a la de fondo de acuerdo al canal alfa de la primeraLa imagen de frente será superpuesta a la de fondo de acuerdo al canal alfa de la primera, haciendo que el contenido de la imagen de frente cubra completamente al contenido de la de fondo, cuando éste sea más opaco en la primeraLa imagen de frente será superpuesta a la de fondo de acuerdo al canal alfa de la primera, asumiendo que el contenido de la imagen de frente está causando un Hueco en el contenido de la de fondoLa dirección de avance a lo largo de la forma de repeticiónEl desplazamiento fractalLa parte fraccionaria de AParte fraccionaria elemento a elemento de AEl número de fotograma de la escenaEl fotograma en el que aparece el marcador de la línea de tiempoEl fotograma en el que aparece este dibujoEl fotograma a evaluar (iniciando en 0)El eje de escalado libre del objetoLa frecuencia del desplazamiento (1/longitud total)El multiplicador de gananciaEl resplandor generadoEl número aleatorio generado será el mismo para cada punto de control de una curvaLa geometría no puede ser extraída mientras la topología dinámica se encuentre activaLa dirección normal de la geometríaLos manipuladores están pensados para ser usados en sesiones de realidad virtual y requerirán una administración especial de su redibujadoEl formato glTF requiere que las normales discontinuas, UV y otros atributos de vértices sean almacenados como vértices separados, tal como se requiere para ser procesado por el hardware gráfico usual. Esta opción intentará combinar, cuando sea posible, vértices que compartan la misma ubicación. Actualmente no es posible combinar vértices con distintas normalesEl hueso de adhesión quedará subordinado al hueso de controlEl hueso de adhesión quedará al mismo nivel jerárquico que el hueso de control, usando Copiar transformacionesEl hueso de adhesión mantendrá su posición jerárquica, pero usará Copiar transformaciones para agrupar el movimiento (tanto local como el del superior) del control en el espacio localEs posible cambiar el método de visualización gráfica en la sección Sistema de las Preferencias.El tamaño de la cuadrícula para enlazarEl valor de la cuadrícula en cada vóxelEl ID de grupo de cada instancia del grupoEl asa podrá ser movida libremente, sin ejercer influencia sobre la otra asa del puntoLa altura de la región de recorteAltura del cilindroLa altura, en sentido perpendicular a la base de la espiralLa mayor potencia de 'x' de este polinomio (número de coeficientes -1)El valor más alto de cada grupoEl identificador del contenedor de acción asignado más recientemente. El contenedor identificará qué subconjunto de la acción será considerado para estar en esta restricción, y su identificador será usado para encontrar el contenedor apropiado al asignar una acción.El identificador del contenedor de acción asignado más recientemente. El contenedor identificará qué subconjunto de la acción será considerado para estar en este bloque de datos y su identificador será usado para encontrar el contenedor apropiado al asignar una acción.El identificador del contenedor de la acción asignado más recientemente. El contenedor identifica al subconjunto de la acción que será considerado para estar en este clip, y su identificador será usado para encontrar el contenedor apropiado al asignar una acción.El identificador que conforma esta etiquetaLa imagen con el resplandor agregadoEl ID importado. Será nulo hasta que haya sido vinculado o anexado. Podrá ser el mismo que en ``reusable_local_id`` cuando sea anexadoEl identificador del contextoEl identificador del sistema de partículas en el objeto objetivoEs el identificador de la colección de huesos activa del esqueleto; será -1 cuando no exista una colección activa. Nótese que este valor definirá el orden dentro del vector de colecciones de huesos, el cual puede no ser el esperado. Las colecciones de primer nivel se encontrarán listadas al principio, apareciendo secuencialmente las que se encuentren en el mismo nivel jerárquico. Más allá de eso, las colecciones de huesos podrán aparecer en cualquier orden, por lo que aumentar o disminuir este valor podrá hacer que la colección de huesos activa salte a distintos lugares de formas inesperadas. Para una interfaz más predecible, usar ``active`` o ``active_name``.El identificador del atributo de color usado como alternativa durante el procesamientoEl identificador del punto de control, sumado al desplazamiento, dentro del bloque de datos de curvas en su totalidadEl identificador del punto de control a ser evaluado. De forma predefinida se usará el identificador actualEl identificador de la esquina, comenzando por la primer esquina de la caraEl identificador del cursorEl identificador de la isla de cada vértice. Los identificadores están basados en el índice de vértice más bajo contenido en cada islaEl identificador de la cara de la cual forma parte la esquinaEl identificador del primer vértice del bordeEl identificador de la primer esquinaEl identificador del segundo vértice del bordeEl identificador del primer punto de control de esta curvaEl identificador hacia donde mover la restricciónEl identificador al cual mover el efectoEl identificador al cual mover el modificadorEl identificador de duplicado para cada elementoLas curvas-f individuales dentro del contenedorLa influencia de una capa Voronoi en relación a la capa anteriorLa configuración de proporción inicialLa profundidad inicial usada al posicionar el cursorPosición inicial para la ubicaciónLa cuadrícula de entrada deberá tener vóxeles de una escala uniforme para poder sufrir una advección.Los datos ingresados son inválidos o el algoritmo ha sido invocado de forma inapropiadaLas coordenadas enteras del píxel más cercano sobre el límite exterior de la máscaraLa parte entera de A, eliminando los dígitos fraccionariosEl rango de reproducción deseado para esta acción, usando el rango definido manualmente si estuviera disponible, o el rango combinado de fotogramas de todas las curvas-f en esta acción (al definir el rango se activa el modo manual)La intensidad del ruido Gabor, que no contendrá una fase aleatoriaLa intensidad del efecto de aberraciónEl tipo de interpolación para este elemento de la curvaLa línea de intersección será incluida en el objeto que contenga el valor más alto de prioridad de intersecciónLa matriz invertida (o la matriz de identidad, en caso de que la matriz de entrada no sea invertible)El núcleo es un color y cada uno de sus canales será convolucionado con su respectivo canal de entradaEl núcleo es un valor decimal y será convolucionado con todos los canales de entradaLa clase de repositorio a ser agregadoEl tipo de rotación a aplicar, los valores de otros modos de rotación no serán usadosEl tipo de trazos o rellenos a borrarEl tipo de mensaje que deberá ser propagado desde este nodo hacia el nodo de grupo superiorEl mayor entero menor o igual que AEl mayor entero positivo capaz de dividir tanto a A como a B, p.ej: MCD(8,12) = 4El último hueso de la cadena será controlado de forma directa, como la mano en un brazo con cinemática inversa, y la parte media se estirará como correspondaEl último fotograma a ser exportadoEl grupo de capas está expandido en la interfazEl nodo del árbol de capas siguiente (arriba) a esteEl nodo del árbol de capas anterior (debajo) a esteEl asa izquierda del punto de control Bezier del contextoLa longitud de los contenidos de este clip luego de que sus extremos sean establecidosLa longitud del contenido de este clip, antes de que las asas sean usadasLa longitud de la distancia en direcciones axialesLa longitud del trayecto axial más largoLa redefinición del ID vinculado desde la biblioteca. Ninguno hasta que haya sido creadoLa luz que rebota desde la superficie del peloLa luz que traspasa el pelo y sale por el lado opuestoEl color de la línea de mayor prioridad será el usado en los límites de los materialesEl ID vinculado tenía otros usos no relacionados, por lo que ha sido duplicado en una copia localLas conexiones forman un ciclo, lo cual no se encuentra soportadoLos enlaces deben estar al mismo nivel jerárquicoLa lista de contenedores de acción apropiados para este clip de ANLLa lista de capas que conforman esta acciónLa lista de contenedores en esta acciónLa lista de contenedores presentes en este bloque de datos de animaciónLa lista de clips presentes en esta capa de animaciónEl bloque de datos local que representa este recurso; sólo válido si se tratara de un bloque de datos de este archivoLa carpeta local que contiene las extensionesLa posición y orientación del hueso de forma personalizada será usada para los manipuladores de transformación y para otros operadores de transformación en la Vista 3D. Cuando se encuentre inactiva, la Vista 3D usará las transformaciones del hueso real para éstos, aun cuando las transformaciones del hueso de forma personalizada sean redefinidas.La ubicación será automáticamente calculada para lograr una curva suaveLa ubicación será calculada para que apunte hacia el punto de control anterior/siguienteLa ubicación estará restringida para que apunte en la dirección opuesta a la otra asaLa ubicación del cursor 3D de la escena, en el espacio local del objeto modificadoEl valor más bajo de cada grupoLa luminancia que será mapeada a la luminancia logarítmica promedio, usualmente definida como un valor medio de grisLa masa de cada vértice del material de ropaMaterial a ser usado para los nuevos trazosEl mate será remapeado de modo tal que los valores del mate mayores que el nivel de blanco se tornen blancos. Los píxeles que se encuentren sobre los bordes identificados serán excluidos del remapeo para preservar los detallesEl mate será remapeado de modo tal que los valores del mate menores que el nivel de negro se tornen negros. Los píxeles que se encuentren sobre los bordes identificados serán excluidos del remapeo para preservar los detallesLa distancia máxima que un vértice podrá ser desplazado. Desplazamientos por encima de este umbral podrían causar problemas de visibilidad.La distancia máxima para afectar vértices, por encima del plano. Aumentar la altura permitirá afectar vértices que se encuentren a mayor altura con respecto al plano.La distancia máxima para afectar vértices, por debajo del plano. Aumentar la profundidad permitirá afectar vértices que se encuentren a mayor profundidad con respecto al plano.Máximo entre A y BEl máximo de A y B con un nivel de suavizado CLa pausa máxima entre un trazo y el siguiente, expresada en segundosLa longitud máxima que podrán tener los tensores internos al ser creados. Si la distancia entre los puntos interiores fuera mayor a esta, no se crearán tensores entre esos puntos. Una longitud de cero significará la ausencia de límites.La cantidad máxima de muestras usadas para entrenar al guiado de rayos. Una cantidad mayor derivará en una guía más precisa, sin embargo es posible que enlentezca innecesariamente el procesamiento si se supera el punto en el que la guía ya es lo suficientemente precisa. Un valor de 0 continuará entrenando hasta la última muestraLa distancia máxima que podrán recorrer los rayos usados para hacer coincidir puntos del objeto activo y con puntos de los seleccionados. Cuando sea cero, no existirá ningún límiteLa distancia máxima que podrán recorrer los rayos usados para hacer coincidir puntos del objeto activo y con puntos de los seleccionados. Cuando sea cero, no existirá ningún límite.El valor máximo entre A y B, max(A,B)El mapa UV de la malla de donde se tomarán muestras. No deberá contener caras superpuestasFaltan materiales en la mallaLa resolución de la simulación de malla será aumentada según este factor (tomando como base la resolución del dominio). Para obtener una malla de mejor calidad, se recomienda ajustar la opción Radio de partículas, conjuntamente con este valor.El volumen de la malla donde la presión interna y externa se igualarán. Si se define como cero, los cambios en el volumen no afectarán a la presión.El método de determinar el tamaño del biselEl método usado para que las teclas activen a herramientas como mover, rotar y escalar (G, R, S)El método a usar para crear mallas en las interseccionesEl método a usar para crear la malla en interseccionesEl método usado para calcular el desplazamiento del esfumadoEl valor medio en cada grupo cuando todos los valores se encuentran ordenados desde el más bajo al más altoValor mínimo de rugosidad de un material para que se le aplique el guiadoMínimo entre A y BEl mínimo de A y B con un nivel de suavizado CEl valor mínimo entre A y B, min(A,B)El modificador afectará al factor de rotación de la UV del puntoEl modificador afectará a la intensidad del color del puntoEl modificador afectará a la posición del puntoEl modificador afectará al grosor del puntoEl modificador usado no soporta posiciones deformadasEl nombre '{:s}' no es permitido para conjuntos de característicasEl nombre de un archivo json que almacena estas opciones (desafortunadamente, el sistema de Blender no funciona aquí)El nombre de la colección del hueso activo del esqueleto; estará vacío cuando no haya una colección activaEl nombre de la curva que define la forma del biselEl nombre del atributo de color activo a ser mostrado y editadoEl nombre de la configuración de tecla activaEl nombre del atributo sobre la superficie de la malla usado para definir el anclaje de cada curvaEl nombre del atributo de color predefinido, usado como alternativa durante el procesamientoEl nombre del nodo del árbolLas nuevas transformaciones, desde el espacio del identificador al del objeto.Las nuevas transformaciones son válidas y fueron correctamente aplicadas a la cuadrícula.El ID vinculado recientemente ha sido convertido en localEl grupo de nodos es usado como un modificador de geometríaEl grupo de nodos es usado como una herramientaEl grupo de nodos es usado para Grease PencilEl grupo de nodos es usado para curvasEl grupo de nodos es usado para mallasEl grupo de nodos es usado para nubes de puntosEl grupo de nodos es usado en modo EdiciónEl grupo de nodos es usado en modo ObjetoEl grupo de nodos es usado en modo PintarEl grupo de nodos es usado en modo EsculpidoEl grupo de nodos debe contener un conector de salida de geometríaLa etiqueta del nodoEl valor predefinido del conector del nodoEtiqueta del árbol de nodosLa resolución de la simulación de ruido será aumentada según este factor (tomando como base la resolución del dominio)La dirección de la normal de cada cara, definida por el orden de devanado y posición de sus vérticesLa dirección de la normal de cada vértice, definida como el promedio de las normales de las caras adyacentesLa dirección normal de la esquina de la cara, tomando en cuenta caras definidas, bordes definidos, así como datos personalizados de normalesLa dirección normal al plano definido por los tres puntos, apuntando hacia el eje Z positivoLa cantidad de capas Voronoi a agregarLa cantidad de fotogramas de la animación. Si se tratara de una única imagen, será 1Cantidad de puntos calculados en la dirección V, entre cada par de puntos de controlCantidad de anillos concéntricos usados para rellenar las caras circularesLa cantidad de puntos consecutivos del trazo original a incluir en este segmentoLa cantidad de puntos de control a recorrer en la curvaLa cantidad de puntos de control a ser creados en los segmentos a continuación de cada puntoLa cantidad de copias a ser generadasCantidad de esquinas en la caraLa cantidad de esquinas a recorrer alrededor de la cara antes de encontrar el resultado, volviendo a pasar por el inicio si fuera necesarioLa cantidad de duplicados a ser creados para cada elementoLa cantidad de bordes conectados a cada vérticeCantidad de segmentos de la curvaCantidad de bordes verticales a lo largo de los lados del conoLa cantidad de elementos de la listaLa cantidad de puntos evaluados sobre la curvaLa cantidad de caras o esquinas conectadas a cada bordeLa cantidad de caras conectadas a cada vérticeLa cantidad de caras que usa a cada borde como uno de sus ladosLa cantidad de aletas en el bokehLa cantidad de fotogramas que se necesitan para recorrer la trayectoria, definiendo el valor máximo para la propiedad 'Tiempo de evaluación'La cantidad de fotogramas a promediar alrededor de cada clave. Valores más altos permiten una mayor suavidad, deteriorando el rendimiento.La cantidad de fotogramas a ser usados para calcular el promedio de FPS. Cero para calcular esto automáticamente, donde la cantidad de muestras coincidirá con los FPS objetivo.La cantidad de segmentos a ser omitidos para reducir la complejidadLa cantidad de fantasmas para un resplandor de tipo Fantasma o la dispersión para los tipos Haces y Estrella simpleCantidad de anillos horizontalesLa cantidad de fotogramas clave en la que este dibujo es usadoLa cantidad de octavas de ruido. Valores mayores producirán un ruido con más detalle, a costa de un mayor tiempo de procesamientoLa cantidad de versiones previas a mantener en la carpeta actual, al guardar manualmenteLa cantidad de píxeles que corresponden al mismo píxel de salidaLa cantidad de puntos de la curvaCantidad de puntos del arcoLa cantidad de puntos salteados luego de este segmentoLa cantidad de puntos a ser creadosLa cantidad de puntos a ser omitidos para crear segmentos rectosCantidad de segmentos a lo largo de cada ladoLa cantidad de muestras a ser procesadas en este subconjuntoLa cantidad de muestras usadas para aproximar el desenfoque por movimientoLa cantidad de muestras usadas para calcular el desenfoque. Cuantas más muestras más suave será el resultado, a expensas de un mayor tiempo de cálculo. La cantidad real de muestras será de 2 elevado a este valor, por lo que aumentará de forma exponencialLa cantidad de muestras usadas para calcular el desenfoque. Cuantas más muestras más suave será el resultado, aunque a costa de un mayor tiempo de cálculo. La cantidad efectiva de muestras se calculará como 2 elevado al valor de esta entrada, por lo que aumentará exponencialmenteLa cantidad de segmentos en cada uno de los cuartos de la sección del biselLa cantidad de hacesLa cantidad de veces que se desenfocará la máscara de cavidadLa cantidad de veces que este objeto es repetido con respecto a los demás objetosLa cantidad de vértices conectados a este vértice por medio de un borde, equivalente a la cantidad de bordes conectadosCantidad de vértices en los círculos superior e inferiorEl objeto %s tiene Formas clave bloqueadasLa geometría del objeto en sí misma debería ser visible durante el procesamientoEl objeto contiene sólo una capaEl objeto contiene sólo un materialEl objeto está restringido al interior de una esfera virtual alrededor del objetivo, de radio definido por la distancia límiteEl objeto está restringido a la superficie de una esfera virtual alrededor del objetivo, de radio definido por la distancia límiteEl objeto está restringido al exterior de una esfera virtual alrededor del objetivo, de radio definido por la distancia límiteEl objeto esta subordinado a un huesoEl objeto está subordinado a una jaulaEl objeto está subordinado a un vérticeEl objeto está subordinado a un objetoEl objeto que posee el sistema de partículas objetivo (dejar vacío si es el mismo objeto)El objeto al que se refiere el puntero de datos no es un modificador válidoEl desplazamiento es demasiado pequeño, no es posible generar la cantidad de geometría que eso requeriríaLa opacidad de las curvas-f no seleccionadas contra el fondo del Editor de CurvasEl orden de los vértices, bordes o caras seleccionados es modificado basándose en un método indicadoLa geometría original entrante, con potenciales nuevos atributos producidos dentro de la zonaLa resolución de la imagen, en píxeles, antes de cualquier transformaciónLa salida es una curva cuadrada (los valores negativos siempre resultarán en -1 y los positivos en 1)El nodo de salida %s ya es el correspondiente del nodo %sEl propietario de esta restricciónEl grupo superior de este nodo del árbol de capasLa cantidad de partículas en la simulación será aumentada usando este factor (tomando como base la resolución del dominio)El sistema de partículas con el cual pintarLas partes de la geometría en la selecciónLas partes de la geometría fuera de la selecciónLas partes de la geometría que irán a la primera salidaPartes de la geometría a ser borradasLa ruta al perfil personalizadoLa curva para definir el perfil personalizadoRuta hasta la carpeta '/branches' de la copia local SVN de la traducción, para permitir traducir desde la interfaz de usuarioLa ruta al preajuste cargado en este tema (si lo hubiera)El UID persistente del modificadorLa fase del ruido Gabor, que no contendrá una intensidad aleatoriaLos metadatos de densidad de píxeles escritos en los formatos de imagen soportados. Este valor será multiplicado por la base de PPM que determina la unidad (usualmente pulgadas o metros)El radio en píxeles de la máscara de enfoqueEl punto es restringido a estar dentro del objetivoEl punto es restringido a estar fuera del objetivoEl punto es restringido a estar sobre la superficie del objetivo, con un cierto desplazamiento aplicado siempre hacia afuera (hacia la posición original del objetivo o en sentido contrario)El punto es restringido a estar sobre la superficie del objetivo, con un cierto desplazamiento aplicado en la dirección de las normales del objetivoEl punto es restringido a estar en la superficie del objeto objetivo, con un cierto desplazamiento hacia la posición original del puntoEl punto representa una celda (múltiples vóxeles) en vez de un solo vóxelLa posición alrededor de la que pivotarán las transformaciones. Establecida en coordenadas normalizadas, por lo que 0 representará a la esquina inferior izquierda y 1 a la superior derecha de la imagenLa posición de los ejes del hueso. Al aumentar el valor éstos se desplazarán hacia la cola; al disminuirlo lo harán hacia la cabeza.La posición del contextoPosición del primer vértice del bordeLa posición del puntero del ratón al comienzo de la operaciónPosición del segundo vértice del bordeLa posición del origen de los rayos, expresada en coordenadas normalizadas. 0 representará a la esquina inferior izquierda y 1 a la superior derechaLa posición alrededor de la que pivotarán las transformaciones. Establecida en coordenadas normalizadas, por lo que 0 representará a la esquina inferior izquierda y 1 a la superior derecha de la imagenLas posiciones de los nuevos puntosLa precisión del resultado intermedio de la composiciónLos ejes primario y secundario deben ser distintosLa probabilidad de guiar una dirección dentro de un volumenLa probabilidad de guiar una dirección sobre una superficieEl perfil puede ser una curva cóncava o convexaEl perfil puede ser cualquier trayectoria arbitraria entre los extremosLa forma del perfil (0.5 = circular)La propiedad es obsoletaLos datos suministrados no satisficieron los prerequisitosLa calidad usada por los nodos de reducción de ruido durante la composición del procesamiento final, en caso de que la opción de calidad de los nodos se encontrara establecida en De la escenaLa calidad usada por los nodos de reducción de ruido durante la composición interactiva en las vistas, en caso de que la opción de calidad de los nodos se encontrara establecida en De la escenaEl radio de los nuevos puntosEl radio de los trazos generadosEl radio del círculo definido por los tres puntosRadio del cilindroEl rango de ángulos que serán afectadosLa frecuencia con la que el ruido Gabor cambia en el espacio. Esta será distinta a la entrada de Escala, en cuanto a que sólo escalará de manera perpendicular a la dirección del ruido GaborLa proporción de claves a eliminarProporción de la mayor dimensión del modelo sobre el tamaño de la cuadrículaLa proporción entre el eje menor y el mayor de la sección transversal elíptica del pelo. Valores recomendados: 0.8~1 para pelo asiático, 0.65~0.9 para pelo caucásico, 0.5~0.65 para pelo africano. El eje mayor es el que se encuentra alineado a la normal de la curva, lo cual no se encuentra soportado en el pelo creado mediante partículasManual de referencia para esta versión de BlenderLa región en donde se oscurecerá la imagenLa región donde será usado el panelLa posición X del ratón en el espacio de la región, expresada en píxeles, comenzando en 0 en el borde izquierdoLa posición Y del ratón en el espacio de la región, expresada en píxeles, comenzando en 0 en el borde inferiorLa distancia relativa que una partícula puede moverse antes de requerir más subfotogramas (número objetivo de Courant); 0.01-0.3 es el rango recomendadoEl resto de la división, aplicando una función pisoEl resto de la división, aplicando una función fmod(A,B)No es posible rehacer una malla desde el modo EdiciónNo es posible rehacer una malla que contenga el modificador Multi-resoluciónNo es posible rehacer una malla mientras se encuentre activa la topología dinámicaNo es posible rehacer una malla sobre datos vinculados o redefinidosEl uid de sesión de la acción con la cual reemplazar a todos los usuarios de la acción seleccionadaLa resolución de la máscara a lo largo de la dirección XLa resolución de la máscara a lo largo de la dirección YLa resolución de la cuadrícula de partículasLa resolución a usar para cada segmento de curvaEl asa derecha del punto de control Bezier del contextoLos nodos principales del árbol de capas. Ordenados por su orden en la pila, en donde el primer nodo será el de más abajo en el árbol de capas.El canal de rotación fue filtradoLa rotación del cursor 3D de la escena, en el espacio local del objeto modificadoEl tipo de rotación y el orden de ejes a usarLa rugosidad de la capa de barnizEl total acumulado de los valores en el grupo correspondiente, comenzando desde el primer valorEl total acumulado de los valores en el grupo correspondiente, comenzando desde ceroEl factor de escala aplicado a los segmentos de curvaLa escala de una capa Voronoi en relación a la de la capa anteriorLa escala del ruido GaborLa posición y rotación del cursor 3D de la escenaEl script de expresión puede ser evaluado sin usar el intérprete completo de PythonLa colección del sistema de control seleccionadaEl tipo de sistema de control seleccionadoLos clips seleccionados no se superponenLa selección desde los extremos inicial y final de las curvas, basada en los tamaños de entradaLa selección incluyó %d objetos cuyo tipo no soporta la conversión a "%s"La selección de cada elemento como un valor decimalLa selección de cada elemento como un valor verdadero o falsoLa propiedad del explorador de archivos para abrir un archivo .blend, una biblioteca o un archivo especialLa forma de la distribución gaussiana, en fotogramas. Valores menores aumentarán la definición a lo largo del Ancho del filtro.La forma de la distribución gaussiana, valores menores la harán más definidaLa forma del inicio y el final del trazoEl menor ángulo, en radianes, entre dos caras, medido sobre el borde en común. Los bordes planos y los no desplegables tendrán un ángulo de cero. El cálculo de este tipo de ángulo es más rápido que el del ángulo con signoEl obturador se cierra en el fotograma actualEl obturador está abierto durante el fotograma actualEl obturador se abre en el fotograma actualEl lado del asa que está seleccionadaEl lado que permanecerá seleccionado luego del corteEl lado al que será aplicada la selecciónEl ángulo de arctan(A / B) con signoEl ángulo con signo, en radianes, entre dos caras, medido sobre el borde en común. Los bordes planos y los no desplegables tendrán un ángulo de cero. Los ángulos cóncavos serán positivos y los convexos negativos. El cálculo de este tipo de ángulo es más lento que el del ángulo sin signoEl intervalo de tiempo por fotograma de la simulación (en segundos por fotograma)El tamaño de la dilatación/erosión, en píxeles. Valores positivos dilatarán, negativos erosionaránEl tamaño del desenfoque, expresado en píxelesEl tamaño del decaimiento desde los bordes, en píxeles. En caso de ser menor de dos píxeles, se aplicará suavizado a los bordesEl tamaño del filtro, expresado en píxelesEl tamaño de la geometría determinará la distancia entre los elementos de la serieEl tamaño del resplandor con respecto a la imagen. 1 significará que el resplandor cubrirá la imagen completa, 0.5 que cubrirá la mitad de la imagen, etcEl tamaño de restauración, expresado en píxelesEl tamaño de las partículasEl tamaño de una celda o vóxel. Para vóxeles individuales será 1, para celdas esto representará el tamaño cúbico de la celdaEl contenedor identifica que subconjunto de la acción será considerado para estar en este bloque de datos, y su nombre será usado para encontrar el contenedor correcto al asignar una acciónEl contenedor identifica qué subconjunto de la acción será considerado para estar en este clip, y su nombre será usado para encontrar el contenedor apropiado al asignar otra acciónEl menor entero mayor o igual que AEl menor entero positivo que es divisible tanto entre A como entre B, p.ej: MCM(8,12) = 4La suavidad de las luces extraídasLa suavidad del borde del focoEl método de resolución no es reiterado, ni siquiera en el primer fotograma (comienza desde la pose de reposo)El método de resolución es reiterado (converge) en todos los fotogramasEl método de resolución es reiterado (converge) en el primer fotograma, pero no en el subsiguienteEl archivo de sonido será decodificado y cargado en memoria RAMEl eje de origen que será usado por el eje X del objeto restringidoEl eje de origen que será usado por el eje Y del objeto restringidoEl eje de origen que será usado por el eje Y del objeto restringidoEl color de origen contiene un componente AlfaEl color original tiene su gama corregidoLa geometría de origen debe contener una malla o nube de puntosLa malla de origen debe contener carasEl origen de este campo de fuerza es el punto cero de un oscilador armónicoEl origen del cual se extraerá el tamaño de la máscaraEl espacio en donde el banco de recursos será mostrado. Ignorado en el caso de bancos de recursos emergentes, los cuales podrán ser mostrados en cualquier espacio.El tipo de espacio donde será usado el panelLa raíz cuadrada de la varianza de cada grupoEl ruido fractal estándar de tipo PerlinLas asas inicial y final estarán en posiciones fijasLas asas inicial y final estarán a una cierta distancia, relativa a los puntos de control de la curvaEl fotograma inicialEl fotograma de inicio del rango de reproducción deseadoPosición de inicio de las líneas de relación que van desde el hueso superior hasta sus subordinadosIntensidad de la opacidad de los trazos generadosEl texto a buscar en el texto de entradaEl texto con el cual reemplazar cada coincidencia de la búsquedaEl valor de la cadena a ser soltada en el botónLos valores del clip son combinados con los resultados acumulados, usando adición, multiplicación o matemática de cuaternios, según corresponda por el tipo de canalLos valores del clip reemplazan los resultados acumulados en la magnitud especificada por la influenciaEl nivel de subdivisiones es demasiado grandeCantidad de subdivisiones a usar durante el procesamientoLa suma de todos los valores en cada grupo, dividida por el tamaño de cada grupoÁrea de la superficie de cada cara de la mallaEl sistema no encontró una soluciónLa malla objetivo debe contener carasEl modo de rotación de destinoEl objetivo a usar al adherirEl escalado del tentáculo será controlado manualmente mediante controles de torsión.El tentáculo se estirará hasta abarcar el recorrido completo de la curvaLa textura afecta al color base del trazoLa textura afecta al valor de alfaEl ángulo de inclinación de las escamas de la cutícula (la parte más exterior del pelo). Su inclinación será siempre en dirección a la raíz del pelo. El valor se encontrará normalmente entre 2 y 4 para el pelo humanoEl tiempo (en minutos) entre cada guardado automáticoEl tiempo (en segundos) para esperar a las operaciones en línea, antes de que la conexión falle con una mensaje de error. Cero para usar el valor predefinido del sistema.El tiempo a usar para obtener los datos desde el archivo de caché, o para determinar qué archivo usar en una secuencia de archivosEl tamaño total en X de la región, expresado en píxelesEl tamaño total en Y de la región, expresado en píxelesLa cantidad total de islas en la mallaEl total de todos los valores en el grupo correspondienteTransformación final de las instancias. No afecta a la geometría internaLa transformación del hueso de destino será evaluada en relación a su sistema local de coordenadas, seguida de una corrección que toma en cuenta la diferencia entre las orientaciones de reposo del propietario y el destino. Al ser aplicada como una transformación local al propietario, produce el mismo movimiento global que el destinatario, si sus superiores se encontraran aún en la pose de reposo.Las transformaciones del hueso objetivo se evaluarán en relación al sistema local de coordenadas en reposo de su pose, por lo tanto incluyendo las transformaciones heredadas de su superiorLas transformaciones del objetivo se evaluarán en relación al sistema local de coordenadas de un objeto, hueso o grupo de vértices personalizadoLas transformaciones del objetivo se evaluarán en relación a su sistema local de coordenadasLas transformaciones del objetivo se evaluarán en relación al sistema de coordenadas globalLas transformaciones del objetivo sólo se evaluarán en relación al sistema local de coordenadas de la pose, las transformaciones del esqueleto objetivo serán ignoradasEl tipo de transformación de las salidas vectoriales y de geometríaEl tipo de transformación del objeto restringido a ser afectadaLa transformación del objetivo a ser usadaLa trslación de este evento de movimiento. El rango en cada eje estará entre -1 y 1, antes de ser multiplicado por la preferencia de sensibilidad. Normalmente será escalado según el delta de tiempo, antes de ser usado.El tipo de ruido Gabor a ser evaluadoTipo de datosEl tipo del bloque de datos %s aún no se encuentra implementadoEl tipo de licencia bajo la que es distribuido este recurso. Una licencia vacía no significa necesariamente que no existan términos de licencia definidos. Contactar al autor si fuera necesaria una clarificación.El tipo de medio a ser guardadoEl tipo de interpolación del radio de las curvas BezierEl tipo de forma usada para reconstruir una sección biseladaEl tipo de corte a realizar en los clipsEl tipo de estrategia a ser usada para tomar muestras de las contribuciones de iluminación directaEl tipo del bloque de datos, si es que el archivo representa a alguno (en caso contrario 'Ninguno')El tipo del identificador de tablaEl tipo de cálculo de inclinación para las curvas 3DEl tipo de interpolación del giro de las curvas Bezier 3DEl tipo de operadores de transformación a escribirEl tipo de interpolación de influencias para la curvaLa presión uniforme que será aplicada de forma constante a la malla, en unidades de Escala de la presión. Podrá tener valores negativos.Sistema de unidades usado para los controles de la interfaz de usuarioLa dirección hacia arriba a lo largo de la forma de repeticiónLa dirección hacia arriba del círculoSe ha mostrado al usuario la consulta "Acceso en línea" y ha tomado una elecciónEl repositorio del usuario a donde instalar extensionesEl valor calculado para la cadena es el máximo de los valores obtenidos de los vértices de la cadenaEl valor calculado para la cadena es el promedio de los valores obtenidos de los vértices de la cadenaEl valor calculado para la cadena es el mínimo de los valores obtenidos de los vértices de la cadenaEl valor calculado para la cadena es el valor obtenido del primer vértice de la cadenaEl valor calculado para la cadena es el valor obtenido del último vértice de la cadenaEl valor será relativo a cada una de las dimensiones de la imagen, de forma independienteEl valor será relativo a la dimensión X de la imagenEl valor será relativo a la dimensión Y de la imagenEl valor será relativo a la diagonal de la imagenEl valor será relativo a la mayor dimensión de la imagenEl valor será relativo a la menor dimensión de la imagenEl valor del indicador de bits reservado 'FILTER_ITEM' (en los valores de filter_flags)Valor al que será mapeada la luminancia mediaEl valor al que será traducido este evento, en un mapa de teclado modalEl valor a usar cuando la ruta a los datos no pueda ser resueltaEl valor a ser mapeado sobre el gradiente de color. 0.0 será el color más hacia la izquierda, mientras que 1.será el color más hacia la derechaEl valor del atributo "id" de los puntos o su identificador, si ese atributo no estuviera definidoLos valores a partir de los que se calcularán la media y la medianaLos valores a partir de los que se calculará el mínimo y máximoLos valores a partir de los que se calculará la desviación estándar y la varianzaLos valores a ser acumuladosEl vector a ser transformadoEl vértice al cual se encuentra anclada la esquinaEl vértice del cual proporcionar datos. De forma predefinida se usará el vértice del contextoEl visor no funciona porque el modificador se encuentra deshabilitadoEl visor no funciona porque el grupo de nodos usado por el modificador no tiene ninguna salidaLa visibilidad de los dibujos en este nodo del árbol será afectada por las capas que figuren en su lista de máscarasEl modo en que la restricción trata a la escala original en ejes no libresLa mezcla entre la señal original y la procesada por el efectoNivel de humedad en el que los colores comienzan a fundirse con el fondoEl ancho predefinido para nuevos grupos de nodosEl ancho de las columnas en las vistas de lista horizontalEl ancho de la región de recorteLa ventana presenta un buffer de gráficos HDR, en el cual será posible almacenar colores de alto rango dinámico y una gama amplia, usando un espacio de color sRGB extendido.La posición horizontal relativa de la ventana del áreaLa posición horizontal relativa de la región con respecto a la ventanaLa posición vertical relativa de la ventana del áreaLa posición vertical relativa de la ventana de la regiónEl volumen del entorno, usado durante el procesamiento con EEVEE (antiguo). Será necesaria una conversión para que pueda ser procesado de forma adecuada.Tema¡El tema "{:s}" ya se encuentra instalado!Vista 3DColor de fondoConjuntos de colores de huesosEditor de clipsColor de colecciónConsolaPlanilla de tiemposExplorador de archivosEditor de curvasEditor imágenesInfoEditor nodosAnimación no linealListadoPreferencias del temaPropiedadesEditor de videoEspacioOpciones espacioPlanillaBarra de estadoColor clipEditor textoBarra superiorInterfaz de usuarioConjunto de colores ControlColor de estado de ControlColor del tema o color personalizado de un huesoOpciones del tema para las regiones comunes de los editoresPropiedades del tema compartidas por distintos editoresOpciones del tema para la tipografíaOpciones del tema para informaciónOpciones del tema para bancos de recursosOpciones del tema para colores de fondo y gradientesOpciones del tema para conjuntos de colores de huesosOpciones del tema para colores de coleccionesOpciones del tema para regiones comunes a varios editoresOpciones de tema para el color de los clipsOpciones del tema para conjuntos de estiloOpciones del tema para la vista 3DOpciones de temas en las preferencias de BlenderOpciones del tema para la consolaOpciones del tema para la planilla de tiemposOpciones del tema para el explorador de archivosOpciones del tema para el editor de imágenesOpciones de tema para el editor de clips de películaOpciones del tema para el editor de ANLOpciones del tema para el editor de nodosOpciones del tema para el listadoOpciones del tema para las propiedadesOpciones del tema para el editor de secuencias de videoOpciones del tema para la planillaOpciones del tema para la barra de estadoOpciones del tema para el editor de textoOpciones del tema para la barra superiorOpciones del tema para el editor de curvasOpciones del tema para la interfaz de usuarioOpciones del tema para el conjunto de colores de los controlesOpciones de tema para los colores de estado de los controlesTemasTheoraExisten varios nodos Salidas de grupo y este no es el activoNo hay ninguna entrada.No hay un bloque de datos activoNo existen datos de animación sobre los cuales operarNinguna biblioteca de recursos que eliminarNo hay ningún repositorio de extensiones que eliminarNo existe la capa '%s'No existe ningún grupo de nodos superior en este contextoDebe haber un atributo activoDebe existir al menos un repositorio del usuario definido, en donde poder instalar extensionesHubo {:d} fallas al insertar claves por causas desconocidas.Estos requieren claves automáticos:ZetaGruesoLíneas de grosor mayor al predefinidoGrosorLimitación de grosorFactor de grosorGrosor a partir de sombrasGrosor máxGrosor mínModo de grosorModificadores de grosorGrosor CercaníaGrosor ExteriorPosición del grosorPerfil de grosorProporción del grosorForma del grosorIntensidad de grosorGrosor basado en la dirección del trazoCálculo de grosor mediante restricciones, más avanzadoFactor de grosorFactor de grosor a usar para influencias cero del grupo de vérticesNo fue posible eliminar el modificador de grosor '%s'Modificador de grosorModificadores de grosor para cambiar el grosor de las líneasGrosor de los trazos de anotacionesGrosor de cada hebra de peloGrosor del humo mostrado en las vistasGrosor de la película, expresado en nanómetrosGrosor del trazo del contorno en relación al grosor del pincel actualGrosor del trazo de contornoGrosor de la caparazónGrosor de visualización del volumen en las vistasPosicionamiento del grosor de las siluetas y los bordes limítrofes (aplicable al usar encadenamiento Simple junto con la opción Mismo objeto)Grosor: %s, Profundidad: %sDelgadoPelícula delgadaIR de película delgadaGrosor de película delgadaLíneas de grosor menor al predefinidoTerceroTercer coeficiente de la distorsión radial Brown-Conrady de cuarto ordenTercer coeficiente de la distorsión radial polinómica de tercer ordenTerciosEste recurso se encuentra almacenado en el archivo blend actualNo es posible acceder a este atributo en un contexto proceduralEsta colección de huesos se encuentra expandida en la lista del árbol de colecciones de huesosEsta bolsa de canales no pertenece a este clipIndica si esta colección pertenece a un esqueleto local o fue agregada mediante una redefinición de biblioteca en el archivo blend actualIndica si esta colección fue agregada mediante una redefinición en el archivo blend actualEste color define lo que es considerado blanco en el clipEstos datos no soportan unión en modo ediciónEste bloque de datos no tiene un contenedor de acción asignadoEste bloque de datos es un marcador de posición para datos vinculados faltantes (por ejemplo: en caso de [una redefinición de] datos vinculados que no hayan podido ser encontrados)Este bloque de datos es editable en la interfaz de usuario. Los bloques de datos vinculados no son editables, excepto cuando sean cargados como recursos editables.Este bloque de datos se encuentra vinculado y empacado dentro del archivo .blendEste bloque de datos no es independiente, sino que se trata de un sub-bloque de otro ID (ejemplos típicos serían: los árboles de nodos principales o las colecciones principales)Este bloque de datos contiene datos en tiempo de ejecución (que no serán guardados en el archivo .blend). Nótese que p.ej, los ID evaluados lo son siempre en tiempo de ejecución, de manera que este valor sólo es editable para bloques de datos en la base de datos principal.Este conjunto de características depende del siguiente conjunto de características para funcionar apropiadamente:Este conjunto de características no pudo ser cargado correctamente.Este conjunto de características necesita Blender {:s} o posterior para funcionar apropiadamente.Este archivo es administrado por el sistema de recursos de Blender y no podrá ser sobrescritoEste archivo es administrado por el sistema de recursos de Blender. Sólo podrá serEl archivo se encuentra administrado por el sistema de recursos, no será posible sobrescribirlo (será posible guardarlo usando "Guardar como")Este archivo se encuentra inaccesibleEste archivo es de sólo lecturaEste archivo fue guardado usando una versión más nueva de Blender (%s).Este es un archivo restringido del sistemaEsta es una capa especial para la reglaEs la distancia, desde una costa a sotavento, donde el viento sopla con una velocidad constante. Usado en los modelos 'JONSWAP' y 'TMA'.Este es el formato menos eficiente de todos, sólo debería ser usado cuando sea necesario.Esta capa no pertenece a esta acciónEste biblioteca es un almacenamiento de 'archivo' para ID vinculadas empacadas, originalmente vinculadas desde su biblioteca de 'archivo superior'.Esto puede llevar a un comportamiento no esperadoEste metarig contiene tipos antiguos de sistemas de control que pueden ser actualizados automáticamente para beneficiarse de las nuevas funciones de Rigify.Este metarig requiere actualizar a colecciones de huesosEste metarig usa el antiguo sistema de control de rostros.Este método producirá una buena representación 2D de una mallaEste modo es como si se tocara la pantalla y se sostuviera el modelo en las manos. Empujar la tapa del ratón 3D hacia la izquierda para que el modelo se mueva hacia la izquierda. Empujar hacia la derecha para moverlo a la derechaEste modo requiere que los Claves automáticos funcionen correctamenteEste modificador sólo puede deformar puntos de control, no las curvas o superficies rellenasEste modificador sólo puede deformar curvas o superficies rellenas, no sus puntos de controlEste modificador contiene datos capturadosEste modificador está activoEsta operación de modificador no es permitida en modo EdiciónEste sistema de control monolítico de rostro es obsoleto.Esta acción requiere un esqueleto local o una redefiniciónEste nodo define una firma de paquete que debería ser usada por otros nodosEste nodo define una firma de clausura que debería ser usada por otros nodosEste nodo no tiene conexiones de entrada que intercambiarEste nodo no tiene entradas que intercambiarEl nodo debería estar conectado al nodo Salidas de grupoEste objeto es parte de una forma compuestaEsta operación no está soportada en modo EdiciónEste operador sólo funciona en los modos Pose y Edición de un esqueletoEste operador requiere un vértice activo (el último seleccionado)Este bloque de datos redefinido no se necesita más, pero ha sido detectado como editado por el usuarioEste bloque de datos redefinido se encuentra inutilizadoEsta propiedad redefinida no existe en los datos actuales, será eliminada la próxima vez que el archivo .blend sea guardadoEste recurso de pose se encuentra vacío y, por lo tanto, no tiene ninguna poseEsta propiedad no puede ser animada ya que no podrá ser actualizada correctamenteEsta propiedad es sólo para uso interno y no puede ser editadaEsta propiedad es usada únicamente para almacenar el área del objeto para futuros cálculosEsta región no soporta categorías de panelesEste tipo de sistema de control no agrega el prefijo ORG.El script fue escrito para la versión {:d}.{:d}.{:d} de Blender y es posible que no funcione (correctamente), a pesar de encontrarse habilitadoEste contenedor (%s) no pertenece a la acción asignadaEste contenedor (%s) no es apropiado para este tipo de bloque de datos (%c%c)Este contenedor no pertenece a esta acciónEste contenedor no es utilizable para este tipo de bloque de datos (%c%c)Este conector está destinado a ser usado como interruptor en el encabezado de su panelEste clip no pertenece a esta capaNo es posible retemporizar este tipo de clipEste texto no ha sido guardadoEsta zona define una firma de clausura que debería ser usada por otros nodosMilsVarios hilosHilosModo de paralelismoTres nivelesSe necesitan tres rastros seleccionados que tengan marcador 3D para poder orientar el pisoUmbralUmbral por encima del cual no se propagará el rellenoUmbral por debajo del cual no se realzará la definiciónUmbral de distancia para Fusionar automáticamenteUmbral de distancia dentro del cual las partículas serán eliminadasUmbral para comprobar la superposición de geometríaUmbral para el algoritmo de detección de bordes (valores más altos podrían desenfocar en demasía ciertas partes de la imagen)Umbral para el algoritmo de detección de bordes (valores más altos podrían desenfocar en demasía ciertas partes de la imagen). Aplicable sólo durente el procesamiento finalUmbral para la intersección de trazosUmbral en espacio de pantalla, usado en el algoritmo de simplificación. Los puntos dentro de este umbral serán tratados como si se encontraran sobre una línea recta.Umbral para considerar a un elemento característico como suficientemente bueno para ser rastreadoUmbral de ramificaciónUmbral de distancia alrededor de la superficie, donde igualmente se considerará que se ha producido una colisiónUmbral inicial de movimiento necesario, a partir de la posición de reposo del dispositivoUmbral para considerar a un color como transparente para el rellenoUmbral para que distintas influencias sean consideradas como igualesMiniaturasAcción tildeCeldaCuadrícula de celdasNúmero de celdaDesplazamiento de repeticionesTamaño de celdasCeldas XCeldas YRepeticiones ZRepeticiones en el eje XRepeticiones en el eje YRepeticiones en el eje ZCelda UDIM de una imagen compuestaEtiqueta de la celdaUbicación de la celda en la cual seleccionar las UVImagen compuestaTextura de imagen compuesta (UDIM)CeldasCeldas de la imagenRepeticiónDesplazamiento de repeticiones en el eje XGiroInterpolación del giroIntensidad de inclinaciónInclinación XInclinación YGiro en la vista 3DGiro de los puntos de control de la curvaGira los vértices de control seleccionados de la curva 3DGiro:MaderaTiempoNuevoOriginalAlineación de tiempoCurva de tiempoDelta de tiempoExtender tiempoSaltar a tiempoDelta para saltoLímite de tiempoModo de tiempoSegmento del modificador Desplazar tiempoDesplazar tiempoTiempo de esperaTiempo restante: {} Tiempo transcurrido: {}Remapeo de tiempoEscala de tiempoSecuencia temporalDeslizar tiempoIntervalo de tiempoEstiramiento de tiempoTrasladar tiempoUnidades de tiempoMomento en que se cerrará el obturadorMomento en que se abrirá el obturadorTiempo entre rebotes en la interpolación elásticaTiempo entre la apertura y el cierre del obturador, expresado en fotogramasRetardo de tiempo en décimas de segundo antes de abrir automáticamente menús de nivel inferiorRetardo de tiempo en décimas de segundo antes de abrir automáticamente menús de nivel superiorTiempo en segundos que tomó la evaluación del modificador. Esto sólo se encuentra definido para objetos evaluados. Si hubiera varios modificadores ejecutándose en paralelo, el tiempo de ejecución no representará una medida confiable.Tiempo necesario para animar completamente el despliegue del menú circular (en 1/100 de segundo)Tiempo del clave en la simulaciónTiempo de la posición del ratónDesplazamiento de tiempo para el efecto de ruidoTiempo (en segundos) desde el último acceso a una textura GL luego del cual la misma será descartada. (0 para mantener las texturas en memoria)Tiempo (en segundos) desde el último acceso de un objeto al buffer de vértices GL, luego del cual será descartado. (0 para mantenerlo en memoria)Tiempo desde el último intervalo, en segundosTiempo desde el evento de movimiento anterior (expresado en segundos)Tiempo desde que el temporizador inició, en segundosTiempo especificado en fotogramas, convertido a segundos en base a la velocidad de fotogramas de la escenaTiempo especificado en segundosTiempo especificado en segundos, independiente de la escenaIntervalo de tiempo para la advección, en segundosRango de intervalo de tiempo para controlar el arco de la parábola de teletransportaciónTiempo, expresado en fotogramas, entre la apertura y el cierre del obturadorEl tiempo de transición de la vista en milisegundos, cero para deshabilitarTiempo futuro al cual mirar (en segundos)Tiempo a usar para la animación de la máscaraTiempo de demora (en ms) para un doble clicTiempo:Tiempo: %.3f %sTiempo: %s %sTiempo: +%.3f %sTiempo: +%s %sDesplazar_tiempoDeslizar tiempo: %sCódigo de tiempoIdentificador de código de tiempoEstilo de código de tiempoLínea de tiempoFotogramaMarcadores línea tiempoOpciones sobreimpresión de línea de tiempoFotograma en la línea de tiempo del asa izquierda, que indica el comienzo del clipFotograma en la línea de tiempo del asa derecha, que es el primer fotograma en donde el clip no contribuye al resultado finalFotograma de la línea de tiempo en donde el contenido original del clip comienzaFotograma de la línea de tiempo en donde el contenido original del clip finalizaMarcador de línea de tiempo '%s' no encontrado en la acción '%s'No se encontró el marcador de tiempo '%s' en la escena '%s'TemporizadorTemporizador (min.)Escala de tiempoCódigo de tiempoFalla al leer marca de tiempoIntervalo de tiempoSubintervalos MáximoCambia la temporización de clips de video, modificando su velocidad de reproducciónTemporizaciónConsumo de tiempoTeñirTinte ColorFactor de tinteModo de teñidoTinte artístico de la reflexión dieléctrica en su punto de incidencia normal, así como de la reflexión metálica en su punto de incidencia tangencial, para simular índices de refracción complejosTinte de reflexión en ángulos de incidencia cercanos a la tangente, para simular índices de refracción complejosPermite teñir el color de los trazosTiñe las luces y sombras usando distintos colores.Tiñe el resplandor. Considerar desaturar el resplandor para un teñido más precisoDiminutoDescartar prim. pequeñasPuntaControl puntaDiámetro puntaDirección de la puntaIdentificador de la puntaLongitud puntaPosición de la puntaEliminar puntasRedondez puntaEscala punta XSelección de la puntaDispersión en la puntaModo seleccion puntasTítuloTítuloTítulosTítulo del explorador de archivosTempTemp0Temp1Temp2TempTareasTempRegiónTempReporteTempGuardarDestinoA cursor 3DA todasA todos los seleccionadosAl fondoA controlesHasta fotograma actualModo A gradosAl último claveA las conectadasA las no conectadasHasta máxMáximo X del destinoMáximo Y del destinoMáximo Z del destinoHasta mínMínimo X del destinoMínimo Y del destinoMínimo Z del destinoAl próximo fotograma claveOrden de destinoA premultiplicadoModo A radianesA conectorA espaciosEsferizarEsferizar: %.4f %sEsferizar: %s %sA directoA tabulacionesA la cimaPara hacer los cambios en las Preferencias permanentes, usar "Guardar preferencias"Para hacer los cambios en las Preferencias permanentes, usar "Guardar preferencias".Para hacer que los cambios en las Preferencias sean permanentes, usar "Guardar preferencias". Advertencia: ¡El archivo actual no se encuentra guardado! Al proceder se perderán los cambios.Para ajustar los motores de procesamiento al espacio de color de trabajo anterior tanto como sea posible, se deberán convertir los colores de todos los materiales, luces y geometrías. Algunos árboles de nodos podrán no ser convertidos de forma precisa y requerirán correcciones manuales.Nodo de destinoConector de destinoHoyDedosGirar en punta dedosRotarAlternarPermite alternar el soporte para la estereoscopía 3D en la ventana actual (o cambiar el modo de visualización)Alterna los modos aditivo y sustractivo de la herramienta de pintura de influenciasAlternar todoAlternar opciones de huesosAlternar comentariosAlternar finalAlternar libre / alineadaAlterna la opción de bloqueo de la selección del editor de clips actualAlternar sobreimpresosAlternar limitación del perfilAlternar uso durante el procesamientoAlternar selecciónAlternar selecciónAlternar adherenciaAlternar inicialConsola del sistemaAltenar VectorAlternar uso en las vistasAlternar visibilidadColores Control interruptorPermite alternar un valor de contextoAbre o cierra un meta-clip (para editar los clips contenidos dentro)Activa/desactiva un nodo Visor específico usando las teclas 1 al 9Reproducir / Detener la animación ('Mayús-Espacio' para menú emergente de herramientas o pinceles)Permite alternar entre asas de tipo Vector y AutoActiva o desactiva el marco de selecciónAlterna la visibilidad del catálogo en el banco de recursosAlterna el indicador para limitar la superposiciónAlterna los nodos colapsados y oculta los conectores no usadosAlterna el colapso/expansión de los nodos seleccionadosHabilitar operaciones por rampa de colorAlterna la opción Cíclica para las curvas seleccionadasAlterna el indicador de deshabilitación para los marcadores seleccionadosPermite aislar los objetos seleccionados, centrándolos en la vistaPermite visualizar el área seleccionada a pantalla completa o maximizadaAlternar editabilidad de canales seleccionadosAlternar enumeradorDesvanece las capas de Grease Pencil, excepto la activaAlterna mayúsculas y minúsculasAlterna el estilo de la tipografíaAlterna la aleatorización de geometría para propósitos de depuraciónAlterna el efecto de gravedadAlterna el indicador de endurecer normalesAlterna la visibilidad de archivos ocultos (precedidos por un punto)Inviertir las normales afectadasPermite extender la selección de claves, en vez de reemplazarla por los nuevos seleccionadosAlterna el indicador de bloqueo para los rastros seleccionadosAlterna el bloqueo de todo e invierte los grupos de vértices no seleccionados del objeto activoAlterna el bloqueo de todos los grupos de vértices del objeto activoAlterna el bloqueo de los grupos de vértices seleccionados del objeto activoAlterna el bloqueo de los grupos de vértices no seleccionados del objeto activoAlterna el indicador de marca de costuraAlterna el indicador de marca de definiciónActiva o desactiva la previsualización de sombreado de materialesAlterna la habilitación/deshabilitación de los nodos seleccionadosAlterna el modo de Edición del objetoHabilita o deshabilita el campo de fuerza del objetoAbre o cierra la jerarquíaAlterna la visualización de los botones de opciones para los nodos seleccionadosAlternar sobreescritura al escribirAlterna el modo de edición de partículasAlterna la previsualización de los nodos seleccionadosActiva el sombreado procesadoAlterna el modo Esculpido en la vista 3DActiva/desactiva el nodo Visor seleccionado en el compositor y los nodos de geometríaAlterna la selección para todos los elementosAlterna la selección de todos los canales de animaciónAlterna la selección de todos los fotogramas claveAlternar el estado de selección de todos los huesosPermite alternar el tipo de sombreado en la vista 3DPermite ver la imagen procesadaAlternar sombreado sólidoAlterna la propiedad especificada en los canales de animación seleccionadosAlterna las conexiones de clipsAlterna la edición de textoAlterna el modo de pintura de texturas en la vista 3DAlterna la selección de elementos en el ListadoPermite alternar la vista de cámaraPermite alternar la ventana actual a pantalla completaAlterna la alineación de la región (izquierda/derecha o arriba/abajo)Permite alternar la selecciónPermite alternar el modo de selecciónActiva el modo de pintura de vértices en la vista 3DDeshabilita/Habilita esta forma claveAlterna la visibilidad de los conectores no usados de los nodosAlternar visibilidadAlterna la visibilidad de los canales del Editor de curvas para posibilitar su ediciónAlterna el modo de pintura de influencias en la vista 3DPermite definir si el Tipo indicado arriba se encuentra activo o no en el objetoAlterna si el elemento bajo el cursor está abierto o cerradoDefine si la superficie es procesada o ignoradaPermite que el material activo sea el único capaz de ser editado y/o visualizadoAlterna el vínculo del material a los datos o al bloque del objetoAlternar sombreado de estructuraAlterna la cadena de cinemática inversa entre el uso de rotación o un objetivo polarNo es posible invertir las regiones de la barra superiorToleranciaTolerancia para encontrar vértices duplicadosTolerancia para partes aisladas; valores bajos filtran el ruido, mientras que los mayores reproducirán más fielmente los bordes del objeto originalRango tonalTonoAlgoritmo de mapeo tonalModificador de mapeo tonalTono de la curvaMapear tonoTipo de mapeo tonalToneladasToneladas métricasMuy pocos grupos de clips seleccionados en la pista de ANL (%s): se necesita tener exactamente 2 seleccionadosDemasiado pocas selecciones para fusionarDemasiados grupos de clips seleccionados en la pista de ANL (%s): se necesita tener exactamente 2 seleccionadosDemasiados puntos seleccionados: %dDemasiadas colecciones potenciales de primer nivel (%d) para la jerarquía de redefiniciones, se recomienda usar el ListadoHerramientaManipulador de herramientaEncabezado de herramientaInicio herramientaMapa teclado herramienta:Teclas de herramientasModo de herramientaPropiedades de herramientasInicializar propiedades de herramientasOpciones de herramientasColores Control herramientaLa herramienta no puede ser definida con un espacio vacíoLos recursos del grupo de nodos de herramienta no se encuentran asignados a un catálogo. Es posible asignar catálogos en el Explorador de recursosHerramienta {!r} no encontrada en el espacio {!r}Barra de herramientasBarra de herramientas / Barra lateralElemento de barra de herramientasColores Control elemento barra herramientasBarra herramientas en columnasHerramientasLas herramientas pueden usar esto para etiquetar datos para sus propios propósitos (el estado inicial es no definido)DescripciónColores Descripciones herramientasEstilo de descripcionesDescripcionesBSDF Dibujo animadoComponente de BSDF Dibujo animado a ser usadoSuperiorSuperior (X-Y)Barra superiorSuperior (base)Altura superiorNivel superiorRetardo apertura menú superiorLínea superiorSuperior (ortogonal)Superior (perspectiva)Superior derechaAncho superiorAlinear hacia arriba al cargarLínea superior visibleLa cima de la listaMáximo del rango destino de movimiento en el eje XMáximo del rango original de movimiento en el eje XMáximo del rango destino de movimiento en el eje YMáximo del rango original de movimiento en el eje YMáximo del rango destino de movimiento en el eje ZMáximo del rango original de movimiento en el eje ZSuperior - InferiorVista 3D superior izquierdaSólo los clips de nivel superiorEsquina superior derecha de los límites de empaqueSuperior / InferiorTopologíaDiagonales topológicasDistancia topológicaInfluencia de topologíaMapeo de topologíaSimetría topológicaArrastrar topologíaIntervalo de topologíaLa topología ha cambiado, tal vez por una triangulación de la malla. ¡Sólo se leerán los vértices!ToroideTotalCosto totalRadio exterior del toroideRadio interior del toroideTotal de nivelesÁngulo total usado para hacer el barrido de las instancias en un arco circularTotal arch. %d | Cambiados %d | Fallidos %dCantidad máxima total de rebotesCantidad total de partículasCantidad total de puntos de la curva o superficie en la dirección UCantidad total de puntos sobre la superficie en la dirección VTiempo total que el efecto de construcción requierePanel táctilDirección desplazamiento panel táctilHacia cámara personalizadaTrazarTrazar fotogramaTrazar la imagen comenzando por el fotograma actualPrecisión de trazadoTrazar la secuencia completaTraza rayos hacia el interior del objetoTrazar el fotograma actual de la imagenTrazadorasTrazadoMétodo de trazadoTrazando imagen...RastrearNo se encontró el rastro '%s' en el objeto de rastreo %sApuntar ejeAcompañar a la cámaraIdentificador de pistaRastrear movimientoPosición de rastreoRastrear secuenciaUmbral del rastroApuntarRestricción ApuntarRastrear tan rápido como sea posibleEl marcador está ocultoRastro bloqueadoEl marcador está bloqueado y todos los cambios están deshabilitadosEl marcador está seleccionadoRastrea el marcador durante la secuencia de imágenes en vez de en una sola imagenEl modo de pista utiliza el modo de captura completa:Rastrear el patrón del fotograma actual, al rastrear el marcador hacia adelanteRastrear el patrón del fotograma indicado, al rastrear el marcador hacia adelanteRatrear el patrón del fotograma clave hacia el siguiente fotogramaRastrea los marcadores seleccionadosRastrear los marcadores seleccionados hacia atrás un fotogramaRastrear los marcadores seleccionados hacia atrás en todo el clipRastrear los marcadores seleccionados hacia adelante un fotogramaRastrear los marcadores seleccionados hacia adelante en todo el clipRestricción ApuntarRastrear al doble de la velocidadRastrear a la mitad de la velocidadRastrear a un cuarto de la velocidadRastrear a velocidad en tiempo realEl punto de anclaje del marcador está seleccionadoEl área patrón del punto está seleccionadaEl área de búsqueda del marcador está seleccionadaRastrear:Rotación esféricaRotación esférica, permite inclinar la vista en cualquier ánguloRotación esférica de los elementos seleccionadosRotación esférica: %.2f %.2f %sRotación esférica: %s %s %sFotogramas rastreadosMarcadores rastreadosRastreoEje frontalObjeto de rastreoPreajustes de rastreoOpciones de rastreoOpciones de rastreo adicionalesOpciones de rastreo adicionalesRastreando marcadores...RastrosTipo visualización de rastrosTamaño de rastrosRastros de posiciónRastros de rotación / escalaRastros de estabilizaciónRastros con el mismo colorBalance entre velocidad de codificación y tasa de compresiónTradicionalDirección de desplazamiento tradicionalCantidad en la estelaDesde ceroMuestras de entrenamientoTransferirTransfiere la animación de cinemática directa a los huesos de cinemática inversaTransferir bordes marcados de FreestyleTransferir caras marcadas de FreestyleTransfiere la animación de cinemática inversa a los huesos de cinemática directaTransferir sólo seleccionadosPermite transferir los mapas UV del objeto activo a los seleccionados (necesita geometría coincidente)Transferir capas UVTransferir marcas de costuras UVTransferir los grupos de vértices activos o todos ellosTransfiere todos los atributos a la nueva mallaTransferir todas las capas de datosTransferir todos los grupos de vértices usados por los huesos deformantesTransfiere todos los grupos de vértices usados por los huesos de la pose seleccionadaTransferir influencias de biseladoTransferir atributos de colorTransferir valores de plegadoTransferir normales personalizadasTransfiere datos desde el objeto activo a el resto de los seleccionadosPermite transferir capas de datos (influencias, definición de bordes, etc.) desde la malla activa a las seleccionadasPermite transferir capas de datos (influencias, definición de bordes, etc.) desde las mallas seleccionadas a la malla activaTransferir marcas de sombreado plano o suaveTransferir desde los objetos seleccionados al activoTransfiere la organización de las capas de datos desde el objeto activo a los seleccionadosTransferir sólo posiciónTransferir posición, rotación y escalaTransfiere materiales desde contenedores que no se encuentren vacíos hacia la malla resultante, agregando nuevos materiales si fuera necesario. En caso de contenedores vacíos, la alternativa será usar el mismo identificador de material que la malla operando.Permite transferir movimiento y deformación desde otra mallaTransferir sólo rotaciónTransferir sólo escalaTransfiere sólo los huesos seleccionadosPermite transferir varios tipos de datos (grupos de vértices, mapas UV, colores de vértices, normales personalizadas) desde una malla a otraTransferir marcas de bordes definidosTransferir valores de plegado de subdivisiónTransfiere la animación de cinemática directa a cinemática inversaTransformaciónCaché de transformacionesRestricción de caché de transformacionesCanal de transformaciónSistema de coordenadas de transformación de repetición radialTransformar cursorTransformación relativaTransformar direcciónTransformar geometríaManipulador (transformación)Matriz de transformacionesModo de transformaciónAlt para navegar durante transformacionesObjeto transformaciónContenedores de orientaciones de transformaciónOrientación de transformaciónTransformar orígenesTransformar superioresPivote para transformacionesTransformar puntoPose de transformaciónPrevisualizar transformacionesReferencia transformaciónMuestras de transformacionesTransformaciónTransforma un vector de direcciónTransforma un vector de dirección (su posición será ignorada)Transforma un versor normalTransforma un puntoTransforma una textura mapeando inversamente las coordenadas de texturizadoTransforma un vector unitario normal (su posición será ignorada)Transforma todas las islas de manera que ocupen tanto espacio UV/UDIM como sea posibleEje de transformación al cual restringir los efectosCanal de transformaciónTransforma claves duplicadosTransforma desde espacio de identificador de cuadrícula a espacio del objetoLa transformación está definida para afectar sólo a la posiciónTransforma los marcadores junto con los clipsPermite transformar los orígenes de los objetos, manteniendo su forma en el lugarParámetros de transformación para un clip de secuenciaPermite transformar los elementos seleccionados por tipo de modoPermite transformar las coordenadas de texturizado del trazoPermite transformar el mapa UV usando la diferencia entre dos objetosTransformar el hueso como si estuviera subordinado del hueso de forma personalizada. Esto podrá resultar útil cuando se estén combinando deformaciones provenientes de formas clave y de un esqueleto.Transformar la entrada en relación a la geometría principalTransforma el vector de entrada mediante la aplicación de una traslación, rotación y escalaPermite transformar al objeto superior de una jerarquía, manteniendo incambiados a sus subordinadosLas herramientas de transformación también son afectadas por esta restricciónTransformar:TransformarRestricción de transformaciónModo de transformaciónCanal de transformación del objetivo que se usará para gobernar la acciónMatriz de transformación que contiene la posición, rotación y escala del objetoMatriz de transformación desde el identificador de los vóxeles al espacio del objetoMatriz de transformaciones a aplicar antesTransformación de cada instancia del contexto de la geometríaOrientación de transformaciónTransformacionesLas transformaciones también son afectadas por esta restricciónLas transformaciones no incluirán el efecto de jerarquías, posición de reposo, ni restriccionesLas transformaciones incluirán el efecto de restricciones, pero no de jerarquías o posición de reposoLas transformaciones incluirán el efecto de jerarquías, posición de reposo y restriccionesTransforma puntos en espacio del objeto a espacio de la vista, usando la posición y rotación de la vistaTransforma puntos en espacio de la vista a espacio de la región ("espacio del clip" o "coordenadas normalizadas del dispositivo")TransiciónClip de transiciónTransicionesTransiciones seleccionadasMoverTrasladar instanciasTraducir interfazTraducir nuevos nombresMover origenTraducir reportesTrasladar huesos superioresTraducir descripcionesTraslación XTraslación YTraducir información adicional proporcionada por Blender, como mensajes de errorTraducir todos los menús, botones y textos en paneles (nótese que esto podría dificultar el seguimiento de tutoriales en inglés)Traslada y rota curvas basándose en los cambios entre las superficies original y evaluada de la mallaMover el origen en vez de la selecciónTraslada los huesos superiores hacia el origen del esqueletoTraducir las descripciones al posar el ratón sobre los elementos de la interfaz (recomendado)Traducir el nombre de los nuevos bloques de datos (objetos, materiales...) creadosPermite trasladar el conjunto de puntos que inicialmente se encuentra dentro del círculo del pincelTraslación, Orientación, EscalaTraslación, Rotación, EscalaPermite trasladar, rotar o escalar una geometríaTraslaciónCarpeta de la rama de traducciónContexto de traducciónRaíz de la traducciónEspeciales de rastreo de traslaciónRastros de traslaciónTransformación acumulada para cada copiaContexto de traducción del nombre de la propiedadPosición de la capaBSDF TranslúcidoTransmisiónRebotes de transmisiónColor de transmisiónProfundidad de transmisiónTransmisión directaFactor de transmisiónTransmisión indirectaVisibilidad transmisiónIntensidad de transmisiónMultiplicador para la transmisión de luzTransmisiónTransparenciaSuperposición de transparenciasTransparencia de los íconos en la interfaz, para reducir el contrasteTransparencia sin refracción, que pasa directamente a través de la superficie como si no existiera una geometríaTransparenciaBSDF TransparenteFondo transparenteDamero transparenteProfundidad de transparenciaTransparentar vidriosRebotes de transparencia máxUmbral de rugosidad de transparenciaSombras transparentesMuestra la escena de forma semitransparente. Permite seleccionar a través de los elementosTransponer matrizTrapecioAire encapsuladoAire encapsulado Potencial MáximoPartículas de aire encapsuladoRecorrer las caras conectadas (incluye diagonales y anillos de bordes)Trata a todas las líneas como del mismo tipo, de manera que puedan ser encadenadas entre síTratar a la curva como a una curva cíclica (sin limitarla a su marco delimitador)Trata a la imagen como conteniendo datos que no representan colores, por lo tanto no se aplicará ninguna administración de color. Usar para mapas de normales o desplazamiento)Trata a las líneas de intersección y contorno como del mismo tipo, de manera que puedan ser encadenadas entre síTrata a los materiales con alfa como calcomanías (sin proyección de sombras)Tratar únicamente el lado trasero de la superficie como una luz, al efectuar el muestreoTratar únicamente el lado frontal de la superficie como una luz, normalmente usado con mallas cerradas cuyo interior no es visibleTratar a la superficie como una luz al efectuar el muestreo, emitiendo tanto del lado frontal como del traseroTratar a este objeto como una malla plana y abierta. El fluido sólo será emitido desde la superficie de la malla, basándose en el valor Emisión en la superficie.Tratar a este objeto como una malla plana, no cerradaNodo del árbolTipo de árbolEl nodo del árbol está seleccionadoTriánguloTriánguloTriángulo AÁrea del triánguloTriángulo BCaras triangularesAbanico de triángulosNormal del triánguloTriángulosLos triángulos con todos sus vértices en este grupo no serán usados durante las colisiones con objetosLos triángulos con todos sus vértices en este grupo no serán usados durante las colisiones propiasTriangularTriangularTriangular carasTriangula la mallaTriangular mallasModificador TriangularTriangular las mallas durante la exportaciónSólo triangular polígonos con una cantidad mayor o igual de vértices que este númeroTriangula las caras seleccionadasMalla trianguladaMétodo de triangulación para el relleno de curvas 2DDisparador ADisparador BTrilinealRecortar curvaRecortar curvas de peloModo de recorteRecortar extremos del trazoRecorta todos los bordes en los límites de la imagen (incluyendo la región de sobre barrido)Recorta las curvas de pelo de forma aleatoria hasta una cierta magnitudRecorta los extremos del trazo que se intersecten con otrosRecorta o divide los clips para resolver el solapamientoRecortar / AgregarRecorta o escala las curvas de pelo a una cierta longitudTripleteTrípodeMovimiento de trípodeResolución de trípodeTricuadráticoVerdaderoNormal geométricaVerdadero cuando el elemento activo exista en la malla, en caso contrario será falsoVerdadero si la curva no contribuye a la animación debido a la falta de fotogramas clave o modificadores útiles; debería ser eliminadaVerdadero cuando el campo sea evaluado en una celda, esto es, en varios vóxeles a la vez. Cuando sea falso, la extensión será siempre 1Verdadero si los datos de la imagen se encuentran cargados en memoriaVerdadero cuando la matriz de entrada sea invertibleVerdadero si la solapa del modificador está expandidaVerdadero si el conector es capaz de aceptar múltiples conexiones de entradaEs verdadero cuando el conector es una salida, de otro modo será una entradaVerdadero si el conector está conectadoVerdadero si el conector está seleccionadoVerdadero si el conector no está disponibleVerdadero si existen datos de normales personalizadas en esta mallaVerdadero si la imagen contiene capa nombradasVerdadero si la imagen contiene múltiples vistasVerdadero si esta imagen se almacena en un buffer decimalVerdadero cuando este elemento sea escogido en la entrada del menúVerdadero cuando esta biblioteca contenga redefiniciones vinculadas en el archivo blend actual, que tenían que haber sido resincronizadas recursivamente en el momento de su carga (se recomienda por lo tanto abrir y volver a guardar el archivo .blend de dicha biblioteca)Verdadero cuando este material contenga datos de Grease PencilVerdadero si este nodo es usado como la salida del grupo activoVerdadero si este nodo es usado como la salida activaVerdadero si este ícono de previsualización ha sido modificado por un script Python y por tanto Blender ya no lo está generando de forma automáticaVerdadero si esta imagen de previsualización ha sido modificada por un script Python y por tanto Blender ya no la está generando de forma automáticaVerdadero si el rastro tiene un marcador 3D válidoVerdadero o falsoVerdadero a menos que la primera entrada sea verdadera y la segunda falsaVerdadero cuando todas las colecciones superiores a esta colección de huesos se encuentren marcadas como visibles; siempre será verdadero para las colecciones de huesos de primer nivelVerdadero cuando al menos una de las entradas sea falsaVerdadero cuando al menos una de las entradas sea verdaderaVerdadero cuando ambas entradas sean aproximadamente igualesVerdadero cuando ambas entradas sean distintas (O Exclusivo)Verdadero cuando ambas entradas sean equivalentes (No O Exclusivo)Verdadero cuando ambas entradas sean falsasVerdadero cuando ambas entradas no sean aproximadamente igualesVerdadero cuando ambas entradas sean verdaderasVerdadero al ser invocado (aun si sólo se encuentran disponibles las funciones de retrollamada de ejecución)Verdadero cuando se trata de varios enumeradoresVerdadero cuando la opacidad esté definida lo suficientemente alta como para que el relleno sea visibleVerdadero cuando la opacidad esté definida lo suficientemente alta como para que el trazo sea visibleVerdadero al ser ejecutado desde el panel 'Ajustar última operación'Verdadero al ser ejecutado desde el operador 'Repetir último'Verdadero si el cursor está retenidoVerdadero cuando la primera entrada contenga a la segunda como una subcadenaVerdadero cuando la primera entrada finalice con la segundaVerdadero cuando la primer entrada es más luminosaVerdadero cuando la primer entrada es más oscuraVerdadero cuando la primera entrada sea mayor que la segundaVerdadero cuando la primera entrada sea mayor o igual que la segundaVerdadero cuando la primera entrada sea menor que la segundaVerdadero cuando la primera entrada sea menor o igual que la segundaVerdadero cuando la primera entrada sea verdadera y la segunda falsa (Implicación Opuesta)Verdadero cuando la primera entrada comience con la segundaVerdadero cuando la propiedad se encuentra ocultaVerdadero cuando la propiedad no sea guardada en preajustesVerdadero cuando la propiedad sea opcional, en una función Python que implemente una función RNAVerdadero cuando la propiedad use valores atenuadosVerdadero cuando el usuario se encuentre recorriendo a través del tiempoVerdadero cuando esta propiedad sea el valor de salida de una función RNAVerdadero cuando no sea posible establecer este valor en NingunoVerdadero al ser usado en modo EdiciónTruncarModo TruncarTrunca el texto que sobresaldría del marco de textoArchivos blend confiablesOrigen confiableFuente confiable [ruta no confiable]Intenta alinear el eje principal de cada hueso con el subordinado a ésteIntentar encontrar los archivos externos faltantesIntenta invertir los nombres de los huesos, si fuera posible, en vez de agregarles una extensión numéricaIntenta obtener la pose de enlace original de mallas deformadas, a partir de las matrices inversas de enlace. Cuando se encuentre desactivado, usará la pose de reposo predefinida como pose de enlaceIntenta mantener la forma generalIntentará preservar las normales personalizadas. Advertencia: Dependiendo del método de triangulación escogido, el sombreado podrá no ser completamente preservado; el método "Fijo" usualmente producirá los mejores resultados en este casoIntenta preservar los límites de la mallaIntentar preservar las características definidas de la mallaIntentar reutilizar los ID coincidentes anteriormente anexados, cuando se vuelvan a anexar, en vez de crear duplicados locales de los mismosIntentar re usar bloques de datos coincidentes anexados previamente en vez de anexar una nueva copiaIntenta eliminar la numeración posterior al punto en el extremo derecho de los nombres invertidos. Advertencia: Puede resultar en nombres incoherentes en algunos casosSe intentará usar Sparse Accessor cuando esto ahorre espacioIntentando recargar la biblioteca '%s' desde la ruta inválida '%s'Intentando recargar o reubicar la biblioteca '%s' a la ruta inválida '%s'TuboMalla del tuboRetocar imagenTurbidezTurbulenciaInfluencia de efectores de TurbulenciaTurbulencia de las bandas de ruido y los anillos de ruidoTurbulencia del ruidoOcéano turbulentoTurco - TürkçeMagnitud de giroGirar a izquierdaPolítica de giroGirar a derechaVelocidad de giroFactor velocidad giroGira en sentido horario alrededor del eje superior de navegaciónGira en sentido antihorario alrededor del eje superior de navegaciónConvertir los vóxeles y celdas inactivas en celdas de fondo inactivasPermite transformar objetos en lienzos o pinceles para pintar con ellos, creando atributos de color, secuencias de imagen o desplazamientosDeshabilitar este complementoDeshabilita esta extensiónHabilita impresiones de diagnóstico en la consolaActiva o desactiva la fijaciónActivar esta opción para mostrar el panel Administrar al crear un modificadorHabilitar este complementoActivar este temaConvierte las regiones cuyos vóxeles contengan el mismo valor y estado de actividad (dentro de un cierto umbral de tolerancia) en celdas de fondo inactivasVelocidad de giro, en grados por segundoConvierte la salida en una única geometría en vez de mantenerla como instancias (requerido por varios otros modificadores)RevolucionesPlanaPlana, mantiene el eje Z hacia arriba mientras se orbitaRetocarIndicador de retoque en duplicadoAlmacenamiento para contenedor de acción en modo retoqueAlmacenamiento para acción en modo retoqueRetocar textura secundaria (o de máscara) del pincelGesto de retoque para el marco de selecciónArrastrar el manipulador activoPermite retocar la temporización de las dinámicas para controlar su frecuencia y velocidadTorsiónCurva de torsiónFactor de torsiónMétodo de torsiónSuavizado de la torsiónDesplazamiento de la torsión, para bucles cerradosDos nivelesSe necesitan dos o más canales debajo de este clipDebería haber dos rastros seleccionados que tengan marcador 3D para poder definir la escalaIngrTxtTipoEl tipo "{:s}" no puede ser encontradoEl tipo "{}" no puede ser formateadoTipo 1Tipo 2Info de tipoEtiqueta de tipoTipo de valor y valor predefinido de un conector de nodoTipo identificador de este bloque de datosTipo de bloque de datos de ID a usarTipo de mezcla a ser usadaTipo de clip de ANLTipo de restricción de cuerpo rígidoTipo de contexto desde el cual acceder a la propiedadTipo de entrada de ánguloTipo de fondo en el visor 3DTipo de función integrada a usarTipo de comparación a realizarTipo de curva a usar en los nuevos trazosTipo de dato almacenado en el atributoTipo de datos que serán sumadosTipo de datos a partir del cual serán calculadas las salidasTipo de datos a renombrarTipo de datos de donde tomar el sombreadorTipo de dato de donde tomar la texturaTipo de datos a visualizar/comprobarTipo de bloque de datos que este contenedor está destinado a animar; podrá especificarse cuando esté como 'No especificado', en caso contrario será de sólo lecturaTipo de elemento al cual se adherirán los elementos individuales transformadosTipo de elemento al cual se adherirá la función "Base de adherencia"Tipo de elemento en el cual será almacenado el atributoTipo de elemento al cual adherirTipo de eventoTipo de mapeo de eventoTipo de campoTipo de filtro a usar para la transformación de imágenesTipo de restricción generadaTipo de generador a usarTipo de datos de la cuadrículaTipo de volumen de influenciaTipo de información a mostrarDefine desde dónde obtener los datos de máscaraTipo de elemento de la interfazTipo de fotograma claveTipo de fotograma clave (a filtrar)Tipo de clave (sólo con propósitos visuales)El tipo de fotogramas clave a crear al insertar nuevos clavesTipo de luzTipo de sonda de luzTipo de material del cual están hechos los objetos (determina la densidad del material)Tipo del nuevo contenedor de pinturaTipo de objetoTipo de objeto al cual convertirTipo de volumen de paralajeTipo de relación jerárquicaMétodo de asignaciónTipo de pasada a capturarTipo de pasada a capturar, es posible que algunos tipos no sean soportados por el motor de procesamiento actualTipo de desplazamiento periódico a lo largo de la curvaTipo de desplazamiento periódico sobre la trayectoriaTipo de previsualización de procesamientoTipo de rango para calcular las trayectoriasTipo de rango de visualización de la trayectoriaTipo de operación de reordenación a aplicarTipo de representación para la distribución del guiadoTipo de efecto de obturación progresiva, imitando al de las cámaras basadas en CMOSTipo de figuraTipo de conectorTipo de guía rápidaCómo visualizar el estiramientoTipo de vista del Explorador de archivos (exploración de archivos estándar o exploración de recursos)Tipo de la textura RuidoTipo de vista del editor de video (editor de video, previsualización o ambas)Tipo de vista del editor de clipsTipo del muestreo direccional usado para el guiadoTipo del asa extruídaTipo de elemento a ser creadoTipo de modificadorTipo de modificador a usarTipo del elemento de la rutaEl tipo de región a alternarTipo de conector generado por este elemento de la interfazTipo de esta regiónTipo de transición usada para desvanecer la nieblaTipo de unidades para esta propiedadTipo de vector a ser transformado por el mapeoTipo al cual convertirTipo de visualización en modo estructuraTipo de superposición en cachéTipo a usar para atributos de posición de vérticesTipo no soportado para el atributo "%s"Tipo: PaqueteTipo: ClausuraTipo: Conjunto de geometríaTipo: ListaTiposTipo de extensión del trazo usado para cerrar huecosUEje U (X)Desplazamiento UCoordenada U del punto a lo largo del segmento de curvaEje-UCelda UDIMCeldas UDIMNúmero UDIM de la celdaOrganización de la interfazGrosor líneas interfazNombre en la interfazFila en interfazEscala de interfazEtiqueta UIEtiquetas de interfazTítulo en interfazLista que contiene elementos de una colección",;=AZonaAcción ÁreaZonaAcción PantallaCompletaZonaAcción CuádrupleZonaAcción RegiónALTAplicaciónBTrasera (BK)RetrocesoInferior (B)Botón 1Botón 10Botón 11Botón 12Botón 2Botón 3Botón 4Botón 5Botón 6Botón 7Botón 8Botón 9Botón4Ratón botón 4Botón5Ratón botón 5Botón6Ratón botón 6Botón7Ratón botón 7CCTRLDSuprimirDominanteFlecha abajoEFinIntro (ENTER)BorradorEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9Encuadrar (FIT)Frontal (F)GMayor/MenorHInicioHiperIMover intermedioInsertarIsométrica 1 (ISO1)Isométrica 2 (ISO2)JKTecla modificadoraLIzquierdo (L)Alt izqFlecha izqCtrl izqRatón IzqMayús izqSalto de líneaMInicioFinalReproducir/PausarDetenerMenú (MENU)CentralRatón central-MoverRatón moverRatón/Táctil desplazarRatón/Táctil rotarRatón/Táctil ampliar inteligenteRatón/Táctil ampliarMoverNNDOF traseraNDOF inferiorNDOF botón 1NDOF botón 10NDOF botón 11NDOF botón 12NDOF botón 2NDOF botón 3NDOF botón 4NDOF botón 5NDOF botón 6NDOF botón 7NDOF botón 8NDOF botón 9NDOF dominanteNDOF encuadrarNDOF frontalNDOF isométrica 1NDOF isométrica 2NDOF izquierdaNDOF menúNDOF -NDOF moverNDOF desplazar/ampliarNDOF +NDOF derechaNDOF balancear antihorarioNDOF balancear horarioNDOF rotarNDOF guardar vista 1NDOF guardar vista 2NDOF guardar vista 3NDOF girar antihorarioNDOF girar horarioNDOF inclinar antihorarioNDOF inclinar horarioNDOF superiorNDOF vista 1NDOF vista 2NDOF vista 3* num+ num- num. num/ num0 num1 num2 num3 num4 num5 num6 num7 num8 num9 numIntro numOTecla SOPAvance PáginaRetroceso PáginaDesplazar/AmpliarPausaPluma+QRIntroDerecho (R)Alt derFlecha derCtrl derRatón DerMayús derBalancear (antihorario)Balancear (horario)RotarSMayús (SHIFT)Espacio (SPACE)EspacioGirar (antihorario)Girar (horario)TTabIngreso de textoInclinar (antihorario)Inclinar (horario)TemporizadorTemporizador 0Temporizador 1Temporizador 2Temporizador autoguardadoTemporizador tareasTemporizador regiónTemporizador reporteSuperior (T)TipoUFlecha arribaVVista 1 (V1)Vista 2 (V2)Vista 3 (V3)WRueda abajoRueda dentroRueda izquierdaRueda fueraRueda derechaRueda arribaDesactivar ventanaXAcción XRYZ[]`Coincidencia de nombre de archivos de tipo línea de comandos de UNIX, soporta comodines ('*') y lista de patrones separados por ';'ARRIBAURLURL a abrirURL: {:s}USDExportación a USD: No fue posible mover el nuevo archivo usdz desde su ubicación temporal %s a %sExportación a USD: No es posible borrar el archivo existente usdz %sExportación a USD: No es posible encontrar la colección '%s'Exportación de USD: No fue posible construir una ruta relativa para el archivo .vdb, se usará una ruta absolutaExportación de USD: Falla al resolver archivo .vdb para el objeto: %sExportación a USD: cadena de ruta inválida '%s': %sExportación a USD: la ruta '%s' no es absolutaExportación a USD: la cadena de la ruta '%s' no es la ruta de una primitivaExportación a USD: No es posible encontrar un complemento USD apropiado para escribir %sEnganche USDImportación de USD: Cantidad de valores del atributo de UV '%s' inconsistente con el tipo de interpolaciónImportación de USD: No fue posible agregar el atributo de UV '%s'Importación de USD: No es posible abrir un escenario para leer %sRed de previs de superficie USDFormas USDImportación de esqueleto USD: Se detectaron matrices de huesos con determinantes negativas en la primitiva %s. Es posible que dichas matrices indiquen escalas negativas, posiblemente debidas a operaciones de simetrización, por lo que actualmente no podrán ser convertidas a la representación de huesos de Blender. La animación del esqueleto no será importadaUSD no soporta la animación del tipo de curva. El tipo de la curva cambia de %s a %s en el fotograma %fExportación de USD: Subdivisión simple no soportada, se exportará la malla subdivididaExportación de USD: No fue posible copiar textura de %s a %sExportación de USD: No fue posible copiar celda de textura de %s a %sExportación de USD: No fue posible exportar textura en memoria a %sMotor de procesamiento de alto rendimiento de USD, mediante reticulaciónTamaño reducción USDZ personalizadoReducción muestreo texturas USDZUUIDUVUV a lo largo del trazoCentro UVCoordenadas UVRegión personalizada UVOpacidad bordes UVEditor de UVOpacidad de caras UVFactor UVCuadrícula UVSelección de islas UVCapa UVOrganización de UVVista local UVCapas UVMapa UVCapas UVMapa UVSe necesita un mapa UVParámetro UParámetro VMapa UV para tangentes generadas a partir de UVMapa UV para mapas en espacio tangencialMapeo UVMapas UVDesplazamiento UVOpacidad UVUV fijoUV fijoProyectar UVModificador Proyectar UVAleatoriedad de UVArrancar UVEscala UVEsculpir UVEsculpido de UVCosturas UVModo de selección de UVModo de selección de UVSuavizar UVEsferaEstiramiento de UVSincronizar selección de UVTangente UVComprobar UVTextura UVDesplegar UVDesplegar caras UVCampo de Desplegar UVVértice UVDeformar UVCoordenadas UV entre 0 y 1 para cada esquina de las caras seleccionadasCoordenadas UV en espacio del objeto superiorCoordenadas UV en esquinas de carasCoordenadas UV usadas para mapear una textura a lo largo de la extensión del trazoCoordenadas UV a ser usadas para el mapeoDatos del editor UV para el espacio del editor de imagenOpciones del editor de UVCapa UV para redefinir la capa activaCapa de UV a ser usada como origen de la clonaciónCapa de UV para enmascarar el área a ser pintadaMapa UV '%s' no encontradoNombre del mapa UVEl anclaje al mapa UV o la superficie es inválidoMapa UV que cambiará con la edad de las partículasMapa UV a usar al mapear mediante coordenadas de texturizado UVEstado de fijación de UV en el editor de UVModificador de proyección UV que define las UV desde un punto de proyecciónProyector UV usado por el modificador de proyección UVModo de selección y visualización de UVEditor de UV e imágenesMapaUVProyectar_UVUVTILEDeformar_UVModificador Deformar UVUVLas UV y sus límites serán suavizadosLas UV se dispersarán en los polosLas UV no serán suavizadas, los límites se mantendrán definidosLas UV se unirán en los polosLas UV serán suavizadas, los límites se mantendrán definidosLas UV serán suavizadas, manteniendo definidas las esquinas de los límites discontinuos y las uniones de 3 o más regionesLas UV serán suavizadas, manteniendo definidas las esquinas de límites discontinuosLas UV serán suavizadas, manteniendo definidas las esquinas de los límites discontinuos, las uniones de 3 o más regiones, así como puntas y esquinas cóncavasLas UV se unirán en el punto medio, en vez de en la isla estáticaUcraniano - УкраїнськаQuitar comentariosQuita el contenedor de acción asignado, logrando en efecto que este clip de ANL ya no esté animadoQuita la asignación del contenedor de acción de esta restricciónQuita el contenedor de acción asignado, logrando en efecto que este bloque se datos ya no esté animadoQuita la asignación del contenedor de acción de una restricción de acción. Nótese que la restricción de la cual _deberá_ quitarse la asignación de este contenedor deberá ser establecida en el puntero de contexto "constraint", usando: >>> layout.context_pointer_set("constraint", constraint)Quita la asignación del contenedor de acción de un ID. Nótese que el ID del cual _deberá_ quitarse la asignación de este contenedor deberá ser establecido en el puntero de contexto "animated_id", usando: >>> layout.context_pointer_set("animated_id", animated_id)Quitar asignación del contenedor de acción del clip de ANL. Nótese que el clip de ANL del cual _deberá_ quitarse la asignación de este contenedor deberá ser establecido en el puntero de contexto "nla_strip", usando: >>> layout.context_pointer_set("nla_strip", nla_strip)Revertir la subdivisión en bordes y caras seleccionadasNo es posible cargar el archivoNo es posible acceder a la vista 3DNo es posible acceder al buffer de profundidad, se usará el plano de la vistaNo es posible acceder al tamaño, ruta de origen '%s'No fue posible activar el pincel, tipo de modo incorrectoNo es posible activar el recurso de pincel recién guardadoNo es posible agregar un elemento a la banda de colores (límite %d)No es posible agregar el clip (la pista no tiene suficiente espacio para contener este nuevo clip)No fue posible aplicar el modificador de la categoría "Generar"No es posible cambiar el modo objeto mientras se está transformandoNo es posible cerrar el áreaNo es posible copiar el marcador 3D debido a %zu dependencias externas; ver más detalles en la consolaNo es posible copiar el marcador 3d debido a una dependencia externa: "%s"No fue posible copiar el elementoNo es posible crear la ruta para las preferencias de usuario de plantillas de aplicaciónNo es posible crear un atributo en modo EdiciónNo es posible crear carpeta de configuración para guardar los marcadoresNo es posible crear elemento con este tipo de conectorNo es posible crear un nuevo objetoNo es posible crear un nuevo clipNo es posible crear la orientaciónNo fue posible crear el panelNo es posible crear el conectorNo es posible crear la ruta para la configuración de usuarioNo es posible crear la ruta para las preferencias de usuarioNo es posible determinar la longitud de la secuencia ABCNo es posible duplicar %d de las colecciones seleccionadas. No se pudo encontrar una colección superior válida para el nuevo duplicado, no serán vinculadas a ninguna capa de visualizaciónNo se puede ejecutar '%s', error al cambiar de modo. Es posible que el modo ya esté activo en otra escenaNo es posible exportar a PDFNo es posible extender la duración de la escena, debido a que el archivo BVH no contiene la cantidad de fotogramas en su sección MOTIONNo es posible rellenar áreas abiertasNo es posible encontrar un nombre de archivo incrementado disponibleNo es posible encontrar ningún proceso en ejecuciónNo es posible encontrar una capa que agregarNo fue posible encontrar el grupo de barras de herramientasNo es posible encontrar un área válida de la vista 3DNo es posible importar '%s'No es posible instalar una carpetaNo es posible instalar desde el disco, las rutas no han sido definidasNo es posible instalar desde una ruta relativaNo es posible leer %s desde %sNo es posible localizar el elemento '%s' en el nodoNo es posible localizar el elemento en el nodoNo es posible localizar el enlace en el árbol de nodosNo es posible localizar el nodo '%s' en el árbol de nodosNo es posible localizar el conector '%s' en el nodoNo fue posible hacer una versión de respaldoNo fue posible hacer una versión de respaldo: nombre de archivo demasiado cortoNo es posible simetrizar, no hay un objeto o hueso de simetría configuradoNo es posible mover los conectores de un nodo integradoNo fue posible abrirNo es posible abrir '%s': %sNo fue posible abrir blend No es posible abrir o guardar el archivo de marcadores "%s"No es posible sobrescribir el preajuste: {:s}No es posible empacar el archivo, ruta de origen '%s' no encontradaNo es posible empacar archivos de más de 2 GB, ruta de origen '%s'No fue posible analizar el XML, %s:%s para el archivo %rNo fue posible leerNo es posible eliminar el punto de la curvaNo es posible eliminar los preajustesNo fue posible eliminar carpeta: %sNo es posible eliminar archivos en los repositorios del "Sistema"No es posible eliminar un contenedor de material en modo ediciónNo es posible eliminar el punto de la curvaNo fue posible eliminar el preajuste: {!r}No es posible eliminar un conector de un nodo integradoNo es posible eliminar conectores de un nodo integradoNo es posible rotar borde(s) %dNo es posible guardar '%s': %sNo es posible guardar un archivo no guardado que presenta una propiedad "filepath" vacía o no establecidaNo fue posible establecer un atajo, el nodo seleccionado no es un nodo Visor o no soporta visualizaciónNo es posible revisar estado de '%s': %sNo es posible transferir el modo, alguno de los objetos (origen o destino) no son editablesNo es posible actualizar la velocidad de fotogramas de la escena, debido a que el archivo BVH contiene una duración de cero fotogramas en su sección MOTIONNo es posible escribir en el buffer de copia en el disco.Quita el hueso indicado de esta colección de huesosNo asignadosHerramientas de nodos no asignadasNo disponibleDesenlazarNonatasNo definidoTipo de árbol de nodos no definidoTipo de conector no definidoTipo no definidoTipo no definido de nodo (puede ocurrir, por ejemplo, cuando un árbol de nodos vinculado se encuentra inaccesible)Posición no deformadaSubrayarPosición subrayadoGrosor subrayadoRevertir distorsiónRevertir distorsión de clipClip sin distorsiónDeshacerHistorial de deshacerMétodo antiguo para DeshacerLímite memoria deshacerMemoria de deshacerMensaje de deshacerPasos de deshacerDeshace todas las ediciones hechas a este sistema de partículasDeshacer y rehacerDeshace y rehace la acción previaDeshacer deshabilitado al inicio en modo segundo plano (invocar `ed.undo_push()` para inicializar el sistema de deshacer de forma explícita)Deshace o rehace una acción específica del historialPermite deshacer las últimas acciones realizadasDeshace la última edición a los catálogos de recursosDeshacer / RehacerError inesperado, no se encontró la colecciónTipo de biblioteca inesperado. Error al crear el recurso de poseTipo inesperado de modificador: {:s}Se encontró un número no nulo de usuarios para el recurso, por favor reportarlo como un errorDesagrupa los nodos seleccionadosTipo de primitiva geométrica no conocido: %s (%s)Revela todos los materiales ocultos de Grease PencilMuestra todos los objetos y coleccionesMostrar el Banco de recursos cuando esté disponible por primera vez, en caso contrario permanecerá ocultoCaché UniFormato de archivo UniFormato de archivo Uni (.uni)Valor hexadecimal del punto de código UnicodeOpciones unificadas de pinturaUnificar coloresUniformeDecaimiento uniformeOpacidad uniformeEscala uniformeGrosor uniformeAncho uniformeEscala uniforme a ser aplicada a la vista de RVUniformidadQuitar sangría del texto seleccionadoLista de archivos no inicializadaImagen "%s" del objeto "%s" no inicializadaImagen %s no inicializadaUniónModo de uniónÚnicaID únicaID única de cada segmento angular, comenzando en 0 y aumentando de forma antihoraria en 1Nombre único ID del bloque de datos (dentro de un mismo tipo y biblioteca)Nombre único de ID del bloque de datos, incluyendo el de la biblioteca, si correspondieraIdentificador único de espacios de color, tal como fueron definidos por el Color Interop Forum. Podrá estar vacío en caso de que no existiera un ID de Interop para el espacio de color de trabajo. Valores usuales son: lin_rec709_scene, lin_rec2020_scene y lin_ap1_scene (para ACEScg)Identificador único para el mapeo de conectoresIdentificador único para este panel, dentro de este árbol de nodosIdentificador único para el dispositivoEntero único que identifica a la previsualización de este archivo como un ícono (cero significa inválido)Entero único que identifica a esta previsualización como un ícono (cero significa inválido)Identificador único del móduloNombre único de la capaNombre único del objetoNombre único del marcadorNombre único utilizado en el código y en el scriptingNombre único usado en el código y en scripts, podrá ser redefinido en sub clases de Python, si fuera necesarioIdentificador único del nodoIdentificador único de operador para la herramienta de nodosNombre único del repositorioIdentificador único en tiempo de ejecución para el ID vinculado a reubicarÚnico dentro del esqueletoIdentifica de manera única al modificador, dentro de la pila de modificadores de la cual forma parteUnidadesAceleraciónÁnguloÁreaEje y ánguloCadena byteCámaraDistancia a cámaraTemperatura de colorCoordenadasPredefinidoDirecciónRuta de carpetaDistanciaÁngulos eulerFactorNombre de archivoRuta del archivoFotogramasFotogramasFrecuenciaColor con gama corregidoClavesCapaMiembro de capaLongitudColor linealMarcadoresMasaMatrizMarcador más cercanoNingunaContraseñaPorcentajePíxelTamaño de píxelesDatos simplesPotenciaCuaternioRotación cuaternioRotaciónSegundosSegundosAdherir elemento de animaciónElemento al cual adherirClipsSubtipoTemperaturaTiempoTiempo (absoluto)Tiempo (relativo a la escena)Unidades para saltoTraslaciónUnidadesSin signoVelocidadUnidades de velocidadVolumenLongitud de ondaXYZLongitud XYZColor sRGBEscala de unidadesOpciones de unidadesSistema de unidadesOpciones de edición de unidadesEl grosor de la línea es escalado por la proporción de la resolución vertical de la imagen actual con respecto a 480 píxelesUnidad usada para mostrar valores de longitudUnidad usada para mostrar valores de masaUnidad usada para mostrar valores de temperaturaUnidad usada para mostrar valores de tiempoUnidades usadas para editar la lente en la interfaz de usuarioUnidad usada para mostrar valores de rotaciónSin unidadesUnidadesUnidades usadas para la distancia focal de la cámaraDesconocidoError booleano desconocidoPropiedad desconocidaComplementos desconocidosTipo de modificador de transparencia alfa desconocidoError booleano desconocidoError desconocido cargando "%s"Error desconocido al abrir el archivoTipo de archivo desconocido: {!r}Tipo de modificador de color de línea desconocidoTipo de modificador de grosor de línea desconocidoOperador desconocidoTipo desconocido de conectorTipo de modificador de geometría del trazo desconocidoDesvincularDesvincular acciónDesvincula el bloque de datos de anotación activoDesvincular el bloque de datos activo de tipografíaDesvincular el bloque de datos de texto activoDesvincular bloque de datos (Mayúsculas + clic para definir usuarios a cero, por lo que el bloque no será guardado)Desvincula los clips seleccionados, para que puedan ser seleccionados de manera individualDesvincula la colección de todos los objetosDesvincula esta acción del contenedor de acción activa (y/o sale del modo de retoque)DesbloquearDesbloquear proporciónPermite desbloquear todos los materiales de Grease Pencil para que puedan ser editadosDesbloquear todas las Formas claveDesbloquea todas las Formas clave del objeto activoDesbloquea todos los grupos de vérticesDesbloquea todos los grupos de vértices si hay al menos uno bloqueado, en caso contrario los bloquea a todosDesbloquea todos los grupos de vértices del objeto activoDesbloquea los repositorios - para comprobar el desbloqueoDesbloquea los grupos de vértices seleccionados y bloquea los deseleccionados del objeto activoDesbloquea los rastros seleccionadosDesbloquea los grupos de vértices seleccionados del objeto activoPermite desbloquear los clips para que puedan ser transformadosDesbloquea los grupos de vértices no seleccionados del objeto activoDesbloqueadoSe desbloquearon {:d} repositoriosDesbloqueado: {:s}No enmascaradosHabilita los clips seleccionados o deseleccionadosHabilitar los clips no seleccionadosDesempacarDesempacar - Archivos: {}, Capturas: {}Desempacar archivoDesempacar todos los archivos empacados en este .blend a archivos externosDesempaca los datos capturados, desde el archivo .blend hacia el discoDesempaca el sonido a los nombres de archivo de las muestrasDesempaca este archivo a un archivo externoNo se soporta desempacar películas o secuencias de imágenesTamaño no proyectadoArchivo de biblioteca de Blender no legible:Formato de archivo no reconocido '%s'No es posible anular el registro para instalaciones realizadas desde la Tienda de MicrosoftNo guardadoDeseleccionar trazosHueso no seleccionable en la cadenaNo seleccionadosClip de acción no seleccionadoOpacidad de curvas-f no seleccionadasMeta-clip no seleccionado (para agrupar clips relacionados)Opacidad no seleccionadasClip de sonido no seleccionado (para controlar la temporización de sonidos del altavoz)Clip de transición no seleccionadoQuita el texto del botón activoMáscara de enfoqueÁngulo sin signoCampo de ángulo sin signoArranca las UV y permite mover el resultadoRevertir subdivisiónEntradas no soportadasFormato de audio no soportadoTipo de columna no soportadoContexto no soportadoModo de contexto no soportadoTipo de datos desconocidoMétodo de desplazamiento no soportadoTecla no soportada: BloqMayTecla no soportada: DesconocidaModo no soportado: {!r}Tipo de árbol de nodos no soportadoTipo de objeto no soportado para una transformación de espacio de texturizadoSin_nombreDatos no usadosImágenes no usadasSalida no usadaTexturas e imágenes no usadasNo usado, aunque conservado por razones de compatibilidad. Usar los límites de los nodos Visor y el fondo de la composiciónDesplegarLa operación de desplegado no pudo resolver ninguna isla, es posible que deban agregarse costuras a algunos bordes de la mallaLa operación de desplegado falló al resolver %d de %d islas, es posible que deban agregarse costuras a algunos bordes de la mallaDespliega la malla del objeto editadoMétodo de despliegue (Basado en ángulos normalmente produce mejores resultados que Conforme, si bien es algo más lento)ArribaEje superiorArriba / AbajoActualizarActualizar todasActualizar automáticamenteActualizar dependenciasActualizar existenteActualizar inactivosRadio de actualizaciónActualizar duración escenaActualizar FPS de escenaActualiza todos los nodos de imagen para que coincidan con sus respectivos archivos en discoIndicadores de actualización de animaciónActualizar basándose en la firma del paquete conectadoActualizar basándose en la firma de la clausura conectadaActualiza la imagen actual usada por el marcador plano a partir del contenido del marcador planoActualiza la cámara personalizada con los nuevos parámetros del sombreadorActualiza los canales existentes del recurso de pose, pero no eliminará o agregará ningún canalActualiza los archivos .po existentes, si existieran, en vez de sobrescribirlosActualiza las Formas clave ya existentes usando las posiciones de los vértices de los objetos seleccionados cuyos nombres coincidanActualiza las curvas-f y controladores que tienen efecto sobre restricciones de transformación (usar con archivos de las versiones 2.70 y anteriores)Actualiza el rango de fotogramas de las trayectorias de movimiento desde el rango de fotogramas actual de la escenaActualiza el rango de fotogramas del clip de escenaActualiza los datos de traducción del complemento especificado (que aparecen en forma de tuplas Python en el código fuente del complemento)Actualiza los datos I18n (archivos .po) en el repositorio original de BlenderActualiza el repositorio de trabajo i18n (archivos .po)Actualiza la lista de rutas de objetos con nuevos datos desde el archivoActualizar al editarActualizar automáticamente otras vistas afectadas para reflejar cambios provocados durante operaciones tales como transformacionesActualiza el rango de fotogramas referenciados desde la acción, luego de retocar el clip y sus fotogramas claveActualiza el nodo de sombreado Script con los nuevos conectores y opciones desde el scriptActualizar conectores para que coincidan con lo que se está realmente usandoActualiza el recurso de pincel activo en la biblioteca de recursos, usando las opciones actualesActualiza el caché de animación de audioActualizar la transformación actual, los claves seleccionados o inclusive crear nuevos clavesActualiza la visualización de reportes en la interfaz de Blender (uso interno)Actualiza la geometría cuando ésta ingresa a la vista, proporcionando una navegación más rápidaActualiza el estado resaltado de un elemento basado en la posición actual del ratónActualiza los fotogramas de inicio y fin de la escena, para que coincidan con los del archivo USDActualiza el punto de referencia seleccionado, desde la pose actual del visor en la sesión de RVActualizar el recurso de pose seleccionado en la biblioteca de poses a partir de los huesos actualmente seleccionados. El modo definirá la forma en que será actualizado el recursoActualiza los usuarios de este sombreador, tales como cámaras personalizadas y nodos de script, con sus nuevos conectores y opcionesSe actualizaron %d formas claveBloque de datos actualizadoActualizacionesActualizaciones de bloques de datosEl problema podría ser resuelto mediante la actualización de los controladores.Actualiza todas las extensiones en el repositorio activo, a su última versiónActualiza las extensiones instaladas a su última versión, desde repositorios externosLa actualización no está soportada para los repositorios localesActualiza los tipos de sistemas de control usados en el metarig activoActualiza el tipo de sistema de control antiguo super_face al nuevo rostro de tipo modularActualiza el metarig, de usar capas de huesos a usar colecciones de huesosActualiza el tipo de sistema de control antiguo "super_face" al nuevo sistema modular de rostros. Esto preservará la compatibilidad con influencias ya pintadas, no así con animación ya existenteActualiza el metarig, de usar capas de huesos a usar colecciones de huesosSuperiorLímite superior (inclusivo) de la influencia de un vértice para ser eliminado del grupo de vérticesLímite superiorMayúsculasConcavidad superiorSuperior izquierdaSuperior derechaLímite angular superior XLímite superior XLímite angular máximo en XLímite angular superior YLímite superior YLímite angular máximo en YLímite angular superior ZLímite superior ZLímite angular máximo en ZLímite superior de la envolvente en este punto de controlLímite superior del rango de resaltadoLímite superior del rango de entrada al cual se aplica el mapeoUmbral máximo de limitación para marcar celdas del fluido como crestas de ola (valores más altos producirán menos celdas marcadas)Umbral máximo de limitación para marcar una celda del fluido como capaz de encapsular aire (valores más altos producirán menos celdas marcadas)Umbral máximo de limitación que indica la velocidad del fluido a la que las celdas dejarán de emitir partículas (valores más altos generalmente producirán menos partículas)Distancia mayor desde el valor de referencia para la influencia 1:1 predefinidaLímite superior de rotación alrededor del eje XLímite superior de traslación a lo largo del eje XLímite superior de rotación alrededor del eje YLímite superior de traslación a lo largo del eje YLímite superior de rotación alrededor del eje ZLímite superior de traslación a lo largo del eje ZLímite superior de inclinación apartándose de la dirección +ZLímite superior de concavidad de la malla (valores más altos tenderán a suavizar y rellenar las regiones cóncavas)Factor de aumentoUrdu - وُدرُاUsoUsarUsar %s (distinto)Usar %s (idéntico)Usa el modo de transformación 'Trasladar_tiempo' en vez de 'Traslación' para mover fotogramas clave en la Planilla de tiemposUsar (importar) normales de caras (nótese que esto producirá igualmente un sombreado plano)Usa 16 bits por canal para disminuir el consumo de memoria durante el procesamientoUsar números decimales de 16 bits con punto flotante para todos los datosUsar estabilización 2DUsa estabilización 2D para la películaUsar números decimales de 32 bits con punto flotante para todos los datosUsar vista 3DSubordinar a la posición 3D del rastroUsa un muestreo múltiple 5 veces mayor para pintar los bordes suavementeUsar números decimales de 8 bits con punto flotante cuando sea posible, en caso contrario usar de 16 bitsUsar APIC como método de simulación (produce un comportamiento más energético y estable)Usar activoUsar muestreo adaptativoUsar subdivisión adaptativaPintar usando el modo SumarDibujar aditivamenteUsar luego de crearUsar alfaUsar semilla animadaUsar interpolación anisótropaUsar anotacionesUsar suavizado en los bordes de los trazosUsar como pivoteUsar capa de recursoUsar empaque automáticoUsa divisiones espaciales de la BVH: mayor tiempo de construcción, procesamiento más rápidoUsar interpolación BilinealUsar Canal AzulUsar envolventes huesosUsar cabezas de huesosUsar fuerza brutaUsa el procesador principal del equipo para mostrar las transformaciones e imágenes mediante una textura 2DUsa la CPU para procesarUsar CUDA para la aceleración por GPUUsar cachéDescartar por encuadreUsar número de cadenasUsar planos de recorteUsar curva de mechonesUsar ruido en mechonesUsar colisionesPintar usando el modo Subexponer colorPintar usando el modo Sobreexponer colorUsar alteración de colorUsar rampa de colorPintar usando el modo ColorUsar BVH compactoUsar contornosUsar acciones del controladorUsar coordenadasCantidad de usosUsar plieguesUsar plieguesUsar pasadas de Cryptomatte provenientes del procesamientoUsar pasadas de Cryptomatte provenientes de una imagenUsar interpolación B-Spline cúbicaFotograma actual como reposo de transformaciones de objetosUsar posición actualSobreimprimir cursorUsar posición del punteroUsar puntero para profundidadUsar curvaturaUsar curvaUsar radio de curvaUsar curvasUsar BVH de curvasUsar cámara personalizadaUsar color personalizadoUsar curva personalizadaUsar color personalizado fantasmasUsar normales personalizadasUsar paralaje personalizadoUsar volumen personalizadoPintar usando el modo OscurecerUsar fundido predefinidoUsar sólo deformadoresUsar movimiento deformadoUsar reducción de ruidoUsar profundidad de campoPintar usando el modo DiferenciaUsar difusiónUsa árboles cuaternarios direccionales, como forma de distribución direccionalDescartar por distanciaUsar derrameUsar duplicadosUsar ángulo de bordesUsar marcas de borde (Freestyle)Usar bordesUsar bordes como tensoresUsar efectorUsar fotograma finalUsar envolventesUsar tiempo de evaluaciónPintar usando el modo ExclusiónUsar existenteUsar las caras existentesUsar FLIP como método de simulación (produce un comportamiento con más salpicaduras)Usar conjuntos de carasUsar desvanecimientoUsar alternativoUsar decaimientoUsar filtroUsar identificadores finalesUsar flujoUsar para crecer peloUsar FreestyleUsar cara frontalUsar cara frontal con decaimientoUsa sombreadores GLSL para mostrar las transformaciones e imágenes mediante una textura 2DUsar GPUUsar reducción de ruido acelerada por GPU cuando esté soportada, para obtener el mejor rendimiento posible. Es preferible el uso de OpenImageDenoise antes que OptiXUsa la GPU para procesar (configurado en la solapa 'Sistema' de las 'Preferencias de usuario')Usa una distensión de tipo Geometría (cotangente), haciendo que las UV sigan a la geometría 3D subyacenteUsar nodos de geometríaUsar espacio de la geometríaUsar coordenadas globalesUsar GltfpackUtilizar objetivoUsar Canal VerdeUsar cuadrículaUsar interfaz del grupoUsar guíasUsar guíasUsa el método HC para la distensiónUsar HIP para la aceleración por GPUUsar procesamiento de color TSL (Tono, Saturación, Luminosidad)Usar procesamiento de color TSV (Tono, Saturación, Valor)Usar escala de asaPintar usando el modo Luz fuerteUsar cabezaPintar usando el modo TonoUsar influenciaUsar instanciadoUsar reductor de ruidos OpenImageDenoise AI de IntelUsar interseccionesUsar máscaras de intersecciónUsar prioridad de intersecciónUsa el método Laplaciano para la distensiónUsar pasada de la capaUsar ruta de bibliotecaUsar luzUsar contorno de iluminaciónPintar usando el modo AclararUsar lucesUsar límiteUsar superficie idealPintar usando el modo Subexposición linealPintar usando el modo Luz linealModificadores linealesUsar cámara localUsar archivo localUsar posición al fijar a cámaraUsar sueltosUsar influencias MISUsar máscaraUsar máscarasUsar máscaras al procesarUsar materialUsar máscara de materialUsar pasada del materialUsar capa de materialUsar nodos OperarUsar máxUsar ángulo máx. 2DUsar longitud máx. 2DUsar ángulo máxUsar máximo de fotogramas BUsar máximoUsar punto medioUsar mallaUsar simetría de mallaUsar metadatosUsar MetalUsar Metal para la aceleración por GPUUsar minUsar ángulo mín. 2DUsar longitud mín. 2DUsar ángulo mínUsar mínimoUsar nieblaUsar nodos MezclarPintar usando el modo MezclarUsar pila de modificadoresUsar opciones de procesamiento de modificadoresUsar desenfoque por movimientoUsar posición del ratónUsar vistas múltiplesUsar la vista múltiple (cuando esté disponible)Pintar usando el modo MultiplicarUsar cuantización de N-bits para coloresUsar cuantización de N-bits para normales y tangentesUsar cuantización de N-bits para posicionesUsar cuantización de N-bits para coordenadas de texturizadoUsar modo de retoque de ANLUsar interpolación Más cercanaUsar nombre/etiqueta de nodoUsar nodosUsar ruidoUsar datos de normalesUsar normalizaciónUsar objetoDesplazamiento usando objetoUsar capa de objetoUsar rango de oclusiónUsar Open Shading LanguageUsar OpenGLUsar el preajuste OpenJPEG CineUsar el preajuste OpenJPEG Cine (48fps)Usar OptiX para la aceleración por GPUUsar archivo originalUsar escala originalUsar tamaño originalUsar salidaUsar nombres de salidasPintar usando el modo SuperponerUsar para pintarUsar lienzoUsa modelos de Von Mises-Fisher con sensibilidad al paralaje, como forma de distribución direccionalUsar radio partículaUsar radio partículasUsa ruido Perlin como baseUsa ruido Perlin como base, con controles extendidosUsa ruido Perlin con inflexión como basePintar usando el modo Luz focalUsar pivoteUsar marcadores de posiciónUsar plano de recorteUsar una distribución en forma de disco de Poisson para mantener una distancia mínimaUsar fundido de polosUsar opciones de posprocesamientoUsar pre/pos rotaciónUsar presiónUsar presión para alteraciónUsar presión para intensidadUsar presión para DensidadUsar presión para FlujoUsar presión para DefiniciónUsar presión para Mezcla de humedadUsar presión para Persistencia de humedadUsar rango de previsualizaciónUsar reemplazosUsar reemplazo / cód. tiempoUsar procesamiento de color RVA (Rojo, Verde, Azul)Usar curvas RVA antes de la transformación de visualizaciónUsar radioUsar trazado de rayosUsar Canal RojoUsar desplazamiento relativoUsar pegado relativoUsar remotaUsar opciones de procesamiento para visibilidad de objetos, opciones de modificadores, etcUsar repeticionesUsar posición reposo esqueletoUsar rotaciónUsar rotación XUsar rotación YUsar rotación ZUsar rotación al fijar a cámaraUsar curva de desordenUsar subconjunto de muestrasPintar usando el modo SaturaciónUsar escalaUsar escala XUsar escala YUsar escala ZUsar escala al fijar a cámaraUsar escala:Usar rango de la escenaUsar esquemaUsar Raspar o Rellenar al invertir este pincel, en vez de invertir su dirección de desplazamientoPintar usando el modo TramaUsar para esculpirUsar colisiones al esculpirUsar secundarioUsar selecciónUsar selfUsar escena del editor de videoUsar opciones deUsar sombreadoresUsar sombraUsar bordes definidosUsar contracciónUsar simplificaciónUsar caché de simulaciónUsar adherencia para rotaciónUsar adherencia para escalaUsar adherencia al moverUsar adherenciaUsar opciones de adherenciaPintar usando el modo Luz suaveUsar transformaciones globalesUsar Sparse Accessor cuando sea mejorUsar divisiones espacialesUsar estereoscopía esféricaUsar intensidad de derrameUsar división por longitudUsar patrón de divisiónUsar dispersiónUsar estabilizadorUsar fotograma inicialUsar centro del clipUsar esquema de subdivisiónUsar Subdividir superficiePintar usando el modo SustraerUsar colaUsar cola como objetivoUsar en texturasSuperponer texturaUsar texturasUsar perfil de grosorUsar código de tiempoUsar temporizaciónUsar puntasUsar descripciónUsar transformaciónUsar traslación XUsar traslación YUsar traslación ZSuperposición de transparenciasUsar curva de torsiónUsar detección de UDIMUsar etiquetas de interfazUsar para esculpir UVUsar coordenadas UV como coordenadas de texturizadoUsar las coordenadas UV para las coordenadas de texturizadoUsar capa de UV como coordenadas de texturizadoUsar DeshacerUsar el color unificadoUsar muestras de entrada unificadasUsar tamaño unificadoUsar intensidad unificadaUsar influencia unificadaPintar usando el modo ValorUsar para vérticesUsar color de vérticesUsar grupos vérticesUsar vistaUsar reducción de ruido en la vistaUsar opciones de visualización para visibilidad de objetos, opciones de modificadores, etcUsar viscosidadUsar claves visuales de forma automática, para objetos con restriccionesPintar usando el modo Luz intensaUsar máx. variación volumenUsar mín. variación volumenUsar VulkanUsa colores de ejes WXYZ para las rotaciones en cuaternios/eje-ángulo, colores de ejes XYZ para otras transformaciones y propiedades de color, y un arcoíris automático para el resto. (Am = Amarillo)Usar para influenciasUsar rango color influenciasUsar influencia como factorUsar balance de blancosUsar comodinesUsar las 'Aplicaciones predeterminadas' de Windows para asociar con los archivos blendUsar el controlador Wintab para tabletas y versiones de Windows más viejasUsar posición X del superiorUsar rotación X del superiorUsar escala X del superiorUsar posición Y del superiorUsar rotación Y del superiorUsar escala Y del superiorUsar procesamiento de color YCbCr (Y - luma, Cb - croma como azul-luma, Cr - croma como rojo-luma)Usar procesamiento de color YUV (Y - luma, U V - croma)Usar posición Z del superiorUsar rotación Z del superiorUsar escala Z del superiorUsar buffer ZUsa el eje Z hacia arriba para calcular la torsión de la curva en cada puntoPermite usar un dispositivo de ratón 3D para desplazar y ampliar la vistaUsar un bloque de datos de Grease Pencil como máscara, para usar sólo las áreas patrón especificadas al rastrearUsa un algoritmo Ramer-Douglas-Peucker para simplificar el trazo, preservando la forma principalUsar un patrón de ruido azul para la primera muestra, luego usar un Sobol tabulado para las restantes muestras, para el muestreo aleatorioUsar un patrón de ruido azul, que optimiza la distribución de las frecuencias del ruido, para el muestreo aleatorioUsa un patrón de muestreo de ruido azul, que optimiza la distribución de frecuencias del ruido, para un muestreo aleatorio. Para su procesamiento en las vistas, primero optimizar la cantidad de muestras para lograr una previsualización interactivaUsar una secuencia de ruido azul con una longitud redondeada hasta la siguiente potencia de 2, para el muestreo aleatorioUsar un rastreo previo de traslación a fuerza bruta antes de refinarloUsar una inicialización de traslación a fuerza bruta al rastrearUsar un círculo para definir el perfilUsar una colección de objetos de malla como operando en la operación BooleanaUsar una organización en columnas para la barra de herramientasPermite usar una curva para definir el afinando de los mechonesPermite usar una curva para definir el desordenPermite usar una curva para definir la torsiónUsa un color personalizado como color de fondo sólo de esta vistaPermite usar una curva personalizada para definir un factor a lo largo de los trazosUsa una carpeta personalizada para almacenar los datosUsa un archivo personalizado desde el cual se leerán los datos de reemplazoUsar un objeto personalizado para definir el prefilUsar un perfil personalizado que representará a un cuarto de la sección de la geometría del bisel de la curvaUsar un operación booleana de diferenciaUsar para este archivo un formato distinto al general del nodoUsar una proporción fija de 1:1Permite usar el dominio de un fluido como guía (el dominio deberá haber sido previamente capturado, de manera que sus velocidades puedan ser extraídas. El dominio guía podrá ser de cualquier tipo (p.ej: un gas o un líquido).Usar un semicírculo para cada extremoUsar una cámara local en esta vista, en vez de la cámara activa de la escenaUsa una distancia máxima de funcionamiento para el campoUsa una distancia radial máxima para el funcionamiento del campoUsar un objeto de malla como operando en la operación BooleanaUsa una distancia mínima para el decaimiento del campoUsa una distancia radial mínima para el decaimiento del campoUsa un factor porcentual para determinar los puntos visiblesUsa un porcentaje para especificar cuántos claves se desea eliminarUsar un preajuste de punto de vistaUsar un reemplazo de previsualización y/o un identificador de código de tiempo para este clipUsar un reemplazo de previsualización y/o un identificador de código de tiempo para este clipUsar un gradiente radial como fondo del visorUsar una región de procesamiento dentro del encuadre de la vista (cuando no se está viendo a través de la cámara)Usar una onda en forma de sierra para producir bandasUsar un perfil de tipo serruchoUsar un gradiente lineal vertical, en espacio de pantalla, como fondo del visorPermite usar un rango de simulación distinto del rango global de la escena para nodos de simulaciónUsar una onda en forma de ola para producir bandasUsar un único enégono para cada extremoUsar un único factor para todos los componentesUsar un color sólido como fondo del visorUsar un perfil de tipo seno estándarUsar una textura para controlar la intensidad de la emisiónUsa una matriz de transformacionesUsar un perfil de tipo triangularUsar una onda triangular para producir bandasUsar un operación booleana de uniónUsar un tamaño absolutoPermite usar el modo preciso en las transformacionesUsar la salida del nodo Visor activo como fondo para los nodos de composiciónUsar el clip activo definido en la escenaUsar el grupo de vértices activo como valor de influenciaUsar adición en vez de multiplicación al combinar las escalas (para compatibilidad con 2.7)Usar las pasadas de albedo y de normales para la reducción de ruidoUsar la pasada de albedo para la reducción de ruidoUsar fundido de alfa en vez de comprobación de alfa (puede producir defectos de ordenamiento)Usar el canal alfa para definir su transparenciaSiempre usar el modo de color de vérticesSiempre usar el modo de materialUsar oclusión ambiental en vez de una iluminación global realPermite usar un rango alternativo de inicio/final para la reproducción de la animación y el procesamiento de la vistaUsa una cantidad automática de iteraciones basada en la cantidad de vértices de la esculturaUsa un margen de error para especificar cuánto se permitirá que la curva se desvíe de su forma originalUsa un objeto existente para definir la posición y rotación base de la vista de RVUsar una curva externa como sección del segmento de la geometría del bisel de la curvaUsar una proporción librePermite usar colores para los grupos de canales de animación; generalmente es usado para mostrar colores de grupos de huesosSe debe usar otro conjunto de claves, dado que o bien el activo depende de los elementos actualmente seleccionados, o no es posible encontrar objetivos válidos debido a un contexto inapropiadoSe debe usar otro conjunto de claves, dado que o bien el activo depende de los objetos actualmente seleccionados, o no es posible encontrar objetivos válidos debido a un contexto no apropiadoPermite usar otro mapa UV como origen de clonación, de otro modo se usará el cursor 3D como origenUsar otra malla para los identificadores de texturizado (los identificadores de los vértices deben estar alineados)Permite usar otra forma para cortar, combinar o realizar una operación de sustracciónUsar la región de cualquier eje para la ejecución de operadoresUsar como profundidad de campoUsa los colores de los ejes para las propiedades de transformación y color, y un arcoíris automático para el restoUsar volúmenes delimitadores alineados a los ejes al empacar (más rápido, menos eficiencia espacial)Descartar las caras traseras, ocultando el lado posterior de las mismasDescartar las caras traseras para proyectar sombrasDescartar las caras traseras, ocultando el lado posterior de las mismasUsar captura desde la carpeta actual (la creará cuando fuera necesario)Usar la captura en la ubicación original (la creará cuando fuera necesario)Usa las coordenadas de los vértices de la malla base como la posición de reposoUsa la mejor división en triángulosUsar las influencias de biselado de los bordes para determinar cuánto bisel aplicar a los mismosUsa las coordenadas de enlace de los vértices como la posición de reposoUsar una temperatura de cuerpo negro para definir un color de luz naturalUsar el canal azul de la imagen para el rastreoUsar ambos tipo de efecto de forma simultaneaUsa tanto los trazos visibles como las líneas internas de edición como límites de rellenoUsar el marco de selección para arrastrar clips de ANLUsar el marco de selección para seleccionar nodosUsar cuadro de selección para seleccionar elementos del árbolUsar datos en caché de la escena a partir del primer modificador Arte lineal en la lista. Algunas opciones estarán deshabilitadas.Usar un círculo como sección de la geometría del bisel de la curvaUsar el círculo de selección para seleccionar nodosUsar un estilo de flecha cerradaUsa la rampa de color para mapear el promedio de grises a un color RVAUsa un BVH de estructura compacta (que usa menos memoria pero enlentece su procesamiento)Usar al superior y subordinados conectados para calcular el asaUsar el escalado del control para escalar el hueso flexibleUsar una aproximación de islas basada en envolventes convexas (buen balance entre rapidez y eficiencia espacial)Usa coordenadas de una capa UVUsa las coordenadas de este objeto (como coordenadas de texturizado resultantes)Usar la ubicación del objeto editado actualmenteUsar el modo actualUsar las coordenadas del punto de pivote de rotación/escala actualUsar el cursor como punto de referenciaUsa la ubicación y el radio del puntero para definir las dimensiones y la posición de la forma de recorteUsar una curva de mapeoPermite usar una curva para definir el grosor del trazo de la figuraUsa las influencias de la curva para definir la influencia de la partícula a lo largo de la mismaUsa una atenuación de distancia personalizada en vez de un umbral global de luzUsa una cámara personalizada en vez de la cámara activaUsa un margen personalizado de colisión (algunas formas tendrán un vacío apreciable a su alrededor)Usar un color personalizado para el nodoUsar un color personalizado para esta trayectoria de movimientoUsar un color personalizado en lugar del definido por el temaPermite usar un color personalizado para los fotogramas fantasmaPermite usar colores personalizados para la piel de cebolla, en vez de los del temaUsar curva personalizadaUsa un color personalizado, escogido manualmente, para la curva-fUsar máscara de intersección personalizada para las caras de esta colecciónUsar objetos personalizados para definir la forma de los extremos del tuboUsar un punto de referencia personalizadoUsar datos del objeto evaluado total o parcialmenteUsar datos del objeto sin sus modificadores aplicadosUsa desenfoque por movimiento de deformación para este objetoUsa grados para medir ángulos y rotacionesPermite usar la profundidad de campo en las vistas, usando los valores de la cámara activaUsar el dispositivo para el procesamientoUsa distintos valores de semilla (y por tanto patrones de ruido) en cada fotogramaUsar BSDF DifusoUsar el modo de presentación del esqueleto (predefinido)Usa la distancia entre el objetivo y el objeto afectadoUsa la distancia entre los vértices del objeto afectado y el objetivo o la geometría del mismoUsar muestreo por distancia, mejor para volúmenes densos iluminados por luces lejanasPermite usar una velocidad de dibujo, una cantidad de fotogramas o un factor arbitrario para construir los trazosUsar colapsado de bordesUsa las líneas internas de edición como límites para el rellenoUsar el efecto durante el procesamientoUsar coordenadas del efector o globales para la turbulenciaUsar muestreo equiangular, mejor para volúmenes con baja densidad iluminados por luces interiores o cercanas al mismoUsa una distribución uniforme de las caras basada en el área de las mismas o en la longitud de los bordesUsar la geometría exacta para obtener el empaque más eficiente (y lento) posibleUsa el archivo existente (en vez del empacado): %sUsar los materiales existentes con el mismo nombre, en vez de crear materiales nuevosUsar archivo externo .iesUsar archivo externo .osl o .osoUsar archivo externoUsar mapa de teclado de herramientas alternativasUsar efecto de decaimiento, al editar en modo multifotograma, para evaluar el efecto del pincel en cada fotogramaUsar una aproximación más rápida, desenfocando en las direcciones horizontal y vertical de manera independienteUsar una técnica de iluminación global más rápida para superficies con una alta rugosidadUsa la información de esfumado de la máscaraUsa el formato de archivos anterior a la versión 5.0 de Blender. Éste es más limitado, pero podría proporcionar un mayor grado de compatibilidad con herramientas que aún no soporten el nuevo formatoUsa el archivo de la carpeta actual (lo crea cuando sea necesario)Usa el archivo en la ubicación original (lo crea cuando sea necesario)Usar archivos en la carpeta actual (crear cuando sea necesario)Usar archivos en su ubicación original (crear cuando sea necesario)Usar atributos decimales para posicionesUsa dinámicas de vuelo para navegar la escenaUsar al procesarUsar para obtener grandes océanos calmos (usando el método Pierson-Moskowitz)Usar para obtener un océano en calma (métodos Pierson-Moskowitz y 'JONSWAP') con crestas más definidas en sus ondasUsar para obtener agua de poca profundidad (usando el método 'JONSWAP', 'TMA' - Texel-Marsen-Arsloe)Usar para obtener océanos turbulentos con espumaUsar campos de fuerza al hacer crecer peloUsa cálculos físicos completos para hacer crecer el peloUsar la distancia de la geometría para el encadenamiento, en vez de el espacio de la imagenUsa coordenadas globalesUsar las coordenadas globales como coordenadas de texturizadoUsar gravedad global para todas las dinámicasUsar BSDF ReflectivoUsar gltfpack para simplificar la malla y/o comprimir sus texturasUsar el canal verde de la imagen para el rastreoPermite usar el efecto de todos los objetos que contengan campos de fuerza, para crear guías en el fluido (los objetos-guía deberían estar animados y capturados, una vez que hayan sido completamente definidos)Usar guiado al tomar muestras de dirección dentro de un volumenUsar guiado al tomar muestras de dirección sobre una superficieUsar asas al convertir curvas Bezier a polígonosUsa un espacio tangencial de alta calidad, a costa de un menor rendimientoUsa los valores RVA de la imagen para el mapeo de normalesUsa un nivel de partículas mejorado (más lento, pero más preciso y con opciones de suavizado de malla)Usar en vista 3DUsar la influencia de las carasUsa las entradas de un control de juegos de Microsoft Xbox, en vez de los controladores de movimientoUsar instancias contenidas en la geometría recibida como base para la distribuciónUsar atributos enteros para posicionesUsar datos intermedios desde el nodo VisorUsar bloque de datos de texto internoUsar progresión cuadrática inversaUsar el tiempo de los clavesUsar el filtro de pasada de la capaUsa el botón izquierdo del ratón para seleccionar. El comportamiento estándar para ratones, paneles táctiles y tabletasUsar un almacenamiento intercalado (antiguo) de vistas, capas y pasadas, para mayor compatibilidad con aplicaciones que no soporten los archivos OpenEXR multipartes, más eficientes.Usar la función deshacer antigua (más lenta que la nueva predefinida, pero más estable en algunos casos)Usa la longitud de las curvas en las proximidades más cercanasUsa sondas de luz para encontrar intersecciones de la escenaUsar luces para este objeto de Grease PencilUsar un mapeo linealUsar progresión linealUsar las coordenadas del objeto vinculado como coordenadas de texturizadoUsa coordenadas generadas localmenteUsa coordenadas locales de otro objetoUsar un desvanecimiento logarítmico (haciendo que los valores altos se desvanezcan más rápido que los bajos)Usar secado logarítmico (hace que los valores altos se sequen más rápido que los bajos)Usar salida sin pérdida para fuentes de videoUsar el límite mínimo de variación del volumenUsa asistentes de calibración manualUsar un ID de máscara como origen de la máscaraUsar máscaras de materiales para filtrar trazos ocultosUsar el filtro de pasada del materialUsa la información de pliegues de la malla para controlar la definición de sus bordes y esquinasUsa las islas de la malla de la superficie para separarUsar objetos de malla en esta colección para la operación BooleanaUsar metadatos de la escena actualUsar los metadatos de los clips del editor de videoUsa milímetros como unidad de distancia focalUsar ejecución modal (sólo para operadores modales)Usar el modificador durante el procesamientoUsar un mármol más definidoUsa desenfoque por movimiento para este objetoUsar ratónPermite usar el ratón para tomar una muestra de un color de la imagen actualPermite usar el ratón para tomar una muestra de la imagen de fondoUsar el ratón para muestrear un color en el fotograma actualUsar el Clip activo de la escenaUsar desenfoque por movimiento 3D de muestreo múltipleUsa el desenfoque por movimiento de múltiples muestras de la máscaraUsa el desenfoque por movimiento de múltiples muestras del planoUsar gestos de múltiples toques para la navegación con el panel táctil, en vez de emular la rueda del ratónUsar un muestreo de importancia múltiple para la luz, reduce el ruido en luces de área y materiales con reflexiones definidasPermite usar varios operadores interactivos para agregar, borrar o mover geometría • {:s} - Agrega geometría moviendo el puntero cerca de un elemento • {:s} - Extruye bordes moviendo el puntero • {:s} - Borra un elemento de una mallaPermite usar múltiples vistas en la escenaUsar enégonosUsar la API de Windows Ink para dispositivos modernos de tipo tableta o plumas. Requiere Windows 8 o superior.Usar muestra más cercanaUsar sólo la región negativa del eje para la ejecución de operadoresUsa grupos de nodos para permitir la reutilización del mismo menú varias vecesUsa ruido para difuminar la visibilidad binaria (funciona bien con múltiples muestras)Usar atributos normalizados para posicionesUsar para hebras: coordenadas de texturizado normalizadas (1D), o para partículas: edad (X) y posición en la trayectoria (Y)Usar un objeto como centro de rotaciónUsar un objeto como punto de referenciaPermite usar un objeto múltiples veces en la misma colecciónUsa la selección de objetos (sólo en modo Edición)Permite usar las transformaciones del objeto para controlar la forma de la proyecciónUsar las coordenadas globales de los objetos al instanciarlosUsar la rotación de los objetos al instanciarlos (su eje global X será alineado al eje de rotación de las partículas)Usar la escala de los objetos al instanciarlosUsar coordenadas globales o del objeto para la texturaUsar objetos como caracteres de tipografía (dar a los objetos tipográficos un nombre base, seguido del caracter al que representan, p.ej. para 'familia-a', 'familia-b', etc, definir esta opción como 'familia-' y habilitar la Instanciación en vértices)Usar el desplazamiento del objeto de partículas en el objeto instanciadoUsar cálculo Sobol con una variación de Owen en tiempo real, para el muestreo aleatorioUsa una propiedad de transformación del objetivo para controlar otra (o la misma) propiedad en el propietarioUsar oneAPI para la aceleración por GPUUsar sólo modificadores de deformación (deshabilita temporalmente todos los modificadores de construcción excepto el Multi-resolución)Usar sólo los trazos seleccionados para la interpolaciónUsar un estilo de flecha abiertaUsar archivos optimizados (cuando se encuentren disponibles) para poder recorrer ágilmente a través del tiempoUsar la ubicación original de las texturasUsa una proyección ortogonalUsa el contorno y los límites de otros objetos para proyectar cortesUsar el tamaño de la partícula para el despieceUsar el tamaño de las partículas para escalar las instanciasUsar el tamaño de las partículas al calcular colisionesUsar guiado para los rayos de muestreo. La guía de rayos aprende incrementalmente la distribución de luz en la escena y guía a los rayos en las direcciones que presenten una alta contribución de luz directa e indirectaUsar un estilo de segmento perpendicularUsar tamaño en píxeles para el bufferUsa píxeles como unidad de distancia focalRellenará el margen utilizando los píxeles de las caras adyacentes correspondientes al lado opuesto de las costuras UVUsar marcadores de posición para los fotogramas faltantes del clipUsa la posición (y opcionalmente la rotación) del objetivo para definir una 'pared' o 'piso' que el propietario no podrá atravesarUsar la posición más un contorno basado en F2-F1Usar sólo la región positiva del eje para la ejecución de operadoresUsar cálculo Sobol con una variación de Owen precalculada mediante tablas, para el muestreo aleatorioUsar pre/pos rotación a partir de las transformaciones en el FBX (es posible que deba ser desactivado en algunos casos)Usar movimiento de precisión para líneas de extensiónUsar la presión para modular la densidadUsar la presión para modular el flujoUsar la presión para modular la definiciónPermite usar la presión para modular la aleatoriedadPermite usar la presión para modular la mezcla de pintura húmeda en el pincelPermite usar la presión para modular la persistencia de la pintura húmeda en el pincelUsar decaimiento proyectado o esféricoUsar progresión cuadráticaPermite usar el radio como tamaño de la forma a proyectar (0 = automático)Usa el radio definido en las opciones de la partículaUsa el radio de las curvas en las proximidades más cercanasUsar valores aleatorios a lo largo del tiempoUsar la aleatoriedad para variar el trazo completoUsar trazado de rayos para determinar el color transmitido, en vez de usar sólo sondas de luz. Esto prevendrá que la superficie contribuya a la iluminación de otras superficies que no estén usando esta opción.Usar trazado de rayos para determinar el color transmitido, en vez de usar sólo sondas de luz. Esto prevendrá que la superficie contribuya a la iluminación de otras superficies que no estén usando esta opción. Obsoleto: usar 'use_raytrace_refraction'.Usa la velocidad registrada de dibujo, multiplicada por un valorUsar el canal rojo de la imagen para el rastreoUsar cáusticas reflectivas, obteniéndose una imagen más brillante (con más ruido, pero con mayor realismo)Usar cáusticas refractivas, obteniéndose una imagen más brillante (con más ruido, pero con mayor realismo)Usa una expresión regular para definir el texto a reemplazar (soporta grupos)Usa una expresión regular para buscar coincidencias en el campo 'Buscar'Usar rutas de archivo relativasUsar ruta relativaUsar una ruta relativa al vincular recursos desde esta biblioteca de recursosUsar rutas relativas al referenciar archivos externos (como texturas, volúmenes, etc.) en el USD, en caso contrario se usarán rutas absolutasUsar rutas relativas sólo con sub carpetasUsar un espacio relativo para la geometría de entrada, para que se tome en cuenta la relación entre las transformaciones de ambas entradasUsar las opciones de procesamiento de los modificadores al aplicarlos a la malla de los objetos (DESHABILITADO en Blender 2.8)Usar valores de mapeo de repeticionesUsar la resolución de la cuadrícula del volumenUsa el botón derecho del ratón para seleccionar y el izquierdo para acciones. Suele funcionar bien con teclados y ratonesRegla a usar cuando el boid esté volandoRegla a usar cuando el boid esté en tierraPermite usar la misma dirección para todas las normales, desde el origen hacia el centro del objetivo (sólo en modo Direccional)Usa la misma entrada que el modificador anterior y mezcla los resultados usando las influencias del grupo de vérticesUsa la escala de las UV existentes para multiplicar el margenUsar la escala al calcular la matrizUsar la orientación de la escena en vez de una opción personalizadaUsar el entorno de la escena para iluminarUsa la cámara activa de la escena para definir la posición y rotación de la vista de RVUsar las coordenadas de la vista como coordenadas de texturizadoUsa el tamaño de los píxeles de la pantalla, en vez de unidades globalesUsa los objetos seleccionados como emisores de humoUsar detección de secuenciasUsar clip del editor de video como origen de la máscaraUsar las opciones del modificadorUsar opciones del pincelUsar opciones de aquíUsar opciones de propiedades del operadorUsar opciones de la escenaUsar las opciones de la colección superiorUsar nodos de sombreado para el estilo de líneaUsar nodos sombreadores para procesar la luzUsar nodos de sombreado para procesar el materialUsar nodos sombreadores para procesar el entornoUsar sombreadores para CyclesUsar sombreadores para EEVEEUsar sombreadores para todos los motores y vistas, a menos que exista una salida más específicaUsa la forma de las curvas en las proximidades más cercanasUsa un método simple de sensibilidad a la forma para preservar la definición de las mismasUsar una interpolación simple de los vértices de la cuadrículaPermite usar un color simple o un gradiente al pintarUsar un único punto como direcciónUsar un único punto para crear anillosProyecta la pendiente de la curva en los fotogramas clave de los extremosUsar normales de vértices suaves, en vez de normales de caras para la malla resultanteUsar mármol suaveUsa un método especial de resolución para el rastreo de una cámara con posición estable, como al estar sobre un trípodeUsa un tipo especial de BVH optimizado para curvas (usa más RAM pero se procesa más rápido)Usar la cámara especificada para generar los trazos de arte linealUsar un estilo cuadradoUsar estuco estándarUsar una textura de ondas estándar en bandasUsa la textura estándar de madera en bandasUsar coordenadas estáticas (definidas de diferentes formas)Dibujar líneas rectas entre los puntos de los fotogramas claveUsar la longitud del trazo como coordenadas de texturizadoUsar subprocesos para compilar sombreadoresUsar la presión de la tabletaUsa la presión de la tableta para la intensidad del colorPermite usar la presión de la tableta para la alteraciónUsar tabulaciones o espacios para producir sangríasUsar pintura de texturas en modo EsculpidoUsar valores de escala de la texturaUsar el nodo "Alinear rotación a vector" en vez de esteUsar el nodo "Rotar rotación" en vez de esteUsa la versión de este clip con estabilización 2DUsa un vector 2D (X, Y) como entrada. Su componente Z será ignorado.Usar el cursor 3D como posición con respecto a la cual alinear los objetos seleccionadosUsa la orientación del cursor 3D para alinear el nuevo objetoUsa un vector 3D (X, Y, Z) como entradaUsa un vector 4D (X, Y, Z, W) como entradaUsar la CPU para procesar el nodo de reducción de ruidoUsar la GPU para procesar el nodo de reducción de ruido, si estuviera disponible, como alternativa usar la CPUUsa la influencia MIS para influenciar la contribución de las fuentes lumínicas directamente visibles durante el guiadoUsa la función de Minkowski para calcular la distancia (el valor del exponente determina la forma de los límites)Usar el reductor de ruidos OptiX AI con aceleración por GPU, sólo disponible con GPU de NVIDIA cuando se encuentren configuradas en la pestaña Sistema de las PreferenciasUsar la cámara 3D de la Escena como origenUsar la línea de tiempo del Editor de video como origenUsar el parámetro Volumen objetivo como volumen inicial, en vez de calcularlo a partir de la propia mallaUsar la colección activa de la capa de visualización actual para instanciar las colecciones y objetos importadosUsar la posición de la cámara activa para proyectar rayosUsar al objeto activo como superficie para las curvas seleccionadas y establecerlo como su superiorUsar el objeto activo como posición con respecto a la cual alinear los objetos seleccionadosUsar el sistema de partículas activo del contextoUsa el canal alfa de la imagenUsar el alfa de la primera entrada como factor de mezcla y entregar el alfa más opaco de ambas entradas en la salidaUsa el Umbral de recorte para recortar la visibilidad (todo o nada)Usa en ángulo entre dos huesosUsar el valor del atributo del elemento más cercano de la mallaUsa el promedio de los bordes-vértices adyacentesUsa el promedio de los bordes-vértices adyacentes ponderado según su longitudUsa una organización compacta de una sola filaUsar la vista 3D actual para el procesamiento, de lo contrario usar las opciones de la escenaPermite usar la posición actual del hueso para las envolventes y la selección de segmentos de huesos flexibles, en vez de la posición de reposoUsar las opciones actuales de adherenciaUsa la orientación de la transformaciónUsa la vista actual (en vez del objeto activo) para crear la nueva orientaciónUsar el fondo actual del entorno para iluminar la vista previaPrevisualizar nodos usando el plano predefinidoUsa la organización predefinida de múltiples filasUsa la profundidad bajo el cursor para mejorar la funcionalidad de desplazamiento, rotación y ampliación de la vistaUsa la distancia entre los objetos para crear una roscaUsar el atributo de mapa de guías existente, si lo hubieraUsa el radio exterior/interior para dimensionar el toroideUsa el valor alternativo cuando la ruta a los datos no pueda ser resuelta, en vez de impedir la evaluación de controladorUsa los identificadores evaluados finales, en vez de los originales de la mallaUsar el eje global para limitar el desplazamientoUsar el eje global para limitar la fuerza y definir la dirección de la gravedadUsar el sistema de coordenadas globales para las coordenadas de texturizadoUsar el método de importación definido en las Preferencias, sin redefinirlo en este Explorador de recursosUsar la longitud inicial como la longitud de reposo del tensor en lugar de 2 * tamaño de la partículaUsa la torsión mínima a lo largo de toda la curvaUsar las asas izquierdasUsar el método antiguo de generar ruido. Presenta el inconveniente de que podría producir valores por fuera del rango entre -1 y 1Usa la entrada de longitud para reemplazar completamente a la originalUsar el sistema de coordenadas del objeto vinculado para las coordenadas de texturizadoUsar el eje local para limitar el desplazamientoUsar el eje local para limitar la fuerza y definir la dirección de la gravedadUsar el sistema de coordenadas locales para las coordenadas de texturizadoPermite utilizar la posición y rotación de otro objeto para determinar los cambios de distancia y rotación entre los elementos de la serieUsa el radio mayor/menor para dimensionar el toroidePrevisualizar nodos usando la escena de previsualización de materialesUsar el valor máximo de XUsar el valor máximo de YUsar el valor máximo de ZUsar el valor mínimo de XUsar el valor mínimo de YUsar el valor mínimo de ZUsa una evaluación de tiempo propia del modificadorUsar el ratón para crear una conexión entre dos nodosUsar el ratón para cortar (eliminar) algunas conexionesUsar el ratón para deshabilitar conexionesUsa el ratón para tomar una muestra de color de la imagenUsar el ratón para tomar una muestra de influencia desde la vista 3DUsa la cantidad de puntos de las curvas más próximasUsa el centro del objeto al seleccionar, en modo Edición es usado para extender la selección de objetosUsa el desplazamiento del hueso con respecto a la pose de reposo para calcular el asaUsar el comportamiento antiguo, semi funcional, que no es capaz de tomar en cuenta que las rotaciones son cíclicasUsa la orientación del hueso especificado para calcular el asa, ignorando su posiciónUsa la escala Y original de los huesosUsar la escala original de los huesosUsar las coordenadas originales sin deformar del objetoUsar las opciones de la herramienta modo_superposición para determinar cómo reacomodar clips superpuestosUsa el superior de la instancia si fuera posibleUsar el contexto fijoUsar el árbol de nodos fijadoUsa el punto de pivote en cada rotaciónUsa el punto de pivote en las rotaciones negativas sobre el eje XUsa el punto de pivote en las rotaciones negativas sobre el eje YUsa el punto de pivote en las rotaciones negativas sobre el eje ZUsa el punto de pivote en las rotaciones positivas sobre el eje XUsa el punto de pivote en las rotaciones positivas sobre el eje YUsa el punto de pivote en las rotaciones positivas sobre el eje ZUsar el botón + para agregar entradas a la listaUsa la posición del hueso especificado para calcular el asaUsa el método de rehacer mallas para obtener cuadriláterosUsar el resultado de esta restricciónUsar las asas derechasUsar el orden de rotación definido en el archivo BVHUsar el mismo dispositivo usado por el compositor para procesar el nodo Reducción de ruidoUsa la misma semilla aleatoria para cada eje de escala, para obtener una escala uniformeUsa el mismo valor de escala para todos los ejesUsa el mismo valor de escala para ambos ejesUsa el valor escalar W como entradaUsa la orientación de la escenaUsar el origen de la escena como posición con respecto a la cual alinear los objetos seleccionadosUsar las opciones de calidad de reducción de ruido de la escenaUsar la búsqueda en Complementos.Usar la búsqueda en Extensiones.Usar los objetos seleccionados como posición con respecto a la cual alinear los objetos seleccionadosUsará la selección (o el centro del último trazo en los modos Pintar) como pivote para orbitarUsar los mapas de sombras de las luces que proyecten sombras para refinar el grosor definido en el árbol de nodosUsar la menor distancia calculada a la geometría del objetivo como una influenciaUsa la rotación más pequeña posible en uno de los ejes, similar a Apuntar (amortiguado)Usa el inicio del trazo para definir la profundidadUsa el atributo de normal personalizada almacenado como normales finalesUsar primitiva de hebras durante el procesamientoUsa la profundidad de las superficies para ubicar el cursor 3DUsa la normal de la superficie (o la orientación de la transformación, como alternativa)Usar las normales de la superficie para orientar la forma de recorteUsa la tangente para calcular la torsiónUsa el objetivo para limitar la posiciónUsa la rotación del objetivo al determinar el pisoUsa los valores en los canales RVA de la textura para desplazar la malla en las direcciones X, Y y ZUsa el valor de intensidad de la textura para desplazar en la dirección de la normal personalizada promedio (de lo contrario se usará la del vértice)Usa el valor de intensidad de la textura para desplazar en la dirección de la normal del vérticeUsa el valor de intensidad de la textura para desplazar en la dirección XUsa el valor de intensidad de la textura para desplazar en la dirección YUsa el valor de intensidad de la textura para desplazar en la dirección ZUsa el tema como color de fondoUsar el tiempo de la escenaUsar la línea de tiempo para capturar la escenaPermite usar la versión no distorsionada del clipUsa el valor de alguna propiedad RNAUsa el valor de alguna propiedad de RNA dentro del contexto de evaluación actualUsar el eje de la vista para limitar el desplazamientoUsar el eje de la vista para limitar la fuerza y definir la dirección de la gravedadUsar la vista para orientar la forma de recorteUsa el método de rehacer mallas mediante vóxelesUsa el entorno como color de fondoUsar esta luz de área para guiar el muestreo del entorno, nótese que esto hará invisible a la mismaUsa este hueso de un esqueleto para definir la profundidad de campo de la cámaraUsar este pincel en el modo Dibujo de Grease PencilUsar este pincel en modo Pintar Vértices de Grease PencilUsa este pincel en modo Esculpido de UVUsa este pincel en modo Esculpido de curvasUsa este pincel en modo EsculpidoUsa este pincel en modo Pintar TexturasUsa este pincel en modo Pintar VérticesUsa este pincel en modo Pintar InfluenciasUsar la ruta de este archivo para guardar el caché en disco cuando la biblioteca se encuentre vinculada desde de otro archivo (para capturas locales por escena, deshabilitar esta opción)Usar este identificador en el segmento generado. -1 para usar el material existente.Usar esta instalación para archivos .blend y para mostrar miniaturasUsar este objeto como fuente de luz para generar contornosUsa este objeto para definir la profundidad de campo de la cámaraPermite usar las coordenadas de este objeto en vez del sistema global de coordenadasUsar las opciones de plegado de este objeto para redefinir las globales de la escenaUsar la prioridad de intersección de este objeto para redefinir la de la colecciónUsar varios hilos paralelos para compilar sombreadoresUsar para lograr que un objeto o hueso siga una trayectoriaUsar descripciones de herramientas al posar el puntero sobre este manipuladorUsa simetría basada en la topología (para casos en que ambos lados de la malla tengan una topología totalmente coincidente)Usar manipuladores de transformación de forma predefinidaUsa una propiedad de transformación del objetivo para buscar la pose para el objeto, desde una acciónUsar sombras transparentes para este material si contiene un BSDF Transparente, deshabilitarlo hará que se procese más rápido pero no producirá resultados tan precisosUsar abanicos de triángulosUsar sólo desplazamiento real, requiere una subdivisión finaReduce caras revirtiendo una subdivisión previaUsa un nivel de partículas básico (más rápido pero de menor calidad)Usar el límite máximo de variación del volumenUsar cuantización de bits variableUsar las velocidades para determinar automáticamente los tamaños de intervaloPermite usar las velocidades del dominio de este objeto como guía (el objeto deberá contener un modificador Fluido de tipo Dominio)Usa la influencia del grupo de vértices como valor del factorUsar influencias de grupos de vértices para cortar las caras del contorno de las influenciasUsar las influencias de un grupo de vértices para seleccionar qué vértices o bordes serán biseladosUsar unión de vértices o bordesUsar vértices que no son parte de la región definidaUsar un mármol muy definidoUsar la capa de visualización durante el procesamientoUsa tensores viscoelásticos en lugar de tensores de HookeUsa trazos visibles como límites para el rellenoUsa modelos de Von Mises-Fisher, como forma de distribución direccionalUsar navegación estilo transitar para seleccionar elementos del árbolUsar un efecto de ondasUsar una textura de ondas en forma de anillosUsar influencias para modular el efectoUsar toda la colección en conjuntoUsar el trazo completo, no sólo los puntos seleccionadosMuestra las estructuras en los modos de pinturaUsar en conjunto con la intersección por Diferencia para invertir el lado que será preservadoUsa la textura de madera en anillosUsa las opciones de procesamiento de Workbench de la escena del editor de video, en lugar de las opciones de cada escena particular, usada en los clipsUsar un desplazamiento en espacio global en el objeto instanciadoLongitud a usarUsado para definir una curva de perfilUsado para manipular cambios en una colecciónUsado para ordenar múltiples conexiones que confluyan hacia el mismo conector. El ID más alto se encontrará más arriba.Permite trazar un solo fotograma de la secuencia de imágenes, usar 0 para trazar todosUsado al conectar una acción a un bloque de datos, para encontrar el identificador de contenedor correcto. Se trata del nombre público, más un prefijo de dos caracteres, determinado por el tipo de ID del contenedorUsado cuando el bloque de datos no sea local al archivo .blend actual, sino que se encuentra vinculado desde alguna bibliotecaUsuarioComplementos del usuarioBibliotecas de recursos del usuarioCantidad de usuariosDefinido por el usuarioRepositorios de extensiones de usuarioInterfaz de usuarioConfiguración de teclado del usuarioBiblioteca de usuarioManual de usuarioModificado por el usuarioPersonalizada (ortogonal)Ruta de usuarioRuta adicional de usuarioRutas de usuarioPersonalizada (perspectiva)Repositorio del usuarioDescripciones para usuariosNota definida por el usuario a ser estampada sobre la imagen procesadaEtiqueta definida por el usuario (ficha de nombre)Opciones de estilo y color de la interfazEl usuario se encuentra recorriendoRuta de usuario de la acción. P.ej: "/usuario/mano/izquierda"Selección de la geometría editada realizada por el usuario, para ejecución de herramientasMarcadores del sistemaFotogramas clave editables por el usuarioUsuario:UsuariosUsuarios: {}Usar pincelesUsa el método LSCM (Least Squares Conformal Mapping o Mapeo conforme de mínimos cuadrados). Esto normalmente producirá un mapeo UV menos preciso que el método Basado en ángulos, pero funcionará mejor en objetos simplesUsa SLIM (Scalable Locally Injective Mapping o Mapeo inyectivo local escalable). Minimiza la distorsión en áreas y ángulos.Usa un método más preciso, aunque más lento. Usarlo cuando el resultado contenga un ruido no deseado.Usa marcos delimitadoresUsa una envolvente convexaUsa la geometría exactaUsa el valor Distancia de perturbación para las vistas. Más rápido, aunque puede producir parpadeosPermite usar una pasada de vector de velocidad para desenfocar los píxeles de la imagen en 2DUsando la cámara activaUsando subdivisión por CPU y GPUUtilitariosUtilitariosVEje V (Y)Desplazamiento VEje-VFrecuencia recolección de VBOMantenimiento VBOEfectos_visualesGrupo de vértices AGrupo de vértices A y BGrupo de vértices A o BGrupo de vértices BVMMRVIndicador de poses del controlador de RVInfo de RVPunto de referencia de RVIndicadores de puntos de referencia de RVNavegación RVRedibujado de RVInspección de escena con RVSesión de RVIndicador de pose del visor de RVOpciones de navegación con RVDistancia máxima de recorte del visor de RVDistancia mínima de recorte del visor de RVVRAM: %.1f GiB libresVRAM: %.1f/%.1f GiBValorVálidoValidar mallaValidar mallasValida las referencias de la configuración de componentes del sistema de control hacia colecciones de huesos. Siempre ejecutar este comando, tanto antes como después de unir dos metarigs en uno solo, para evitar problemasValida las referencias de las opciones del componente del sistema de control hacia las colecciones de huesosUmbral (validez)VallesValorValor invertidoAlteración de valorNombre capa de valorValor máxValor mínModo ValorDespl valoresDeslizador de valorValor sumado a las muestras de la texturaValor por el cual agrandar/achicar el objeto con respecto al origen del entorno (sólo aplicable mediante la restricción Caché de transformaciones)Valor por el cual multiplicar el tamaño de los objetos, con respecto al origen globalValor que cambia el desplazamientoValor que cambia el perfilValor que cambia los segmentosValor para los cambios en la posiciónValor para los cambios en la rotaciónValor para los cambios en la escalaValor para tipos de propiedades personalizadas que sólo puedan ser editadas como una expresión de PythonValor del fotograma clave enValor de distancia entre los elementos de la serieValor de distancia entre los elementosValor del cálculo de la envolvente que define que tan rápidamente puede descender la envolvente (cuanto más bajo el valor, más pronunciado podrá descender)Valor del cálculo de la envolvente que define que tan rápidamente puede ascender la envolvente (cuanto más bajo el valor, más pronunciado podrá ascender)Valor para los vóxeles fuera del cuboNivel de valorEl valor puede ser implícitamente convertido cuando su tipo no coincidaValor no encontrado en paquete: "{}"Un valor de 0 eliminará todo color de la imagen, dejándola en tonos de gris. Un valor mayor de 1.0 aumentará la saturación originalValor de la forma clave en el fotograma actualValor del primer color de entradaValor la primera entrada numérica decimalValor del primer vector de entradaValor del elementoValor del segundo color de entradaValor la segunda entrada numérica decimalValor del segundo vector de entradaDesplazamiento del valor de la imagen. 0 hará negro al color, 1 lo mantendrá igual y valores mayores lo harán cada vez más brillanteValor alrededor del cual se centra la influencia de la envolventeMagnitud que el valor de transformación deberá alcanzar para poner la línea de tiempo de la acción en el fotograma inicial. Las rotaciones se encuentran expresadas en gradosMagnitud que el valor de transformación deberá alcanzar para poner la línea de tiempo de la acción en el fotograma final. Las rotaciones se encuentran expresadas en gradosValor a normalValor a textoValor a agregar a los coloresValor a agregar a las influenciasValor por el cual multiplicar los coloresValor por el cual multiplicar las influenciasValor predefinido a usar para Reflectividad, Especularidad, Ambiente, Emisión, Alfa, Reflectividad por rayos, Translucidez y DefiniciónValor por debajo del cual los vóxeles son considerados como un espacio vacío, para optimizar el procesamientoValor usado como semilla en las dimensiones 1D y 4DValor, Tono, SaturaciónValor:Valor: NingunoValor: Desconocido (no evaluado)Valor: debe ser 'NINGUNO' para movimientosValor: debe ser 'PRESIONAR' si Unicode está definidoValor: debe ser 'PRESIONAR/SOLTAR' para teclas/botonesValor: sólo se soportan 'PRESIONAR/SOLTAR/NINGUNO'Valor: {}ValoresValores para cambiar la posiciónValores para cambiar la rotaciónValores para cambiar la escalaLos valores generados por este modificador son aplicados por encima de los valores existentes en vez de sobrescribirlosValores más grandes que el umbral se encontrarán dentro de la malla generadaMantiene constante el valor de los fotogramas clave en los extremos de la curvaValores que ordenan las esquinas ancladas al bordeValores usados para ordenar las esquinas ancladas al vértice. De forma predefinida usará sus identificadoresValores usados para ordenar los puntos de la curva. De forma predefinida usará los identificadoresValores usados para ordenar los bordes conectados al vértice. De forma predefinida usa sus identificadoresValores usados para ordenar las esquinas de la cara. De forma predefinida se usarán sus identificadoresValores:Valores: NingunoDesvanecerVariableSoporte de expresiones variablesValores alternativos como errorLa variable no existe en este controladorVariable de algún origen u objetivo para la relación de controlVariablesVariables: {:d}VarianzaVarianteNivel de variaciónVarias informaciones de estado acerca de un elemento que ha sido importadoVarias herramientas para mejorar y acelerar el flujo de trabajo con nodosVariación en la rugosidad de cada hebraVariación en la concentración de melanina de cada hebraVectorDesenfoque vectorialCurvas vectorDesplazamiento vectorialVisualización de vectoresTipografía vectorialTipografías vectorialesAsa - VectorAsa - Vector seleccionadaOperar (vectores)Nodo vectorialConector vectorial de nodoInterfaz del conector vectorial del nodoRotar vectorTransformación vectorialVectoresVector usado para desplazar cada punto durante la deformaciónTipo de datos vectoriales, afectan la posiciónCampo vectorial a ser representado por los vectores mostradosBloques de datos de tipografía vectorialTipografía vectorial para objetos de textoVector para el desplazamientoVectorVector en una matriz de normales de mallaValor vectorialValor vectorial en atributo de geometríaVector que será mapeado mediante la curvaVector, punto o normal que será usado para la conversión entre espaciosVector2DVectores para comparar las diferencias entre las esquinas de cara conectadas de un borde. (Soporta vectores 3D)VectorscopioModo del vectorscopioOpacidad del vectorscopioVelocidadVelocidad / PeloAtributo de velocidadRampa de color de velocidadFactor de velocidadCuadrícula de velocidadVelocidad LinealEscala de velocidadOrigen de velocidadCuadrícula de velocidad XCuadrícula de velocidad YCuadrícula de velocidad ZVelocidad considerada como influencia máxima (en unidades de Blender por fotograma)Campo de velocidad del dominio del fluidoFuerza de velocidad para controlar el arco de la parábola de teletransportación, en m/sVerletVersiónNo se soporta la versión %r, debe ser %r o posteriorLa versión de respaldo falló (archivo guardado con @)Versión de Blender con que fue grabada la biblioteca .blendVersión de Blender con que fue grabado el archivo userpref.blendVersión:Versión: {:s}Versionado: el nodo Mapear valor fue eliminadoVersionado: "Usar nodos" fue eliminadaVérticeVértice (triángulo)Atributos de vérticesColor de vérticesFactor de color de vérticesNombre de color de vérticesCuantización de color vérticesColor de vértices sólo afecta al rellenoColor de vértices afecta al trazo y el rellenoColor de vértices sólo afecta al trazoColores de vérticesCantidad de esquinas de vérticeCantidad de vérticesCampo de cantidad de vérticesPlegado de vérticesPlegado:Datos de vérticesTipo datos de vérticesDatos del vértice:Campo de cantidad de vértices de caraVértices de Grease PencilGrupo de vérticesNo existe un grupo de vértices "%s"El grupo de vértices "%s" está bloqueadoGrupo vértices AGrupo vértices BGrupo de vértices de mechonesGrupo vértices mechones invertirGrupo de vértices de densidadGrupo vértices densidad invertirElemento del grupo vérticesFactor del grupo de vérticesGrupo de vértices de camposGrupo vértices campo invertirGrupo de vértices invertirGrupo vértices de rizadoGrupo vértices rizado invertirGrupo vértices de longitudGrupo vértices longitud invertirBloqueos de grupo de vérticesGrupo de vértices de rotaciónGrupo de vértices rotación invertirGrupo de vértices de desorden 1Grupo de vértices de desorden 1 invertirGrupo de vértices de desorden 2Grupo de vértices de desorden 2 invertirGrupo de vértices de desorden de puntasGrupo de vértices de desorden puntas invertirGrupo de vértices de tamañoGrupo de vértices tamaño invertirEspeciales de grupos de vérticesGrupo de vértices de tangenteGrupo de vértices tangente invertirGrupos de vértices de torsiónGrupo de vértices torsión invertirGrupo de vértices - No referenciadoGrupo de vértices de velocidadGrupo de vértices velocidad invertirInfluencia del grupo de vérticesInfluencias de grupos de vérticesGrupo de vértices para el anclaje de vérticesGrupo de vértices para contraer la ropaGrupo de vértices que determina dónde aplicar presión. Una influencia de cero significa presión nula, mientras que una influencia de uno significa presión máxima. Las caras con al menos un vértice de influencia cero serán excluidas del cálculo del volumen.Grupo de vértices bloqueadoGrupos de vérticesGrupos de vérticesGrupos de vértices asignados a huesos deformantesGrupos de vértices asignados a huesos no deformantesIdentificador de vérticeIdentificador vértice 1Identificador vértice 2Identificadores de vérticesInterpolación de vérticesMapeo de vérticesMasa de vérticesMétodo malla en vérticeCercanos al vérticeNormales de vérticesNormales de vérticesOpacidad vérticesPintar VérticesCapacidades de pintura de vérticesSobreimpresos Pintar VérticesFactor de mezcla de la pintura de vérticesAtributos de posición de vérticesVértice seleccionadoSelección de vérticesConjunto de vérticesVértice - TamañoDeslizar vértices: Influencias de vérticesInfluenciar vértices por ánguloEditar influencias de vérticesMezclar influencias de vérticesInfluenciar vértices por proximidadTransferencia de influencia de vérticesInfluencias de vérticesLos colores de vértices en el archivo están almacenados en espacio de color linealLos colores de vértices en el archivo están almacenados en espacio de color sRGBFalla al leer coordenada de vérticeIncongruencia en el número de vérticesEl grupo de vértices '%s' no es válido, o puede que esté vacíoGrupo de vértices para un control fino de la resistencia a la flexiónGrupo de vértices para un control fino de la resistencia al sesgoGrupo de vértices para un control fino sobre la rigidez estructuralGrupo de vértices para un control fino de la rigidez de los tensores internosGrupo de vértices bloqueadoNombre del grupo de vérticesNombre del grupo de vértices (sólo modo Colapsar)Nombre del grupo de vértices para las influencias de importancia (que modularán la deformación)Nombre del grupo de vértices para modificar las áreas afectadasLimita la deformación a vértices pertenecientes a este grupoNombre del grupo de vértices para controlar la ondaNombre del grupo de vértices para los trazos seleccionadosNombre del grupo de vértices para seleccionar las áreas afectadasNombre del grupo de vértices para seleccionar/influenciar las áreas afectadasIntensidad del grupo de vérticesGrupo de vértices para contener las nuevas caras generadas en los cantos de la geometríaGrupo de vértices para contener las nuevas caras generadas de la geometríaGrupo de vértices a los cuales aplicar la influencia de la jaulaGrupo de vértices para controlar el agrupamiento en mechonesGrupo de vértices para controlar la densidadGrupo de vértices para controlar la camposGrupo de vértices para controlar el rizadoGrupo de vértices para controlar la longitudGrupo de vértices para controlar la rotaciónGrupo de vértices para controlar el desorden 1Grupo de vértices para controlar el desorden 2Grupo de vértices para controlar el desorden de las puntasGrupo de vértices para controlar el tamañoGrupo de vértices para controlar la tangenteGrupo de vértices para controlar la torsiónGrupo de vértices para controlar la velocidadGrupo de vértices a definir como activoGrupos de vértices del objetoVértice en un bloque de datos de mallaIdentificador del vérticeIdentificadores de vérticesEl vértice es la base para los cálculos de rotación y la generación del esqueleto, establecer este indicador no elimina a otras bases en la misma isla de la mallaColores de vértices de un bucle de una mallaEl vértice no está en el grupoVértice de esquinaPosiciones de vérticesSelección de vértices - Mayúsculas-clic para varios modos, Ctrl-clic contrae la selecciónEl modo de selección de vértices debe estar habilitado en modo Pintar InfluenciasPermite enmascarar las áreas a pintar, mediante la selección de vérticesModo de selección de vérticesVértice que define la esquina de la cuadrículaGrupo de vértices de influencia, para fundir con la forma baseInfluencia de vértice usada por el modificador BiselarInfluencia del vértice al aplicar el pincelVértice:El grupo de vértices '%s' no se encuentra en el objeto '%s'VertexGroup.add(): no puede ser invocada mientras el objeto está en modo ediciónVertexGroup.remove(): no puede ser invocada mientras el objeto está en modo ediciónEditar_infl_vérticesMezclar_infl_vérticesInfl_vértices_proximidadVerticalAlineación verticalCV verticalLista verticalDividir verticalmenteProporción vertical (sólo al usar cámaras como proyectores)Proporción vertical - para producir píxeles anamórficos o 'no cuadrados'Dimensión vertical del mapa capturadoDimensión vertical del mapa capturado (sólo externo)Posición vertical de la ventanaDesplazamiento vertical desde el origen del objetoPosición vertical del clipPosición vertical del marco de texto, relativa a la posiciónPosición vertical del subrayadoEscala vertical (sólo al usar cámaras como proyectores)Tamaño vertical del área del sensor de imagen, en milímetrosVérticesDatos de vértices:Vértices XVértices YVértices ZVértices cambiados de %d a %dVértices cambiados desde %u a %uVértices que conectan regiones de múltiples carasLa cantidad de vértices debe ser de al menos 1La cantidad de vértices debe ser de al menos 3Vértices de la mallaVért:%s | Caras:%sVértices:%s | Caras:%s | Triáng:%sVértices:%s | Triáng:%sVértices:%s/%sVértices:%s/%s | Bordes:%s/%s | Caras:%s/%s | Triáng:%sContraste muy altoContraste muy bajoMuy bajaVibraciónVideoCompresor de videoMemoria de videoEditor de videoTasa de transferencia del video (Kb/s)Editar_videoVideosVietnamita - Tiếng ViệtVistaVista y controlesAlineado a la vistaMostrar atributos como textoEje de la vistaDesviación (vista)Centro de la vistaContexto de vistaDistanciaVer desdeAltura de la vistaVer identificadorCapa de visualizaciónNo se encontró la capa de visualización '%s' en la escena '%s'Propiedades de capas de visualizaciónOpciones de capas de visualización de EEVEECapas de visualizaciónPosición de la vistaFijar vistaAl transformar una cámara fija a la Vista 3D, se afectará al superior de la misma, en vez de a la cámaraCaché de mapa de vistaMatriz de la vistaNombre de la vistaNavegación de vistasNormal de la vistaDecaimiento normal de vistaLímite normal de vistaVista - SobreimpresiónPorcentaje visibleVista perspectivaPlano de la vistaRegiones de la vistaRotación de vistaEscala de la vistaOpciones de la vistaTipo de vistaVectorEje X de la vistaEje Z de la vistaProfundidad ZVer el manual en líneaVer todas las curvas en el editorPermite ver todos los objetos de la escenaMuestra todas las UV seleccionadasVer todos los elementos seleccionadosVer todos los clips en el editor de videoPermite ver y editar UVPermite ver y editar imágenes y mapas UVPermite ver y editar máscarasVer ya procesadaDistancia de la vista al piso, al transitarVer desde atrásVer desde abajoVer desde el frenteVer desde la izquierdaVer desde la derechaVer desde arribaVista en una imagen de múltiples capasCapa de visualizaciónNo fue posible eliminar la capa de visualización '%s' de la escena '%s'Capa de visualización en su estado de evaluaciónNombre de la capa de visualizaciónOpciones de capas de visualización de EEVEEModo de visualización a usar para mostrar la salida del editor de videoVista no encontrada, no es posible ordenar por eje de la vistaVista en ecuadorVista en polosOperaciones de la vista (útil para teclados sin teclado numérico)Posición del pivote de la vistaVer lo seleccionado para todas las regionesDesplazamiento de la vista de cámaraVer la imagen completaVisualiza en las vistas los cambios en el Editor de iluminación de estudioPermite ver la vista usando un casco de realidad virtualTransformación de visualización establecida en %s (convertida desde %s)Convierte las imágenes al espacio donde serán visualizadas finalmenteVer la imagen completa con los marcadoresVista 2DActivar manipuladorHerramienta activaTraseraFondoAmbosInferiorCámaraTipo de cavidadPersonalizadoArrastrarPisoFrontalIzquierdavariosPresionarDerechaPantallaSeleccionarTemaSuperiorVistaEntornoCapa de visualizaciónLa capa de visualización '%s' no contiene al objeto '%s'VisorOpacidad de atributo del VisorVisor retrocesoDatos del visorVisor avanceIdentificador del visorElemento de la vistaElementos del visorVisor izquierdaNodo VisorRuta del VisorElemento de ruta VisorPosición de la pose del visorRotación de la pose del visorRegión de la vistaVisor derechaImagen de Visor no encontrada.Escala de referencia del visor, asociada con este punto de referenciaPunto de vistaVistaCantidad en vistasSuavizado de bordesBVH en vistasTipo de BVH en vistasRebotes vistasDepurar Vista 3DReducir ruido en vistasReducir ruido en vistasReducir ruido en vistas Pasadas de entradaReducir ruido en vistas PrefiltradoReducir ruido en vistas CalidadTasa de subdivisión de vistasPresentación en vistasRespuesta del visorManipuladoresSobreimpresos Vista 3DResolución en vistasMuestras en vistasPreajustes muestreo vistaSombreado de la vistaTamaño en vistasLímite de texturas en vistasTransformación de la vistaVisibles en vistasTamaño de presentación en la Vista 3D de los datos muestreadosEstilo de visualización en las vistas 3D para los objetos vacíosEstilo de visualización de rastrosÁngulo del lente de la vistaManipulador de navegación de la vistaVista en modo no procesadoLa vista no está en modo localSobreimpresos de la vista deshabilitadosResolución de la superficie generada en las vistas 3DVistasVistasFormato de las vistasFormato de vistas:ViñetaIntensidad de viñetaConector virtual de nodoPrincipales virtualesConector virtual de un nodoRellena virtualmente los huecos en la malla antes de desplegarla, para evitar superposiciones y preservar mejor la geometríaTensores viscoelásticosViscosidadViscosidad baseExponente de ViscosidadViscosidad del líquido (valores mayores producen fluidos más viscosos, igualmente un valor de 0 producirá cierto nivel de viscosidad)Viscosidad del líquido, este valor será multiplicado por 10 elevado a la potencia de (Exponente*-1)VisibilidadAcción de visibilidadÁrea de visibilidadDesviación de visibilidadDesviación filtración de visibilidadDesenfoque de visibilidadColección de visibilidadÍcono de visibilidadEstado de visibilidadVisibleLíneas visiblesObjetos visiblesSólo primitivas visiblesPestañas visiblesVisible de forma predefinidaPermite ver medidas de distancia y ángulosCapas visiblesVisualAyudas visualesPropiedades de efectos visualesGeometría visual a mallaClaves visualesPosición visualPosición y rotación visualPosición y escala visualPosición, rotación y escala visualRotación visualRotación y escala visualEscala visualVisual Studio CodeTransformación visualAncho visual del indicador de destinoGrosor visual de la línea del rayo de teletransportaciónVisualizar los fotogramas completos guardados en cachéVisualizar las imágenes guardadas en caché en la línea de tiempoVisualizar las imágenes crudas guardadas en cachéPermite visualizar datos del árbol de nodos en el Editor de imágenes o como fondo del compositorPermite visualizar campos vectorialesVolumenBooleanoRecortarTipo de datosDisoluciónDobleVector dobleVacíoExtenderDecimalEnteroEntero de 64 bitsVector enteroMáscaraNuevoPing pongPuntos (no soportado)RepetirModo de secuenciaDesconocidoVectorEl volumen "%s" contiene puntos, sólo se soportan cuadrículas de vóxelesEl volumen "%s" falló al cargar: %sAbsorción volumétricaAlfa del troncoRebotes de volumetríaCoeficientes volumétricosCubo (volumen)Rango personalizado del volumenVolumen directaDesplazar volumenModificador Desplazar volumenVisualización volúmenesEmisión en el volumenFactor volumétricoVolúmenesCuadrícula volumétricaCuadrículas volumétricasGuiar en volúmenesProbabilidad de guía en volumenVolumen indirectaInformación de volumenInterpolación volumétricaIntersección de volúmenesMétodo de intersección de volúmenesIluminación volumétricaCota superior del volumenProfundidad máxima de rayos volumétricosVolumen MínPreservar volumenSonda volumétricaIntervalo de marcha de rayos volumenIntervalo de marcha de rayos volumen (iluminación)Procesamiento volumétricoResolución de volúmenesMuestreo volumétricoDispersión volumétricaVisibilidad dispersión volumétricaSombras volumétricasTransmisión del volumenVariación del volumenVariación máximaVariación mínimaSuavizado de variación del volumenBloque de datos de volumen para cuadrículas de volúmenes 3DBloques de datos de volumenDensidad por vóxel del volumenOpciones de visualización de volúmenes para la vista 3DArchivo de volumen usado por este bloque de datos de volumenArchivo de volumen usado para cargar el volumen en el fotograma actual. Estará vacío si el volumen no hubiera sido cargado o el fotograma sólo existiera en memoria.Geometría volumétrica a la cual se agregará una cuadrículaNombre de cuadrícula volumétricaEl volumen es preservado cuando el objeto es escalado sólo en el eje libre. Se omitirá la escala en sus ejes no libres.El volumen es preservado cuando el objeto es escalado de forma uniforme. Desviaciones de una escala uniforme en ejes no libres serán omitidas.El volumen es preservado de forma estrictaMultiplicador para la volumetría de la luzOpciones de visualización de objetos volumétricos en el visor 3DOpciones de procesamiento de objetos volumétricosVolumen del hueso en posición de reposoVolumen por fuera del cono exteriorOpciones de procesamiento de volúmenes para la vista 3DLa escala del volumen es más baja que lo permitido por OpenVDBVolumen a mallaModificador Volumen a mallaVolumen a ser convertido en mallaVolumen del cual extraer una cuadrícula con nombreVolumen con cuadrículas de niebla en donde se distribuirán puntosVolumen(es)Volumen: {} cuadrículasVolúmenesLos volúmenes sólo soportan un único material; la entrada de selección no podrá ser un campoDatos volumétricosMuestras sombra volumétricaSombras volumétricasAproximación volumétrica a una dispersión volumétrica basada en principios físicos, usando el radio de dispersión especificadoAproximación a una dispersión volumétrica basada en principios físicos, ajustando el radio de dispersión automáticamente para coincidir con las texturas de color. Diseñado para sombreado de piel.VorbisVoronoiVoronoi agrietadoVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4VoronoiInfluencia Voronoi 1Influencia Voronoi 2Influencia Voronoi 3Influencia Voronoi 4VórticeInfluencia de efectores de VórticeVorticidadVóxelesCantidad de vóxelesCoordenadas del vóxelExtensión del vóxelTamaño de vóxelesIdentificador de vóxelTamaño de vóxelesNo es posible rehacer la malla con un tamaño de vóxeles de 0.0Falla al intentar rehacer la mallaTamaño de vóxeles de %f demasiado pequeño para ser resueltoVoxelizar cuadrículaVóxelesLos vóxeles con un valor mayor que este se encontrarán dentro de la malla generadaVulkanWEje W (Z)Eje WRotación WEje W usado en las rotaciones de tipo cuaternio o eje y ánguloInfl.1Infl.2Infl.3Infl.4I:ADVERTENCIA: La expresión del controlador puede no funcionar correctamenteADVERTENCIA: Este metarig contiene tipos de sistemas de control obsoletos y no podrá ser actualizado de forma automática.ADVERTENCIA: no disponible en instancias de duplicados de gruposADVERTENCIA: Las preferencias se perderán al deshabilitar el complemento, usar "Guardar persistente a..." para mantener las mismas!WEBPEsperar clicEsperar entradaEspera al primer clic, en vez de comenzar a pintar inmediatamenteEsperar un clic con el ratón antes de ejecutar el operador de un menúEsperar para deseleccionar otrosTransitarDirección de tránsitoTransitarVelocidad al transitarOpciones de navegación al transitarTransitar usando gravedad o librementeParedDerivaAdvertencia mensajes sin mayúsculasAdvertencia sobre mensajes que no comienzan con mayúsculas (¡con algunas excepciones permitidas!)AdvertenciaÍcono de Advertencia - FrentePropagación de advertenciasTipo de advertenciaAdvertencia creada durante la evaluación de un modificador de nodos de geometría¡Advertencia! Antes de desbloquear, asegurarse de que no haya otra instancia de Blender ejecutándose.Advertencia, el archivo ya existe. ¿Sobrescribirlo?Color indicador de advertencia o error para clips que referencian al clip que está siendo retocadoAdvertencia:Advertencia: No fue posible asignar un área de memoria de {} MB para las sondas de luz de tipo Volumen, se usarán {} MB en su lugar.Advertencia: Varios objetos comparten los mismos datos. ¿Hacer de único usuario y luego aplicar las transformaciones?Advertencia: Algunas características podrían cambiar después de la generaciónAdvertencia: Algunas imágenes han sido modificadas y esos cambios se perderán.Advertencia: Existen imágenes externas no guardadas.Advertencia: Los datos de procesamiento volumétrico no pudieron ser asignados. Se pasará a usar una resolución de 1:{} en vez de 1:{}.Advertencia: el prefijo "//" de la ruta relativa del archivo .blend no está soportado para esta propiedad.AdvertenciasDeformarÁngulo de deformaciónModificador DeformarModificador DeformarPermite deformar partes de una malla hacia una nueva ubicación de una forma muy flexible, gracias a 2 objetos indicadosDeforma los vértices alrededor del cursorAguaWattsOndaAlineación de ondaLimitar ondaPartículas Crestas olaCrestas ola Potencial MáximoPartículas de crestas de olaDeformación de ondasEfecto de deformación de ondasDirección de ondaOndasModificador OndaPerfil de la ondaEscala de ondaOndasTipo de ondaFactor de amortiguación de la ondaModificador de efecto de ondaVelocidad de propagación de la ondaFactor de escala del tiempo de la ondaDistorsión_ondasForma de ondaFormato de archivo de audio WaveformFormas de ondaModo de la forma de ondaOpacidad de la forma de ondaEstilo de forma de ondaFormas de ondaWavefront (.obj)Longitud de ondaLongitud de onda del desplazamiento sinusoidalOndasLa forma de mostrar el fondoLa forma de mostrar el sombreado de cavidadesForma de interpretar el movimiento del ratónDébilReferencia débil a un bloque de datos en el archivo .blend de otra biblioteca (usado para reutilizar datos ya anexados, en vez de volver a anexar nuevas copias de los mismos)Referencia débil a algún recursoWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)Alternativa a WebPFormato WebPSitio webInfluenciaInfluencia 1Influencia 2Influencia 3Influencia 4Influenciar por ánguloRango color influenciasFactor de influenciaInfluencias Grease PencilGrupo de influenciasIdentificador de influenciaInterpolación de influenciasModificador Mezclar influencias ÁnguloModificador Mezclar influencias ProximidadSalida de influenciaPintar InfluenciasPintura infl - Auto normalizarCapacidades de pintura de influenciasPintura infl - Bloquear relativosPintura infl - Pintura múltipleOpacidad pintura de influenciasSobreimpresos Pintar InfluenciasInfluencia PosiciónInfluenciar por proximidadInfluencia aplicada por caraSe agregarán datos de influencia a los nuevos trazos, de acuerdo al grupo de vértices e influencia actual. Si no hubiera un grupo de vértices seleccionado, no se agregarán influencias.Influencia de la simulación de ropaInfluencia de las partículas de peloInfluencia de un objeto de una colección instanciado en partículasInfluencia del punto de esfumadoInfluencia de la restricción de rotación de cinemática inversaInfluencia de la restricción de escala de cinemática inversaEl grosor de los caracteres. De 100 a 900, 400 es el valor normal.Influencia de la curva guía más cercana para cada curva generadaInfluencia del puntoEl vector de proyección será influenciado por el tamaño del área de las carasInfluencia a asignar a grupos de vérticesInfluencia usada por el modificador Subdividir superficieInfluencia usada para el objetivo de un Cuerpo blandoInfluencia usada para suavizarValor de influencia de un vértice en un grupo de vérticesInfluencia:Influencia: {:.3f}Modificador Editar influencias vérticesModificador Mezclar influencias vérticesModificador Influencias vértices por proximidadCon influenciasCentroide ponderadoInfluenciar normalesCentroide de la cara ponderado según la longitud de los bordesEl resultado ponderado del clip es sumado a los resultados acumuladosEl resultado ponderado del clip es multiplicado por los resultados acumuladosEl resultado ponderado del clip es restado de los resultados acumuladosModo de influenciar las normales de los vérticesInfluenciar_normalesModificador Influenciar normalesModo de influenciaFactor de influencia para definir cuál fotograma clave tendrá más predominanciaInfluenciasInfluencias de todos los objetos en la colección instanciadaInfluencias de los grupos de vértices a los que pertenece este puntoInfluencias para los grupos de vértices de los cuales este vértice es miembroInfluencias usando envolventes con radio definido por el usuarioLas influencias por encima de este umbral se conservanFusionarModificador FusionarFusionar UV basándose en vértices compartidosPermite fusionar bordes sueltos en caras (dividiéndolos en nuevas caras)Modificador para fusionar vérticesFusiona los vértices UV seleccionadosOesteMezcla de humedadRadio de pintura húmedaPersistencia de humedadCapa mapa humedadMapas de humedadHumedadRdAbajoRdDentroRdIzquierdaRdFueraRdDerechaRdArribaQué capa de Cryptomatte será usadaQué eje es usado para cambiar la rotación de la partícula en el tiempoQué distancia mide el AnchoQué clase de tipos de alto nivel se espera que fluyan a través de este conectorLa operación de redefinición que se realizaQué tipo de previsualizaciones de archivos blend crearEn qué forma quitar la jerarquíaRuedaInvertir rueda ampliaciónAl anexarCuando el modo Uniforme se encuentra activo, invierte entre los dos bucles de bordes adyacentesAl vincularCuando se elija una propiedad de tipo de 'matriz o vector' (posición, rotación, color, etc.) todos sus elementos serán usadosCuándo y cómo se crearán reemplazosCuando el hueso no tiene un superior, recibe efectos cíclicos de desplazamiento (obsoleto)Al tener un superior, la cabeza del hueso queda fija a la cola del superiorAl calcular trayectorias de huesos, usar las cabezas o las colasAl ser combinado con el valor de cada voxel, determina la cantidad de puntos a ser muestreados por unidad de volumenCuando los controles sean fusionados en otros pertenecientes a otras cadenas, incluir una diferencia de rotación/escala inducida por el superior, en el movimiento del asa. En caso contrario, sólo se usará el movimiento local del hueso de controlAl crear nuevos fotogramas, los trazos del fotograma anterior/activo se incluirán como base del nuevo trazoAl deformar el hueso multiplicar el efecto de las influencias del grupo de vértices por la influencia de la envolventeCuando está deshabilitado, las nuevas caras creadas se limitarán a polígonos de 3 o 4 ladosAl duplicar clips, asignar nuevas copias de las acciones que utilizanAl estar activado, aplica la pose invertida en el eje XCuando esté activa, crea una conexión entre los conectores de geometría en esta zonaAl ingresar valores durante las transformaciones, usar el modo avanzado de forma predefinida para evaluar expresiones matemáticasAl exportar animaciones, desactiva la vista para los demás objetos, para mejorar el rendimientoCuando un texto externo está fuera de sincronía, resolver el conflictoAl intercambiar las manos, limitar el movimiento a la dirección inicial del visorAl intercambiar las manos, evitar cambios en la elevación del visorAl estar resaltado, no deja pasar eventos para que puedan ser administrados por otros mapas de tecladoEn una vista 3D, usa las capas y la cámara de esa vistaAl insertar claves de forma manual, se omitirá la inserción de claves que no afecten a la animaciónAl estar bloqueado, sigue usando la normal del punto de la superficie donde se inició el trazoAl estar bloqueado, sigue usando el plano original de la superficie donde se inició el trazoAl fusionar controles, las cadenas con una prioridad más alta siempre ganaránAl mezclar nodos usando Ctrl+0 numérico (y similares), permitirá especificar la posición de los nuevos nodosAl mezclar nodos con el atajo Ctrl+0 numérico (y similares) permitirá especificar si colapsar o mostrar el nodo completo, con sus opciones expandidasCuando se encuentre activa, acciones distintas formarán parte de la misma animación glTF, en caso de ser arrastradas a pistas de ANL con el mismo nombre. Cuando se encuentre desactivada, todas las acciones actualmente asignadas conformarán una única animación glTFAl pegar, asumirá que la matriz pegada es relativa a otro objeto (definido en la interfaz de usuario)Al pegar, simetriza las transformaciones en torno a un objeto o hueso específicoAl proyectar en la dirección negativa invertir el modo de descartar carasAl proyectar en dirección opuesta, invertir el modo de descartar carasAl procesar animaciones, guardar imágenes de previsualización JPEG en la misma carpetaAl guardar una imagen compuesta, la ruta '%s' debe contener un marcador UDIM válidoAl disparar un menú contextual para un recurso, activar el recurso e invocar `bl_activate_operator`, si estuviera presente, en vez de simplemente resaltar el recursoCuando no exista ningún material en un objeto, exportar el color de vértices activoSi esto se desactiva, bloquea el alfa al pintarCuándo previsualizar el resultado del compositor en las vistasAl transformar fotogramas clave, los cambios se reflejan simultáneamente en las otras vistasAl transformar los clips, los cambios en los datos de animación serán reflejados simultáneamente en otras vistasSi es verdadero, el formato es uno de películaAl usar muestreo adaptativo resaltar los píxeles que están siendo muestreadosAl usar una textura de imagen, ajusta el tamaño del esténcil para que se ajuste a la proporción de la mismaAl usar sincronización del tiempo de la escena en el editor de video, muestra el rango del clip actual de escenaDesde dónde son cargadas las pasadas de CryptomatteDe dónde proviene la anotaciónDe dónde provienen los clipsDe dónde proviene la imagenDonde comienza la colaDónde será guardado el resultado crudo del procesamientoDesde dónde emitir las partículasA dónde mover el cursorA dónde mover el cursor para hacer la selecciónDefine hacia dónde dirigir el mapa capturadoDefine dónde realizar la aleatorizaciónDefine dónde guardar las texturas de imagen capturadasDefine dónde almacenar los datos capturadosDefine de dónde tomar los metadatosDefine si se usará el modo borrador de la tabletaIndica si está ocurriendo una interacción bimanualIndica si la geometría ha sido enlazada a anclasIndica si la geometría ha sido ligada a la jaula de controlIndica si la geometría ha sido enlazada a la malla objetivoDefine si cada solapa visible contendrá un resultado de búsquedaDeterminará si se alterarán ligeramente las posiciones finales de la malla base para tomar en cuenta la adición de un nuevo modificador de subdivisiónDefine si el archivo IES es cargado desde el disco o desde un bloque de datos de textoIndica si el atributo puede ser eliminado o renombradoDefine si el caché se encuentra separado en una serie de archivos o noIndica si la cámara se encuentra usando una proyección ortogonal o noPermite determinar si las copias deberían abarcar un círculo completo o sólo un arcoIndica si la vista actual se encuentra alineada a un eje (no comprueba que la vista sea ortogonal, usar "is_perspective" para ese fin). Rotará la vista hacia el eje ortogonal más próximoIndica si la imagen contiene un canal alfa o noIndica si el punto de control entrante, sumado al desplazamiento, produce un identificador válido de la curva originalIndica si el asa izquierda está seleccionadaIndica si el nodo fue capaz de encontrar una cara individual de la cual tomar una muestra en esa coordenada UVIndica si el tipo de editor de nodos soporta mostrar previsualizaciones de los nodos o noIndica si el océano está usando datos de caché o está siendo simuladoIndica si el panel se encuentra expandido o colapsadoIndica si la posición del marcador contiene un fotograma clave o ha sido rastreadaIndica si el asa derecha está seleccionadaIndica si el muestreo fue exitoso. Podría fallar en caso de que el grupo a ser muestreado se encontrara vacíoIndica si el texto seleccionado se encuentra en negritaIndica si el texto seleccionado se encuentra en cursivaIndica si el texto seleccionado se encuentra en versalitasIndica si el texto seleccionado se encuentra subrayadoPermite definir si la selección debe ser adherida como un conjunto o cada elemento de forma individualIndica si la coordenada UV de anclaje almacenada es válidaIndica si el clip está seleccionadoSi los datos de rastreo contienen información válida de reconstrucciónIndica si la vista se encuentra usando una proyección ortogonal o noIndica si hay alguna acción referenciada por la ANL que está siendo actualmente editada (estrictamente sólo lectura)Indica si hay algún texto seleccionadoIndica si estas opciones ya han sido definidas automáticamente o noIndica el tipo de este ID: si es en tiempo de ejecución, un bloque de datos evaluado o un dato real del archivo .blendSi esta instalación de Blender fue realizada a través de la Tienda de MicrosoftDetermina si esta colección de huesos estará efectivamente visible en la Vista 3D. Será verdadero cuando esta colección de huesos y todas sus colecciones superiores se encuentren visibles o cuando se encuentre marcada como 'solo'.Permite definir si esta colección es visible en la capa de visualización, tomando en cuenta al superior de la colecciónSi este conjunto de características se encuentra registrado o noPermite definir si este es el contenedor activo; podrá ser definido asignándolo a action.slots.activeIndica si esta redefinición de biblioteca existe únicamente para la jerarquía de redefiniciones, o si es realmente editable por el usuarioIndica si esta redefinición de biblioteca se encuentra definida como parte de una jerarquía de bibliotecas o como una redefinición única, aislada y autónomaIndica si esta ruta se encuentra guardada en los marcadores o proviene del sistema operativoPermite determinar si aleatorizar la escala uniformemente o por cada ejeIndica si se comprobará el tipo de las asas izquierdas o derechasBorrar la selección luego de copiarPermite activar/desactivar el modo de retoque en el ANLSi es un fundido entrante o salienteDefine si ocultar o mostrar vérticesPermite preservar las formantes vocales al desplazar el tono.Define si seleccionar o deseleccionar los vértices vinculados bajo el punteroSeleccionar al moverPermite definir la intensidad de las caras, y decidir a qué caras asignarlaPermite definir la intensidad de las caras, y decidir a qué caras asignarlaDefine si tomar en cuenta influencias de importancia por cada vérticeDefine si actualizar las asas izquierdas y derechasDefine si se usará un fotograma personalizado al obtener los datos desde el archivo de caché, en vez del fotograma actual de la escenaDefine si se usará un valor máximo de recorteDefine si se usará un valor mínimo de recorteDefine si es posible explorar el contenido de archivos de BlenderQué acciones afectarQué método booleano usarPermite elegir qué tipos de elementos mostrar u ocultar, al explorar una bibliotecaQué método de intersección usarCuál conjunto de selección seleccionar; -1 usará el activoQué algoritmo usar para generar el margenPermite elegir qué tipos de recursos mostrar u ocultar, al explorar una biblioteca de recursosA lo largo de qué eje el ratón 3D ampliará la vistaQué eje alinear a la normal de la superficie de la geometríaQue eje usar para el desplazamientoDe qué hueso tomar las coordenadas de texturizadoQué huesos afectarQué operación booleana aplicarQué canales capturarQué canales recibirán fotogramas clave cuando no exista un conjunto de claves activoQué instancia subordinada escoger por cada elemento, según su identificadorQué opciones de administración de color usar al guardar archivosQué datos transferirQué transformaciones de los datos capturarPermite definir de qué tipos de bloques de datos borrar las previsualizacionesQué dirección es usada para calcular la fuerza del efectorQué distancias del objetivo usarEn qué dominio procesar el borradoEn qué dominio duplicarDesde qué dominio obtener los datosEn qué dominio procesar la separaciónEn qué dominio almacenar los datosQué capas de datos de bordes transferirDe qué elemento de la geometría proporcionar un valorElementos a los que afectar (vértices, bordes y/o caras)Qué elementos borrarCuál extremo del segmento usar como pivote para la escalaCuál extremo del segmento usar como referencia a partir de la cual sesgarDesde qué extremo del segmento (entre el fotograma de Grease Pencil anterior y el siguiente) se aplicará la curvatura de la interpolaciónA qué extremo del segmento, entre este clave y el siguiente, se aplicará la modificación en la interpolaciónQué capas de datos de esquinas de caras transferirQué capas de datos de caras transferirEn qué caras producir la distribuciónQué fotograma usar para videos. Nótese que distintos fotogramas en videos pueden tener diferentes resolucionesQué fotogramas incluir en la exportaciónHacia qué elemento de la geometría mover el atributoCuál implementación de tensores usarQué clase de objetos exportarQué capas transferir, para tipos con múltiples capasEn qué elementos de la malla funciona la selecciónQué método usar para la navegación de las vistasModo a usar para diezmarDe qué objeto tomar las coordenadas de texturizadoQué objetos incluir en la exportaciónCuál de las esquinas ordenadas proporcionar. Se soportan identificadores negativosCuál de los bordes ordenados proporcionar. Se soportan identificadores negativosCuál de los puntos ordenados proporcionar. Se soportan identificadores negativosQué nodo de salida usar, para texturas basadas en nodosQué parte del texto borrarQué parte adherir al objetivoPermite definir qué nivel de partículas usar como generadorQué partes del componente de la malla borrarQue punto de los huesos usar al calcular las trayectoriasQué capa relativa (arriba o abajo) usar como máscaraPara qué tipos de motor de procesamiento y vista 3D usar los sombreadoresDetermina a qué lado del cursor de tiempo se deberán adherir los clips, cuando no esté seleccionada ninguna de sus asasDesde y hacia qué lados copiarDesde y hacia cuál lado copiar (cuando ambos se encuentran seleccionados)El tipo de modelo de cielo a ser usadoQué estilo usar para escalar en las vistasQué canal de la textura a usar para la máscaraQué coordenadas de texturizado usar para el mapeadoQué instancias de nivel superior convertir en realesQué transformaciones transferirPermite definir qué unidad usar para los saltos en la línea de tiempoQué capas de datos de vértices transferirQué vértices deberían ser afectadosQue vértices ocultar o mostrarDurante la edición, no actualizar las metabolas en absolutoDurante la edición, actualizar siempre las metabolasDurante la edición, actualizar las metabolas a mitad de la resoluciónDurante la edición, actualizar las metabolas sin poligonizaciónMientras se esté sin conexión, usar la opción "Instalar desde el disco...".BlancoBalance de blancosPreajustes de balance de blancosNivel de blancoRuido blancoPunto de blancoValor de blancoModificador de balance de blancos del clip de la secuenciaPersonaje completoPersonaje completo (sólo huesos seleccionados)Toda la colecciónFotograma completoControlRelieve controlDesplazar controlEstilo de controlTipo de controlColección de controlesAnchoPorcentaje de anchoTipo de anchoAncho y altura en píxelesAncho y altura en píxeles, cero cuando los datos de la imagen no puedan ser cargadosAncho y altura en píxeles del buffer de imagen, cero cuando los datos de la imagen no puedan ser cargadosAncho y altura del buffer de la celda (en píxeles), cero cuando los datos de la imagen no puedan ser cargadosAncho del sensor en milímetrosAncho del área patrón del marcador, en coordenadas de pantallaAncho del área de búsqueda del marcador, en coordenadas de pantallaAncho de la sombra de los paneles y menús, cero para deshabilitarAncho de la superficie activa de vóxeles, expresado en vóxelesAncho del desenfoque de la transición, en porcentaje relativo al tamaño de la imagenAncho del gradiente interior a la mallaAncho del nodoAncho de la zona (en unidades de la interfaz) donde la velocidad aumenta a medida que se aleja del bordeAncho, usado por el filtro de reconstrucción, para la combinación de muestrasAncho:Comodín¡Se atascará al leer el fotograma {:d}!Creará carpetas para que todas las rutas sean válidas.WinVientoFactor de vientoVelocidad vientoInfluencia de efectores de VientoVelocidad del vientoVentanaFondo ventanaAdministrador de ventanasAdministradores de ventanasMatriz de ventanaTemporizador de evento de ventanaAltura de la ventanaBloque de datos del administrador de ventanas, que define las ventanas abiertas y otros datos de la interfaz de usuarioBloques de datos del administrador de ventanasAncho de la ventanaVista 3DVista 3D - GenéricoVista 3D - Herramienta: CursorVista 3D - Herramienta: Cursor (alternativa)Vista 3D - Herramienta: Edición esqueleto, Envolvente de huesoVista 3D - Herramienta: Edición esqueleto, Envolvente de hueso (alternativa)Vista 3D - Herramienta: Edición esqueleto, Tamaño de huesoVista 3D - Herramienta: Edición esqueleto, Tamaño de hueso (alternativa)Vista 3D - Herramienta: Edición esqueleto, ExtruirVista 3D - Herramienta: Edición esqueleto, Extruir (alternativa)Vista 3D - Herramienta: Edición esqueleto, Extruir hacia cursorVista 3D - Herramienta: Edición esqueleto, Extruir hacia cursor (alternativa)Vista 3D - Herramienta: Edición esqueleto, GirarVista 3D - Herramienta: Edición esqueleto, Girar (alternativa)Vista 3D - Herramienta: Edición curva, Pluma de curvaVista 3D - Herramienta: Edición curva, Pluma de curva (alternativa)Vista 3D - Herramienta: Edición curva, DibujarVista 3D - Herramienta: Edición curva, Dibujar (alternativa)Vista 3D - Herramienta: Edición curva, ExtruirVista 3D - Herramienta: Edición curva, Extruir (alternativa)Vista 3D - Herramienta: Edición curva, Extruir hacia cursorVista 3D - Herramienta: Edición curva, Extruir hacia cursor (alternativa)Vista 3D - Herramienta: Edición curva, RadioVista 3D - Herramienta: Edición curva, Radio (alternativa)Vista 3D - Herramienta: Edición curva, AleatorizarVista 3D - Herramienta: Edición curva, Aleatorizar (alternativa)Vista 3D - Herramienta: Edición curva, GirarVista 3D - Herramienta: Edición curva, Girar (alternativa)Vista 3D - Herramienta: Edición malla, BiselarVista 3D - Herramienta: Edición malla, Biselar (alternativa)Vista 3D - Herramienta: Edición malla, BiseccionarVista 3D - Herramienta: Edición malla, Biseccionar (alternativa)Vista 3D - Herramienta: Edición malla, Deslizar bordesVista 3D - Herramienta: Edición malla, Deslizar bordes (alternativa)Vista 3D - Herramienta: Edición malla, Extruir según normalesVista 3D - Herramienta: Edición malla, Extruir según normales (alternativa)Vista 3D - Herramienta: Edición malla, Extruir individualmenteVista 3D - Herramienta: Edición malla, Extruir individualmente (alternativa)Vista 3D - Herramienta: Edición malla, Extruir desplegableVista 3D - Herramienta: Edición malla, Extruir desplegable (alternativa)Vista 3D - Herramienta: Edición malla, Extruir regiónVista 3D - Herramienta: Edición malla, Extruir región (alternativa)Vista 3D - Herramienta: Edición malla, Extruir hacia cursorVista 3D - Herramienta: Edición malla, Extruir hacia cursor (alternativa)Vista 3D - Herramienta: Edición malla, Incrustar carasVista 3D - Herramienta: Edición malla, Incrustar caras (alternativa)Vista 3D - Herramienta: Edición malla, CortarVista 3D - Herramienta: Edición malla, Cortar (alternativa)Vista 3D - Herramienta: Edición malla, Cortar bucleVista 3D - Herramienta: Edición malla, Cortar bucle (alternativa)Vista 3D - Herramienta: Edición malla, Cortar bordes y desplazarVista 3D - Herramienta: Edición malla, Cortar bordes y desplazar (alternativa)Vista 3D - Herramienta: Edición malla, Crear polígonoVista 3D - Herramienta: Edición malla, Crear polígono (alternativa)Vista 3D - Herramienta: Edición malla, Empujar/TirarVista 3D - Herramienta: Edición malla, Empujar/Tirar (alternativa)Vista 3D - Herramienta: Edición malla, AleatorizarVista 3D - Herramienta: Edición malla, Aleatorizar (alternativa)Vista 3D - Herramienta: Edición malla, Arrancar bordeVista 3D - Herramienta: Edición malla, Arrancar borde (alternativa)Vista 3D - Herramienta: Edición malla, Arrancar regiónVista 3D - Herramienta: Edición malla, Arrancar región (alternativa)Vista 3D - Herramienta: Edición malla, Contraer/ExpandirVista 3D - Herramienta: Edición malla, Contraer/Expandir (alternativa)Vista 3D - Herramienta: Edición malla, SuavizarVista 3D - Herramienta: Edición malla, Suavizar (alternativa)Vista 3D - Herramienta: Edición malla, GirarVista 3D - Herramienta: Edición malla, Girar (alternativa)Vista 3D - Herramienta: Edición malla, EsferizarVista 3D - Herramienta: Edición malla, Esferizar (alternativa)Vista 3D - Herramienta: Edición malla, Deslizar vérticesVista 3D - Herramienta: Edición malla, Deslizar vértices (alternativa)Vista 3D - Herramienta: Edición texto, Seleccionar textoVista 3D - Herramienta: Edición texto, Seleccionar texto (alternativa)Vista 3D - Herramienta: MedirVista 3D - Herramienta: Medir (alternativa)Vista 3D - Herramienta: MoverVista 3D - Herramienta: Mover (alternativa)Vista 3D - Herramienta: Objeto, Agregar primitivaVista 3D - Herramienta: Objeto, Agregar primitiva (alternativa)Vista 3D - Herramienta: Pintar influencias, GradienteVista 3D - Herramienta: Pintar influencias, Gradiente (alternativa)Vista 3D - Herramienta: Pintar influencias, Tomar muestra (grupo vértices)Vista 3D - Herramienta: Pintar influencias, Tomar muestra (grupo vértices) (alternativa)Vista 3D - Herramienta: Pintar influencias, Tomar muestra (influencia)Vista 3D - Herramienta: Pintar influencias, Tomar muestra (influencia) (alternativa)Vista 3D - Herramienta: Pose, IntermediadorVista 3D - Herramienta: Pose, Intermediador (alternativa)Vista 3D - Herramienta: Pose, EmpujarVista 3D - Herramienta: Pose, Empujar (alternativa)Vista 3D - Herramienta: Pose, DistenderVista 3D - Herramienta: Pose, Distender (alternativa)Vista 3D - Herramienta: RotarVista 3D - Herramienta: Rotar (alternativa)Vista 3D - Herramienta: EscalarVista 3D - Herramienta: Escalar (alternativa)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Marco)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Marco) (alternativa)Vista 3D - Herramienta: Esculpido, Ocultar (Marco)Vista 3D - Herramienta: Esculpido, Ocultar (Marco) (alternativa)Vista 3D - Herramienta: Esculpido, Enmascarar (Marco)Vista 3D - Herramienta: Esculpido, Enmascarar (Marco) (alternativa)Vista 3D - Herramienta: Esculpido, Recortar (Marco)Vista 3D - Herramienta: Esculpido, Recortar (Marco) (alternativa)Vista 3D - Herramienta: Esculpido, Filtro de ropaVista 3D - Herramienta: Esculpido, Filtro de ropa (alternativa)Vista 3D - Herramienta: Esculpido, Filtro de colorVista 3D - Herramienta: Esculpido, Filtro de color (alternativa)Vista 3D - Herramienta: Esculpido, Editar conjunto de carasVista 3D - Herramienta: Esculpido, Editar conjunto de caras (alternativa)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Lazo)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Lazo) (alternativa)Vista 3D - Herramienta: Esculpido, Ocultar (Lazo)Vista 3D - Herramienta: Esculpido, Ocultar (Lazo) (alternativa)Vista 3D - Herramienta: Esculpido, Enmascarar (Lazo)Vista 3D - Herramienta: Esculpido, Enmascarar (Lazo) (alternativa)Vista 3D - Herramienta: Esculpido, Recortar (Lazo)Vista 3D - Herramienta: Esculpido, Recortar (Lazo) (alternativa)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Línea)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Línea) (alternativa)Vista 3D - Herramienta: Esculpido, Ocultar (Línea)Vista 3D - Herramienta: Esculpido, Ocultar (Línea) (alternativa)Vista 3D - Herramienta: Esculpido, Enmascarar (Línea)Vista 3D - Herramienta: Esculpido, Enmascarar (Línea) (alternativa)Vista 3D - Herramienta: Esculpido, Proyectar (Línea)Vista 3D - Herramienta: Esculpido, Proyectar (Línea) (alternativa)Vista 3D - Herramienta: Esculpido, Recortar (Línea)Vista 3D - Herramienta: Esculpido, Recortar (Línea) (alternativa)Vista 3D - Herramienta: Esculpido, Enmascarar por colorVista 3D - Herramienta: Esculpido, Enmascarar por color (alternativa)Vista 3D - Herramienta: Esculpido, Filtro de mallaVista 3D - Herramienta: Esculpido, Filtro de malla (alternativa)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Línea poligonal)Vista 3D - Herramienta: Esculpido, Conjunto de caras (Línea poligonal) (alternativa)Vista 3D - Herramienta: Esculpido, Ocultar (Línea poligonal)Vista 3D - Herramienta: Esculpido, Ocultar (Línea poligonal) (alternativa)Vista 3D - Herramienta: Esculpido, Enmascarar (Línea poligonal)Vista 3D - Herramienta: Esculpido, Enmascarar (Línea poligonal) (alternativa)Vista 3D - Herramienta: Esculpido, Recortar (Línea poligonal)Vista 3D - Herramienta: Esculpido, Recortar (Línea poligonal) (alternativa)Vista 3D - Herramienta: Seleccionar (Marco)Vista 3D - Herramienta: Seleccionar (Marco) (alternativa)Vista 3D - Herramienta: Seleccionar (Círculo)Vista 3D - Herramienta: Seleccionar (Círculo) (alternativa)Vista 3D - Herramienta: Seleccionar (Lazo)Vista 3D - Herramienta: Seleccionar (Lazo) (alternativa)Vista 3D - Herramienta: SesgarVista 3D - Herramienta: Sesgar (alternativa)Vista 3D - Herramienta: TransformarVista 3D - Herramienta: Transformar (alternativa)Vista 3D - Herramienta: RetocarVista 3D - Herramienta: Retocar (alternativa)AcelerarAdicionarAgregar corteAgregar corte cerradoAgregar nuevoAgregar punto de adherenciaAjustar influencia proporcionalAlinearAnimaciónAnimación - CanalesAplicarÁreaEsqueletoEmpotrar/Desempotrar marcoRestricción automáticaRestricción automática planaAdherir a ejeAdherir a eje (desactivar)RetrocesoIniciarBiselar (modal)Blender se cerrará.CancelarCentrar pivote desactivadoCentrar pivote activadoCambiar tipo de afectadoCambiar inglete interiorCambiar método intersecciónCambiar desplazamientoCambiar modo desplazamientoCambiar opacidadCambiar inglete exteriorCambiar perfilCambiar radioCambiar segmentosLimitar clipsEliminar restriccionesClipClip - Planilla de tiemposEditor de clipsClip - Editor de curvasColisionar extensionesConfirmarConfirmar muestreoConsolaPlegadoCurvaPluma de curva (modal)CurvasNormales personalizadas (modal)Recorrer borde relativo de adherencia de ángulosRecorre los tipos de perfilesDesacelerarDisminuir altura saltoDisminuir longitud máx de cadena de AutoCIDisminuir influencia proporcionalDisminuir segmentosDisminuir subdivisiónDeseleccionarDec diagonalDesactivar precisiónDesactivar adherenciaPlanilla de tiemposPlanilla de tiempos - GenéricoAbajoArrastrar extensionesActivar precisiónActivar adherenciaFinalizar corte actualExtruirMapa - Cuentagotas Rampa Muestreo colorCuentagotas (modal)RápidoRápido (desactivar)Explorador de archivosExplorador de archivos - BotonesExplorador de archivos - PrincipalHerramienta Rellenar (modal)Proporción fija desactivadaProporción fija activadaInvertirTipografíaAvanceFotogramasAlternar alineación libreManipulador genéricoManipulador genérico - Clic arrastrarManipulador genérico - ArrastrarManipulador genérico - Arrastrar quizásManipulador genérico - SeleccionarManipulador genérico - Retocar (modal)Herramienta genérica: AnotarHerramienta genérica: Anotar (alternativa)Herramienta genérica: Borrar anotaciónHerramienta genérica: Borrar anotación (alternativa)Herramienta genérica: Anotar (Línea)Herramienta genérica: Anotar (Línea) (alternativa)Herramienta genérica: Anotar (Polígono)Herramienta genérica: Anotar (Polígono) (alternativa)Dec geodésicoInterv recursión geodésicoGesto - MarcoGesto - Línea rectaGesto - Ampliar al marcoMoverEditor de curvasEditor de curvas - GenéricoPlaca de video:Grease PencilTrazo de pincel de Grease PencilModo Dibujo de Grease PencilModo Edición de Grease PencilRellenar de Grease PencilModo Esculpido de Grease PencilPintar Vértices de Grease PencilPintar Influencias de Grease PencilIgnorar adherencia desactivadoIgnorar adherencia activadoImagenEditor de imágenes - Herramienta: MuestraEditor de imágenes - Herramienta: Muestra (alternativa)Editor de imágenes - Herramienta: UV, CursorEditor de imágenes - Herramienta: UV, Cursor (alternativa)Editor de imágenes - Herramienta: UV, ArrastrarEditor de imágenes - Herramienta: UV, Arrastrar (alternativa)Editor de imágenes - Herramienta: UV, MoverEditor de imágenes - Herramienta: UV, Mover (alternativa)Editor de imágenes - Herramienta: UV, PellizcarEditor de imágenes - Herramienta: UV, Pellizcar (alternativa)Editor de imágenes - Herramienta: UV, DistenderEditor de imágenes - Herramienta: UV, Distender (alternativa)Editor de imágenes - Herramienta: UV, Arrancar regiónEditor de imágenes - Herramienta: UV, Arrancar región (alternativa)Editor de imágenes - Herramienta: UV, RotarEditor de imágenes - Herramienta: UV, Rotar (alternativa)Editor de imágenes - Herramienta: UV, EscalarEditor de imágenes - Herramienta: UV, Escalar (alternativa)Editor de imágenes - Herramienta: UV, Seleccionar (Marco)Editor de imágenes - Herramienta: UV, Seleccionar (Marco) (alternativa)Editor de imágenes - Herramienta: UV, Seleccionar (Círculo)Editor de imágenes - Herramienta: UV, Seleccionar (Círculo) (alternativa)Editor de imágenes - Herramienta: UV, Seleccionar (Lazo)Editor de imágenes - Herramienta: UV, Seleccionar (Lazo) (alternativa)Editor de imágenes - Herramienta: UV, RetocarEditor de imágenes - Herramienta: UV, Retocar (alternativa)Imagen - GenéricoPintar imagenVisor de imágenesEntradaAumentar altura saltoAumentar longitud máx de cadena de AutoCIAumentar influencia proporcionalAumentar segmentosAumentar subdivisiónInfoInvertirSaltarSaltar (desactivar)ClavesHerramienta Cortar (modal)IdiomaJaulaIzquierdaAlargar extensionesPlataforma con soporte limitadoVincular asasAbajo (local)Arriba (local)Bloquear ánguloDisminuir cantidad de buclesAumentar cantidad de buclesMarcadoresEdición de máscarasMallaFiltrar malla (modal)MetabolaMoverMover asa adyacenteMover asa actualMover punto completoMover origenEditor de ANLEditor de ANL - GenéricoEditor de ANL - PistasNavegaciónNuevoEs posible que existan nuevos controladores gráficos que ofrezcan una mejor compatibilidad con Blender.Ninguna operaciónInsertar nodosNo insertar nodosEditor de nodosNodo - GenéricoNodos - Herramienta: Seleccionar (Marco)Nodos - Herramienta: Seleccionar (Marco) (alternativa)Nodos - Herramienta: Seleccionar (Círculo)Nodos - Herramienta: Seleccionar (Círculo) (alternativa)Nodos - Herramienta: Seleccionar (Lazo)Nodos - Herramienta: Seleccionar (Lazo) (alternativa)Nodos - Herramienta: RetocarNodos - Herramienta: Retocar (alternativa)Ingr num aumentar abajoIngr num aumentar arribaModo ObjetoObjeto - No modalSalidaListadoCurva de pinturaPintar máscara de caras (Influencias, Vértices, Texturas)Pintar - Trazo modalPintar selección de vértices (Influencias, Vértices)DesplazarDesplazar (desactivar)DesplazamientoPartículasHerramienta Pluma (modal)Plataforma no soportadaNube de puntosPosePrecisiónPrecisión (desactivar)Precisión (desactivar)Modo de precisiónPrevisualizaciónPrevisualización - Herramienta: CursorPrevisualización - Herramienta: Cursor (alternativa)Previsualización - Herramienta: MoverPrevisualización - Herramienta: Mover (alternativa)Previsualización - Herramienta: RotarPrevisualización - Herramienta: Rotar (alternativa)Previsualización - Herramienta: Tomar muestraPrevisualización - Herramienta: Tomar muestra (alternativa)Previsualización - Herramienta: EscalarPrevisualización - Herramienta: Escalar (alternativa)Previsualización - Herramienta: Seleccionar (Marco)Previsualización - Herramienta: Seleccionar (Marco) (alternativa)Previsualización - Herramienta: Seleccionar (Círculo)Previsualización - Herramienta: Seleccionar (Círculo) (alternativa)Previsualización - Herramienta: Seleccionar (Lazo)Previsualización - Herramienta: Seleccionar (Lazo) (alternativa)Previsualización - Herramienta: RetocarPrevisualización - Herramienta: Retocar (alternativa)Herramienta Primitiva (modal)Editor de propiedadesValor de propiedadRegión - Menú contextualEliminar último punto de adherenciaRestablecerRestablecer muestreoRedimensionarDerechaRotarRotar normalesRotaciónRotación (desactivar)Muestrear un puntoEscalarPantallaPantalla - EdiciónEsculpidoEsculpido curvasEsculpido - Expandir modalBuscarSeleccionarSeleccionar y usar elemento de mallaLínea de tiempoLínea de tiempo - Herramienta: DividirLínea de tiempo - Herramienta: Dividir (alternativa)Línea de tiempo - Herramienta: Seleccionar (Marco)Línea de tiempo - Herramienta: Seleccionar (Marco) (alternativa)Línea de tiempo - Herramienta: Seleccionar (Círculo)Línea de tiempo - Herramienta: Seleccionar (Círculo) (alternativa)Línea de tiempo - Herramienta: Seleccionar (Lazo)Línea de tiempo - Herramienta: Seleccionar (Lazo) (alternativa)Línea de tiempo - Herramienta: DesplazarLínea de tiempo - Herramienta: Desplazar (alternativa)Definir base de adherenciaDefinir base de adherencia (desactivar)Definir y usar cursor 3DMayúsAcortar extensionesTamañoLentoLento (desactivar)AdherirAdherir (desactivar)Adherir a ángulosInvertir adherenciaInvertir adherencia (desactivar)Adherencia desactivadaAdherencia activadaAlternar adherenciaExpandir adherencia a grupos de carasAdherir a punto medio desactivadoAdherir a punto medio activadoDec esféricoEsferizarPlanilla - GenéricoEstándar (modal)Iniciar muestreoDetener retrocesoDetener avanceDetener mov a abajo (global)Detener mov a arriba (global)Detener mov a izquierdaDetener mov a abajo (local)Detener mov a arriba (local)Detener mov a derechaSustraerCambiar a moverCambiar a rotarCambiar a ampliarTeletransportaciónTextoTexto - GenéricoDisminuir distorsión texturaAumentar distorsión texturaAlternar ignorar adherenciaAlternar gradiente de pincelAlternar limitar superposiciónAlternar cortar a travésAlternar comprobación de profundidadAlternar dirección desplaz autom de nodosAlternar medidas de distancia y ángulosAlternar modo de extensionesGradienteAlternar gravedadAlternar endurecer normalesAlternar marca de costuraAlternar marca de definidoPreservar estadoDec topológicoInterv recursión topológicoRotación esféricaTransformar (modal)Editor de UVEsculpido de UVDeshacerArribaActualizar a la versión más reciente de macOS podría mejorar el soporte para BlenderUsar ratónUsar objetoUsar pivoteInterfaz de usuarioDeslizar vértices/bordesPintar vérticesEditor de videoVista 2DVista 2D - Lista de botonesVista 3D - Avanzar modalVista 3D - Volar modalGesto - Circular (vista 3D)Vista 3D - Mover modalVista 3D - Ubicación modalVista 3D - Rotación modalVista 3D - Transitar modalVista 3D - Ampliar modalPintar influenciasVentanaEje XCorrección de eje XBloquear eje XPlano XEje YBloquear eje YPlano YLa placa de video no es soportadaLa placa de video o la versión de su controlador tienen un soporte limitado. Es posible que funcione, pero con problemas.La placa de video o la versión de su controlador no está soportada.La placa de video o la versión de macOS no es soportadaEje ZCorrección de eje ZBloquear eje ZPlano ZEntorno de ventanas: {:s}VentanasOperador sólo para Windows y LinuxWindows InkWintabBarridoEstructuraColor de estructurasTipo de color de estructurasColores de conexionesEstructura ediciónConexión seleccionadaGrosor de estructuraBordes de estructuraEstructuraColor de estructurasDetalle en estructuraModificador EstructuraOpacidad de la estructuraUmbral estructuraModificador de efecto estructuraConexionesCon desplazamientoCon objetivosCon materiales refractivos, generará cáusticas aproximadas dentro de las sombras de este objeto. Hasta 10 rebotes dentro de este objeto serán tomados en consideración. Las luces, así como los objetos proyectantes y receptores deberán tener activadas sus opciones de cáusticas en sombras para que esto funcioneSin objetivoMaderaMaderaEspaciado de palabrasAjustar líneasAncho del salto de línea como factor, cero para deshabilitarHerramienta espacio de trabajoEtiqueta UI del espacio de trabajo2D2D (lienzo completo)AnimarComponerNodos de geometríaGenéricoEnmascararModelarRastrear movimientoNuevoProcesamientoScriptsEsculpirSombreadoGuion gráficoPintar texturasEditar UVEditar videoEtiquetas UI del espacio de trabajoWorkbenchProcesamiento de la escena usando WorkbenchEspacio de color de trabajoID Interop del espacio de color de trabajoEspacio de color de trabajo del archivo actualEspacio de trabajoBloque de datos de espacio de trabajo, que define el entorno de trabajo para el usuarioBloques de datos de espacio de trabajoEspacios de trabajoEntornoNuevoEntornoBóveda de luz globalNiebla del entornoOpacidad del entornoEntornoRedefinir entornoPropiedades del entornoGlobalIluminación fija al entornoEl fondo del entorno es transparente, útil para componer la imagen procesada sobre otros fondosBloque de datos de entorno que describe el entorno y la iluminación ambiental de la escenaBloques de datos de entornoOpciones de iluminación del entornoOpciones de niebla del entornoMapeo de normales en espacio globalMapeo de normales en espacio global, compatible con la captura de procesamiento de BlenderMapeo de desplazamiento vectorial en espacio globalEntorno usado para procesar la escenaVisibilidad del entorno a los rayos de la cámaraVisibilidad del entorno a los rayos de reflectividad difusaVisibilidad del entorno a los rayos de reflectividadVisibilidad del entorno a los rayos de sombraVisibilidad del entorno a los rayos de transmisiónVisibilidad del entorno a los rayos de dispersión volumétricaDirección en espacio globalVector de dirección en espacio global para extender vérticesOrigen del rayo en espacio global para extender vérticesEntornosMatriz de transformaciones relativa al espacio globalCicloAjustar líneasMétodo de envolturaModo CicloAncho de saltoVuelve a repetir los valores iniciales o finalesEncapsula nodos dentro de una clausura, que podrán luego ser ejecutados en otra parte del árbol de nodosDevuelve un valor que se repite cíclicamente dentro de un rango, wrap(A,B)Ajustar las líneas (introduciendo saltos) si no existe suficiente espacio horizontalOperador que invocará al operador indicado luego de definir su nombre_de_móduloRepite el valor dentro de un rango, invirtiendo el ciclo (A,B) alternadamenteEscrituraGuardar imagenEscribir en el modo antiguo de archivos .blendGuardar archivo local (sobrescribir existente)Guardar archivo original (sobrescribir existente)Guardar un archivo FBXGuardará el mapa de teclado completo (no sólo las teclas modificadas por el usuario)Guarda la captura en la carpeta actual (sobrescribiendo capturas existentes)Guarda la captura en la ubicación original (sobrescribiendo archivos existentes)Guarda un archivo .blend comprimidoGuarda el suavizado de bordesError de escritura: no es posible guardar %sGuarda el suavizado de carasEscribir grupos de suavizado de carasGuarda el archivo en la carpeta actual (sobrescribiendo archivos existentes)Guarda el archivo en la ubicación original (sobrescribiendo archivos existentes)Guardar sólo el nombre del archivoGuardar archivos en la carpeta actual (sobrescribir existentes)Guardar archivos en su ubicación original (sobrescribir existentes)Permite escribir un archivo de imagen al discoEscribe nombres de operaciones de conexión para el conector del contexto, en la propiedad "link_operation_names" del árbol de nodosGuardar siempre rutas relativas cuando sea posibleTipo de imagen de entrada erróneoTipo de máscara de entrada erróneoTipo de salida erróneoXÁngulo XTensor angular XRigidez angular XEje XRigidez eje XFin XFuerza en X+X hacia adelantePosición XX InferiorMapeo XX MáxX MínSimetría en XNormal XDesplazamiento XPlano XPosición XRotación XEscala XOrigen del eje XTensor XInicio XX ResistenciaSubdivisiones X+X hacia arribaVelocidad en XEje XCorrección de eje X (alternar)Movimiento en el eje XComponente del campo de fuerza en el eje XComponente del campo de velocidad en el eje XCoordenada X de la posición inicialCoordenada X del vóxel, en espacio del identificador, o la mínima coordenada X de una celdaX manualPosición X donde comienza el clipRadio X usado por el modificador ForrarEje XSimetría en XX-GlobalRayos XOpacidad rayos xRayos X no disponibles en el modo actualDesplazamiento del asa en el eje X para el extremo final de la curva del hueso flexible, ajusta la curvaturaDesplazamiento del asa en el eje X para el extremo inicial de la curva del hueso flexible, ajusta la curvaturaCoordenada X (en espacio de pantalla) en donde ubicar el nuevo objetoDesplazamiento X con respecto al punto superiorPosición X del marcador en el fotograma, en coordenadas de pantallaPosición X del área de búsqueda en el fotograma, relativa a la posición del marcadorCoordenadas X e Y del punto de la curvaCoordenadas X e Y del punto de la curvaPíxeles X/Y por metro, para el buffer de imagenX:XRMapa de acción XRAsignación mapa de acción XRAsignaciones mapa de acción XRElemento mapa de acción XRElementos de mapa de acción XRMapas de acción XRRuta de componente XRRutas de componentes XRDatos XR para evento de administrador de ventanasNavegación RXOpciones sesión XREstado sesión XRRuta de usuario XRRutas de usuario XRNombre de la acción XRNombre del conjunto de acciones XRTipo de acción XRValores de acción XR correspondientes al tipoEuler XYZOrden de rotación XYZ - propenso a bloqueo de ejes (predefinido)Rotaciones XYZ sin claves homogéneos para la ID='%s' y la ruta RNA='%s'XYZ a RVAXZModo de escala XZEuler XZYOrden de rotación XZY - propenso a bloqueo de ejesOperadores transf.Contenedor Ogg de Xiph.orgCompresor Vorbis de Xiph.orgXvidYÁngulo YTensor angular YRigidez angular YEje YRigidez eje YFin XFuerza en Y+Y hacia adelantePosición YY InferiorMapeo YY MáxY MínNormal YDesplazamiento YPlano YPosición YRotación YEscala YModo de escala YOrigen del eje YTensor YInicio YY ResistenciaSubdivisiones Y+Y hacia arribaVelocidad en YEje YMovimiento en el eje YComponente del campo de fuerza en el eje YComponente del campo de velocidad en el eje YCoordenada Y de la posición inicialCoordenada Y del vóxel, en espacio del identificador, o la mínima coordenada Y de una celdaY manualRadio Y usado por el modificador ForrarEje YY-GlobalCoordenada Y (en espacio de pantalla) en donde ubicar el nuevo objetoDesplazamiento Y con respecto al punto superiorPosición Y del marcador en el fotograma, en coordenadas de pantallaPosición Y del área de búsqueda en el fotograma, relativa a la posición del marcadorY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)Espacio de color YCbCr (luma, azul-luma, rojo-luma)Canal de recorte YCbCrLimitar según canal YCbCrEspacio de color YCbCrYUVEspacio de color YUV (luma, azul-luma, rojo-luma)Canal de recorte YUVLimitar según canal YUVEuler YXZOrden de rotación YXZ - propenso a bloqueo de ejesEuler YZXOrden de rotación YZX - propenso a bloqueo de ejesYardasAmarillo - AzulAyerEs posible cambiar esto más tarde en las preferencias del "Sistema".También se debe seleccionar una cadena de vértices conectadosEs necesario seleccionar un tipo de sistema de control, del cual poder crear un modeloSe necesitan al menos 2 claves del lado izquierdo de la selecciónSe necesitan al menos 2 claves del lado derecho de la selecciónDebería tenerse una textura activa al usar la captura multi-resoluciónZÁngulo ZTensor angular ZRigidez angular ZEje ZCorrección de eje ZRigidez eje ZDirección ZFuerza en Z+Z hacia adelantePosición ZZ InferiorMapeo ZZ MínNormal ZPlano ZRotación ZEscala ZOrigen del eje ZTensor ZZ Resistencia+Z hacia arribaVelocidad en ZEje ZCorrección del eje ZCorrección de eje Z (alternar)Componente del campo de fuerza en el eje ZComponente del campo de velocidad en el eje ZCoordenada Z del vóxel, en espacio del identificador, o la mínima coordenada Z de una celdaZ manualLas pasadas Z, de identificadores, normales, UV y vectores serán afectadas sólo por las superficies con un alfa igual o mayor que este umbralEje ZBuffer ZZ-GlobalEscala ZZ hacia arribaDesplazamiento del asa en el eje Z para el extremo final de la curva del hueso flexible, ajusta la curvaturaDesplazamiento del asa en el eje Z para el extremo inicial de la curva del hueso flexible, ajusta la curvaturaDesplazamiento Z del mapeo de texturasZ:ZIPZIP empacado de forma incorrecta; el archivo __init__.py debe encontrarse en una carpeta, no en el nivel superiorZIPSZXEuler ZXYOrden de rotación ZXY - propenso a bloqueo de ejesEuler ZYXOrden de rotación ZYX - propenso a bloqueo de ejesCenit - Ángulo desde el plano del sueloAnular influenciasCoordenadas centradas en cero, normalizadas a lo largo de la mayor dimensión para lograr una escala uniformeSe proporcionó una normal nulaNo es posible calcular con un tamaño de escala de ceroNo es posible calcular con un tamaño de vóxel de ceroAnula las versiones de paquete, útil durante el desarrollo - para ensayar actualizacionesZipID nodo salida de zonaNodo de salida de la zona con el cual este nodo de entrada se encuentra emparejadoAmpliaciónEje de ampliaciónFactor de ampliación XFactor de ampliación YInfluencia de ampliaciónAmpliar a clavesMétodo de ampliaciónReducirRuta a ampliaciónAmpliar a segundosEstilo de ampliaciónAmpliar/reducir empujando la tapa del ratón 3D hacia arriba/abajoDirección de ampliaciónFactor de ampliaciónFactor de ampliación de la vista de cámaraFactor de ampliación/reducción, valores mayores a 1.0 amplían, valores menores reducenAmpliarAmplía o reduce como si se estuviera escalando la vista, los movimientos del ratón serán relativos al centroAmplía o reduce basado en el movimiento horizontal del ratónAmpliación o reducción basada en el movimiento del ratón a lo largo del eje de ampliación establecidoAmplía o reduce basado en el movimiento vertical del ratónAmplía la imagen (centrada en el cursor 2D)Permite ampliar la vistaAmplía la vista hasta el elemento más cercano contenido en el marcoAmplía la vista hasta el elemento más cercano contenido en el marcoAmplía hacia la posición del ratón en la Vista 3D, en vez de hacerlo hacia el centro 2D de la pantallaPermite ampliar o reducir la vistaPermite ampliar/reducir la imagen de fondoPermite ampliar o reducir la imagenPermite ampliar o reducir la vistaReducirReduce la imagen (centrada en el cursor 2D)Permite reducir la vistaPorcentaje de ampliación/reducciónAmplía/reduce la previsualización para ajustarla al áreaNivel de ampliación/reducción, 1.0 es 1:1, valores mayores representan una ampliación, valores menores una reducciónAmplía el editor de video hasta los clips seleccionadosAmpliar hasta ajustarTipo de ampliación a fotogramaAmpliar hacia posición del ratón[Esconder acción][E] - Deshabilitar extensión[E] - Habilitar extensión[Mayúsculas] - Modo preciso activo`Collection.bones` no se encuentra disponible en el modo Edición del esqueletoen X %sen Y %sen Z %sen Xen Yen Zen Z localy el controlador Adrenalin %s de AMD o más nuevoy una versión del controlador de NVIDIA %s o más nuevay un runtime de ROCm HIP %s o superiory una versión del controlador de Windows %s o más nuevaanotacionesarccos(A)arcsen(A)arctan(A)esqueletosatributosbItascpredefinido de blenderblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitspincelesbytesarchivos_de_cachécámaracámarascategoríaportapapelescoleccionesSelector de colorcolor_index es inválidomodificador de construcciónel contexto "ventana" es Ningunocos(A)cosh(A)cursorcurvaspersonalizadadoble-arrast-exp(A)fBMarchivostipografíasfps: %.2ffps: %icardánmanipuladoresglTFglTF 2.0Formato glTF 2.0Animaciones glTFglTF Binario (.glb)glTF Empacado (.gltf)Variantes de material glTFglTF Separado (.gltf + .bin + texturas)Variantes glTFRuta al archivo glTFpackglobalgltfpackgrease_pencilscurvas_de_peloEscala de intensidadiTaSCen memoria para habilitar su edición!datos compatibles con la industriajaulasizquierdabibliotecassondas_de_luzlucesestilos_de_líneamarcadores_de_vínculoslocalbloqueando X %sbloqueando Y %sbloqueando Z %smáscarasmaterialesmatricesmallasmetabolasmicrófonommclips_de_películamodificador multi-resoluciónnombreredsin manipuladoressin matricessin posicionesgrupos_de_nodoscara no triangularnormalColor del objetoobjetosoneAPIo el controlador Radeon Pro %s de AMD o más nuevoo un controlador AMD versión %s o superiorla alimentación eléctrica, para otros casos debería evitarse su uso.p0curvas_de_pinturapaletassuperiorpartículasimpacto significativo en el rendimiento!Posición del pivotenubes_de_puntosfalló el escrutinioposicionespxleerreducir el efecto de las opciones de arribaeliminarresderechasRGBsRGB IEC 61966-2-1 codificación compuesta (por partes)Espacio de visualización sRGB con transformación fílmicaguardado como un archivo nuevo, regular.pantallapantallasformas_clavesen(A)sen(x) / xsinh(A)sonidosaltavoces√(x²+y²+z²)tan(A)tanh(A)template_popup_confirm usada fuera de un panel emergentetextostexturasno es posible abrir clip de películano es posible cargar el textono fue posible abrir el archivoerror desconocido leyendo el archivoerror desconocido de estado de archivoerror desconocido guardando archivoformato de tipografía no soportadoformato no soportadoformato de imagen no soportadoformato de clip de película no soportadouv_on_emitter() requiere un modificador de un objeto evaluadovistavolúmenesadministradores_de_ventanascon una versión anterior de Blender?wmOwnerID '%s' no se encuentra en el espacio de trabajo '%s'espacios_de_trabajoentornosescribiry = (Ax + B){:.4g} fps{:d} curvas-f no admiten claves. Es posible que se encuentren bloqueadas o contengan muestras{:d} MB{:d} partículas de fluido en este fotograma{:d} imágenes convertidas a planos de tipo malla{:d} nodos están seleccionados, pero este operador sólo puede funcionar con {:d}.{:s} • {:s} alterna adherencia al arrastrar • {:s} alterna arrastrar desde el centro • {:s} alterna proporción fija{:s} (Global){:s} (no disponible){:s} ({:s} disponibles){:s} no soportado{:s} → {:s}{:s}: {:s}{} ({} en disco){} ({} empacada){} Fotogramas @ {} FPS{} no existe{} no parece ser parte de una secuencia{} segundos{} clip(s) sufrieron la eliminación de {} claves|%i objeto(s) vinculados desde biblioteca|%i objeto(s) de esqueleto multiusuario× (Ax + B)• Windows (ARM) requiere un controlador versión 31.0.112.0 o superior←↑→↓⏭⏮⏯⏹