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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 BĂŠzier%d more point(s) needed for BĂŠzier%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 - АԼсуа 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 FunctionActionBĂŠzierActionCircularActionConstantActionCubicActionCyclesActionDynamic 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 HashBĂŠzierBĂŠzier CurveBĂŠzier Curve PointBĂŠzier PointsBĂŠzier SegmentBĂŠzier UBĂŠzier VBĂŠzier curve point with two handlesBĂŠzier curve point with two handles defining a Keyframe on an F-CurveBĂŠzier 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 - CatalĂ CatalogCatalog 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier CircleConstruct a BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 visibleCurveCurveBĂŠzierCircleCurveBĂŠzierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom 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: BĂŠzier 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 - ČeĹĄtinaDEPRECATED: 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/BĂŠzier 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 BĂŠzier 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-BĂŠzier 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, BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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' BĂŠzier 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 - LietuviĹĄkaiLive 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 BĂŠzier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a BĂŠzier 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 BĂŠzier 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 BĂŠzierNew 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 (BokmĂĽl) - Norsk bokmĂĽlNotNot 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 BĂŠzier curves are supportedOnly BĂŠzier 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 BĂŠzierOperatorAdd BĂŠzier 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 SeamsOperatorBĂŠzierOperatorCalculateOperatorCalculate 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 ŠOperatorCorner 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 ÂŤOperatorGuillemet ÂťOperatorHandle 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 ÂĄOperatorInverted Question Mark ÂżOperatorIsolateOperatorIsolate 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 ÂŁOperatorPreferences...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 ÂŽOperatorRegularOperatorRekeyOperatorRelaxOperatorRelax 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 ÂłOperatorSuperscript šOperatorSupportOperatorSurface 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 ÂĽOperatorZoom 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 BĂŠzier 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 BĂŠzier 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) - PortuguĂŞs brasileiroPortuguese (Portugal) - PortuguĂŞs 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 BĂŠzier 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 BĂŠzierQuadratic 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 BĂŠzier 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 BĂŠzier 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 - РусскиКSSDFSDF 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 BĂŠzier curvesSet the handle type for bezier curvesSet the handle type for the control points of a BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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' BĂŠzier 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 - EspaĂąolSparse 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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 BĂŠzier 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, BĂŠzier 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 - TĂźrkçeTurn 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 BĂŠzier 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 - Tiáşżng 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 17:12+0000 Last-Translator: Tamar Language-Team: Georgian Language: ka 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 ჩამოსაშლელი პანელი იმ ვარიანტების დასამატებლად, რომლებიც ხელსაწყოს ანაწყობების კოლონტიტულში არ ეტევა UI ქიიქ საგნის კონტექსტური მენიუს განსაზღვრა. სკრიპტებს შეუძლიათ, წინ/უკან დაურთონ კონტექსტურ მენიუში საკუთარი ოპერატორების ჩასამატებლად. ოღონდ კონტექსტი უნდა შეამოწმონ, რათა მათმა საგნებმა მხოლოდ ვარგისი კონტექსტი გამოიყენონ და მხოლოდ სწორი ღილაკებისთვის. UI ღილაკის კონტექსტური მენიუს განსაზღვრა. სკრიპტებს შეუძლიათ, წინ/უკან დაურთონ კონტექსტურ მენიუში საკუთარი ოპერატორების ჩასამატებლად. ოღონდ კონტექსტი უნდა შეამოწმონ, რათა მათმა საგნებმა მხოლოდ ვარგისი კონტექსტი გამოიყენონ და მხოლოდ სწორი ღილაკებისთვის. გაფილტრვა სახელით %s-ქ, ან უფრო ახალს ავტომატური წონებით ცარიელი ჯგუფებით გარსის წონებით - intel-level-zero-gpu-ქ, ან intel-compute-runtime ვერსიას - oneAPI Level-Zero ჩამტვირთველს • "{}": (მოკვეცილი) (არარეკომენდირებული) (ლოკალური) (აღდგენილი) (არაოპტიმიზირებული მუშაობა) (მაჩვენებელი) (დელტა) (დაუინსტალირებელია) მასალები, სახელდებული ატრიბუტი სახელდებული ატრიბუტები სასურველი პარამეტრები პროპორციუოლი ზომა: %.2f RGB ბაიტური RGB წილადნიშნა RGBA ბაიტური RGBA წილადნიშნა ტრაფარეტი, ტექსტურები (ან დაკავშირებული), UV, %s X ღერძის გასწვრივ %s Y ღერძის გასწვრივ %s Z ღერძის გასწვრივ X ღერძის გასწვრივ Y ღერძის გასწვრივ იბლოკება %s X ღერძი იბლოკება %s Y ღერძი იბლოკება %s Z ღერძი | Ctrl - დაკავება ნაზრდებისთვის | ობიექტები:%s/%s | [Ctrl] - ნაზრდები აჼტიურია"%s" იყენებს ქმედებას "%s", რომელსაც არ აქვს სლოტი იდენტიფიკატორით "%s", ან "%s". ხელით მიაკუთვნე სწორი ქმედების სლოტი "%s"-ქ."%s\ თვისების ანიმირება შეუძლებელია"{}" ატრიბუტი გეომეტრიიდან"{}" {}-დან%d %s გასარკისებურდა%d %s გასარკისებურდა, %d წარუმატებელია%d უკვე სიმეტრიულია, %d წყვილი გასარკისებურებულია%d უკვე სიმეტრიულია, %d წყვილი გასარკისებურებულია, %d წარუმატებელია%d ძვალი გასწორდა ძვალთან '%s' მიმართებაში%d ჏ირი ვერ განცალკევდა%d წირმა სეგმენტები ვერ შექმნამონაცემთა %d ბლოკი ჩაისვანაპოვნია %d დუბლიკატი %d მეშში, შესაძლოა სიმეტრია არასრული იყოს%d წილადნიშნა არ჎(ებ)ი%d გამოსახულება შეინახება %s%d საგანი%d ბიბლიოთეკა და მონაცემთა %d დაკავშირებული ბლოკი (მათ შორის %d ObjectData) დაკარგულია, თუ შეიძლება, დეტალებისთვის შეამოწმე ინფოსა და მონახაზის რედაქტორები%d ბიბლიოთეკას აქვს უკუგდება, რომელსაც ხელახალი სინქრონირება ჭირდება (ავტორესინქრონირება %.0fm%.2fs-ში), დეტალებისთვის შეამოწმე ინფო რედაქტორიბეზიესთვის საჭიროა %d-ით მეტი %s რიგიბეზიესთვის კიდევ %d წერტილია საჭირო%d ახალი დონე აიგო ხელახლა%d ობიექტია ჩასმული%d ობიექტს წარმატებით მოცილდა %d საკვანძო ფაზა%d-დან %d ბრუნვის არ჎ი გაიფილტრა (დეტალებისთვის იხილე ინფოს ფანჯარა)თანამიმდევრობის %d ლენტი არ იქნა წაკითხული, რადგან ისინი მდებარეობს %d-ზე დიდ არ჎ში%d ლენტი ჩაისვა%d წვეროთა წონები შეზღუდულია%d x %d%d × %d, %d x %s: %.4f მწ, საშუალოდ: %.8f მწ%i უჯრედი + მაღალი გარჩევადობა ქეშირებული%i უჯრედი ქეშირებულია%i მონაცემთა ბლოკი აქტივი ა჌არაა%i მონაცემთა ბლოკი ახლა აქტივიანაპოვნია %i კადრი!%i კადრი დისკზე%i ობიექტი არაა ცენტრირებული, %i შეიცვალა:ნაპოვნია %i წერტილი!%s '%s'%s '%s'-ქ აქვს კატეგორია '%s'%s '%s' მონაცემთა მთავარი ბაზის გარეთაა და მას ვერ მოცილდება%s '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %d%s '%s' რომ მოცილდეს, ნული მომხმარებელი უნდა გააჩნდეს, ნაპოვნია %d (do_unlink=True პარამეტრით სცადე)%s '%s' ვერ მოიძებნა%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s'-იქ რეგისტრაცია ვერ გაუქმდა%s '%s', bl_idname '%s' უკვე რეგისტრირებულია, ხდება წინა რეგისტრაციის წაშლა%s ქეში ობიექტ %s-ში ვერ წაიკითხება, რადგან კომპრესიის მოძველებულ მეთოდს იყენებს. ქეშები უნდა წაშალო და ხელახლა დააცხო.%s უკვე %s-შია%s არეს ტიპს გიზმოების მხარდაჭერა არ აქვს%s შეიცავს მოცულობის იერფერს, რომელსაც შეიძლება, ობიექტად კონვერტირება ჭირდებოდეს (იხილე სამყაროს მოცულობის პანელი)%s რედაქტირების რეჟიმიდან ვერ გამოვიდა, ასე რომ, ვერ დაექსპორტირდება%s კადრი მეხსიერებაში (%s)%s %s-ში რედაქტირების რეჟიმიდან ვერ გამოვიდა, ასე რომ, ვერ დაექსპორტირდება%s დირექტორია არაა%s რაიმე 'განახლების' ვარიანტთან თავსებადი არაა%s მითითებულ 'განახლების' ვარიანტებთან შეუთავსებელია%s-ქ '%s' ობიექტებისთვის მხარდაჭერა არ აქვს%s-ქ მხარდაჭერა არ აქვს, გადაეცი ძვალი, პოზის ძვალი, ან რედაქტირებადი ძვალი%s დაკავშირებულია %s-თან%s გადატანილია %s-ში%s ვერ მოიძებნა%s მშობელი '%s' '%s'-სთვის ნაპოვნი არაა%s%s, %s%s, ქეში ვადაგასულია!%s, კადრის %i შემდეგ არაზუსტია%s: %.*s%s: %.*s მდებარეობა: %s:%d%s: %s%s: %s ვერ დაკოპირდება. წყაროსა და დანიშნულების მისამართები ერთი და იგივეა%s: ანონიმური სცენისთვის ტექსტურების დირექტორიის მისამართის წარმოქმნა შეუძლებელია%s: სცენისთვის მოძებნილი მისამართის მოპოვება შეუძლებელია%s: დანიშნულების აქტივი %s ჩასაწერად ვერ გაიხსნება%s: წყაროს აქტივის %s გახსნა შეუძლებელია%s: მისამართის %s მონახვა ვერ ხერხდება%s: მისამართის %s ჩასაწერად მონახვა ვერ ხერხდება%s: აქტივში %s: %s ჩაწერა ვერ ხერხდება%s: ძვალი სახსრისთვის %s ვერ დაემატა%s: დანიშნულების აქტივი %s ვერ დაიხურა%s: გეომეტრიის მიჯაჭვის გამოთვლა %s-ისთვის ვერ მოხერხდა%s: ვერ მოხერხდა ფაილის %s გადაკოპირება %s-ში%s: UV რუკისთვის USD იერფერი ვერ შეიქმნა%s: რუკის შედგენის კვანძისთვის USD იერფერი ვერ შეიქმნა%s: ტექსტურის საიმპორტო დირექტორია %s ვერ შეიქმნა%s: პაკეტთან შეფარდებული ფაილის სახელის დადგენა მისამართიდან %s ვერ მოხერხდა%s: ვერ მოიძებნა საერთო წინაპარი Xform გარეკანიანი პრიმიტივის %s და ჩონჩხის %s USD SkelRoot-ად დასაკონვერტირებლად. ამის მოგვარება შეიძლება ექსპორტის ვარიანტებში ძირეული პრიმიტივის დაყენებით%s: USD ჩონჩხის %s შესაბამისი არმატურის ობიექტი ვერ მოიძებნა%s: შესაზავებელი ფორმის სამიზნეების მოპოვება პრიმიტივისთვის %s ვერ მოხერხდა%s: აცდენების მოპოვება შესაზავებელი ფორმისტვის %s ვერ მოხერხდა%s: სცენის მოპოვება პრიმიტივისთვის %s ვერ მოხერხდა%s: მიჯაჭვის სამყაროსეული გარდაქმნების მოპოვება ჩონჩხისთვის %s ვერ მოხერხდა%s: ჩონჩხის %s გამოთხოვა ვერ მოხერხდა%s: UDIM ფაჼტურა %s ვერ გაიხლიჩა%s: შეცდომა მეშისთვის %s დეფორმირების ჯგუფის მონაცემთა შექმნისას%s: შეცდომა დანიშნულების აქტივის %s ჩაწერისას%s: შეცდომა: შენატანის ბუდე %s კვანძისთვის %s ვერ მოინახა%s: სახსართა წონებისა და სახსართა ინდექსების ელემენტის ზომები არ ემთხვევა პრიმიტივისთვის %s%s: სახსართა წონებისა და სახსართა ინდექსების ზომები არ ემთხვევა პრიმიტივისთვის %s%s: სახსრების წონები მოულოდნელი ზომისაა პრიმიტივის %s მუდმივი ინტერპოლაციისთვის%s: სახსრების წონები მოულოდნელი ზომისაა პრიმიტივის %s წვეროთა ინტერპოლაციისთვის%s: მიჯაჭვის ექსფორმებისა და სახსრების რაოდენობების დაუმთხვევლობა ჩონჩხისთვის %s%s: ძვლებისა და სახსრების რაოდენობების დაუმთხვევლობა ჩონჩხისთვის %s%s: შესაზავებელი ფორმისთვის %s აცდენები არ არიქ%s: ნულოვანი ბუფერი წყაროს აქტივისთვის %s%s: მიჯაჭვის გარდაქმნების რიცხვი არ ემთხვევა სახსრების რაოდენობას ჩონჩხისთვის %s%s: შესაზავებელი ფორმების რიცხვი არ ემთხვევა შესაზავებელი ფორმის სამიზნეების რაოდენობას პრიმიტივისთვის %s%s: აცდენების რიცხვი აღემატება მეშის წვეროთა რიცხვს შესაზავებელი ფორმისთვის %s%s: ტექსტურის საიმპორტო დირექტორიის მისამართი ცარიელია, %s ვერ იმპორტირდა%s: ტოპოლოგიია და სახსართა თანმიმდევრობის ზომა ჩონჩხისთვის %s არ ემთხვევა%s: USD სახსრების თანმიმდევრობის მასივი უვარგის, ან დუბლიკატ მისამართებს შეიცავს ჩონჩხ %s-ისთვის%s: სახსართა წონების ინტერპოლაციის მოულოდნელი ტიპი %s პრიმიტივისთვის %s%s: ნულოვანი ზომის მქონე წყაროს აქტივი %s არ დაკოპირდება%s: არსებულ აქტივს %s არ გადაეწერება%s: ჩაშენებული ID ვერ მიეკუთვნება IDProperty-ქ%s: მოსალოდნელი იყო %s ტიპი და არა %s%s: მოსალოდნელი იყო ID ტიპი და არა %s%s: კლიპის ბუფერი '%s' ვერ გამოიყო%s: '%s'-იქ ჩატვირთვა ვერ მოხერხდა%s: იმპორტის დირექტორია ფარდობითია, მაგრამ blend ფაილის მისამართი ცარიელია. USD-იქ იმპორტირებამდე blend ფაილი შეინახე, ან წარადგინე იმპორტირების დირექტორიის აბსოლუტური მისამართი. %s ვერ იმპორტირდება%s: არასწორი ზომები ნაწილობრივი ასლისთვის '%s'%s: კომბინირებული გადავლა რენდერის შრეში '%s' ნაპოვნი არაა%sქმედება%s იდენტიფიკატორი მეტისმეტად გრძელია, მაქსიმალური დასაშვები სიგრძეა %d%sუვარგისი სიმბოლო შემდეგ პოზიციაზე: %d%sუნდა შეიცავდეს 1 '.' სიმბოლოს%u ობიექტი დამალულია'%s' შრე დაბლოკილია'%s' არ შეიცავს '%s'-ქ წინსართითა და ბოლოსართით'%s'-ქ ანბანურ-ციფრული ბოლოსართი არ აქვს'%s'-ქ ზედა რეგისტრის ანბანურ-ციფრული წინსართი არ აქვს'%s' მოცემული მისამართი ო.ქ.-გამოუსადეგარია, მის მაგივრად '%s' მისამართი იქმნება'%s': არაა ბიბლიოთეკის ვარგისი მისამართი'%s' არარედაქტირებადია'%s' მიეკუთვნება ტიპს, რომელიც აქტივი ვერ იქნება'%s': მიმდინარე ფაილის ბიბლიოთეკად გამოყენება შეუძლებელია'%s': არაა ბიბლიოთეკა'%s': მითითებული არაფერია'CTRL:...' ბორკილები გადაიტანება სამართავ ძვალზე.'DEF:...' ბორკილები გადაიტანება დეფორმირების ძვალზე.'ინტეგრირება' ვარგისია მხოლოდ მეშის ობიექტებისთვის'ინტეგრირება' ორიგინალი მეშის წვეროები არ ემთხვევა'ინტეგრირება' წახნაგებს საჭიროებს'კიდურკვანძი' FBX კვანძი, ჩვეულებრივი ქა჎ქარი ორ ძვალს შორის...'ნულოვანი' FBX კვანძი, Blender-იქ ცარიელის მსგავსი (ნაგულისხმები)'ძირეული' FBX კვანძი, წესით, ძვალთა ჯაჭვების Ⴭირი უნდა იყოს...მეშების 'შეკუმშვა/გაბერვა'-ქ მხოლოდ რედაქტირების რეჟიმში აქვს მხარდაჭერა'წებოვნება' შეჯახების სამიზნეშისხივების 'სიგანე' (განსაკუთრებით გამოსადეგია სხივტყორცნისას წვეროებისა და წიბოების მიმართულებით)'from_space' '%s' უვარგისია, როცა მორგებული სივრცე მოცემული არაა!'from_space' '%s' უვარგისია, როცა პოზის ძვალი მოცემული არაა!'show_locked_time'-ქ რედაქტორისთვის '%s' მხარდაჭერა არა აქვს'to_space' '%s' უვარგისია, როცა მორგებული სივრცე მოცემული არაა!'to_space' '%s' უვარგისია, როცა პოზის ძვალი მოცემული არაა!(მუდმივი)მონიშნე/გაუუქმე (ან შეუქციე) მონიშვნა ყველა ენას i18n ფაილების განახლების ოპერატორებს(გააუქმე) ყველას მონიშვნაგადართე ყველა სამართავი წერტილის მონიშვნამონიშნე/გაუუქმე მონიშვნა ყველა კვანძს(გააუქმე) ყველა ნაწილაკის სოლების მონიშვნამონიშნე/გაუუქმე მონიშვნა ყველა წერტილსმონიშნე/გაუუქმე მონიშვნა ყველა წერტილს, რომელიც დაკავშირებულია თაგვის კურსორს ქვეშ მყოფ წირთანმონიშნე/გაუუქმე მონიშვნა ყველა წვეროს, რომელიც დაკავშირებულია თაგვის კურსორის ქვეშ მდებარე წიბოსთანმონიშნე/გაუუქმე მონიშვნა წვეროებს, წიბოებსა და წახნაგებსმონიშნე/გაუუქმე მონიშვნა ყველა ხილულ მონასმსმონიშნე/გაუუქმე მონიშვნა თაგვის კურსორის ქვეშ მდებარე ძვლებს მშობლის/შვილობილის კავშირითგადართე ყოველი NURBS-იქ პირველი ხილული ნაწილის მონიშვნაგადართე ყოველი NURBS-იქ ბოლო ხილული ნაწილის მონიშვნამონიშნე/გაუუქმე მონიშვნა ყოველი მონასმის პირველ და ბოლო წერტილებს(არარეკომენდირებული) UV კოორდინატების შრე მეშის მონაცემთა ბლოკში(მხოლოდ გამოცდილი მომხმარებლებისთვის) სახსრების შეფარდებითი პოზიციები ჯაჭვის გაყოლებაზე, პროცენტების სახით(გეომეტრია)(შექცეული კვადრატი)(გასაღები) (შრე)(წრფივი)((მინ.+მაქს.)/2 * ბურთის ზომა(ქ჏რაფი წვდომა: Shift+W)(შემთხვევითი)(ფესვი)(მკვეთრი)(გეჭიროს Shift და დააწკაპუნე/გადაატარე რამდენიმეს მოსანიშნად)(გლუვი)(სფერო)აღნიშნე წიბოები/გააუქმე წიბოების აღნიშვნა Freestyle-იქ ნაკვთების წიბოებადაღნიშნე მონიშნული წიბოები/გააუქმე მონიშნული წიბოების აღნიშვნა ნაკერადაღნიშნე მონიშნული წიბოები/გააუქმე მონიშნული წიბოების აღნიშვნა მკვეთრადაღნიშნე წახნაგები/გააუქმე წიბოების აღნიშვნა Freestyle-იქ ნაკვთების წიბოთა აღმოჩენიდან გამოსარიცხად(მიუკუთვნებელი)(შეუნახავი)(მაჩვენებელი)(ცარიელი)(არადოკუმენტირებული ოპერატორი)(x*x+y*y+z*z)({:s} ძვალზე {:s})* გამოსახულება* დაკარგული მისამართები *+ დაუჯგუფებელი საკვანძო ფაზები+X+X-დან -X-ისკენ+Y+Y ზევით+Y-იდან -Y-ისკენ+Z+Z-იდან -Z-ისკენ, %.2f fps, %d წილადნიშნა არ჎ი, %s, Ctrl: მოსმა, Shift: შევსება, Shift+Ctrl: ორივე, RGB ბაიტური, RGB წილადნიშნა, RGBA ბაიტური, RGBA წილადნიშნა, ცალკადრიანი ტრაექტორიების ქონა შეუძლებელია, წარუმატებელია, ჩატვირთვა ვერ მოხერხდა, ზოგი ქმედება წარუმატებელია- გამოიყენება სცენის კადრთა დიაპაზონი- ყველა ობიექტის ცხობა აჼტიურია- ნიმუშის აღება აჼტიურია-A-X-X ღერძი-X წინ-X ბრუნვა-X ზევით-X ხელით-X-დან +X-ისკენ-Y-Y ღერძი-Y წინ-Y ბრუნვა-Y ზევით-Y ხელით-Y-იდან +Y-ისკენ-Z-Z ღერძი-Z წინ-Z ბრუნვა-Z ზევით-Z ხელით-Z-იდან +Z-ისკენ.blend ფაილები0-ფუძიანი ინდექსი იმუშისა, რომლიდანაც უნდა დაიწყოს დარენდერება01 - თემის ფერთა ნაკრები02 - თემის ფერთა ნაკრები03 - თემის ფერთა ნაკრები04 - თემის ფერთა ნაკრები05 - თემის ფერთა ნაკრები06 - თემის ფერთა ნაკრები07 - თემის ფერთა ნაკრები08 - თემის ფერთა ნაკრები09 - თემის ფერთა ნაკრები1 / კვადრატული ფესვი A-დან1 გბ1, თუ (A == B) C-იქ ტოლერანტობის ფარგლებში, თუ არა - 01, თუ A < B, თუ არა - 01, თუ A > B, თუ არა - 01 დუიმი1/1.8 დუიმი1/2.3 დუიმი1/2.5 დუიმი1/2.7 დუიმი1/3.2 დუიმი10 - თემის ფერთა ნაკრები10 სანტიმეტრი10 გრამი10 მეტრი10 ბიტიანი ფერის არხები100 კილოგრამი100 მეტრი1024 ნიმუში1024 პქს11 - თემის ფერთა ნაკრები11 ნიმუში12 - თემის ფერთა ნაკრები12 ბიტიანი ფერის არხები128 მბ128 პქს13 - თემის ფერთა ნაკრები14 - თემის ფერთა ნაკრები14:9 16:9-ში15 - თემის ფერთა ნაკრები16 - თემის ფერთა ნაკრები16 მბ16 ნიმუში16 პქს16-ბიტიანი ნიშნიანი16 ბიტიანი ფერის არხები16-ბიტიანი ფერის არხები. მონაცემთა გადავლები, როგორიცაა სიღრმე, ისევ სრული 32-ბიტიანი სიზუსტით შეინახება.16-ბიტიანი ნიშნიანი16-ბიტიანი ნიშნიანი მთელი რიცხვის ვექტორი16384 ნიმუში16:916×17 - თემის ფერთა ნაკრები18 - თემის ფერთა ნაკრები180 გრადუსი19 - თემის ფერთა ნაკრები192 კჰც1931 CIE XYZ სტანდარტი დასაშვები მანათებელი E თეთრი წერტილით1931 CIE XYZ ადაპტირებული მანათებელი D65 თეთრი წერტილით1:11:161:21:41:81-ლი რიგის ნახევრად ლაგრანჟის ინტეგრირება. ქ჏რაფია, მაგრამ ნაკლებად აკურატული, მარტივი ადვექციისთვის შესაფერისი1×2/3 დუიმი20 - თემის ფერთა ნაკრები2048 ნიმუში2048 პქს24-ბიტიანი ნიშნიანი24-ბიტიანი ნიშნიანი256 მბ256 ნიმუში256 პქს270 გრადუსი2D2D 16-ბიტიანი მთელი რიცხვი2D 16-ბიტიანი მთელი რიცხვის ვექტორი2D 16-ბიტიანი მთელ რიცხვიანი ატრიბუტი2D 16-იანი მთელ რიცხვიანი ვექტორული ატრიბუტის მნიშვნელობა2D კურსორი2D კურსორის მდებარეობა2D მთელი რიცხვის ვექტორი2D მთელ რიცხვიანი ატრიბუტი2D მთელ რიცხვიანი ვექტორული ატრიბუტის მნიშვნელობა2D შრეები2D სიგრძე2D აცდენა2D აცდენა დაბრეცისთვის2D ბრუნვა დაბრეცისთვის2D მასშტაბირება დაბრეცისთვის2D სტაბილიზაციასტაბილიზირებული 2D კლიპი2D ტექსტურა2D გარდაქმნა2D ვექტორი2D ვექტორული მნიშვნელობა2D ვექტორული მნიშვნელობა გეომეტრიის ატრიბუტში2D ხედში ბადის მინიმალური დაშორებააბსოლუტური ბრუნვის ღერძის 2D X კოორდინატიაბსოლუტური ბრუნვის ღერძის 2D Y კოორდინატი2D კურსორის მდებარეობა ამ ხედისთვის2D წილადნიშნა ვექტორის ქმედება, რომელიც ჯოისტიკს, ან სენსორულ პანელს წარმოადგენს2D სტაბილიზაცია თვალის დევნების მარკერებზე დაყრდნობით2D მნიშვნელობა გეომეტრიის ატრიბუტში2D ვექტორი2D ვექტორი წილადნიშნა სიდიდეებითმონაკვეთის 2D ხედი2D_ანიმაციამე-2 რიგის შუაწერტილის ინტეგრირება. უმეტეს შემთხვევაში კარგ ბალანსს იძლევა სისწრაფესა და აკურატულობას შორის2×3 წვერო3 გვერდი32 მბ32 ნიმუში32 პქს32-ბიტიანი წილადნიშნა32-ბიტიანი ნიშნიანი32 ბიტიანი ფერის არხები32 ბიტიანი წილადნიშნა32-ბიტიანი მთელი რიცხვი32-ბიტიანი ნიშნიანი32-ბიტიანი ნიშნიანი მთელი რიცხვის ვექტორი32768 ნიმუში3D3D კურსორი3D წირები3D წილადნიშნა ვექტორი3D წილადნიშნა ვექტორის ველი3D ლოკალური ხედი 3D მდებარეობა3D მარკერები3D თაგვით ნავიგაციის რეჟიმი3D თაგვის ანაწყობები3D პოზიცია3D რეგიონი3D ვექტორული მნიშვნელობა3D ხედი3D ხედი 3D ხედის გადაფარების ანაწყობები3D ხედის მონაკვეთი3D ხედის შეფერადების ანაწყობები3D ხედის სივრცე3D ხედის ცენტრი მიბლოკილია კურსორის პოზიციაზე3D ხედის ცენტრი მიბლოკილია ამ ძვლის პოზიციაზე3D ხედის ცენტრი მიბლოკილია ამ ობიექტის პოზიციაზე3D ხედის მოკვეცის შორი მანძილი3D ხედის მოკვეცის ახლო მანძილი (მხოლოდ პერსპექტივულ ხედში)3D ხედის მონაკვეთის მონაცემები3D ხედის სივრცის მონაცემები3D სარკმელი3D სარკმლის ღერძები3D ორმაგი ვექტორი3D ვექტორი წილადნიშნებით3D მთელ რიცხვებიანი ვექტორი3D პოზის ქმედება, რომელიც წარმოადგენს კონტროლერის მდებარეობასა და ბრუნვას3D რეგიონი ამ სივრცისთვის. როცა სივრცე ოთხმაგ ხედზეა, კამერის რეგიონი3D რეგიონები (მესამე განსაზღვრავს ოთხმაგი ხედის ანაწყობებს, მეოთხე იგივეა, რაც 'region_3d')3D ბრუნვა3D ვექტორი3D ვექტორის ბუდე კვანძში3D ვექტორი წილადნიშნა სიდიდეებით3D ხედი ეკვატორზეა3D ხედი პოლუსებზეა3D მოცულობის ბადე3D მოცულობის ბადეებიმე-3 რიგის რუნგე-კუტას ინტეგრირება. შედარებით მეტი აკურატულობა გამოთვლის მწარმოებლურობის მეტ-ნაკლებ ხარჯზეძვლის 3x3 მატრიცა4 არ჎ი4 4-ზე წილადნიშნა მატრიცა4 არხიანი გარშემორტყმული ხმა4 გვერდი4096 ნიმუში4096 პქს44.1 კჰც48 კჰც4:3 16:9-ში4K DCI 2160p4K UHDTV 2160p4K UW 1600p4Lმე-4 რიგის რუნგე-კუტას ინტეგრირება. უმაღლესი დონის აკურატულობის მქონე ერთსაფეხუროვანი მეთოდი, მაგრამ შედარებით ნელი4x4 წილადნიშნა მატრიცა4x4 მატრიცა4x4 მატრიცის ატრიბუტი4x4 მატრიცის ტიპის მონაცემები, გავლენას ახდენს გარდაქმნაზე4×ძვლის 4x4 მატრიცა არმატურასთან მიმართებაშიძვლის მდებარეობის/ბრუნვის/მასშტაბის არხების (ანიმაციისა და დრაივერების ჩათვლით) 4×4 მატრიცა და ძვლის ბორკილების ეფექტი5 არ჎ი5 ნიმუში5 არხიანი გარშემორტყმული ხმა5 გვერდი5.1 მოცულობითი ჟღერადობა5.1 გარშემორტყმული ხმა512 მბ512 ნიმუში512 პქს6 გვერდი6.1 გარშემორტყმა6.1 გარშემორტყმული ხმა64 მბ64 პქს64-ბიტიანი წილადნიშნა64 ბიტიანი წილადნიშნა64-ბიტიანი მთელი რიცხვი7 გვერდი7.1 მოცულობითი ჟღერადობა7.1 გარშემორტყმული ხმა8 ნიმუში8 პქს8 გვერდი8-ბიტიანი მთელი რიცხვი8-ბიტიანი მთელი მნიშვნელობა8-ბიტიან მთელ რიცხვიანი ატრიბუტი8-ბიტიანი მთელ რიცხვიანი ატრიბუტის მნიშვნელობა8-ბიტიანი უნიშნო8 ბიტიანი ფერის არხები8-ბიტიანი უნიშნო8-ბიტიანი მნიშვნელობა გეომეტრიიან ატრიბუტში8192 ნიმუში8×90 გრადუსი96 კჰც:: წიბოს ციკლირება<ქმედება არაა><უცნობი მოდიფიკატორი><უვარგისი><მისამართი არ არიქ>AA * BA * B + CA + BA - BA / Bსაბაზისო კონტრასტის შესახედაობაშავ-თეთრი შესახედაობაგრიზ ფენსილის ნახატიგრიზ ფენსილის საკვანძო ფაზამაღალ კონტრასტიანი შესახედაობადაბალკონტრასტიანი შესახედაობასაშუალო სიმაღლის კონტრასტიანი შესახედაობასაშუალო სიდაბლის კონტრასტიანი შესახედაობამეშს არ აქვს UV შრეძალიან მაღალკონტრასტიანი შესახედაობაძალიან დაბალ კონტრასტიანი შესახედაობაშუალა პოზა, მაგ.: საკვანძო პოზებს შორის გარდასვლისთვისქეში, რომელშიც ინახება ვარგისად დამტკიცებული msgid-ები, მათი მართლწერის ხელახლა შემოწმების თავიდან ასაცილებლადტილოს ზედაპირის შრეცენტი ნახევარტონის ერთ მეასედს შეადგენს.channelbag ამ სლოტისთვის უკვე არსებობსწრიული ელფერი/ქაი჎აქ჎აქიქ ფერების ბორბალი, სიბაცის ცოციითწრიული ელფერი/ქი჎აქ჎აქიქ ფერების ბორბალი, მნიშვნელობის ცოციითF-წირების კოლექცია ანიმაციისთვისობიექტების კოლექცია, რომლის საფუძველზეც შეირჩევა ნაკვთური წიბოებიპოზების არხების კოლექცია, მათ შორის ანაწყობები ძვლების ანიმაციისთვისფერთა პალიტრა განსაზღვრულია მომხმარებლის მიერ, და არა თემის მიერფერის ამომრჩევიფერითი სივრცე, ხედი, ან დისპლეი ვერ მოიძებნა, რაც სავარაუდოდ, ნიშნავს, რომ OpenColorIO კონფიგურაცია, რომელიც ამ blend ფაილის შესაქმნელად იქნა გამოყენებული, დაკარგულიაარსებულ ქმედებაზე მიმთითებელი კონტეინერიწახნაგთან დაკავშირებული კუთხე, არჩეული დალაგების ინდექსითწახნაგის კუთხე, არჩეული დალაგების ინდექსითშენატანი წიბოს კუთხე თავისი წახნაგის წრიული თანმიმდევრობით, არჩეული დალაგების ინდექსის მიხედვითA x Bკუბის მეში, რომელიც შემავალ გეომეტრიას შემოსაზღვრავსყოველი გამოკვეთილი ჯგუფის ID-სთვის იქმნება ჏ირი. ერთი და იგივე ID-ქ მქონე ყველა წერტილი ერთსა და იმავე ჏ირში იდებათითოეული პროფილის ბოლოს მოჭრა გადაკვეთამდეჩამოჭრა თითოეული პროფილის ბოლოში გადაკვეთამდეჩამაბნელებელი, შთაბეჭდილების გამაძლიერებელი შესახედაობამონაცემთა ბლოკის მნიშვნელობააღწერა აქტივისა, რომელიც მომხმარებელს უნდა ეჩვენოსმანძილი ორ წერტილს შორისმანძილი ორ წერტილს შორის, რომელიც კონკრეტულ დიამეტრის სიდიდეს წარმოადგენსმანძილი ეკრანზეეკრანზე ასახული მანძილი, რომელიც დიამეტრის სიდიდეს წარმოადგენსA ¡ Bკოეფიციენტი 0.0-ქა და 1.0-ქ შორისეს ფაილი შესაფუთად მეტისმეტად დიდია (>2გბ).ფაილების ბრაუზერში დათვალიერებადი ფაილიშემავსებელი, ან გამოცხობილი საკვანძო ფაზა ყოველ პირველზე ჩასოლვისთვის, ან საჭიროებისამებრ რაიმე დანიშნულებისთვისხელსაწყოს მიერ ავტომატურად წარმოქმნილი და არა ხელით შექმნილი სოლისაკვანძო ფაზა, რომელიც მოძრაობის დაკავებაში შედისშრეს ერთზე მეტი ლენტი ვერ ექნებაამჟამად გაშვებული მოდალური ოპერატორების სიასტილის მოდულების ქია (რომელიც უნდა გამოიყენებოდეს ზემოდან ქვევითკენ)გამოსახულების კიდესთან მონასმების უეცრად დამთავრების თავიდან ასაცილებელი მინდორიმასა, სცენის ერთეულთა ანაწყობების მიხედვითმეშისებრი ზედაპირი, რომელიც მოიცავს (ანუ შემოეტკეცება) ყველა წვეროს (საუკეთესო შედეგებისთვის უფრო ნაკლები წვეროსთვის)საშუალო გამამკვეთრებელი ფილტრიუფრო ფიზიკურად აკურატული ამომხსნელიA გამრავლებული მასშტაბზემამრავლი ფიზიკის დროის საფეხურისთვის (1.0 ნიშნავს, რომ ერთი კადრი = 1/25 წამს)მამრავლი შვილობილი ნაწილაკის ზომისთვისვიწრო თარაზული არე ამ ოპერაციას ხელს უშლისვიწრო შვეული არე ამ ოპერაციას ხელს უშლისფუნქციას შეჯახების არა ამოზნექილი ფორმა გადაეცა, გამოიყენე მხოლოდ ამოზნექილი შეჯახების ფორმებიშენიშვნა არარეკომენდირებულობასთან დაკავშირებითრიცხვი 0-ქა (შიგნით) და 1-ქ (გარეთ) შორის, რომელიც აკონკრეტებს მონასმის ქიქჼიქ შეფარდებით პოზიციასსაფეხურების რაოდენობა განსაზღვრული სეგმენტების მიერრიცხვი, რომელიც აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ ქმედების ბორკილისთვის განკუთვნილადრიცხვი, რომელიც აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ NLA ლენტისთვის განკუთვნილადრიცხვი, რომელიც აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ მონაცემთა ბლოკისთვის განკუთვნილადპროცენტი 0-ქა და 100-ქ შორისპიქსელი დარენდერდება მხოლოდ იმ შემთხვევაში, თუ მისი ალფა მნიშვნელობა ამ მიჯნის ზემოთააწერტილი თითოეული აჼტიური ვოქსელის, ან ფილისთვის ბადეშიწირის წერტილი, არჩეული დალაგების ინდექსითწერტილი სიბრტყეზეA ხარისხად BA ხარისხად B, pow(A,B)თითოეული ბოიდისთვის ირჩევა შემთხვევითი წესიშემთხვევითი პირველსაწყისი ხმაურის ეფექტისთვისსაჭიროა Blender-იქ გადატვირთვარადიანებში განსაზღვრული ბრუნვის სიდიდესესიის მასშტაბის უნიკალური იდენტიფიკატორი მონაცემთა ბლოკისთვის, რომელიც იგივე რჩება სახელის გადარქმევებისა და ხელახალი შიდა ალოკაციების შემდეგ. ფაილის ხელახლა ჩატვირთვისას უცვლელიUSD ჰუკის მოკლე აღწერაჩასოლვის ნაკრების მოკლე აღწერაცალკეული კონტეინერი ვიდეო თანამიმდევრობის რედაქტორის შიგთავსისთვისერთი ცალი ჏ირი წირების მონაცემთა ბლოკიდანცალი წილადნიშნა სიდიდეერთი ცალი მთელი რიცხვიცალბუდიანი ორგანიზების ხელსაწყო, რომელსაც ერთი შენატანის და მრავალი გამონატანის მხარდაჭერა აქვსმცირე მუდმივი ქი჎შირიქ კოეფიციენტი (CRF) უკეთესი ჎არიქ჎იქ ვიდეოს და უფრო დიდ ფაილს იძლევა. დასაშვები CRF მნიშვნელობების დიაპაზონი კოდეკზეა დამოკიდებული.კვადრატი, რომელიც ელფერს/სიხასხასეს აჩვენებს, მნიშვნელობის ცოციითკვადრატი, რომელიც ელფერს/მნიშვნელობას აჩვენებს, ქი჎აქ჎აქიქ ცოციითკვადრატი, რომელიც სიხასხასეს/მნიშვნელობას აჩვენებს, ელფერის ცოციითსწორი ხაზის უძრაობის ფორმა საუკეთესოა.სტრიქონი, რომელიც დამალულად აისახება ('********')ტექსტური მნიშვნელობაჭეშმარიტი, ან მცდარი მნიშვნელობავარგისი რედაქტირების რეჟიმი არსებობსგამოსახულების ზომისადმი ფარდობითი მნიშვნელობა, რომელსაც პიქსელებად დაკონვერტირება სჭირდებასუსტი მითითება შესაბამის ფუნჯის აქტივზე, გამოიყენება, მაგალითად, ფაილის ჩატვირთვისას ბოლოს გამოყენებული ფუნჯის აღსადგენადAACAC3ACES 1.0 გამონატანის გარდაქმნა SDR D65 ვიდეოსთვის, იზღუდება Rec.709 გამითACES 1.3ACES 1.3 - HDR 1000 ნიტიACES 1.3 - HDR 2000 ნიტიACES 1.3 - HDR 4000 ნიტიACES 1.3 - SDRACES 1.3 sRGBACES 2 გამონატანის გარდაქმნა 100 nit SDR Rec709-ისთვისACES 2.0ACES 2.0 - HDR 1000 ნიტიACES 2.0 - HDR 2000 ნიტიACES 2.0 - HDR 4000 ნიტიACES 2.0 - HDR 500 ნიტიACES 2.0 - SDRACES 2.0 sRGBACES ფერის დაშიფრვა ქვედა მხრით, AP1-იქ ძირითადი ფერების გამოყენებით.ACES ფერის კორექტირების სივრცე, AP1 ძირითადების მეშვეობით.ACES2065-1ACESccACEScctACEScgAOAO ასხლტომებიAO ასხლტომების რენდერიAO მანძილიAO-ქ კოეფიციენტიAO მანძილი გამოყენებული მიახლოებითი გლობალური განათებისთვის (0 ნიშნავს სამყაროს ანაწყობის გამოყენებას)AOVAOV ნაწარმიხედის შრეში '%s' AOV ვერ მოიძებნაAPI განსაზღვრულიAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL ფერის სტანდარტული შესწორებაASCIIASCII FBX ფაილები მხარდაუჭერელია %r-იქ მიერASCII ფორმატიAV1AVIAVIF (.avif)AVX2ჼ-ზონის არექ-ზონა სრულ ეკრანზექ-ზონა ოთხმაგიქ-ზონის მონაკვეთიაფხაზური - АԼсуа бызшәаშესახებზემოთამონიშნულის ზემოთზედაპირს ზემოთმიჯნის ზემოთაბსოლუტურიაბსოლუტური 2D წერტილიაბსოლუტური ალფააბსოლუტური კოორდინატებიაბსოლუტური სისქეაბსოლუტური კადრიაბსოლუტური მიკვრა ნაზრდზეაბსოლუტური ჩასოლვის ნაკრებებიაბსოლუტური ჩასოლვის ნაკრებები ამ სცენისთვისაბსოლუტური მდებარეობააბსოლუტური რეჟიმიაბსოლუტური აცდენატრაექტორიის აბსოლუტური დროაბსოლუტური გარჩევადობის ლიმიტიაბსოლუტური მიკვრააბსოლუტური მიკვრა დროზეაბსოლუტური თვალის დევნებააბსოლუტური დამატებითი სიგრძე ყოველი მონასმის ბოლოშიაბსოლუტური დამატებითი სიგრძე თითოეული მონასმის დასაწყისშიბურთის აბსოლუტური ზომა, ან კოეფიციენტი ხელით დაურეგულირებლობის შემთხვევაშიკვანძის შემომსაზღვრელი ჩარჩოს აბსოლუტური ზომებიობიექტის შემომსაზღვრელი ჩარჩოს აბსოლუტური ზომები ფრთხილად: მისთვის, ან მისი წევრებისთვის რამდენიმეჯერ მიყოლებით მიკუთვნება სწორად არ იმუშავებს, რადგან ამას განახლებული შეფასებული მონაცემები სჭირდებაგადაადგილებისას ბადისადმი აბსოლუტური სწორება (ბრუნვის ცენტრზე დაფუძნებული)აბსოლუტური მისამართი .blend ფაილისა, რომელიც ამ აქტივს შეიცავსსრული მისამართი .blend ფაილისა, რომელიც ამ აქტივს შეიცავს, განვრცობილი ფაილში მდებარე აქტივის მისამართითყველგან გამოსაყენებელი აბსოლუტური სისქეაბსოლუტური სწორება დროზე საკვანძო ფაზების გარდაქმნისასსინათლის შთანთქმა მოცულობაში გავლისასშთანთქმაშთანთქმის კოეფიციენტიშთანთქმის კოეფიციენტებიშთანთქმის ფერიაჩქარებააჩქარების სტრუქტურააქცენტის რეჟიმიშეღწეული სახელდებული ატრიბუტები:წვდომადობააკუმულირებაველის აკუმულირებაააგროვე ნიმუშები ბოლო მიდევნების შედეგების გადაპროეცირების მეშვეობითმონასმები ზემოდან დაამატე ერთიმეორესსიზუსტეთავდასხმის სიზუსტეგაბუნდოვნების ეფექტის აკურატულობაწვეროთა პოზიციების სიზუსტე, უფრო დაბალი მნიშვნელობა უფრო ქ჏რაფია, მაგრამ უფრო არაზუსტიაკურატულიაკურატული, მაგრამ უფრო ნელი ვარიაციააკრილიმოქმედება დაწკაპუნებაზექმედებაAქმედების კლიპიაქტიური ბილიკიBუკანმონაცემების ცხობახტუნვაშუალაჩაშენებული ფუნქციაბეზიეწრიულიმუდმივიკუბურიციკლებიდინამიკური ეფექტებიმილევა (სიძლიერის მიხედვით)ელასტიკურიგარსიექსპონენტურიუკიდურესიწარმოქმნილიგენერატორიინტერპოლაციაუვარგისირყევასაკვანძო ფაზალიმიტებიწრფივიმეტამოძრაობის დაკავებაახალიახალი ინტერპოლაციის ტიპიახალი საკვანძო ფაზის ტიპიხმაურიობიექტიმხოლოდ აქტიურიპოზაკვადრატულიმეოთხე რიგისმეხუთე რიგისსინუსოიდურიგლუვიდაგლუვება (გაუსის)ხმოვანი კლიპისაფეხუროვანიდასაფეხურებული ინტერპოლაციაბილიკიგარდასვლატიპიქმედება '%s' არ შეინახება, დასატოვებლად შექმენი ყალბი მომხმარებელი, ან მარაგი NLA სტეკშიქმედებათა შეზავებაქმედების კლიპიქმედების ბორკილიქმედების რედაქტორიქმედების ბოლო კადრიქმედების ექსტრაპოლაციაქმედების ფილტრიქმედებათა ჯგუფიქმედებების ჯგუფი, რომელსაც ეს F-჏ირიქ მიეკუთვნებაქმედების ზეგავლენაქმედების შრექმედებათა შრეებიქმედებათა რუკებიქმედების პოზის მარკერებიქმედებისთვის უსაფრთხო სივრცეებიქმედებათა ნაკრებიკონფიგურაცია ქმედებისა, რომლის აქტივაციაც ამ კონფიგურაციას შემასწორებლის ამპლუაში აამუშავებსქმედების სლოტიქმედების სლოტის მისათითებელიქმედებათა სლოტებიქმედების ქა჏ყიქი კადრიქმედებათა ლენტიქმედებათა ლენტებიქმედებების მონაცემთა ბლოკებიქმედების განსახორციელებელი რეგიონი პირველი შენატანის ღერძისთვისქმედების შესრულების მონაკვეთი მეორე შენატანის ღერძისთვისქმედებათა ჯგუფი გაფართოებულია ყველგან, გრაფიკების რედაქტორის გარდაქმედებათა ჯგუფი გაფართოებულია გრაფიკების რედაქტორშიქმედებათა ჯგუფი დაბლოკილიაქმედებათა ჯგუფი ჩახშობილიაქმედებათა ჯგუფი მონიშნულიაქმედებას მონაცემები არ აქვს, გადახედვის დარენდერება შეუძლებელიაქმედება არარედაქტირებადიაქმედება ქიაში არააამ ლენტის მიერ მითითებული ქმედებაქმედების სლოტიქმედებათა სლოტების ასახვის სახელები ცარიელი ვერ იქნებაქმედებათა სლოტების იდენტიფიკატორები სულ ცოტა, სამი სიმბოლოსგან უნდა შედგებოდესსაღებავის მოსმის დროს განხორციელებული ქმედებაბორკილების მეშვეობით რიგზე დასადები ქმედებაქმედება აჼტიური ქმედების დიაპაზონს მიღმა არსებული შუალედის შესავსებად (NLA-ით გამოთვლის დროს)ლენტის ფარგლებს მიღმა მდებარე წყვეტებისთვის განსახორციელებელი ქმედებაქმედების ტიპიქმედება, როცა 'გამოტოვებას' ეჭირებაქმედება, როცა 'ტილდა' დაჭერილიაქმედება 3D სარკმელში Alt-თაგვის შუა კლავიშით გათრევის დროსსარკმელში კურსორის გათრევით გამოწვეული ქმედებაქმედება(ნი)ქმდება + სლოტი უკვე მარაგშიაქმედებათა რუკა '%s' ვერ მოცილდებაქმედებათა რუკის ბმა-კავშირი '%s' ვერ მოცილდება '%s'-დანქმედებათა რუკის საგანი '%s' ვერ მოცილდება '%s'-დანქმედებებიამ არმატურაზე ჩატარებული ქმედებები განადგურდება ამ უძრაობის პოზის მიერ, რადგან შენახული გარდაქმნები ძველ უძრაობის პოზის მიმართ ფარდობითიაგიზმოს მოვლენის აქტივაციაოპერატორის აქტივაციაგაააქტიურე ფუნჯის აქტივი, როგორც მიმდინარე ძერწვისა და ხატვის ხელსაწყოდაუყოვნებლივ გაააქტიურე ქმედებებიგაააქტიურე და დაათვალიერე კვანძის ერთი და იგივე ტიპი, ნაბიჯ-ნაბიჯსაგნის აქტივაცია, ან დეაქტივაციაგაააქტიურე მონიშნული ხედის საგანიგაააქტიურე მონიშნული მაჩვენებლის კვანძი კომპოზიტორსა და გეომეტრიის კვანძებშიგათრევისას გაააქტიურე სექტორული მენიუები, რაც საშუალებას იმავე კლავიშზე დაჭერით მეორეული ქმედების მიღების საშუალებას იძლევა. • 3D ხედში Tab-ზე დაჭერით გადაირთვება რედაქტირების რეჟიმი, გათრევა იძახებს რეჟიმის მენიუს. • 3D ხედში Z-იქ დაჭერა გადართავს მავთულბადეს, ხატვის რეჟიმებისთვის გაათრიე. • 3D ხედში ტილდა ააქტიურებს პირველ პირში ნავიგაციას, ხედის ღერძებისთვის გაათრიეგაააქტიურე მოდიფიკატორი, რათა გამოიყენო კონტექსტადგაააქტიურე ლენტის მოდიფიკატორი, რათა გამოიყენო კონტექსტადგაააქტიურე ხელსაწყო რედაქტორებისთვის, რომლებსაც ხელსაწყოთა მხარდაჭერა აქვთგაააქტიურე/მონიშნე ჩარჩოში მოთავსებული ფაილ(ებ)იაქტივაციის მოვლენა გიზმოებისთვის, რომლებსაც გათრევის მოძრაობის მხარდაჭერა აქვთაქტიურიაქტიური AOVაჼტიური AOV-ქ ინდექსიაქტიური ქმედებააქტიური ქმედების რუკააქტიური ქმედება ამ მონაცემთა ბლოკისათვისაქტიური დანამატიაქტიური დანამატი სამუშაო სივრცის დანამატების ფილტრშიაქტიური აქტივების ბიბლიოთეკააქტიური ატრიბუტიაქტიური ატრიბუტის ინდექსიაქტიური ბოიდის წესიაქტიური ბოიდის წესის ინდექსიაქტიური ბოიდის მდგომარეობის ინდექსიაქტიური ძვალიაქტიური სანიშნეაქტიური კამერაარხების აჼტიური ჯგუფიაქტიური არხები კურსორთანაქტიური კლიპიაქტიური კლონირებისთვისაქტიური კოლექციააქტიური კოლექციის ექსპორტიორის ინდექსიაქტიური კოლექციის ინდექსიაქტიური კოლექციის სახელიაქტიური ფერიაქტიური ფერის ატრიბუტიაქტიური ფერის ინდექსიაქტიური ბორკილიაქტიური ტირეს სეგმენტის ინდექსიამჟამად ასახული აჼტიური დინამიკური ხატვის ზედაპირიაქტიური რედაქტირებადი ძვალიაქტიური რედაქტორიაქტიური რედაქტორის მოხაზულობააქტიური ელემენტიაქტიური გაფართოების საცავიაქტიური F-჏ირიF-჏ირიქ აჼტიური მოდიფიკატორიაქტიური F-჏ირი არარედაქტირებადიააქტიური წახნაგთა ნაკრებიაქტიური კადრიგრიზ ფენსილის აჼტიური შრეგრიზ ფენსილის შრეთა აჼტიური ჯგუფიაქტიური ბადის ინდექსიაქტიური ჯგუფიაქტიურის გამოყოფაგამოსახულების აჼტიური ფილააქტიური ინდექსიაქტიური ინსტანციური ობიექტიაქტიური ინსტანციური ობიექტის ინდექსიაქტიური საგანიაქტიური საგნის ინდექსიკლავიშთა აჼტიური კონფიგურაციააქტიური საკვანძო ფაზააქტიური ჩასოლვის ნაკრებიაქტიური ჩასოლვის ნაკრების ინდექსისაკვანძო ფაზების ჩასასმელად/წასაშლელად გამოყენებული აჼტიური ჩასოლვის ნაკრებიაქტიური ენააქტიური შრეშრეთა აჼტიური კოლექციაშრეთა აჼტიური ჯგუფიაქტიური შრიქ ინდექსიაქტიური შრიქ ნიღბის ინდექსისინათლეთა აჼტიური ჯგუფისინათლეთა აჼტიური ჯგუფის ინდექსიხაზების აჼტიური ნაკრებიხაზების აჼტიური ნაკრების ინდექსიაქტიური მთავარი საგნის ინდექსიაქტიური მარკერიაქტიური მასალააქტიური მასალის ინდექსიაქტიური მასალა დაბლოკილია, ან დამალულიაქტიური მოდიფიკატორიაქტიური ვიდეო კლიპიაქტიური ვიდეო კლიპი, რომელიც შეიძლება გამოყენებულ იქნას მოძრაობის მიდევნების ბორკილების მიერ, ან კამერის ფონურ გამოსახულებადაქტიური NLA ბილიკიაქტიური კვანძიაქტიური შენიშვნააქტიური ობიექტიაქტიური ობიექტის ინდექსიმხოლოდ აჼტიური ობიექტიობიექტის აჼტიური ბორკილიმხოლოდ აჼტიურიაჼტიური ოპერატორიაქტიური გამონატანიაქტიური სახატავი ტექსტურის ინდექსიაქტიური პალიტრააქტიური პალიტრის ფერიაქტიური პანელების კატეგორიააქტიური პანელის მოხაზულობანაწილაკთა აჼტიური სისტემანაწილაკთა აჼტიური სისტემის ინდექსიაქტიური ნაწილაკის სამიზნეაქტიური ნაწილაკის სამიზნის ინდექსიაქტიური მისამართის ინდექსიაქტიური სიბრტყის კვალიაქტიური წერტილიაქტიური წერტილების ქეშიაქტიური წერტილოვანი ქეშის ინდექსიაქტიური წახნაგიაქტიური პოზის მარკერიაქტიური პოზის მარკერის ინდექსიაქტიური პოზის არ჎იქ ბორკილიაქტიური ბოლოდროინდელი საქაღალდეაქტიური რენდერიაქტიური რენდერის ფერის ინდექსიაქტიური რენდერის ხედიაქტიური საცავიაქტიური ბრუნვის თვალის დევნების ინდექსიაქტიური სცენააქტიური სცენის კოლექციებიაქტიური განყოფილებამონიშვნების აჼტიური ნაკრებიაქტიური ნაკრების უკუგდებააქტიური ფორმააქტიური ფორმის ინდექსიაქტიური ფორმის სოლიაქტიური ფორმის სოლის ინდექსიაქტიური სლოტიაქტიური დაგლუვებააქტიური სივრცეაქტიური სფლაინიაქტიური ლენტიაქტიური ლენტის სახელიმხოლოდ აჼტიური ლენტიაქტიური ზედაპირიაქტიური სისტემური სანიშნებიაქტიური სისტემური საქაღალდეაქტიური ცხრილიაქტიური ტეგიაქტიური ტექსტური გრაფააქტიური ტექსტურააქტიური ტექსტურის ინდექსიაქტიური თემის არეაქტიური ფილის ინდექსიაქტიური დროის სეგმენტის ინდექსიაქტიური ხელსაწყოაქტიური ხელსაწყოსა და სამუშაო სივრცის ანაწყობებიაქტიური ხელსაწყოებიაქტიური კვალის ინდექსიაქტიური UDIMაჼტიური UV რუკის ინდექსიაქტიური UV რუკის შრეაქტიური UV რუკის შრეაქტიური UV რუკის ინდექსიაქტიური წვეროწვეროთა აჼტიური ფერის ინდექსიწვეროთა ფერების აჼტიური შრეწვეროთა აჼტიური ჯგუფიწვეროთა აჼტიური ჯგუფის ინდექსიწვეროთა აჼტიური ჯგუფი დაბლოკილიააქტიური წვერო/წიბო/წახნაგიაქტიური ხედის ინდექსიაქტიური ხედის შრეაქტიური ქმედებების შერწყმაUI-ში საჩვენებელი აქტივთა აჼტიური ბიბლიოთეკა, გამოუყენებელი აქტივთა ბრაუზერის მიერ (რომელსაც თავისი საკუთარი აჼტიური აქტივების ბიბლიოთეკა აქვს)აჼტიური ატრიბუტიაქტიური ატრიბუტის ინდექსი, ან -1, როცა არცერთია აჼტიურიაჼტიური ფუნჯიაქტიური ფუნჯი არ შეიცავს არანაირ ტექსტურას ზღვრის გასაფართოვებლადაქტიური ღილაკი სკრიპტიდან არაა, წყაროს რედაქტირება შეუძლებელიააქტიური ღილაკის შესატყვისი ვერ მოიძებნააქტიური ღილაკი ვერ მოიძებნააქტიური კამერა ამ სცენაში არააამ ხედში გამოყენებული აჼტიური კამერა (როცა სცენის აჼტიურ კამერაზე არაა ჩაკეტილი)აჼტიური კამერა, გამოყენებული სცენის რენდერისთვისაქტიური ფერის ატრიბუტი ასახვისთვისა და რედაქტირებისთვისაქტიური ფერის ატრიბუტის ინდექსიაქტიური ჏ირიქ სფლაინიაქტიური რედაქტორი კვანძების რედაქტორი არაა.იმისათვის, რომ ოპერატორი გაეშვას, აჼტიური რედაქტორი კვანძთა რედაქტორი უნდა იყოსრედაქტირებული გეომეტრიის აჼტიური ელემენტების ინდექსები, ხელსაწყოს გასაშვებადაქტიური წახნაგი ოთხკუთხა უნდა იყოსაქტიური წახნაგი მოუნიშნავიააქტიური ფაილი ფაილების ბრაუზერშიაქტიური ჯგუფი დაბლოკილია, შეწყვეტააქტიური ინდექსი შრიქ ნიღბის მასივშიაქტიური ინდექსი რენდერის ხედების მასივშიაქტიური ინდექსი ექსპორტიორების ქიაშიაჼტიური ინდექსი სეგმენტების ქიაშიაჼტიური ინდექსი ფილების მასივშიაქტიური ინდექსი წვეროთა ჯგუფების მასივშიაქტიური საგანიაქტიური საგანი პანელი არააკლავიშების აჼტიური კონფიგურაცია (წინასწარ დაყენებული)შრეთა აჼტიური კოლექცია ამ ხედის შრიქ იერარქიაშიაქტიური შრე ამ ნიღაბშიაქტიური შრე დაბლოკილია, ან დამალულიაქტიური შრე არარედაქტირებადიაქეშ ფაილის აჼტიური შრენაჩვენები აჼტიური ხაზთა ნაკრებიასახული აჼტიური მასალააქტიურ მეშს ფორმის სოლები არ აქვსაქტიური კვანძი ამ ხეშიაქტიური კვანძი უნდა იყოს {:s} ტიპის.აჼტიური კვანძი არ უნდა იყოს {:s} ტიპის.აჼტიური კვანძოვანი ხე კვანძებს არ შეიცავს.აჼტიური კვანძოვანი ხე ბმულითაა გადმოკავშირებული სხვა .blend ფაილიდან.აჼტიური ობიექტი კოლექციებს არ შეიცავსაქტიური ობიექტის საბოლოო გარდაქმნას აქვს ერთი, ან მეტი ნულოვანი მაშტაბის მქონე ღერძიაქტიური ობიექტი ამ შრისთვისაქტიურ ობიექტს უარყოფითი მასშტაბი აქვსაქტიურ ობიექტს ქმედება არა აქვსაქტიურ ობიექტს მოდიფიკატორები არ აქვსაქტიურ ობიექტს არაერთგვაროვანი მასშტაბი აქვსაქტიური ობიექტი ამ თვალის დევნების მონაცემთა ობიექტშიაქტიური ობიექტი გრიზ ფენსილის ობიექტი არაააჼტიური ობიექტი მეში არაააჼტიური ობიექტი მონიშნული გრიზ ფენსილი არაააჼტიური ობიექტი მონიშნული არმატურა არაააჼტიური ობიექტი მონიშნული ჏ირი არაააჼტიური ობიექტი მონიშნული ჏ირიქ ობიექტი არაააჼტიური ობიექტი მონიშნული მეში არაააჼტიური ობიექტი მონიშნული წერტილთა ღრუბლის ობიექტი არაააჼტიური ობიექტი ანიმირებული არაააჼტიური ობიექტი სინათლე უნდა იყოსაქტიურია კლავიშის განმეორების მოვლენებზე (როცა კლავიში დაჭერილია)აჼტიური დასახატი წირიამჟამად ასახული ნაწილაკთა აჼტიური სისტემააქტიური სიბრტყის კვალი ამ ადევნების მონაცემთა ობიექტში. არარეკომენდირებულია, გამოიყენე objects[სახელი].plane_tracks.activeაჼტიური წერტილების ქეში ფიზიკის სიმულაციებისთვისშენიღბვის შრიქ აჼტიური წერტილიაქტიური პოზის მარკერი ამ ქმედებისთვისაქტიური მონაკვეთი დაყენებული არაააჼტიურ სარენდერო ძრავს აქვს სფერული სტერეო რენდერის მხარდაჭერაგამოსახულების აჼტიური რენდერის სლოტიაქტიური საცავი გათიშულიააქტიური სცენა შეიცვალა '%s'-ითაქტიური სცენა ამ ფანჯარაში უნდა რედაქტირდესაქტიური სცენა ფაილადაქტიური სლოტი ამ ქმედებისთვისშენიღბვის შრიქ აჼტიური სფლაინიაქტიური ლენტი ეფექტის ლენტი არაააჼტიური ცხრილი და უწინ ასახული ცხრილების უცვლელი მდგომარეობაამჟამად ასახული აჼტიური ტექსტურის სლოტიაქტიური ხელსაწყოს გიზმოაქტიური კვალი ამ თვალის დევნების მონაცემთა ობიექტშიაქტიური კვალი ამ თვალის დევნების მონაცემთა ობიექტში. არარეკომენდირებულია, გამოიყენე objects[სახელი].tracks.activeწვეროთა აჼტიური ფერის ინდექსიწვეროთა ფერების აჼტიური შრეწვეროთა აჼტიური ჯგუფი დაბლოკილიააქტიური სამუშაო სივრცე და სცენა ამ ფანჯარას მიჰყვებააქტიური სამუშაო სივრცის ეკრანი, რომელიც ფანჯარაში ჩანსაქტიური სამუშაო სივრცე, რომელიც ფანჯარაში ჩანსნამდვილი მანძილიუშუალოდ მონაცემთა ბლოკი .blend ფაილიდან (მონაცემთა მთავარი ბაზიდან), რომელმაც წარმოქმნა შეფასებული ბლოკიმოაცდინე სიმულაციის გარჩევადობისა და ზომის ადაპტირება დენადი გარემოს მიხედვითადაპტაციაადაპტირებადიადაპტირებადი კომპილირებაადაპტირებადი სამოქმედო არეალიადაპტირებადი მინ. ნიმუშებიადაპტირებადი რენდერიადაპტირებადი სემპლირების მიჯნაადაპტირებადი სივრცეადაპტირებადი დაშორებაადაპტირებადი დაყოფაადაპტირებადი ქვეკადრის მიჯნაადაპტირებადი დროის ნაბიჯებიადაპტირებადად გააბუნდოვნე პრიალა იერფერები გაბუნდოვნების ასხლტომების შემდეგ, რათა აკურატულობის ხარჯზე შეამცირო ხმაურიადაპტიურად გააბუნდოვანე გამოსახულება და თან მკვეთრი კიდეები შეინარჩუნეადაპტირებად რეჟიმში დაყავი მეში კამერის მანძილის მიხედვითადაპტირებადობამიმატება"%s" შენატანის დამატებადაამატე "%s" შენატანი (Ctrl პანელის დასამატებლად)"%s" პანელის დამატებადამატება და ჩანაცვლებაშეკრება-გამოკლებადამატება -> არმატურა -> Rigify-ქ მეტა-რიგები.დაამატე 3D ვექტორის მნიშვნელობებიდაამატე 4 გამოტოვება ხაზის დასაწყისშიატრიბუტის დამატებაზღუდის მარყუჟის დამატებაფერის დამატებაფერის ატრიბუტის დამატებაბორკილის დამატებასაკონტროლო წერტილის დამატებაკრიპტო შრიქ დამატებადაამატე ციკლების F-მოდიფიკატორი, თუ ასეთი უკვე არ არსებობსDEF კონვერგენციაზე დამატებაცარიელი საკვანძო ფაზებს დამატებაექსპორტერის დამატებადამატებადაამატე აჼტიურ/მონიშნულ F-წირებს F-მოდიფიკატორიდაამატე F-მოდიფიკატორი აჼტიურ/მონიშნულ NLA-ლენტებსყალბი მომხმარებლის დამატებაშემოცვეთის წვეროს დამატებაგაყინული კადრის დამატებაგეომეტრიის კავშირის დამატებაშ.კ.-იქ დამატებაგამოსახულების დამატებაშესაყვანი ცვლადის დამატებაშენატანების დამატებასაგნის დამატებაფოთლისებრი ძვლების დამატებალოკალური საცავის დამატებარუკაზე განაწილების კვანძების დამატებამარკერის დამატებანიღბის დამატებადამატების რეჟიმიმოდიფიკატორის დამატებამოდიფიკატორების დამატებადაამატე NLA-ბილიკები მონიშნული ბილიკების ზემოთ/შემდეგგაფართოების ახალი საცავის დამატებაგრიზ ფენსილის ახალი შრიქ დამატებადაამატე დასახატი ჏ირიქ ახალი წერტილინორმალის დამატებაგამონატანების დამატებახატვის სლოტის დამატებაპრინციპული ტექსტურის წყობის დამატებადისტანციური საცავის დამატებადაამატე გადამისამართების კვანძები და დაუკავშირე მონიშნულ კვანძთა გამონატანებსგადამისამართებების დამატებაგადამისამართებების დამატება (მენიუ)გარჩევადობის დამატებაუძრაობის პოზიციის დამატებადაამატე უდრეკი სხეულის ბორკილი აჼტიურ ობიექტსდაამატე უდრეკი სხეულის სიმულაციის სამყარო მიმდინარე სცენაშიჩაამატე ქა჏ყიქი სახელურის ძვლის ტრიალის მოკლება ტრიალის მომატების მნიშვნელობაშიმონიშნული ძვლების დამატებამონიშვნის კომპლექტის დამატებადაამატე მონიშვნის კომპლექტი ამ კოლექციისთვისიერფერის დამატებასისწრაფის გადასვლის დამატებალენტის დამატებატექსტურის წყობის დამატებამიჯნის დამატებაგამოსახულებისთვის ფილის დამატებაგარდასვლის დამატებადაამატე UV რუკადაამატე წვეროთა ჯგუფ B-იქ წონები წვეროთა ჯგუფ A-ქ წონებზედაამატე ქიაში ვ. რ.-იქ ორიენტირი გაშვებული ვ.რ. სესიის მაჩვენებლის პოზიდან და მონიშნე იგიწვეროს დამატებაწონების დამატებასამუშაო სივრცის დამატებადაამატე "უძრაობის პოზიციის" ატრიბუტი, რომელიც ფორმის სოლებისა და მოდიფიკატორების შეფასებამდე არსებული პოზიციის ატრიბუტის ასლიადაამატე ჩაკეტვის ზონადაამატე დრაივერის ცვლადი, რათა თვალი ადევნო დრაივერის მიერ გამოყენებულ შეყვანილ მონაცემსდაამატე For Each გეომეტრიის ელემენტის ზონა, რომელიც კვანძების ცალცალკე შესრულების საშუალებას იძლევა, მაგალითად, თითოეული წვეროსთვისდაამატე გრიზ ფენსილის ობიექტი სცენაშიდაამატე მონიშნულ ბუდეებიანი ჯგუფის შენატანის კვანძი მიმდინარე კვანძების რედაქტორსდაამატე სინათლეთა ჯგუფიდაამატე RGB-იქ შერევის/იერფერის კვანძი კვანძთა შორის ხაზის ინტერაქტიულად გავლების მეშვეობითსემპლირების წინასწარი კონფიგურაციის დამატებადაამატე იერფერის AOVდაამატე ლენტი და დააკავშირე კოლექციები მიმდინარე სცენიდან (ზედაპირული ასლი)დაამატე ლენტი და გააკეთე მიმდინარე სცენის სრული ასლისარკმლის სემპლირების წინასწარი კონფიგურაციის დამატებადაამატე ბოიდის წესი ბოიდის ამჟამინდელ მდგომარეობასდაამატე ბოიდის მდგომარეობა ნაწილაკთა სისტემასდაამატე სანიშნე მონიშნული/აჼტიური დირექტორიისთვისდაამატე სცენაში კამერა ობიექტიდაამატე არჩეულ პანელს მოსანიშნი უჯრადაამატე კოლექციის ინფოს კვანძი მიმდინარე კვანძების რედაქტორსდაამატე კოლექციის ინსტანციადაამატე სეკვენსერს ფერის შერევის ეფექტის ლენტიდაამატე ფერის კვანძი მიმდინარე კვანძების რედაქტორსდაამატე სეკვენსერს ფერის ლენტიდაამატე მუდმივი აცდენადაამატე ბორკილი, რათა ლოკალური მდებარეობა (მფლობელის ორიენტაცია) აცდენით დააკოპირო. თუნდაც მფლობელსა და სამიზნის სამართავებს უძრაობის სხვადასხვა ორიენტაციები ჰქონდეთ, გლობალური მოძრაობის მიმართულება მაინც ერთი და იგივე იქნებადაამატე ბორკილი ლოკალური მდებარეობის აცდენით დასაკოპირებლად. თუ მფლობელისა და სამიზნე სამართავის უძრაობის ორიენტაციები სხვადასხვაა, გლობალური მოძრაობის მიმართულება შესაბამისად შეიცვლებადაამატე ბორკილი, რათა აიძულო სიბრტყეები, თვალი ადევნოს კამერასდაამატე ბორკილი აჼტიურ ძვალსდაამატე ბორკილი აჼტიურ ძვალს, მონიშნულ ობიექტებზე/ძვლებზე დაყენებული სამიზნით (სადაც შესაძლებელია)დაამატე ბორკილი აჼტიურ ობიექტსდაამატე ბორკილი აჼტიურ ობიექტს, სამიზნის (სადაც შესაძლებელია) მონიშნულ ობიექტებზე/ძვლებზე დაყენებითდაამატე აჼტიური საგნის ასლი ინტერფეისშიდაამატე წაფენით გადასვლის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე სცენას შემთხვევით წირებიანი ჏ირიქ ობიექტიდაამატე კლავიშრუკის მორგებული კონფიგურაცია წინასწარი კონფიგურაციების სიასდაამატე მორგებული ნორმალების შრე, თუ ასეთი ჯერ არ არსებობსდაამატე მორგებული თემა წინასწარი კონფიგურაციების სიასდაამატე აქტივთა ბრაუზერის მიერ აქტივთა წყაროდ გამოსაყენებელი დირექტორიადაამატე წახნაგთა ნაკრები კურსორის მიერ განსაღვრულ მართკუთხედშიდაამატე წახნაგთა ნაკრები კურსორის მიერ განსაზღვრულ ფიგურაშიდაამატე წახნაგი კურსორის მიერ დადგენილი ხაზის ერთ მხარესდაამატე ფილტრი ასახული მონაცემებიდან რიგების მოსაშორებლადდაამატე ბეწვის კონფიგურაცია მონიშნულ ობიექტებსდაამატე გამის წაფენით გარდასვლის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე გაუსის გაბუნდოვნების ეფექტის ლენტი ერთ ცალ მონიშნულ ლენტზე ვიდეო შიგთავსითდაამატე ელვარების ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე ჯგუფის კვანძი ცარიელი ჯგუფითდაამატე გამოსახულების/ვიდეოს ფაილი, როგორც კვანძი მიმდინარე კვანძების რედაქტორშიდაამატე გისოსები და გამოიყენე იგი მონიშნული ობიექტების დეფორმირებისთვისდაამატე სცენაში სინათლის წყარო ობიექტიდაამატე სინათლის ზონდი ობიექტიდაამატე ხაზის ფერის მოდიფიკატორი აჼტიურ ხაზთა ნაკრებთან ასოცირებულ ხაზის სტილსდაამატე ხაზთა ნაკრები ხაზთა ნაკრებების სიაშიდაამატე ხაზის ქიქჼიქ მოდიფიკატორი აქტივ ხაზთა ნაკრებთან ასოცირებულ ხაზის სტილსდაამატე ნიღბის კვანძი მიმდიონარე კვანძების რედაქტორსდაამატე სეკვენსერს ნიღბის ლენტიდაამატე მასალის კვანძი მიმდინარე კვანძების რედაქტორსდაამატე სცენას მეტაბურთის ობიექტიდაამატე ლენტს მოდიფიკატორიდაამატე სეკვენსერს ვიდეო ლენტიდაამატე სეკვენსერს ვიდეოკლიპის ლენტიდაუმატე სეკვენსერს მრავალკამერიანი სელექტორის ეფექტის ლენტიდაამატე გამრავლების შეზავების რეჟიმის ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე ახალი (ცარიელი) სოლების ნაკრები აჼტიურ სცენასდაამატე ახალი დინამიკური ხატვის ზედაპირის სლოტიდაამატე ახალი გრიზ ფენსილის შრეთა ჯგუფი აჼტიურ ობიექტშიდაამატე ახალი გრიზ ფენსილის შრე აჼტიურ ობიექტშიდაამატე ახალი NLA სტეკი + ლენტი ყოველი მარყუჟის/გადავლისთვის, რომელიც ანიმაციაზე ხდება, რათა დაუშვა არამრღვევი გადაკეთებადაამატე ახალი NLA ბილიკი ყოველი არსებული მონიშნულის ზემოთდაამატე ახალი ლენტი ცარიელი სცენით და დააკოპირე ანაწყობები მიმდინარე სცენიდანდაამატე ქიაში ახალი ვ. რ. ორიენტირი აჼტიური კამერის ობიექტიდან და მონიშნე იგიდაამატე ქიაქ ახალი ვ. რ. ორიენტირი და მონიშნე იგიდაამატე ახალი ფონური გამოსახულება აჼტიურ კამერასდაამატე ძვლების ახალი კოლექციადაამატე 3D კურსორთან მდებარე ახალი ძვალიდაამატე ახალი კოლექცია მონიშნულ კოლექციაშიდაამატე ახალი ფერის გაჩერება ფერთა გრადაციაშიდაამატე ახალი საკონტროლო წერტილი (დაკავშირებული მხოლოდ ერთ მონიშნულ დაბოლოების წირთან, თუ ასეთი არსებობს)დაამატე გარსს ახალი სამართავი წერტილი მიმდინარე კადრზედაამატე ახალი წირების ობიექტი ნაწილაკთა სისტემის მიმდინარე მდგომარეობის მიხედვითდაამატე ახალი შენატანის შრე კრიპტოკაშეს კვანძსდაამატე ინტერფეისს ახალი საგანიდაამატე ახალი საგასაღებო სიტყვიანი ტეგი აჼტიურ აქტივსდაამატე დაყოფის დონედაამატე ახალი მარყუჟი არსებულ მარყუჟებს შორისდაამატე ახალი მასალადაამატე მასალის ახალი სლოტიდაამატე ახალი, ან განაახლე არსებული თმის ნაწილაკთა სისტემა ზედაპირის ობიექტზედაამატე ახალი ნაწილაკი სამიზნედდაამატე რენდერის ახალი სლოტიდაამატე გაფართოებების შესანახი ახალი საცავიდაამატე ახალი რიგი ძვალთა კოლექციის მითითებათა სიაშიდაამატე ახალი ეკრანიდაამატე ახალი ტექსტური ველიდაამატე ახალი ტექსტურადაამატე დროის ახალი მარკერიდაამატე ახალი წვეროთა ჯგუფი აჼტიურ ობიექტსდაამატე ახალი ხედის შრედაამატე ახალი ხედის შრე ყველა კოლექციის გათიშვითდაამატე ახალი სამუშაო სივრცედაამატე ახალი სამუშაო სივრცე მიმდინარის ასლის შექმნით, ან მომხმარებლის კონფიგურაციიდან მიმაგრებითდაამატე ახალი, ცარიელი სცენა ნაგულისხმები ანაწყობებითდაამატე ახალი, ცარიელი სცენა და დააკოპირე ანაწყობები ამჟამინდელი სცენიდანდაამატე კვანძთა ჯგუფის აქტივი აჼტიურ კვანძის ხესდაამატე აჼტიურ ხეს კვანძიდაამატე აჼტიურ ხეს კვანძი glTF ექსპორტისთვისდაამატე ხატვის სლოტიდაამატე ნაწილაკთა სისტემადაამატე სცენაში წერტილოვანი ღრუბლის ობიექტიდაამატე ბოლოს მონიშნულ წერტილთან დაკავშირებული წერტილიდაამატე აჼტიურ ობიექტს პროცედურული ოპერაცია/ეფექტიდაამატე რენდერის ხედიდაამატე გამეორების ზონა, რომელიც კვანძების დინამიკური რაოდენობით გაშვების საშუალებას იძლევადაამატე საცავი, რომელიც ხელით იმართება, გარე საცავზე მითითების გარეშედაამატე საცავი, რომელიც მიუთითებს დისტანციურ საცავზე გაფართოებების აღნუსხვისა და განახლების მხარდაჭერითდაამატე გადამისამართების კვანძიდაამატე გამოსახულებას ფერსოდაამატე სეგმენტი შტრი჎იქ მოდიფიკატორსდაამატე სეგმენტი დროის მოდიფიკატორსდაამატე მარტივი ფერის ლენტიდაამატე მარტივი ტექსტის ლენტიდაამატე სეკვენსერს ხმის ლენტიდაამატე სცენაში სპიკერის ობიექტიდაამატე ლენტი, რომ მართო, როდის დაუკრავს სპიკერი ხმოვან კლიპსდაამატე ლენტი და ხელახლა გამოიყენე ეს სცენა წყაროდდაამატე ლენტი და ამ სცენის აქტივის დუბლიკატი წყაროდ გამოიყენედაამატე ლენტი და წყაროდ ახალი სცენა გამოიყენედაამატე მონასმის გეომეტრიის მოდიფიკატორი აჼტიურ ხაზთა ნაკრებთან ასოცირებულ ხაზის სტილსდაამატე სტილის მოდული მოდულთა სიაშიდაამატე გამოკლების შეზავების რეჟიმის ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაუმატე ბორკილს სამიზნედაამატე ტექსტური ობიექტი სცენაშიდაამატე სეკვენსერს ტექსტის ლენტიდაამატე ტექსტურის კვანძის წყობა პრინციპული BSDF-ისთვისდაამატე ტექსტურის კვანძის წყობა მონიშნულ იერფერებსდაამატე გარდასვლის ლენტი ორ მომიჯნავე მონიშნულ ლენტს შორისდაამატე წვეროს გარეკანის შრედაამატე ვიდეოს ქიქ჏რაფიქ ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე ხედის შრედაამატე ვიზუალური ეფექტი აჼტიურ ობიექტსდაამატე სცენას მოცულობის ობიექტიდაამატე გადაწმენდის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე აჼტიური ობიექტი უდრეკ სხეულადდაამატე მასივის ყველა ელემენტი ჩასოლვის ნაკრებსდაამატე ყველა იმპორტირებული ობიექტი ახალ კოლექციაშიდაამატე ყველა გამოყენებული სინათლის ზონდიხატვისას დაამატე ალფადაამატე გარემომცველი წინაღობა დიფუზიურ ზედაპირებსდაამატე ქმედების კლიპის ლენტი (ანუ ქმედებაზე მიმთითებელი NLA ლენტი) აჼტიურ ბილიკსდაამატე ატრიბუტის კვანძი ამ სახელითდაამატე აჼტიურ ძვალს შექცეული კინემატიკის ბორკილი. სამიზნე შეიძლება, იყოს მონიშნული ძვალი, ან ობიექტიგამოსახულებების თანამიმდევრობის დამატებაინტეგრატორის წინასწარი კონფიგურაციის დამატებამწარმოებლურობის წინასწარი კონფიგურაციის დამატებადაამატე შეკრების შეზავების რეჟიმის ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე სეკვენსერს რეგულირების შრიქ ეფექტის ლენტიდაამატე ალფა არ჎ი გამოსახულებასდაამატე 'ალფა ზემოდან' შეზავების რეჟიმის ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე ალფა გამჭვირვალობის მოდიფიკატორი აჼტიურ ხაზთა ნაკრებთან ასოცირებულ ხაზის სტილსდაამატე 'ალფა ქვეშ' შეზავების რეჟიმის ეფექტის ლენტი ორი მონიშნული, ვიდეო შიგთავსიანი ლენტისთვისდაამატე სცენაში არმატურა ობიექტიდაუმატე მონიშნულს წიბო, ან წახნაგიდაამატე სეკვენსერში ეფექტი, უმეტესობა არსებული ლენტების ზემოდან გამოიყენებადაამატე სცენას ცარიელი ჏ირიქ ობიექტი, მონიშნული მეშის ზედაპირად გამოყენებითდაამატე ცარიელი გამოსახულების ტიპი სცენაში მონაცემებითდაამატე სცენას ცარიელი ობიექტიდაამატე სცენას ცარიელი ობიექტი ფიზიკის ეფექტორითდაუმატე ჩანაწერი სიასდაამატე ქიაქ ჩანაწერი ამჟამად აჼტიური საგნის შემდეგდაამატე არსებული კვანძთა ჯგუფი მიმდინარე კვანძების რედაქტორსდაამატე წიბოთა მარყუჟი, რათა უკეთ შეინარჩუნო ფორმა ქვედანაყოფებიანი ზედაპირის მოდიფიკატორის გამოყენებისასდაამატე სეკვენსერში გამოსახულება, ან გამოსახულებათა თანამიმდევრობადაამატე კვანძოვან ხეს იმპორტის კვანძიდაამატე ელემენტი ინდექსების სვიჩშიდაამატე ობიექტის მონაცემთა ინსტანციადაამატე ობიექტის ინფოს კვანძი კვანძების მიმდინარე რედაქტორშიდაამატე ობიექტი ახალ კოლექციაშიდაამატე ობიექტი არსებულ კოლექციაშიდაამატე სცენაში ობიექტიდაამატე ობიექტის შემომსაზღვრელი ჩარჩოსთან შეფარდებული აცდენადაამატე უკუგდების შრე არქივშიდაამატე ბრძანების გაუქმების მდგომარეობა (მხოლოდ შიდა მოხმარებისთვის)ჯამურ აცდენას დაამატე სხვა ობიექტის გარდაქმნადაამატე მონიშნული კოლექციის შვილობილადდაამატე ატრიბუტი გეომეტრიასდაამატე ფონური სინათლის გამოცემა. შენიშვნა: ეს კვანძი მხოლოდ სამყაროს ზედაპირის გამონატანისთვის უნდა იქნას გამოყენებულიდაამატე ბინორმალებისა და მხებთა ვექტორები, ნორმალთან ერთად ისინი მხებ სივრცეს აყალიბებენ (სწორად იმუშავებს მხოლოდ სამკუთხოვან/ოთხკუთხოვან მეშებზე!)დაამატე განათებულ არეებს ბუნდოვნება და სიკაშკაშედაამატე ძვალი მონიშნულ ქა჎ქარ(ებ)ქა და/ან 3D კურსორს შორისდაამატე ქეშის მოდიფიკატორები და ბორკილები იმპორტირებულ ობიექტებს მაშინაც კი, როცა ისინი ანიმირებული არაა, რა჌ა შეიძლებოდეს მათი განახლება Alembic-იქ არქივის ხელახლა ჩატვირთვისასდაამატე კამერის ფონური გამოსახულებადაამატე მონიშნულის არხები პოზის აქტივს. არსებული არხები განახლდებადაამატე ფერის ატრიბუტი გეომეტრიასშეკრიბე კომპონენტების მნიშვნელობებიინტერაქტიურად დაამატე მეშს კონუსიდაამატე სამართავი წერტილები წრიული რკალის გასწვრივ (ბეზიეს სფლაინის შემთხვევაში სახელური ვექტორული ტიპისაა)დაამატე დაკოპირებული F-მოდიფიკატორები მონიშნულ F-წირებსდაამატე კოპირებული F-მოდიფიკატორები მონიშნულ NLA-ლენტებსდაამატე დრაივერის კოპირებული ცვლადები აქტივ დრაივერსდაამატე მეშს კუბრუკის UV-ებიინტერაქტიურად დაამატე მეშს კუბიდაამატე მიმდინარე UI-აჼტიური თვისება მიმდინარე ჩასოლვის ნაკრებსინტერაქტიურად დაამატე მეშს ცილინდრიდაამატე დანიშნულების მეშებს მონაცემთა შრეები საჭიროების შემთხვევაშიდაამატე ნაგულისხმები ანიმაცია ბორკილის მიერ გამოყენებული ტრაექტორიისთვის, თუ უკვე ანიმირებული არაადაამატე ოთხკუთხედებს დიაგონალური ზამბარებიდაამატე დიფუზიის წვლილიდაამატე პირდაპირი განათების წვლილიდაამატე დრაივერი კურსორს ქვეშ მყოფი თვისებისთვისდაამატე მონიშნულ საგნებს დრაივერებიდაამატე თითოეული გამოსახულება ინდივიდუალური ლენტის სახითფუნჯის შეკრების ეფექტიდაამატე გამოსხივების წვლილიდაამატე ცარიელი გამოსახულებადაამატე ცარიელი მისამართი აჼტიურ ჩასოლვის ნაკრებსშეკრიბე ეილერის კომპონენტების მნიშვნელობებიდაამატე ექსპორტერი ექსპორტერების სიაშიდაამატე გარე მახასიათებელთა ნაკრები (რიგები, მეტარიგები, ui შაბლონები)დაამატე სათადარიგო ხელსაწყოების კლავიშრუკები ამ გიზმოს ტიპსშევსების სეგმენტების დამატება გარსის შესაქმნელად. ორიგინალ მონასმს ნუ დატოვებ.ცეცხლის დამატებაცეცხლისა და კვამლის დამატებადაამატე წილადნიშნა სიდიდედენადი გარემოს დამატება სიმულაციაშიდაამატე გაყინული კადრიდაამატე გაყინული კადრი და გადაიტანედაამატე პრიალის წვლილიდაამატე თმადაამატე გამოსახულებები ინდივიდუალურ ლენტებად, თუ მათი ფაილების სახელები არ ემთხვევა ბლენდერის დანომრილ თანამიმდევრობას, რა შემთხვევაშიც ისინი გამოსახულებათა ერთ თანამიმდევრობად დაჯგუფდებადაამატე ირიბი განათების წვლილიდაამატე მთელ რიცხვიანი მნიშვნელობებიდაამატე საგანი აჼტიური საგნის ქვეშდაამატე კლავიშთა რუკის საგანიმონიშნულ საკვანძო ფაზათა შორის ყოველ კადრზე საკვანძო ფაზის დამატებადაამატე ლინზის ანარეკლები, ნისლი და ნათებები გამოსახულების კაშკაშა ნაწილების ირგვლივთხევადი ნივთიერების დამატებადაამატე გისოსების ზომებს ხაზგარე სივრცედაამატე მოდიოფიკატორი მეშის წიბოთა სიმკვეთრის ავტომატურად დასაყენებლად, მეზობელ წახნაგთა შორის დახრილობის კუთხის მიხედვითდაამატე მოდიფიკატორი წიბოთა სიმკვეთრის ავტომატურად დასაყენებლადდაამატე მოდიფიკატორი კვანძთა ჯგუფით "{}" ობიექტზე "{}"დაამატე მეტი კონტრასტი სიკაშკაშესთან მიმართებაშიდაამატე სახელიანი ობიექტიდაამატე ახალი ანოტაციის მონაცემთა ბლოკიდაამატე ახალი ანოტაციის შრე, ან შენიშვნა აჼტიური მონაცემთა ბლოკისათვისდაამატე ახალი ბეზიეს წირიდაამატე ახალი მონიშვნის ნაკრებ(ებ)ი გაცვლის ბუფერიდანდაამატე ახალი ლენტი ნაგულისხმები ანაწყობების მქონე ცარიელი სცენითდაამატე ახალი ქეშიდაამატე ახალი წრეწირიდაამატე წრეწირის ფორმის სფლაინიდაამატე ახალი ფერი აჼტიურ პალიტრასდაამატე და გააცურე ჏ირიქ ახალი წერტილიარსებულ წირებს შორის ახალი წირების ჩამატება, მინიმალური მანძილის გათვალისწინებითდაამატე ახალი შრე შენიღბვადდაამატე და გადააადგილე მარკერი ვიდეოზედაამატე ახალი მარკერი და გააცურე თაგვით თაგვის ღილაკის აშვებამდედაამატე ნიღბის ახალი შრე შენიღბვისთვისდაამატე ახალი მეტა-ლენტები, რომლებიც მონიშნულ ლენტებს მოიცავსდაამატე ახალი ობიექტი თვალის სადევნებლადდაამატე დასახატი ახალი წირიდაამატე ახალი პალიტრადაამატე ნაწილაკების ახალი ანაწყობებიდაამატე შემდეგი ტიპის ახალი სცენატიპის მიხედვით დაამატე ახალი სცენა თანამიმდევრობის რედაქტორში და მიაკუთვნე აჼტიურ ლენტსდაამატე სეკვენსერის მიერ გამოსაყენებელი ახალი სცენადაამატე ახალი მკვეთრი წიბოები არსებულების გაუსუფთავებლადდაამატე კვადრატის ფორმის ახალი სფლაინიდაამატე ახალი წვერო და გააცურე იგიდაამატე ახალი წვერო შემოცვეთას და გააცურედაამატე კვანძი შენატანსდაამატე ხმაური რგოლებსდაამატე ხმაური სტანდარტულ ხესდაამატე ნორმალის ვექტორი მონიშნულსდაამატე კაშეს ობიექტი, ან მასალა, ამორჩევის გამონატანიდან ფერის არჩევის მეშვეობითდაამატე ერთერთი გავრცელებული ბორკილი, რომელიც სამართავს სამიზნის ბოლოსთან აკავშირებსდაამატე მონასმის ხერხემლის გეომეტრიას ერთგანზომილებიანი პერლინის ხმაურიდაამატე მხოლოდ დაკავშირებულ გამონატანებსდაამატე მხოლოდ დაუმაგრებელ გამონატანებსდაამატე, ან მოაცილე დინამიკური ფერწერის ნაწარმის მონაცემთა შრედაამატე, ან მოაშორე გრიზ ფენსილის ფუნჯის წინასწარი კონფიგურაციადაამატე, ან მოაცილე გრიზ ფენსილის მასალის წინასწარი კონფიგურაციადაამატე, ან მოაშორე კამერის წინასწარი კონფიგურაციადაამატე, ან მოაცილე კლიპის ბილიკის ფერის წინასწარი კონფიგურაციადაამატე, ან მოაშორე ქსოვილის წინასწარი კონფიგურაციადაამატე, ან მოაცილე დენადი ნივთიერების წინასწარი კონფიგურაციადაამატე, ან მოაშორე თმის დინამიკის წინასწარი კონფიგურაციადაამატე, ან მოაცილე კვანძების ფერთა წინასწარი კონფიგურაციადაამატე, ან მოაშორე რენდერის წინასწარი კონფიგურაციადაამატე, ან მოაშორე უსაფრთხო არეებს წინასწარი კონფიგურაციადაამატე, ან მოაშორე ტექსტური რედაქტორის წინასწარი კონფიგურაციადაამატე, ან მოაცილე თვალის დევნების კამერის თანდაყოლილი მახასიათებლების წინასწარი კონფიგურაციადაამატე, ან მოაცილე მოძრაობის თვალის დევნების ანაწყობთა წინასწარი კონფიგურაციადაამატე, ან მოაცილე თეთრი ბალანსის წინასწარი ნფიგურაციადაამატე, ან მოაშორე EEVEE-ქ სხივთა მიდევნების წინასწარი კონფიგურაციადაამატე, ან მოაშორე ოპერატორის წინასწარი კონფიგურაციადაამატე, ან მოაშორე კომენტარებიდაამატე, ან მოაცილე დენადი ნივთიერება სამოქმედო არეალის ობიექტსდაამატე ორიგინალი მდებარეობა დაკოპირებულ მდებარეობაშიდაამატე უკუგდებები მასივის ყველა ელემენტისთვისჩაამატე ჩასმული მონასმები ყველა მონასმის უკანდაამატე ავტოგაშვებიდან გამოსარიცხი მისამართიდაამატე წერტილი ახალ სეგმენტში, რათა იგივე სიმკვრივე შეინარჩუნოდაამატე ფსევდოშემთხვევითი ხმაური F-წირების ზევიდანდაამატე შემთხვევითი აცდენა ბადის მდებარეობებსერთმანეთს დაამატე ფიგურები შეზავების მაგივრადდაამატე გამონატანებს გადამისამართებადაამატე დროში ხელახლა განაწილების სოლიდაამატე სახაზავისეგმენტების დამატება გარსის შესაქმნელად. ორიგინალი მონასმი დატოვე.მონიშნული F-წირების დამატება ახალ ჯგუფშიდაამატე მონიშნული ძვლები მონიშვნათა ნაკრებსდაამატე მონიშნული ძვლები არჩეულ ძვალთა კოლექციასდაამატე მონიშნული საგნები (ცისფერ-ნაცრისფერი რიგები) აჼტიურ ჩასოლვის კომპლექტსდაამატე მონიშნული ობიექტები უდრეკ სხეულებადდაამატე მონიშნული ობიექტები ერთერთ კოლექციას, რომლის ნაწილიცაა აჼტიური ობიექტი. სურვილისამებრ დაამატე "ყველა კოლექცია"-ქ, რათა დარწმუნდე, რომ მონიშნული ობიექტებიც იმავე კოლექციებში ირიცხება, რომლებშიც აჼტიური ობიექტიდაამატე მონიშნული კვლები 2D ბრუნვის სტაბილიზაციასდაამატე მონიშნული კვლები 2D გადაადგილების სტაბილიზაციასდაამატე ობიექტს ფორმის სოლიდაამატე სიმულაციის ზონის შემავალი და გამომავალი კვანძები აჼტიურ ხესდაამატე მონასმის ხერხემლის გეომეტრიას სინუსური გადანაცვლებაკვამლის დამატებადაამატე თანაბარი გადასვლა დროში ხელახა განაწილებულ 2 სეგმენტს შორისდაამატე თანაბარი გადასვლა დროში ხელახლა განაწილებულ 2 სეგმენტს შორის და შეცვალე ხანგრძლივობადაამატე გარკვეული ოდენობის აცდენა და გაამრავლე აჼტიური წვეროთა ჯგუფის წონები გარკვეული ოდენობის მატებაზედაამატე წყაროსა და დანიშნულების მნიშვნელობები მოცემული მიჯნის კოეფიციენტად გამოყენებითდაამატე მონასმის ხერხემლის გეომეტრიას სივრცული ხმაურიინტერაქტიურად დაამატე მეშს სფეროდაამატე ლენტები ჩახშობილ, ან დაბლოკილ არხებს ვიდეო ლენტების დამატების დროსდაამატე UV კოორდინატებს სასურველი პოზიციადაამატე დროებითი შ.კ. ბორკილები პოზის რეჟიმში ძვლებზე ჩაბღაუჭებისასდაამატე მონიშნული წიბოების Freestyle-იქ წიბოს თვისების მონაცემთა მისამართები აჼტიურ ჩასოლვის ნაკრებშიდაამატე მონიშნული წიბოების Freestyle-იქ წახნაგის თვისების მონაცემთა მისამართები აჼტიურ ჩასოლვის ნაკრებშიდაუმატე გათრეული კოლექცია სცენასდაამატე დაგდებული კოლექცია კოლექციის ინსტანციადდაამატე ფაილის ფორმატის გაფართოებები დარენდერებული ფაილის სახელს (მაგ.: ფაილის სახელი + .jpg)მიუმატე დაცერობების წერტილის რადიუსი დავიწროების რადიუსსშეკრიბე გამოთვლილი ველის მნიშვნელობები და გამოიტანე თითოეული ელემენტის მიმდინარე ჯამიდაამატე მონიშნული ობიექტების წვეროთა პოზიციები ფორმის სოლებად, ან განაახლე არსებული ფორმის სოლები შესატყვისი სახელებითდაამატე ეს ქა჏ყიქ კადრსდაამატე დასაწყისშიბოლოში დამატებაპალიტრაში დამატებადაამატე კონტექსტურ მენიუში განსაზღვრულ მომხმარებელს (შეინახება მომხმარებლის სასურველ პარამეტრებში)დაამატე ყველა გამონატანსდაამატე დაკავშირების კოლექციასდაამატე დაკავშირების კოლექციას {}-იქ შემდეგდაამატე დაკავშირების კოლექციას {}-იქ წინდაამატე ორი ვიდეოს ფერების არხები ერთმანეთსდაამატე შუქგამტარობის ეფექტი ზედაპირქვეშას (არარეკომენდირებულია)დაამატე გავლის წვლილიორი იერფერის დამატებადაამატე მონასმის ხერხემლის გეომეტრიას ორგანზომილებიანი პერლინის ხმაურიდაამატე მონასმის ხერხემლის გეომეტრიას ორ-განზომილებიანი აცდენებიდაამატე წვერო აჼტიურ სფლაინსდაამატე წვერო შემოცვეთასდაამატე წვეროები ჯგუფებიდან, რომელთაც ნულოვანი წონა აქვთ შექცევამდედაამატე წვეროთა ჯგუფს ზღვარს აცილებულ წონიანი წვეროებიდაამატე წონის მონაცემები ახალი მონასმებისთვისდაამატე შენ მიერ შექმნილი თვისება მონაცემთა ბლოკსდანამატიდანამატი "{:s}" უკვე დაინსტალირებულია!დანამატი '{}' ვერ მოიძებნა!დანამატის კლავიშების კონფიგურაციადანამატის სასურველი პარამეტრებიდანამატის ტეგებიდანამატი ვარგისი აღარაადანამატის მისამართი {!r} ვერ მოიძებნადასაპროცესირებელი დანამატიდანამატებიდანამატების ფილტრიდანამატების ანაწყობებიუწინ Blender-თან ერთად გამოსული დანამატები ახლა extensions.blender.org-იდანაა ხელმისაწვდომი.დანამატები:დრაივერის დამატება/რედაქტირებადამატება/ჩანაცვლებადამატებულის %s "%s"{:d} {:s}-ქ დაემატა ქრობის ანიმაციადამატებითი სიგრძე ყოველი მონასმის ბოლოში, მის სიგრძესთან მიმართებითდამატებითი სიგრძე ყოველი მონასმის დასაწყისში, მის სიგრძესთან შეფარდებითდაემატა უკუგდების მეშვეობითდაემატა {:d} გამოსახულების სიბრტყენამატიკვანძთა ჯგუფების დამატება კვანძთა მორგებული (Python-ში განსაზღვრული) ხეებისთვის მხარდაუჭერელიადამატებითიდამატებითი დაყოფათმის შესაღებად გამოყენებული დამატებითი ფერიდამატებითი მონაცემები აქტივის მონაცემთა ბლოკისთვისაქტივის მონაცემთა ბლოკისთვის შენახული დამატებითი მონაცემებიდამატებითი მონაცემები შეინახება, რათა შეიძლებოდეს ცხობის პროცესების გაგრძელება დაპაუზების შემდეგ. რადგან დისკზე მეტი მონაცემი ჩაიწერება, რეკომენდირებულია მაღალი გარჩევადობით ცხობისას ამ ვარიანტის ჩართვისთვის თავის არიდება.დამატებითი მანძილი მეშის ზედაპირის ირგვლივ, ეფექტორად ჩასათვლელადდამატებითი გამა დაშიფრვა დისპლეის გარდაქმნის შემდეგ, მორგებული გამის მისაღებადდამატებითი ინფორმაცია აქტივის შესახებდამატებითი თავდაპირველი სიჩქარე X, Y და Z მიმართულებებით (წყაროს სიჩქარეზე დამატებით)ინსტანციათა თავდაპირველი გაბნევის შემდეგ დადებული დამატებითი შენიღბვადამატებითი სამიზნე მეში შემოსატკეცადUV შევსების დამატებითი აცდენადამატებითი მისამართები sys.path-ისთვის დასამატებლად (;-ით გაყოფილი)თანამდევი დამუშავების დამატებითი ვარიანტები ახალი მონასმებისთვისდამატებითი ბრუნვა გამოყენებული წერტილებსა და კვადრატულ მონასმებზემონასმების წერტილებსა და ოთხკუთხოვან ტექსტურებზე გამოყენებული დამატებითი ბრუნვა. გამოიყენება მხოლოდ ტექსტურული შეფერადების რეჟიმში.UV შევსების დამატებითი ბრუნვადამატებითი მასშტაბის მამრავლი გამოსაყენებელი ძირითად მასშტაბზე, როცა ხდება დამთვალიერებლის მასშტაბის დადგენაUV შევსების დამატებითი მასშტაბიდამატებითი დაყოფა წირების გაყოლებაზედამატებითი გარდაქმნა გამოყენებული ხედის გარდაქმნამდე მხატვრული საჭიროებებისთვისდამატებითი გრიგალურობა ალებისთვისშეკრებითიშეკრებითი უკუგდებადანამატების ტეგებილაქის ფენას ფერად შეფერილობას უმატებს, ფენაში შთანთქმნის მოდელირების გზით. დაბალ კუთხეებზე, როცა სინათლე მასალაში უფრო შორს გადაადგილდება (ლაქის IOR-იქ მიხედვით) სიხასხასე იმატებსობიექტის გეომეტრიაზე ტალღების გავრცელების მსგავს მოძრაობას ადებსამატებს ფილას გამოსახულებაზეამატებს, ან ანახლებს ქრობის ანიმაციას ვიზუალური, ან აუდიო ლენტებისთვისმომიჯნავე წახნაგებიმოსაზღვრე მოუნიშნავირეგულირებაბოლო ოპერაციის დარეგულირებასიგრძის რეგულირებადაკვრის ტემპის რეგულირებასიძლიერის რეგულირება დაშორებისათვისობიექტის გარდაქმნისას ავტომატურად დაარეგულირე აჼტიური ობიექტის ტექსტურული სივრცედაარეგულირე პირობითი მნიშვნელობები თაგვის შენატანითდაარეგულირე სიკაშკაშე და კონტრასტიდაარეგულირე სიკაშკაშე კამერის ექსპოზიციის პარამეტრის მეშვეობითდაარეგულირე ფერი და მნიშვნელობებიმონასმების ფერის სიძლიერის დარეგულირებადაარეგულირე რედაქტირების გალია მოდიფიკატორის შედეგის მიხედვითშეასწორე ველის სიძლიერე კვამლის ქიქჼიქ მიხედვითდაარეგულირე ელფერი, სიხასხასე და მნიშვნელობა ჏ირიქ მეშვეობითშეასწორე ფუნჯის ობიექტების ზეგავლენა ამ ზედაპირზედაარეგულირე შენატანის დაკვრის სისწრაფე ისე, რომ მისი ხანგრძლივობა ლენტის სიგრძეს მოერგოსდაარეგულირე ლენტების სიგრძე მონაცემთა სიგრძის მიხედვითდაარეგულირე წვეროთა ფერების დონეებიშეასწორე სიბრტყე, რომელზეც ფუნჯი მოქმედებს ობიექტის ზედაპირის, ან მისი საწინააღმდეგო მიმართულებითშეასწორე სიახლოვის ფუნჯების, ან ნაწილაკების რადიუსი ამ ზედაპირისთვისშეასწორე სიმულაციის სიჩქარეგაასწორე დაჭრის მიმართულება ხედის მიმართულების მიხედვითდაარეგულირე მონასმის სისქეშეასწორე კუთხის დახრილობის ქვედა მიჯნა წიბოების საჩვენებლად (1.0 ყველასთვის)დაარეგულირე ტექსტურის სიკაშკაშედაარეგულირე გამოსახულების ფერი, ცალცალკე რამდენიმე ტონალურ დიაპაზონში (შუქციმები, შუა ტონები და ჩრდილები)ტექსტურის კონტრასტის შესწორებადაარეგულირე პიქსელთა შორის სხივიერობაში განსხვავებაარეგულირებს მიმართვის ალბათობას მასალის კომპონენტების ხეშეშობაზე დაყრდნობითდაარეგულირე შეყვანილი ფერის ინტენსიურობადაარეგულირე მორგებული ფიგურების ხაზის სისქედაარეგულირე მორგებული ფორმის მდებარეობადაარეგულირე ფერთა სხივიერობადაარეგულირე აცდენის მანძილი, რათა შეინარჩუნო თანაბარი მართობული მანძილი წიბოებამდეგაუსწორე აცდენა დასაწყისს/დასასრულსდაარეგულირე მორგებული ფორმის ბრუნვატექსტურაში ფერთა ქი჎აქ჎აქიქ შესწორებადაარეგულირე ჎უფიქ ფორმა, რათა გაიმეორო ჏ირიქ დაბოლოებებისკენ რადიუსის ცვლილებადაარეგულირე მორგებული ფორმის ზომამონასმების ქიქჼიქ დარეგულირებასაკვანძო ფაზების დროში განაწილების შესწორებადაარეგულირე წვეროთა ფერის HSV მნიშვნელობებიდაარეგულირე წვეროს ფერის ელფერი/სიხასხასე/მნიშვნელობადაარეგულირე წვეროთა ფერის სიკაშკაშე/კონტრასტირეგულირების შრიქ ლენტიგარდატეხის ინდექსის (IOR) რეგულირება სპეკულარული ინტენსიურობის მოსამატებლად, ან მოსაკლებად (0.5 ნიშნავს არ რეგულირებას, 0 აცილებს ყველანაირ ანარეკლს, 1 აორმაგებს მათ ნორმალის ვარდნილთან)რეგულირებებიარეგულირებს მცირე ზეწოლაზე რეაქციის სირბილეს გამა მრუდის საშუალებითარეგულირებს კაშკაშის ნათებასარეგულირებს კაშკაშის სიხასხასესსცენის კადრის აცდენით, მასშტაბირებით, გაციკლურებითა და მიკვრით არეგულირებს დროსგაფართოებულიმაღალი საფეხურის აუდიო დაშიფრვაგაფართოებული ფილტრიგეომეტრიის მაღალი საფეხურის რედაქტირება და ხელსაწყოთა შექმნა კვანძების მეშვეობითგაფართოებული რეჟიმი Python-ში დაწერილი სტილის მოდულების გამოყენებისთვისგაფართოებული ოპერაციები ბიბლიოთეკის უკუგდებაზე, დარღვეული იერარქიების გასასწორებლადბადის ადვექციააეროაეროდინამიკააეროდინამიკის ტიპიაეროზოლებიზემოქმედების არეზემოქმედება ალფაზეზემოქმედება შვილობილებზეგიზმოზე ზემოქმედებაგავლენა მხოლოდზემოქმედება პოზიციაზეზემოქმედება სიძლიერეზეზეგავლენა მონასმის სიძლიერეზეზეგავლენა მონასმის სისქეზეზემოქმედება სისქეზეგავლენა გარდაქმნაზეზემოქმედება UV-ზეგავლენა ხილულობაზემოახდინე ზემოქმედება ყველა სამიზნის მონაცემთა აჼტიურ შრეზეიმოზმედე ყველა მონიშნულ ობიექტზე და არა მხოლოდ აქტიურზეიმოქმედე ყველა წვეროზე (შესაძლოა წვეროთა ჯგუფ A-ზე გარკვეული ოდენობის დამატება)იმოქმედე წიბოებზე, ან წვეროებზეიმოქმედე მხოლოდ წიბოებზეიმოქმედე მხოლოდ იმ წახნაგებზე, რომელთა წინა მხარეც ხედისკენ იყურებაიმოქმედე მხოლოდ კურსორის ქვეშ მყოფ მონასმებზეიმოქმედე მხოლოდ აჼტიურ შრეზეიმოქმედე მხოლოდ აჼტიურ მასალაზეიმოქმედე მხოლოდ ტოპოლოგიურად დაკავშირებულ ელემენტებზეიმოქმედე მხოლოდ წვეროებზეიმოქმედე მხოლოდ ფუნჯის ქვეშ მყოფ აჼტიურ წვეროებთან დაკავშირებულ წვეროებზეიმოქმედე მხოლოდ იმ წვეროებზე, რომელთაც აჼტიურ წვეროსთან საზიარო წახნაგების ნაკრებები აქვთიმოქმედე მხოლოდ იმ წვეროებზე, რომელთა ნორმალებიც დამთვალიერებლისკენაა მიმართულიიმოქმედე მხოლოდ იმ წვეროებზე, რომლებსაც მონასმის დასაწყისის მსგავსი ნორმალები აქვთგავლენა მოახდინე ნაწილაკის დინამიკურ ბრუნვაზეგავლენა მოახდინე ნაწილაკის მდებარეობაზეიმოქმედე შვილობილების მოგროვებაზეიმოქმედე შვილობილი თმის სიგრძეზეიმოქმედე შვილობილის დახვევის ამპლიტუდაზეიმოქმედე შვილის დახვევის სიხშირეზეიმოქმედე შვილობილების სიხეშეშეზეიმოქმედე შვილობილების მოგრეხვაზეიმოქმედე ნაწილაკების სიხშირეზეიმოქმედე ნაწილაკების გამოცემის დროზეიმოქმედე ნაწილაკების სიცოცხლის ხანგრძლივობაზეიმოქმედე ნაწილაკების ძალის ველებზეიმოქმედე ნაწილაკების მიზიდულობაზეიმოქმედე ნაწილაკების თავდაპირველ სიჩქარეზეიმოქმედე ნაწილაკების ზომაზეიმოქმედე ნაწილაკების ქი჊ჼარიქ დემპფირებაზესწორხაზოვნად იმოქმედე სოლების მნიშვნელობაზე, მათ შორის იგივე ურთიერთდამოკიდებულების შენარჩუნებით, მიმართვისთვის ან მარცხენა, ან მარჯვენა სოლის გამოყენების გზითიმოქმედე კვლებზე, რომელთა თვალის დევნებაც კადრთა მითითებულ რაოდენობაზე უფრო ნაკლებად ხდებაიმოქმედე კვლებზე, რომლებსაც ხელახალი პროეცირების უფრო დოდო ხარვეზები აქვსიმოქმედე წვეროებზე ჯგუფ A-შიიმოქმედე წვეროებზე წვეროთა ჯგუფ B-ში (შესაძლოა წვეროთა ჯგუფ A-ზე გარკვეული ოდენობის დამატება)იმოქმედე წვეროთა ორი ჯგუფიდან ერთის წვეროებზაე მაინც (შესაძლებელია წვეროთა ჯგუფ A-სთვის გარკვეული ოდენობის დამატება)იმოქმედე ორივე ჯგუფის წვეროებზეფუნჯის ზემოქმედებადი სიმაღლე (ე.ი. შრიქ სიმაღლე შრიქ ხელსაწყოსთვის)გავლენის ქვეშ მყოფიზემოქმედების ქვეშ მოხვედრილი ქმედებებიზემოქმედების ქვეშ მოქცეული ძვლებიაფინურიშემდეგთანამდევი ფერიმიმდინარეს შემდეგმიმდინარე კადრის შემდეგთანამდევი ციკლებითანამდევი რეჟიმიორიგინალის შემდეგორიგინალის შემდეგ (გასწორებული)ორიგინალის შემდეგ (სრული)ორიგინალის შემდეგ (არხების გახლეჩა)წირების გამოცხობის შემდეგ მოაცილე უსარგებლო სოლებიჩატვირთვის შემდეგ მოაცილე ყველაფერი გარდა სცენისა, ფანჯრებისა და სამუშაო სივრცეებისა. ეს შესაძლებელს ხდის ფაილის ჩატვირთვას თავისი კონფიგურაციითა და ფანჯრების განლაგებით, მაგრამ არა ობიექტებით, მასალებით, ანიმაციებით...ლენტის მოცილების შემდეგ წაშალე მასთან ასოცირებული მონაცემებიცსინათლის ამ რაოდენობით ასხლტომის შემდეგ გამოიყენე მიახლოებითი გლობალური განათება. 0 ამ მახასიათებელს თიშავსAgXAgX - HDR 1000 ნიტიAgX - SDRAgX ბაზის გამოსახულების დაშიფრვა sRGB დისპლეისთვისAgX ბაზის sRGBAgX ლოგარითმულიასაკიასაკი: {:s}აგრესიამეშის აგრესიული გამარტივებააგრესიულად გაამარტივე სასურველ თანაფარდობამდე, ჎არიქ჎იქ უგულვებელყოფითდაუმიზნე შებორკილი ობიექტი სამიზნისკენჰაერიჰაერის მიერ დემპფირებაჰაერის წინაღობასაჰაერო პირადი სივრცეჰაერის წებოვნებაჩვეულებრივ, ჰაერს აქვს გარკვეული სისქე, რომელიც საგნების ვარდნას ანელებსალბედოალბედო და ნორმალიალბედოს გადავლა გამოყენებული განმახმაურებლის მიერAlembic-იქ ექსპორტი: კოლექცია '%s' ვერ მოიძებნაგამოცხობილი შედეგის განსავრცობი ალგორითმიგარსის წარმოსაქმნელად გამოსაყენებელი ალგორითმიUV-ქ მოსაშვებად გამოყენებული ალგორითმინიმუშის წერტილებიდან მახასიათებლის წერტილებამდე მანძილის გამოსათვლელად გამოყენებული ალგორითმიფიზიკის გამოსათვლელად გამოყენებული ალგორითმი, უსწრაფესიდან ყველაზე სტაბილურსა და ზუსტამდე: შუაწერტილი, ეილერი, ვერლე, RK4ავტომატური სახელურების გამოსათვლელად გამოყენებული ალგორითმისწორებაგაამწკრივე 'n' ძვალი ჏ირიქ გასწვრივსწორება აქტიურზესწორება ავტომატურადღერძი სწორება ნორმალისადმიდაალაგე ბეზიეს სახელურები ისე, რომ თითოეულ სამართავ წერტილთან წრიული რკალები შეიქმნასსწორება ბოლოშიეილერის მისადაგება ვექტორთანგასწორებული სახელურიგასწორებული სახელური მონიშნულიასახელურების სწორებასწორება თარაზულადგასწორების რეჟიმიკვანძების ჩამწკრივებაობიექტის სწორებაბრუნვის სწორებაბრუნვის სწორება სამიზნისადმიბრუნვის სწორება ვექტორისადმისწორება დასაწყისშირას მიესადაგოსჩაამწკრივე UV კუნძულები X ღერძის გასწვრივჩაამწკრივე UV კუნძულები Y ღერძის გასწვრივგაამწკრივე UV წვეროები ბოლოწერტილთა მიერ განსაზღვრულ ხაზის გასწვრივგაამწკრივე UV წვეროები თარაზულ ხაზზეგაამწკრივე UV წვეროები შვეულ ხაზზეგაამწკრივე UV წვეროები, ბოლოწერტილთა მიერ განსაზღვრული ხაზისკენ მათი თარაზულად გადაადგილების მეშვეობითგაამწკრივე UV წვეროები, ბოლოწერტილთა მიერ განსაზღვრული ხაზისკენ მათი შვეულად გადაადგილების მეშვეობითგაასწორე UV მაქსიმალური პოზიციის გასწვრივგაასწორე UV საშუალო პოზიციის გასწვრივგაასწორე UV მინიმალური პოზიციის გასწვრივსწორება შვეულადხედის მისადაგებახედის მისადაგება აქტიურზესწორება X-ზესწორება Y-ზეგაასწორე ობიექტის გარდაქმნის მიხედვითშეკვრის სწორება X ღერძზეშეკვრის სწორება Y ღერძზეჩაამწკრივე ძვალთა ჯაჭვი ჏ირიქ გასწვრივ (მხოლოდ ძვლები)გაუსწორე ყოველი ღერძი ეილერის ბრუნვის ღერძს, როგორც შენატანშიასწორება ყველა წიბოდანგაამწკრივე საკვანძო ფაზები აჩქარების, ან შენელების მრუდზეგაუსწორე ახალდამატებული ობიექტები 3D კურსორის ბრუნვასგაუსწორე ახალდამატებული ობიექტები აჼტიური 3D ხედის ორიენტაციასგაუსწორე ახალდამატებული ობიექტები სამყაროს კოორდინატების სისტემასობიექტების გამწკრივებაგაუსწორე აცდენის მიმართულება ნორმალებსგაუსწორე ბრუნვა მიკვრის სამიზნესგაუსწორე მონიშნული ძვლები აჼტიურ ძვალს (ან თავიანთ მშობელს)ჩაამწკრივე მონიშნული კვანძები ბადისებური განლაგებითგაუსწორე მონასმები 3D კურსორის მიმდინარე ორიენტაციასგაუსწორე მონასმები მიმდინარე ხედის სიბრტყესგანალაგე ტექსტი ძირისკენგაუსწორე ტექსტი ქვედა ხაზის ათვლით ზოლსგანალაგე ტექსტი მარცხნივგაუსწორე ტექსტი შუაგულსგანალაგე ტექსტი მარჯვნივგანალაგე ტექსტი ზევითკენგაუსწორე ტექსტი ზედა ხაზის ათვლით ზოლსგაუსწორე UV კუნძულის ბრუნვაგაუსწორე X ღერძი ვექტორსგაუსწორე Y ღერძი ვექტორსგაუსწორე Z ღერძი ვექტორსგაუსწორე ჏ირი ზედაპირის ნორმალს (ეტალონად მიმმართველია საჭირო)გაუსწორე ინტერპოლირებული წირები ზედაპირის ნორმალსგაუსწორე კუნძულები უდიდესი კუნძულის ცენტრსგაუსწორე კუნძულები კუნძულის მაქსიმალურ მხარესგაუსწორე კუნძულები კუნძულის მინიმალურ მხარესგაუსწორე ახალი ობიექტი ხედსგაუსწორე ახალი ობიექტი სამყაროსმიუსადაგე განსაზღვრული ღერძი ზედაპირის ნორმალსვარსკვლავის დიაგონალური სწორებაგაუსწორე გარდაქმნის ღერძები მონიშნული ელემენტების საშუალო ნორმალს (ძვალი Y ღერძს პოზირების რეჟიმში)გაუსწორე გარდაქმნის ღერძები 3D კურსორსგაუსწორე გარდაქმნის ღერძები ობიექტის მშობელ სივრცესგაუსწორე გარდაქმნის ღერძები მონიშნული ობიექტების ლოკალურ სივრცესგაუსწორე გარდაქმნის ღერძები ფანჯარასგაუსწორე გარდაქმნის ღერძები სამყაროსეულ სივრცესსწორება გეომეტრიის ღერძთანსწორება ნორმალზესწორება ობიექტზესწორება ზედაპირის ნორმალზესწორება წვეროს ნორმალზეგაუსწორე ღერძსგაუსწორე აჼტიური ობიექტის ღერძსგანალაგე მარცხნისაკენ და მარჯვნისაკენგანალაგე მარცხნისაკენ და მარჯვნისაკენ, ასონიშნების თანაბარი დაშორებით90 გრადუსიანი კუთხეების მქონე ფიგურისთვის გეომეტრიის მოკრეჭა ორთოგონალურად გაასწორეწაწვრილებული ფიგურისთვის გაუსწორე გეომეტრიის მოკრეჭა მიმდინარე ხედის პერსპექტივასსწორება წერტილის ნორმალთანგამწკრივებულიგასწორებული ღერძიგასწორებული თავისუფალი სახელურებიმწყობრი ცალიძვალი '%s' გასწორდა მშობელთან მიმართებაშიგასწორებასწორების ღერძისწორება X-ზემონაკვეთის სწორება არეშიასწორებს მოპირდაპირე წერტილის სახელურს გარდაქმნის დროსხაზზე ამწკრივებს მონიშნულ UV წვეროებსცოცხალიცოცხალი მდგომარეობაყველაბრუნვის %d-ივე არ჎ი გაიფილტრაყველა 3D სარკმელიყველა ზედაქმედებათა ყველა საკვანძო ფაზაყველა ქმედებაყველა აჼტიური კადრიყველა დანამატიმომხმარებლის მიერ დაინსტალირებული ყველა დანამატიყველა ქვედაყველა ზღუდეყველა არხიყველა წირიყველა მორგებულიმონაცემთა ყველა ბლოკიყველა წიბოყველა გაფართოება უახლეს ვერსიაზეა{:s}ყველა წახნაგიყველა განშტოებაყველა კადრიყველა შუალედიგეომეტრიის ყველა ტიპიყველა ჯგუფიყველა თმაყველა საგანიჩასოლვის ყველა ნაკრებიჩასოლვის ყველა ნაკრები, რომელიც ხელმისაწვდომია გამოსაყენებლად (ჩაშენებები და აბსოლუტური ჩასოლვის ნაკრებები ამ სცენისთვის)ყველა კლავიშრუკაყველა სოლიყველა შრეყველა ბიბლიოთეკასინათლის ყველა ზონდიახლა ყველა ლაინ არტ ობიექტი გასუფთავებულია ცხობებისგანყველა ხაზიყველა დაკავშირებული მონაცემი გაპირდაპირდესყველა ლოკალურიყველა შეტყობინებაყველა ობიექტის სათავეყველა ობიექტიყველა წერტილსყველა თვისებამრავალმიზნობრივიყველა მონაკვეთიყველა საცავიშეფერადების ყველა ტიპიყველა ლენტაყველა გარდაქმნაყველა გარდაქმნა დელტადყველა ტიპიყველა UDIM ფილაUV მარყუჟის ყველა შრეყველა UVყველა განბლოკილიწვეროთა ყველა ჯგუფიწვეროთა ყველა ჯგუფი მიკუთვნებული დეფორმირებად ძვლებსწვეროთა ყველა ჯგუფი მიკუთვნებული მონიშვნასყველა წვეროხედის ყველა შრეყველა მოცულობაჩასოლვის ყველა ხელმისაწვდომი ნაკრებიყველა ღერძი გავლენის ქვეშააძვალთა ყველა კოლექცია ხმარებაშიაყველა ძვალი, რომელზეც აჼტიური ჩასოლვის ნაკრები ახდენს გავლენასყველა ბორკილი გადატანილია სამართავ ძვალზე.შეპირაპირების კუთხეზე უფრო მახვილი კუთხეები ბრტყლად მოიჭრებაყველა ჏ირი მონაცემთა ბლოკშიყველა მონაცემი იმპორტირებულია და ხელმისაწვდომია "import_items" სიაშიეფექტორის ყველა წონაყველა შეფასებული მონაცემთა ბლოკისამიზნიდან ყველაგეომეტრიის ყველა ჯგუფი ცალცალკე ინსტანციებადყველა ჯგუფი დაბლოკილიააქტიურის ზედა ყველა შრეაქტიურის ქვედა ყველა შრეყველა მოდიფიკატორიოთხი, ან მეტი წვეროს მქონე ყველა მრავალკუთხედი გასამკუთხედდება. სცენის მეშებზე ზემოქმედება არ მოხდება. იქცევა, როგორც გასამკუთხედების მოდიფიკატორი მრავალკუთხედის მეთოდით: "სილამაზე", ოთხკუთხედის მეთოდით: "უმოკლესი დიაგონალი", მინ. წვეროები: 4ობიექტის ყველა ინსტანცია, რომელიც უნდა აისახოს, ან დარენდერდეს (ფრთხილად: გამოიყენე მხოლოდ იტერატორად და არასოდეს თანამიმდევრობად, და ნუ შეინახავ ნურავითარ მითითებას მის საგნებზე)სცენის ყველა ობიექტიყველა შესაძლო შეზავების ტიპი, ბულის ოპერაცია და მათემატიკური ოპერაციაყველა თვისება, მათ შორის გარდაქმნები, დრეკადი ძვლის ფორმა და მორგებული თვისებებიყველა სარენდერო შრე გამორთულიაყველა წესი გასაშუალოვებულიაყველა მონიშნული ძვალი ისედაც უკვე ამ კოლექციის ნაწილი იყოგარეკანის ყველა წვეროერთი და იგივე ძირითადი ტიპის (გრაფიკული, ან ხმოვანი) ყველა ლენტიყველა ლენტი, რეკურსიულად მოიცავს მეტალენტებში მდებარეებსყველა მონასმი ერთდროულად ამთავრებს (ანუ მოკლე მონასმები უფრო გვიან იწყებს)ყველა მონასმი ერთდროულად იწყებს (ანუ მოკლე მონასმები უფრო ადრე ამთავრებს)ყველა ამჟამად მიკუთვნებული ქმედება ერთი glTF ანიმაცია ხდებაყველა ობიექტი ამ შრეშიამ შრიქ ყველა მონიშნული ობიექტინება დართე .blend ფაილს, სკრიპტები ავტომატურად გაუშვას, ნაგულისხმები ხელმისაწვდომია სისტემის სასურველ პარამეტრებშიდაუშვი Blender-იქ წვდომა ინტერნეტზე. დანამატები, რომლებიც ამ ანაწყობს მიჰყვება, მხოლოდ ჩართვის შემთხვევაში დაუკავშირდება ინტერნეტს. თუმცა, Blender-ი ვერ აუკრძალავს მესამე მხარის დანამატებს ამ წესის დარღვევას.ნება დართე Blender-ქ, გაშვებისას განახლებები შეამოწმოსაცოცების ნებართვაგაშვების ნებართვაფრენის ნებართვასახმელეთო ნებართვაუარყოფითი კადრების დაშვებახაზზე წვდომის დაშვებაპირგადადების დაშვებადაუშვი ტიპების ნაწილობრივი დამთხვევადაუშვი USD პრიმიტივების შერწყმა თავიანთ Xform-იქ მშობელთან, თუ ისინი იერარქიაში ერთადერთ შვილობილს წარმოადგენენუნიკოდის დაშვებანება დართე VR ჰედსეტებს, ბრუნვის გარდა, ვირტუალურ სივრცეში მდებარეობაზეც იქონიონ გავლენადაუშვი ხელით განსაზღვრული პოზიციისა და ბრუნვის გამოყენება VR ხედის ძირითად პოზადსაშუალება მიეცი გვერდს, რომ ჰქონდეს ნაწილობრივი დამთხვევის მქონე რამოდენიმე ტიპი. ეს შექმნის ცალკე მონასმს ყოველი თანამთხვევი ტიპისთვის.საშუალება მიეცი სხვა ოპერატორს, ლენტის სახელურებზე ჩაატაროს ოპერაციებინება დართე ნებისმიერ .blend ფაილს, სკრიპტები ავტომატურად გაუშვას (საფრთხის შემცველია არასანდო წყაროებიდან აღებულ blend ფაილებთან)ნება დართე ბოიდებს, სამიზნე ობიექტებზე აცოცდნენნება დართე ბოიდებს, ჰაერში იმოძრავონნება დართე ბოიდებს, ხმელეთზე იმოძრავონგლუვი ზედაპირების შიგნით ნაკეცის კიდეების ჩვენების ნებართვამკვეთრ კიდეებზე ნაკეცის ჩვენების ნებართვაუფრო გლუვი, ნაკლებად ზუსტი ხაზებისთვის დაუშვი დევიაციადაუშვი წიბოთა რგოლების მონიშვნის მიერ ლუწი რაოდენობის გვერდების მქონე n-კუთხედებზე გადაბიჯებაერთსა და იმავე მდებარეობაზე მყოფი (ე.ი. გვერდის გახლეჩვისგან) გვერდებისთვის წესიერად ჩვენების საშუალების მიცემა. შეიძლება, შენელდეს.ამ ჏ირიქ Z ღერძის რედაქტირების ნებართვა, ასევე იძლევა გადახრისა და ჏ირიქ რადიუსის გამოყენების უფლებასდაუშვი მონასმების რედაქტირება დაბლოკილი მასალების გამოყენებისასაც კიდაუშვი ქა჎ქრიქ წვეროთა ყველა ზეგავლენის ექსპორტი. შესაძლოა, მოდელები არასწორად გამოჩნდეს ბევრ დამთვალიერებელშინება დართე გამოსახულებებსა და ფილმებს, ტექსტურებად იქნან გამოყენებულიდაუშვი glTF ჩაშენებული ფორმატიდაუშვი ინტერნეტზე წვდომა. Blender-ი შეიძლება, დაუკავშირდეს გაფართოებების კონფიგურირებულ ონლაინ საცავს. დაინსტალირებული მესამე მხარისმიერი დანამატები შეიძლება, დაუკავშირდნენ ინტერნეტს საკუთარი ფუნქციონალურობისთვისდაუშვი წვეროთა პოზიციების ინტერპოლაციადაუშვი ახლო/შორი მოკვეცის სიბრტყის მიერ წარმოქმნილი ხაზების ჩვენებადაუშვი დაუმაგრებელი წიბოების გადაჯაჭვადაუშვი ობიექტების გამოხშირვა კამერის წაკვეთილი პირამიდის საფუძველზესაშუალება მიეცი ობიექტებს, გამოიხშირონ კამერიდან დაშორების მიხედვითნება დართე ნაწილაკოვან ობიექტებსა და წახნაგების/წვეროების ინსტანციებს, გამოჩნდნენ ლაინ არტშინება დართე წირებს, მოინიშნონ ნაწილობრივდაუშვი ანიმაციის სისტემის მიერ უდრეკი სხეულის კონტროლიდაუშვი ძვლის მასშტაბირება შ.კ.-სთვისდაუშვი სფლაინის სამართავი ძვლების მასშტაბირება სიმსხვილეზე ჏ირიქ რადიუსით ზემოქმედებისთვისდაუშვი ჏ირიქ ყველა საკვანძო ფაზის მონიშვნა გაანგარიშებული F-჏ირიქ მონიშვნის გზითდაუშვი ჏რიქ ყველა საკვანძო ფაზის მონიშვნა თავად ჏ირიქ მონიშვნის გზითდაუშვი გრიზ ფენსილის ობიექტების მონიშვნადაუშვი არმატურების მონიშვნადაუშვი კამერების მონიშვნადაუშვი წირების მონიშვნადაუშვი ცარიელების მონიშვნადაუშვი თმის წირების მონიშვნადაუშვი გისოსების მონიშვნადაუშვი სინათლის ზონდების მონიშვნადაუშვი სინათლეების მონიშვნადაუშვი მეშის ობიექტების მონიშვნადაუშვი მეტაბურთების მონიშვნადაუშვი წერტილების ღრუბელთა მონიშვნადაუშვი სპიკერების მონიშვნადაუშვი ზედაპირების მონიშვნადაუშვი ტექსტური ობიექტების მონიშვნადაუშვი მოცულობების მონიშვნადაუშვი ოპერანდებში თვით-გადაკვეთადაუშვი ძირითადი მართვის მშობლის გამოცვლანება დართე VR ადევნების წყაროს, დადგინდეს ჰედსეტის მდებარეობისგან დამოუკიდებლადდაუშვი თაგვის თავდაპირველი პოზიციის გამოყენებასაშუალება მიეცი მისამართს, ჩამნაცვლებელ ტოკენებს შეიცავდესნებადართული იყოს თვისების უკუგდება, როცა მონაცემთა ბლოკია ბმულით დაკავშირებულიდაუშვი ბორკილების/ჩასოლვის ქტატუქიქ ინდიკატორი ფერების გამოყენებადაუშვი ქიქჼიქ ასიმეტრიულად მინიჭებანება დართე ამ ობიექტსა და მის დუბლიკატორებს, გამოხშირულნი იქნან კამერის სივრცის გამოხშირვის მეშვეობითნება დართე ამ ობიექტსა და მის დუბლიკატორებს, კამერიდან დაშორების მიხედვით იყვნენ გამოხშირულნინება დართე წვეროებს, იმოძრავონ ღერძუს უარყოფითი მიმართულებითნება დართე წვეროებს, იმოძრავონ ღერძის დადებითი მიმართულებითიძლევა ცალი წერტილის ფრთხილად განთავსების საშუალებასუშვებს ფერად გამჭვირვალობას, მაგრამ შეუთავსებელია რენდერის გადავლებსა და სხივების მიდევნებასთან. ასევე ცნობილია, როგორც პირდაპირი დარენდერება.უშვებს ფერად გამჭვირვალობას, მაგრამ შეუთავსებელია რენდერის გადავლებსა და სხივების მიდევნებასთან. ასევე ცნობილია, როგორც პირდაპირი დარენდერება.უშვებს ნაცრისფერი სკალის ჰეშირებულ გამჭვირვალობას და თავსებადია რენდერის გადავლებსა და სხივების მიდევნებასთან. ასევე ცნობილია, როგორც დაყოვნებული დარენდერება.უშვებს ნაცრისფერი სკალის ჰეშირებულ გამჭვირვალობას, და თავსებადია რენდერის გადავლებსა და სხივების მიდევნებასთან. ასევე ცნობილია, როგორც დაყოვნებული დარენდერება.UI თარგმანის პირდაპირ Blender-იდან თარგმნის საშუალებას იძლევა (განაახლებს .po ფაილებს, სკრიპტების თარგმანებს და სხვ.)ნორმალის გასწვრივნორმალების გასწვრივშტრიხის გასწვრივალფაალფა არხიალფას კონვერტირებაალფას ჩამოჭრაალფა გადასაყვანებიალფა კოეფიციენტიალფა კოეფიციენტიალფა რეჟიმიალფა მოდიფიკატორებიალფა ზემოდანალფა ზემოდან კვანძი'ალფა ზემოდან' ლენტიალფას მიჯნაალფა გამჭვირვლობა'ალფა ქვეშ' ლენტიალფას მოდიფიკატორი '%s' ვერ მოცილდაალფას მოდიფიკატორის ტიპიალფა მოდიფიკატორები ხაზის ალფების შესაცვლელადალფა გამჭვირვალობა დაფუძნებული შემთხვევით ხმაურზეორ მოსაზღვრე წახნაგს შორის კუთხეზე დაფუძნებული ალფა გამჭვირვალობაალფა გამჭვირვალობა მონასმის მიმართულების მიხედვითალფა გამჭვირვალობა დაფუძნებული 3D მეშის ზედაპირების რადიალურ სიმრუდეზეალფა:ანბანურად ალაგებს მონაცემთა ბლოკებს - ძირითადად სცენაში არსებულ ობიექტებს (სარკმლის ასაჩქარებლად გათიშე)კადრზე %.6f უკვე არიქ სამართავი წერტილიხილულობაზეც იმოქმედეასევე, თუ აუცილებელია, წაშალე მონაცემთა ზოგიერთი შრე დანიშნულების პუნქტიდან, რათა ზუსტად დაემთხვეს წყაროსასევე გააუქმე იმ წახნაგთა მონიშვნა, რომლებიც მხოლოდ კუთხით ეხებიან ერთმანეთსაგრეთვე დააიმპორტირე მასალები, რომლებსაც არანაირი გეომეტრია არ იყენებს. გაითვალისწინე, რომ როცა ეს ვარიანტი მცდარია, გეომეტრიის მიერ მითითებული მასალები მაინც იმპორტირდებაასევე მონიშნე წახნაგები, რომლებიც მხოლოდ კუთხესთან ეხებიან ერთმანეთსAltAlt დაწკაპუნებით ხელსაწყოს გააქტიურებაAlt-ით წვდომა კურსორზეAlt თაგვის შუა ღილაკით გათრევის ქმედებაAlt-ით წვდომა ხელსაწყოზეAlt კლავიში დაჭერილიაAlt კლავიში დაჭერილია, -1 ნებისმიერი მდგომარეობისთვისAlt-თაგვის შუა ღილკის გათრევის ქმედებაAltმრცAltმრჯშეცვალე ზამბარის სიგრძე შესაკუმშად/ასაფეთქებლად (ერთეული %) 0 გასათიშადყოველი მეორე რიგიმონაცვლეობითი წვდომა 'წაშალე საკვანძო ფაზა"-ზე კლავიშრუკებისთვის გამოსაყენებლადმონაცვლეობითი წვდომა "ჩასვი საკვანძო ფაზა'-ზე კლავიშრუკებისთვის გამოსაყენებლადმონაცვლეობა საკვანძო ფაზების დიაპაზონის ჩვეულებრივ და უკუღმა დაკვრას შორისგადაკვეთების რაოდენობაზე დაფუძნებული მონაცვლეობა შიგნით/გარეთსკრიპტის ალტერნატიული მისამართი, რომელიც ქვედირექტორიების ნაგულისხმებ განლაგებას ემთხვევა: გაშვების ფაილის, დანამატების, მოდულებისა და წინასწარი კონფიგურაციებისას (საჭიროებს ხელახლა გაშვებას)ალტერნატიული წვდომა მდებარეობაზე/მასშტაბზე/ბრუნვაზე მშობელთან და საკუთარ უძრაობის ძვალთან შეფარდებაშიალტერნატიული საბოლოო კადრი UI დაკვრისთვისალტერნატიული ქა჏ყიქი კადრი UI დაკვრისთვისალტერნატიულად, ჩამოტვირთე გაფართოება დისკიდან დასაინსტალირებლად.სიმაღლეყოველთვისქეშის წამკითხველის ყოველთვის დამატებაანიმაციების ნიმუშის ყოველთვის აღებამენიუს ყოველთვის ჩვენებაყოველთვის აბიჯებაყოველთვის დაამატე საკვანძო ფაზა ქმედების დასაწყისსა და დასასრულში ანიმირებული არხებისათვისყოველთვის დაარეგულირე მნიშვნელობა მინიმუმ 1-ით, როცა 'მნიშვნელობა' 1.0 არააყოველთვის შეცვალე ჩანართები მონახაზში ხატულაზე დაწკაპუნებისასყოველთვის ჩაკეცე ახალი შერწყმული კვანძებიყოველთვის დაადასტურე ოპერაცია ღილაკიდან თითის აშვებისასყოველთვის განაახლე გამოსახულება კადრის ცვლილებისასყოველთვის მარცხნივ მოუხვიეყოველთვის მარჯვნივ მოუხვიეყოველთვის გამოიყენე წახნაგის ნორმალები წახნაგის კუთხის სამოქმედო არეალისთვის, კვანძის ძველ ქცევაზე მისადაგებითყოველთვის აბსოლუტური მისამართები ჩაწერეყოველთვის დაწერე ახალი მიმმართველი სიჩქარეები ყოველი კადრისთვის (თითოეული კადრი შეიცავს მხოლოდ ამჟამინდელ სიჩქარეებს მიმმართველი ობიექტებისგან)გარემოსმიერი ფერიგარემომცველი წინაღობაგარემოს წნევა (kPa), რომელიც აწონასწორებს ობიექტის შიდა და გარე მხარეებს, როცა მას სასურველი მოცულობა აქვსოდენობაფართობიმასივიგამოცემის სიძლიერეშეცდომალუწირიცხვიცალიდაგლუვებამეხსიერების ტიპისიძლიერერაოდენობა უკნიდანრაოდენობა ბოლოდანრაოდენობა წინიდანრაოდენობა დასაწყისიდანყოველი შეტრიალების სიდიდე გრადუსებში, როცა ნახტომით მოტრიალება გამოიყენებამომიჯნავე წიბოდან აბსოლუტური მანძილის მაჩვენებელიამ რაოდენობით ასცდება ახალი წიბოები ორიგინალსმომიჯნავე წიბოს სიგრძის პროცენტული მაჩვენებელიეს რაოდენობა არიქ მართობული მანძილი ორიგინალი წიბოდან ცერობ წახნაგამდეეს რაოდენობა არიქ ახალი წახნაგის სიგანეგლობალური განათების მისადევნებელი სხივების რაოდენობა ყოველი პიქსელისთვისჰაერის წინაღობის ოდენობაკუთხური ქი჊ჼარიქ ოდენობა, რომელიც დროთა განმავლობაში იკარგებაანიზოტროპიის ოდენობა ანარეკლისთვის. შედარებით მაღალი მნიშვნელობები წაგრძელებულ შუქციმებს იძლევა მხები მიმართულებითანიზოტროპიის ოდენობა სპეკულარული ანარეკლისთვის. მაღალი მნიშვნელობები მხების მიმართულების გასწვრივ წაგრძელებულ შუქციმებს იძლევახერხემლის გაწელვის ოდენობაამწევი ძალის ოდენობა, რომელიც ბუშტებს მაღლა სწევს (მაღალი მნიშვნელობა იწვევს ბუშტის უმეტესწილად ზევით სვლას)შეგროვების ოდენობაწარმოქმნილი თმის წირების სამართავ წერტილთა რაოდენობადემპფირების ოდენობადემპფირების ოდენობა შეჯახების დროსდემპფირების რაოდენობა ნაწილაკთა შეჯახებისასდრეკის დროს მოქმედების დემპფირების ოდენობადემპფირების ოდენობა შეკუმშვისასძვრის დემპფირების ოდენობაგაწელვისას დემპფირების ოდენობადეტალის ოდენობა მავთულბადის ასახვისთვისგადანაცვლების ოდენობა ზედაპირის ნორმალის გასწვრივგამრუდების ოდენობაგამრუდების ხმაურის დეტალების ოდენობატალღის გამრუდების ოდენობაგაფანტული ხმაურის რაოდენობა დამატებული დარენდერებულ გამოსახულებაზე, დაზოლვის დასაშლელადდიზერინგის ოდენობა ბაიტურ გამოსახულებებზე ხატვისასწინაღობის ოდენობა, რომელიც ბუშტებს დენად გარემოსთან ერთად ამოძრავებს (მაღალი მნიშვნელობა იწვევს ბუშტის მეტწილად დენად გარემოსთან ერთად მოძრაობას)დუბლიკატების რაოდენობა ყოველ წირზეწიბოთა მარყუჟების რაოდენობა, რომლითაც ხუფები წარმოიქმნებაკიდის მომრგვალების ოდენობაბოლო წერტილის ხეშეშობის ოდენობაწაშლის ეფექტის დონე სიძლიერისთვისწაშლის ეფექტის დონე სისქისთვისხმაურში არსებული წვრილმანი დეტალის რაოდენობაფოკუსური გაბუნდოვნების ოდენობა, 128 (უსასრულობა) სრულყოფილი ფოკუსია, ნახევარი მნიშვნელობა აორმაგებს გაბუნდოვნების რადიუსსხახუნის ოდენობა ნაწილაკთა შეჯახებისასწარმოქმნილი ჼაფიქ ოდენობაგრავიტაციის ოდენობა ყოველი მოსმის შემდეგინტერპოლაციისთვის გამოსაყენებელი მიმმართველების რაოდენობა თითო წირზემაღალი ქი჎შირიქ დეტალის ოდენობა. ამისგან ეფექტის მისაღებად სიღრმე 0-ქ უნდა აღემატებოდესზეგავლენის ოდენობა, რომელიც F-჏ირქ ექნება, როცა გაძლიერების/მინავლების პროცესში არ იქნებაიმ ზეგავლენის ოდენობა, რომელიც ბორკილს ექნება საბოლოო ამონახსენზეკვანძის მიერ გამოსახულებაზე განხორციელებული ზემოქმედების ოდენობაგავლენის ოდენობა, რომელსაც კვანძი გამონატან ფერზე იყენებსგავლენის ოდენობა, რომელსაც კვანძი გამონატან ვექტორზე იყენებსრყევის ოდენობა გამოყენებული სემპლირებაზედროთა განმავლობაში დაკარგული წრფივი ქი჊ჼარიქ ოდენობახაზების რაოდენობა, რომელიც შეიძლება, ხილული იყოს ამჟამინდელ რედაქტორშიმდებარეობაზე დამოკიდებული ხეშეშობის ოდენობასარკის მიერ არეკლვის ოდენობა სხივების მიდევნებისთვისA-ქა და B შენატანებს შორის შერევის ოდენობაA-ქა და B ვექტორების შენატანებს შორის შერევის ოდენობაშეზავებისთვის გამოყენებული მეზობლების რაოდენობახმაურის ოდენობა ძალის სიძლიერისთვისგამოსაყენებელი ხმაურის ოდენობაUV ბრუნვაზე გამოსაყენებელი ხმაურის ოდენობაგაუმჭვირვალობაზე გამოსაყენებელი ხმაურის ოდენობასისქეზე გამოსაყენებელი ხმაურის ოდენობანორმალის მიმართულებითი ქი჊ჼარიქ ოდენობაგაუმჭვირვალობის გამოსაყენებელი ოდენობაგადაცდენის ოდენობა 'უკან' ტიპის აჩქარების მრუდისთვისთითოეული მონასმის ნიმუშზე გამოყენებული საღებავის რაოდენობასაღებავის იქ რაოდენობა, რომელსაც ფუნჯის ფერი ზედაპირიდან იღებსშვილობილი ტრაექტორიის სიგრძის მიერ ხელშეუხებელი ნაწილაკების რაოდენობაშემთხვევითი ხეშეშობის მიერ ხელშეუხებელი ნაწილაკების რაოდენობაინსტანცირებისთვის გამოსაყენებელი ნაწილაკების რაოდენობარაოდენობა იმ შემთხვევითი ელემენტებისა, რომლებზეც ფუნჯი იმოქმედებსშემთხვევითი აცდენის ოდენობა ყოველ წირზეშემთხვევითი ხეშეშობის ოდენობაშემთხვევითი ქი჊ჼარიქ ოდენობანაწილაკების შემთხვევითი, მერყევი მოძრაობის ოდენობაახვევის მიმართულების გაშემთხვევითების ოდენობარეზიდუალური შეცდომის ოდენობა Blender-იქ სივრცით ერთეულში ბორკილებისთვის, რომლებიც მდებარეობაზე მუშაობენრეზიდუალური შეცდომის ოდენობა რადიანებში ბორკილებისთვის, რომლებიც ორიენტაციაზე მუშაობენგვერდითი ვექტორის გარშემო ბრუნვის სიდიდემოხვევის დროს ქი჊ჼარიქ ვექტორის გარშემო ბრუნვის ოდენობაბრუნვის ოდენობა გრადუსებში (90, 180, 270)ყოველ კვადრატულ ერთეულზე გასაბნევი ინსტანციების რაოდენობასარკმელში ნაჩვენები გაბნეული ინსტანციების რაოდენობაეკრანის ნიმუშების რაოდენობა ყოველ გ.გ.-იქ სხივზეჩრდილის რუკის ნიმუშების რაოდენობა ჩრდილის თითო სხივზემისადევნებელი ჩრდილის სხივების რაოდენობა ყოველი სინათლისთვისწვის შედეგად წარმოქმნილი კვამლის ოდენობადაგლუვების გამოყენების რაოდენობადაგლუვების ოდენობადაგლუვების ნაბიჯების რაოდენობაგამოსაყენებელი დაგლუვების ოდენობადაგლუვების ოდენობა გამოსაყენებელი ახლად შექმნილი მონასმების დასრულების შემდეგ, რყევის/ხმაურის შესამცირებლადინტერპოლირებულ მონასმებზე გამოსაყენებელი დაგლუვების ოდენობა, რყევის/ხმაურის შესამცირებლადყოველი მონასმის ავტომატური დაგლუვების ოდენობადაგლუვების ოდენობა ხატვისასშემოტკეცის შემდეგ გამოყენებული დაგლუვების ნაბიჯების რაოდენობაზედაპირული შეჯახებისას წებოვანობის ოდენობაგასწორების ოდენობასაუკეთესო კომპრესირების დასადგენი დრო: 0 = კომპრესირების გარეშე, ფაილის ქ჏რაფი მიღებით, 100 = მაქსიმალური უდანაკარგო კომპრესირება ფაილის ნელა მიღებითტურბულენტობისა და ბრუნვის ოდენობა კვამლშიშეჯახებისას დაკარგული ქი჊ჼარიქ ოდენობასველი საღებავის იქ რაოდენობა, რომელიც ფუნჯში რჩება ზედაპირზე საღებავის წასმის შემდეგტექსტურის ალფაზე ზემოქმედების ოდენობატექსტურის ზეგავლენის ოდენობა შვილობილ გროვაზეტექსტურის ზეგავლენის ოდენობა შვილობილი თმის სიგრძეზეტექსტურის გავლენის ოდენობა შვილობილის დახვევის ამპლიტუდაზეტექსტურის გავლენის ოდენობა შვილობილის დახვევის სიხშირეზეტექსტურის ზეგავლენის ოდენობა შვილობილის სიხეშეშეზეტექსტურის ზეგავლენის ოდენობა შვილობილების მოგრეხვაზეტექსტურის დიფუზიურ ფერზე ზემოქმედების ოდენობატექსტურის გავლენის ოდენობა ნაწილაკის დემპფირებაზეტექსტურის ზეგავლენის ოდენობა ნაწილაკების სიხშირეზეტექსტურის ზეგავლენის ოდენობა ნაწილაკების გამოცემის დროზეტექსტურის ზეგავლენის ოდენობა ნაწილაკთა ძალის ველებზეტექსტურის ზეგავლენის ოდენობა ნაწილაკების მიზიდულობაზეტექსტურის ზემოქმედეგის ოდენობა ნაწილაკების თავდაპირველ სიჩქარეზეტექსტურის ზეგავლენის ოდენობა ნაწილაკის სიცოცხლის ხანგრძლივობაზეტექსტურის ზეგავლენის ოდენობა ნაწილაკების ფიზიკურ ზომაზეპოზის უკვე არსებულ პოზებზე დამატებით დადების ოდენობა. უარყოფითი მნიშვნელობა პოზას გამოაკლებს და არა დაამატებსაქტიური ქმედების წვლილის რაოდენობა NLA სტეკის შედეგშილენტის წვლილის ოდენობა ამჟამინდელ შედეგშიელასტიკური ხტუნვებისთვის მისაცემი ბიძგის ოდენობა 'ელასტიკური' აჩქარების მრუდისთვისრაოდენობა, რომლითაც უნდა შემცირდეს, ან გაიზარდოს ასონიშნის დაშორებაობიექტის დეფორმირების ოდენობაგეომეტრიის გადანაცვლების ოდენობარამდენად შორს იქნას გადატანილი თითოეული ასლი თავისი შემომსაზღვრელი ჩარჩოს ზომასთან მიმართებაშიUV-ების U ღერძზე აცდენის ოდენობაUV-ების V ღერძზე აცდენის ოდენობაგასარკისებურებული UV-ქ შეტრიალების წერტილის აცდენის ოდენობა U ღერძზე 0.5-დანგასარკისებურებული UV-ქ შეტრიალების წერტილის აცდენის ოდენობა V ღერძზე 0.5-დანრკალების გაშლის ოდენობა რკალთა შიდა შეპირაპირებისთვისკურორის ირგვლივ დაბრეცის ოდენობაამპლიტუდაგროვის ამპლიტუდაშემთხვევითი ამპლიტუდატალღის ამპლიტუდაპერლინის ხმაურის ამპლიტუდახმაურის ამპლიტუდახმაურის ამპლიტუდა - რაოდენობა, რომლითაც იგი ამოდიფიცირებს ძირითად წირსსინუსური გადანაცვლების ამპლიტუდასივრცული ხმაურის ამპლიტუდა"ექსტრემალური" პოზა, ანდა, საჭიროებისამებრ რაიმე სხვა დანიშნულება'უკიდურესი' პოზა, ანდა, საჭიროებისამებრ, რაიმე სხვა დანიშნულებაქმედებას ერთზე მეტი შრე ვერ ექნებაქმედების სლოტის შექმნა მხოლოდ მაშინ შეიძლება, როცა ქმედება მიკუთვნებულიაყოველ ოქტავაზე დამატებული აცდენა, განსაზღვრავს დონეს, რომელზეც უმაღლესი ოქტავა გამოჩნდებააგრესიული გამამკვეთრებელი ფილტრიანიმაციის შრე, რომლიც NLA ლენტებად მითითებულ ქმედებებს შეიცავსფრენელის გამტარი მრუდის აპროქსიმაციამართობულსა და უკიდურეს (დაახლოებით 82°) კუთხეებზე დაყრდნობითარე გამაქსიმალურებულია და ამ ეკრანს ავსებსწილადნიშნა სიდიდეების მასივიმთელი რიცხვების მასივიჭეშმარიტი, ან მცდარი მნიშვნელობების მასივიმხატვრული ამომხსნელი ზედაპირის დაჭიმულობის ძლიერი ეფექტებით (ორიგინალი)ატრიბუტის ველი გარეთა წერტილების სელექციითწახნაგთან დაკავშირებული წიბო, არჩეული დალაგების ინდექსითსაჭიროა რედაქტირებადი მეში წვეროების, ან წიბოთა მონიშვნის რეჟიმშიUSD ჰუკის '%s' გამოძახებისას გამონაკლისი მოხდაUSD ჰუკის '%s' გამოძახებისას გამონაკლისი მოხდა. თუ შეიძლება, დეტალებისთვის იხილე კონსოლიარსებული შესატყვისი ლოკალური ID ხელახლა იქნა გამოყენებულიდამატებითი მამრავლი ოქტავების სიდიდის მოსამართადიდენტიფიკატორი თითოეული წახნაგის ჯგუფისთვის. ერთი და იგივე მნიშვნელობის მქონე ყველა მომიჯნავე წახნაგი ერთსა და იმავე მონაკვეთშიაწირების ერთად დასაჯგუფებლად გამოყენებული ინდექსი. შევსება თითოეული ჯგუფისთვის ცალცალკე ხდებარამოდენიმე სხვადასხვა აკუმულაციისთვის მნიშვნელობების ერთად დასაჯგუფებლად გამოყენებული ინდექსირამოდენიმე სხვადასხვა ოპერაციისთვის მნიშვნელობების ერთად დასაჯგუფებლად გამოყენებული ინდექსიშენატანის სახელი ვერ დაიწყება ციფრით: "{}"შენატანი არ იყო მრავალსახეობაშიდა თვისება გამოყენებული თაგვის მხოლოდ პირველი პოზიციის შესანახადზარმაცი დაკავშირების ოპერაციაში პირველი კვანძის შესანახად გამოყენებული შიდა თვისებაზარმაცი დაკავშირების ოპერაციაში უკანასკნელი კვანძის შესანახად გამოყენებული შიდა თვისებაზარმაცი დაკავშირების ოპერაციაში წყაროს ბუდის შესანახად გამოყენებული შიდა თვისებასაგანი (რომელიც მონაცემთა ბლოკს წარმოადგენს) BlendImportContext მონაცემებში. ამჟამად გამოვლენილია, როგორც მხოლოდ წაკითხვადი მონაცემები დაკავშირების წინა/შემდგომი დამმუშავებლებისთვისობიექტის იონსტანცია ხედის შრეში (ამ დროისათვის Python-იქ API-ში არასოდეს გამოჩენილა)ანაგლიფიაანაგლიფური ტიპიანალოგური 16მმანალოგური 35მმანალოგური 65მმანალოგური IMAXანალოგური სუპერ 16ანალოგური სუპერ 35წინაპრები პრაქტიკულად ხილულიაანკერის კადრიანკერის წონებიანკერი Xანკერი Yდა (And)კუთხეკუთხეზე დაფუძნებულიკუთხის ჩაჭერაკუთხის დაბორკვადახრილობის კუთხის კოეფიციენტიდახრილობის კუთხის ლიმიტიდახრილობა მინ.გარეთა კუთხეკუთხეებზე მიკვრაკუთხეებზე მიკვრის ნაზრდიკუთხის გახლეჩაკუთხის მიჯნადახრის კუთხე, რომლის ზემოთაც ცერობდება წიბოებიკუთხე, რომლის ზევითაც უნდა გაიხლიჩოს წიბოებისაბრუნებელი კუთხე და ღერძიკუთხე, რომელზეც თვალთაშორისი მანძილი 0-იაკუთხე, რომელზეც თვალთაშორისი მანძილი 0-ისკენ მინავლებას იწყებსწახნაგის შიდა კუთხის მომდევნო და წინა წიბოებს შორის არსებული დახრილობის კუთხედახრილობის კუთხე ნაკეცის სიბრტყეებს შორისკუთხე ეკრანის სივრცეში, რომლის ქვემოთაც მონასმი ორად გაიხლიჩებადახრილობის ლიმიტიბრუნვის კუთხე ღერძის კუთხის ბრუნვის რეპრეზენტაციისთვისდეფორმაციის კუთხებრუნის კუთხებრუნვის კუთხეშიდა კონუსის დახრილობის კუთხე გრადუსებში, კონუსის შიგნით ხმის სიძლიერე 100%-იამთავარი მიმართულების დახრილობის კუთხეგარე კონუსის დახრილობის კუთხე გრადუსებში, ამ კონუსის გარეთ ხმის სიძლიერე გარე კონუსის სიმაღლეა, შიდა და გარე კონუსებს შორის ხმის სიძლიერე ინტერპოლირებულიაგარდასვლის კუთხეკუთხეებზე მიკვრაკუთხეებზე მიკვრის რეჟიმიკუთხეებზე მიკვრა უწინ გაკვეთილ წიბოსთან მიმართებითკუთხე, რომლითაც უნდა იბრუნოს შენატანმა ვექტორმადაბრეცის საფუძვლად გამოსაყენებელი კუთხე2D რედაქტორებში ბრუნვის ნაზრდებად გამოყენებული კუთხე3D რედაქტორებში ბრუნვის ნაზრდებად გამოყენებული კუთხეამაზე მაღალი დახრილობები კუთხეებად ითვლებაამაზე მცირე კუთხეები აღიქმება ნაკეცებადამაზე მცირე კუთხეები განიხილება ნაკეცებად. ნაკეცის კუთხის პრიორიტეტულობა: ობიექტის ლაინ არტიქ ნაკეცის უგულვებელყოფა > მეშის ავტოდაგლუვების კუთხე > ლაინ არტიქ ნაგულისხმები ნაკეცი.კუთხოვანიკუთხური დემპფირებაკუთხური მანძილიკუთხური მოტორიკუთხოვანი სიჩქარეკუთხოვანი ქი჊ჼარიქ ღერძიკუთხური ქი჊ჼარიქ დეაქტივაციის მიჯნაკუთხური სიჩქარე, რომლის ქვემოთაც სიმულაცია წყვეტს ობიექტის სიმულირებასმზის კუთხოვანი დიამეტრი, დანახული დედამიწიდანპროჟექტორის სხივთკონის კუთხური დიამეტრიკუთხური გამრუდება UV-ქა და 3D კუთხეებს შორისზედაპირების კუთხური სისქე ქ჏რაფი გლობალური განათებისა და გარემომცველი წინაღობის გამოთვლისას. ამცირებს ენერგიის დანაკარგსა და შორეული გეომეტრიის დაკარგულ წინაღობას.კუთხოვანი მიჯნა ნაკეცის წიბოების აღმოსაჩენადკუთხოვანი ქი჊ჼარიქ ოდენობა (რადიანი წამში)ანიმაციის დამკვრელიცხოველებიანიმირებადითვისების ანიმაციამონასმების გაჩენისა და გაქრობის ანიმაციაანიმირებულიანიმირებული ზეგავლენაანიმირებული მონიშნულიანიმირებული ლენტის დროანიმაციაანიმაციის არხების შეკვრაანიმაციის არხები სლოტებისთვისანიმაციის წირებიანიმაციის მონაცემებიანიმაციის რედაქტორებიანიმაციის დასასრულის აცდენაანიმაციის რეჟიმიანიმაციის აცდენაანიმაციის ოპერაციაანიმაციის დაკვრაანიმაციის დამკვრელიანიმაციის დამკვრელის წინასწარი კონფიგურაციაანიმაცია უკრავსანიმაციის მიმთითებელი (ექსპერიმენტალური)ანიმაციის დასაწყისის აცდენაანიმაციის ნაბიჯიანიმაციის ტაიმაუტიანიმაციის UIანიმაციის ვიზუალიზაციაანიმაციის მონაცემები მონაცემთა ბლოკისთვისანიმაციის მონაცემები ამ მონაცემთა ბლოკისთვისანიმაციის მონაცემთა ბლოკს არა აქვს აჼტიური ქმედებაანიმაციის მონაცემთა ბლოკს აქვს აჼტიური ქმედებაანიმაციის დასასრულის აცდენა (მოკრიჭე დასასრული)ანიმაცია იკვრება უკუღმაანიმაციის დაკვრაანიმაციის დაკვრა აქტიურიაანიმაციის დაკვრის სისწრაფე კადრებში წამში. თუ ერთი გამოსახულებაა, მაშინ 0ანიმაციის ანაწყობებიანიმაციის დასაწყისის აცდენა (მოკრიჭე დასაწყისი)ანიმაციის ნაბიჯებიხმაურის ანიმაციის დროანიმაციის ბილიკი ინდექსზე %d არაა NLA 'აჼტიური ქმედების' ბილიკიანიმაცია:ანიმაციებიანიზოტროპულიანიზოტროპიული გაფილტრვაანიზოტროპული ბრუნვაანიზოტროპიაკოჭიკოჭი და ფეხის თითიანოტაციაანოტაციის ნაგულისხმები ფერიანოტაციის ჩარჩოანოტაციის ჩარჩოებიანოტაციის შრეანოტაციის ფენის გაუმჭვირვალობაანოტაციის შრეებიანოტაციის მონასმიანოტაციის მონასმის განთავსება (3D ხედი)ანოტაციის მონასმის წერტილიანოტაციის მონასმის სიმსხვილეანოტაციის მონაცემებიანოტაციის მონაცემები ამ გადახედვის მონაკვეთისთვისანოტაციის მონაცემები ამ ვიდეო კლიპისთვისანოტაციის მონაცემები ამ სივრცისთვისანიმაციის მონაცემები ამ კვალისთვისანოტაციის მონაცემთა ბლოკები (ძველებური გრიზ ფენსილი)ანოტაცია:ანოტაციებიანონიმურ ატრიბუტებზე სახელის მეშვეობით წვდომა შეუძლებელიაანონიმური ატრიბუტები აჼ ვერ შეიქმნებაეს საზიარო მონაცემები სხვა ობიექტს აქვს რედაქტირების რეჟიმშიგანკბილვაგანკბილვაგანკბილვის ნიმუშებიკომბინირებამდე გაუკეთე წარმოქმნილ არ჎ქ განკბილვა, რათა მიიღო უფრო გლუვი კიდეები დამუშავების ხარჯზე, რომელიც უფრო ძვირი დაჯდებაგანკბილე პიქსელებიგანკბილვანებისმიერინებისმიერი ტიპინებისმიერი კუთხე ნებადართულია ბრუნვისთვისნებისმიერი მოდიფიკატორი კლავიშის დაჭერაობიექტის ნებისმიერი მოდიფიცირება მოითხოვს სრული BVH-იქ ხელახლა აგებას, მაგრამ უფრო სწრაფად რენდერდებანებისმიერი შეუნახავი ცვლილება დაიკარგება.დიაფრაგმააპიკამერის ობიექტის თვალსაჩინო ზომა 3D სარკმელშიმიმაგრებამიმაგრება (მონაცემთა ხელახალი გამოყენება)დართვა (ხელახალი გამოყენება) {}მოამაგრე (გაალოკალურე) სხვა ბიბლიოთეკებიდან მომავალი მომაგრებული ID-ები ირიბი დამოკიდებულებებიც. შენიშვნა: ერთი და იგივე თავდაპირველი ბიბლიოთეკიდან მომავალი ყველა ID (არაპირდაპირ დაკავშირებულების ჩათვლით) ყოველთვის ლოკალურდებამიმაგრების ქმედებადაურთე აჼტიური გრიზ ფენსილის მასალები სხვა ობიექტსდაურთე საბოლოო ძვალი თითოეული ჯაჭვის ბოლოს, რათა განსაზღვრო ძვლის სიგრძე (გამოიყენე, როცა აპირებ, დაარედაქტირო არმატურა დაექსპორტებული მონაცემებიდან)მიამაგრე სამუშაო სივრცე და გახადე იგი აჼტიური მიმდინარე ფანჯარაშიდაურთე აჼტიური მოდიფიკატორები მონიშნული ლენტებსდაურთე ბიბლიოთეკის .blend ფაილიდანდაურთე ისტორია კურსორის პოზიციასთანდაურთე მეშის სახელი ობიექტის სახელს, '_'-ით განაცალკევედაურთე მხოლოდ აჼტიური მასალა, მოხსენი აღნიშვნა ყველა მასალის დასართავადდაურთე გადაფურცლვის ტექსტი ტიპის მიხედვითდართვა {}დართული მონაცემებიApple-იქ დისპლეი P3 sRGB-იქ რთული (ერთეულებად) დაშიფრვის გადატანის ფუნქციით, რომელიც ჎შირია Mac-იქ მოწყობილობებზეაპლიკაციის შაბლონიაპლიკაციის შაბლონი '%s' ვერ მოიძებნააპლიკაციებიგამოყენებული ბორკილი პირველი არ იყო, შედეგი შეიძლება, მოულოდნელი იყოსგამოყენებულია ბორკილი: %sგამოყენებულმა მოდიფიკატორმა მხოლოდ CV წერტილები შეცვალა და არა დამოზაიკებული/დაცერობებული წვეროებიგამოყენებული მოდიფიკატორი პირველი არ იყო, შედეგი შეიძლება, მოულოდნელი იყოსგამოყენებულია მოდიფიკატორი: %sვინტაჟური ფოტოს ტონების იმიტაციისთვის ადებს მოწაბლისფრო ელფერს.იყენებს ქსოვილის სიმულაციისეულ დეფორმაციას მთელ მეშზეიყენებს ფილტრს აჼტიური ფერის ატრიბუტის მოდიფიცირებისთვისიყენებს ფილტრს ამჟამინდელი შენიღბვის დასამოდიფიცირებლადიყენებს ფილტრს მიმდინარე მეშის მოდიფიკაციისთვისგამოიყენებს მიზიდულობას სიმულაციაშიიყენებს ფუნჯის მილევას ციკლურ ფაქტურაშიიყენებს ფუნჯის მილევას ფუნჯის წვერშიდეფორმაციას იყენებს ფუნჯის რადიუსით შემოფარგლულ ლოკალიზებულ არეშიიყენებს მილევის რადიუსს ციკლურ ფაჼტურაში, ფაჼტურიქ ყოველ განმეორებაში შეაქცევს გადანაცვლების მიმართულებასმთელ ზღუდეში ერთსა და იმავე დეფორმაციას იყენებსიყენებს გარდაქმნას ელასტიკურობის სიმულირებისას კურსორის რადიუსის გამოყენებითიყენებს გარდაქმნას მეშში ყველა წვეროზეიყენებს არმატურის მოდიფიკატორის მიერ მოხდენილ გარდაქმნებსგამოყენებაგამოყენება (ყველა საკვანძო ფაზა)ფუჍიქ გამოყენებასისქის გამოყენებაშეტრიალებულის გამოყენებაგამოიყენე გაუსის გაბუნდოვნება ობიექტზეთმის მიმმართველების გამოყენებადაადე ნიშნიან მანძილის ველს ლაპლასის დაგლუვება. გამოთვლითობის თვალსაზრისით ეფექტური ალტერნატივაა საშუალო მოხრილობის დეფორმაციისთვის, იდეალურია SDF ნორმალიზირებასთან კომბინაციაშინიღბის დადებამიქსის გამოყენებამოდიფიკატორის გამოყენებამოდიფიკატორების დადებაობიექტის გარდაქმნების გამოყენებაწინასწარი კონფიგურაციის გამოყენებათვისებების გამოყენებამასშტაბირებების გამოყენებადაყოფის ევრისტიკის გამოყენებაქვედანაყოფებიანი ზედაპირის დადებაგარდაქმნის გამოყენებაერთეულის გამოყენებაგამოიყენე ერთეულის გადაყვანის მასშტაბიგამოიყენე ფერის გარდაქმნა HSV ფერების მოდელშიგამოიყენე ფიქსირებული აცდენა (არ დაამასშტაბირო რადიუსით)გამოიყენე გამა კორექციადაადე ბრუნვა მოცემულ ვექტორსდაადე ეილერის მეორეული ბრუნვა ეილერის მოცემულ ბრუნვასდაადე მეორეული ბრუნვა მოცემულ ბრუნვის მნიშვნელობასგამოიყენე ფუნჯის მონასმი ნაწილაკებზეგამოიყენე გარდაქმნის მატრიცა (გადაადგილების გამოკლებით) მოცემულ ვექტორზეგამოიყენე გარდაქმნის მატრიცა მოცემულ ვექტორზეგამოიყენე ქმედება წვეროთა ყველა ჯგუფზედაამატე გაბუნდოვნება თითოეულ რყეულ ნიმუშს, რათა შეამცირო ნიმუშის აღების ნაკლებობით გამოწვეული არტეფაქტებიგამოიყენე ფუნჯის ზეგავლენა 2D წრეში, პროეცირებული ხედიდანგამოიყენე ფუნჯის ზეგავლენა სფეროში, ცენტრიდან გარეთკენგამოიყენე ფუნჯი ჩვეულებრივგამოიყენე ცვლილებები X ღერძის მოპირდაპირე მხარეს მყოფ შესატყვის ძვალზეგამოიყენე არ჎იქ ბრუნვა შ.კ.-იქ ბორკილადგამოიყენე არ჎იქ ზომა შ.კ.-იქ ბორკილად, თუ გაწელვა ჩართულიაგამოიყენე ფერის შესწორებები ფერთა თითოეულ არხშიგამოიყენე გამოსახულების დახვეწის გავრცელებული ფილტრებიგამოიყენე ბორკილი და მოაშორე სტეკიდანგამოიყენე დაკოპირებული ბრუნვა ორიგინალამდე, თითქოს ბორკილის სამიზნე შვილობილი იყოსგამოიყენე დაკოპირებული ბრუნვა ორიგინალამდე, თითქოს ბორკილის სამიზნე მშობელი იყოსგამოიყენე დაკოპირებული გარდაქმნა ორიგინალის შემდეგ, თითქოს ბორკილის სამიზნე შვილობილია გასწორებული მემკვიდრეობითი მასშტაბის რეჟიმში. ამ გზით 'სრული' რეჟიმი გამოიყენება მდებარეობისთვის, ხოლო 'არხების გახლეჩა' - ბრუნვისა და მასშტაბირებისთვის.გამოიყენე დაკოპირებული გარდაქმნა ორიგინალის შემდეგ, მდებარეობის, ბრუნვისა და მასშტაბის ცალცალკე დამუშავებით, რაც წააგავს სამი კოპირების ბორკილის თანამიმდევრობასგამოიყენე დაკოპირებული გარდაქმნა ორიგინალის შემდეგ, მატრიცის მარტივი გამრავლებით, თითქოს ბორკილის სამიზნე შვილობილია სრული მემკვიდრეობითი მასშტაბის რეჟიმში. ბრუნვისა და არაერთგვაროვანი მასშტაბის კომბინაციისას ქმნის ძვრას.გამოიყენე დაკოპირებული გარდაქმნა ორიგინალამდე, თითქოს ბორკილის სამიზნე მშობელია გასწორებული მემკვიდრეობითი მასშტაბის რეჟიმში. ამ გზით 'სრული' რეჟიმი გამოიყენება მდებარეობისთვის, ხოლო 'არხების გახლეჩა' - ბრუნვისა და მასშტაბირებისთვის.გამოიყენე დაკოპირებული გარდაქმნა ორიგინალამდე, მდებარეობის, ბრუნვისა და მასშტაბის ცალცალკე დამუშავებით, რაც წააგავს დაკოპირების სამი ბორკილის თანამიმდევრობასგამოიყენე დაკოპირებული გარდაქმნა ორიგინალამდე, მატრიცის მარტივი გამრავლების მეშვეობით, თითქოს ბორკილის სამიზნე მშობელია სრული მემკვიდრეობითი მასშტაბის რეჟიმში. ბრუნვისა და არაერთგვაროვანი მასშტაბის კომბინაციისას მოახდენს ძვრას.გამოიყენე შესწორებები, რათა გამოთვალო ჩრდილის ტერმინატორის არტეფაქტების მიერ განპირობებული ამობურცულობის განაწილებაგამოიყენე ფორმის სოლთა მიმდინარე მიქსი გეომეტრიაზე, სანამ წაშლი მათგამოიყენე მიმდინარე სცენის ერთეული (როგორც განსაზღვრულია ერთეულის მასშტაბის მიერ) დაექსპორტირებულ მონაცემებზეგამოიყენე მიმდინარე სცენის ერთეული (როგორც განსაზღვრულია ერთეულის მასშტაბის მიერ) იმპორტირებულ მონაცემებზეგამოიყენე ამჟამინდელი ხილული ფორმა ობიექტის მონაცემებზე და წაშალე ფორმის ყველა სოლიგამოიყენე მორგებული მასშტაბირება და ერთეულების მასშტაბირება FBX მასშტაბზეგამოიყენე მორგებული მასშტაბირება და ერთეულების მასშტაბირება ყოველ ობიექტის გარდაქმნაზე, FBX მასშტაბი რჩება 1.0გამოიყენე მორგებული მასშტაბირება FBX მასშტაბზე, და ერთეულების მასშტაბირება - ყოველ ობიექტის გარდაქმნაზეგამოიყენე მორგებული მასშტაბირება ყოველ ობიექტის გარდაქმნაზე, და ერთეულების მასშტაბირება - FBX მასშტაბზეგამოიყენე მონიშნული ფორმის სოლების დეფორმაციები ფუჍიქ სოლზე და მოხსენი ისინიგამოიყენე სიმკვეთრის სიღრმე 2D-ში, Z სიღრმის რუკის, ან ნიღბის მეშვეობითგამოიყენე სხვადასხვა შეფერვის ეფექტებიეფექტორების გამოყენება შვილობილებზეგამოიყენე მილევა, რათა თავიდან აიცილო მკვეთრი წიბოები, როცა სინათლის გეომეტრია გადაკვეთს სხვა ობიექტებსგამოიყენე პოზის ძვლების საბოლოო დაბორკილი პოზიცია მათ გარდაქმნაზეგამოიყენე ფიქსირებული მოძრაობის დელტები ყოველ განახლებაზეგამოიყენე ძალა X ღერძშიგამოიყენე ძალა Y ღერძშიგამოიყენე ძალა Z ღერძშიგამოიყენე ძალა მხოლოდ 2D-შიგამოიყენე ფრაქტალური გადანაცვლება მხოლოდ ნორმალის გასწვრივობიექტის ბრუნვებზე გამოიყენე გლობალური სივრცითი გარდაქმნა. როცა გათიშულია, ფაილში მხოლოდ ღერძის სივრცე იწერება და ობიექტის ყველა გარდაქმნა რჩება, როგორც არისგამოიყენე მიზიდულობა წერტილის მოძრაობაზეგამოიყენე ჰაპტიკურები ღილაკის დაჭერაზეგამოიყენე ჰაპტიკურები ღილაკის დაჭერასა და აშვებაზეგამოიყენე ჰაპტიკურები ღილაკის აშვებისასღილაკის დაჭერის განმავლობაში განმეორებით გამოიყენე ჰაპტიკურებიგამოიყენე ჰაპტიკურები ერთსა და იმავე მომხმარებლის გზებზე ჰაპტიკური ქმედებისთვისა და ამ ქმედებისთვისგამოიყენე საშუალო (შემომსაზღვრელი) ფილტრით დაგლუვება ნიშნიან მანძილის ველზე. ქ჏რაფი განცალკევებადი გამასაშუალოებელი ფილტრი მანძილის ველის ზოგადი დაგლუვებისთვისდაადე ვოქსელს საშუალო (მართკუთხა) ფილტრის დაგლუვება. რადიუსის მიერ განსაზღვრული საშუალო მნიშვნელობა გარშემომყოფი ვოქსელებისგან მართკუთხედის ფორმაში ანაცვლებს ვოქსელის მნიშვნელობას.გამოიყენე საშუალო სიმრუდის დაგლუვება ნიშნიან მანძილის ველზე. ანვითარებს ზედაპირს მის საშუალო სიმრუდეზე დაყრდნობით, ბუნებრივად მეტად აგლუვებს მაღალი სიმრუდის მქონე მონაკვეთებს, ვიდრე ბრტყელ არეებსდაადე ვოქსელს მედიანური (მართკუთხა) ფილტრის დაგლუვება. რადიუსის მიერ განსაზღვრული მედიანური მნიშვნელობა გარშემომყოფი ვოქსელებისგა მართკუთხა ფორმაში ანაცვლებს ვოქსელის მნიშვნელობას.დაადე მანძილის ველს მედიანური ფილტრი. ამცირებს ხმაურს და, ამავდროულად, ინარჩუნებს მკვეთრ დეტალებსა და წიბოებს მანძილის ველშიგამოიყენე მოდიფიკატორი და მოაცილე სტეკიდანგამოიყენე მოდიფიკატორი, როგორც ახალი ფორმის სოლი და მოაცილე იგი სტეკიდანგამოიყენე მოდიფიკატორი ახალ ფორმის სოლად და დატოვე სტეკშიგამოიყენე მოდიფიკატორიები (არმატურების გამოტოვებით) მეშის ობიექტებზე -გაფრთხილება: ხელს უშლის ფორმის სოლების ექსპორტსგამოიყენე მოდიფიკატორები ექსპორტირებულ მეშებზეგამოიყენე მოდიფიკატორები მეშის ობიექტებზე (არმატურების გარდა) - ფრთხილად: ხელს უშლის ფორმის სოლების დაექსპორტებასგამოიყენე ახალი ბრუნვა ორიგინალის შემდეგ, თითქოს შვილობილზე გამოიყენებოდესგამოიყენე ახალი ბრუნვა ორიგინალამდე, თითქოს მშობელზე გამოიყენებოდესგამოიყენე არადესტრუქციული ეფექტებიდადე ნორმალების რუკა გადანაცვლებულ ზედაპირთან მიმართებაში, ნორმალების რუკებისთვის, რომლებიც გადანაცვლების რუკაზე დამატებით გამოიყენებადაადე ნორმალების რუკა გლუვი, გადაუნაცვლებელი ზედაპირის მიმართ, იმ ნორმალების რუკებისთვის, რომლებიც გადანაცვლების რუკას ემთხვევადაადე ექსპორტირებულ წვეროებს ობიექტის გარდაქმნაააგროვე აცდენა (წინა წერტილები მომდევნოებზე ახდენს გავლენას)გამოიყენე აცდენა ანიმაციის უკუმიმართულებითგამოიყენე აცდენა ანიმაციის ჩვეულებრივი მიმართულებითგამოყენება სფლაინზეგამოიყენე საღებავი თაგვის მოძრაობის ყოველ ნაბიჯზეგამოიყენე აფუება მოუნიშნავ ბოლოებზე (ეხმარება თმის მოცულობის შენარჩუნებას Ⴭირიქ აფუებისას)გამოიყენე ამჟამინდელ მნიშვნელობასთან შეფარდებით (დელტა)გამოიყენე ფარდობითი გარდაქმნები X-სარკის რეჟიმში (ავტომატურ შ.კ.-სთან მხარდაჭერა არ აქვს)გამოიყენე დისპლეის გარდაქმნის სარენდერო ნაწილი ბაიტური გამოსახულების შენახვისასეკრანზე ამ გამოსახულების ასახვისას გამოიყენე დისპლეის გარდაქმნის ნაწილობრივი რენდერიგამოიყენე სემპლირება ყველა ანიმაციაზეგამოიყენე მასშტაბი თავად ამონახსენზე, რათა მონიშნულ ბილიკებს შორის მანძილი სასურველს გაუტოლოგამოიყენე მონიშნული ლენტების მასშტაბირება მათ მითითებულ ქმედებებზეგამოიყენე მონიშნული წვეროთა მდებარეობები ფორმის ყველა სოლსგამოიყენე ჩრდილის მიდევნება თითოეულ ნარყევ ნიმუშზე, რათა შეამცირო სემპლირების ნაკლებობით გამოწვეული არტეფაქტებიგამოიყენე სინუსოიდური დეფორმაციაგამოიყენე დაგლუვების ფილტრი, რომელიც კიდეებს ინარჩუნებს, სტილიზებული და ფერწერული ეფექტებისთვისგამოიყენე დაგლუვება ზედაპირის რეკონსტრუქციის გარეშეგამოიყენე ქმედება წვეროთა ჯგუფების მონიშვნის მიხედვითგამოიყენე ქმედების არხები ორიგინალი გარდაქმნის შემდეგ, თითქოს წარმოსახვით შვილობილზე გამოიყენება გასწორებული მემკვიდრეობითი მასშტაბირების რეჟიმში. ამით 'სრული' გამოიყენება მდებარეობისთვის და 'არხების გახლეჩა' - ბრუნვისა და მასშტაბირებისთვის.გამოიყენე ქმედების არხები ორიგინალი გარდაქმნის შემდეგ, თითქოს წარმოსახვით შვილობილზე გამოიყენება სრული მემკვიდრეობითი მასშტაბირების რეჟიმში. ბრუნვისა და არაერთგვაროვანი მასშტაბის კომბინირებისას ძვრას წარმოქმნის.გამოიყენე ქმედების არხები ორიგინალი გარდაქმნის შემდეგ, მდებარეობის, ბრუნვისა და მასშტაბირების ცალცალკე დამუშავებითგამოიყენე ქმედების არხები ორიგინალ გარდაქმნამდე, თითქოს წარმოსახვით მშობელზე გამოიყენება გასწორებული მემკვიდრეობითი მასშტაბირების რეჟიმში. ამით 'სრული' გამოიყენება მდებარეობისთვის და 'არხების გახლეჩა' - ბრუნვისა და მასშტაბირებისთვის.გამოიყენე ქმედების არხები ორიგინალ გარდაქმნამდე, თითქოს წარმოსახვით მშობელზე გამოიყენება სრული მემკვიდრეობითი მასშტაბირების რეჟიმში. ბრუნვისა და არაერთგვაროვანი მასშტაბის კომბინირებისას წარმოქმნის ძვრას.გამოიყენე ქმედების არხები ორიგინალ გარდაქმნამდე, მდებარეობის, ბრუნვისა და მასშტაბირების ცალცალკე დამუშავებითგამოიყენე მიმდინარე პოზა ახალი უძრაობის პოზადგამოიყენე დეფორმაცია მონიშნულ ღერძშიგამოიყენე რედაქტირების ოპერაცია დამალულ გეომეტრიაზეგამოიყენე ფილტრი მხოლოდ კურსორის ქვეშ მდებარე წახნაგთა ნაკრებზეგამოიყენე ძალა მონიშნულ ღერძშიგამოიყენე ჟესტის ქმედება მხოლოდ მაშინ, როცა არე სეგმენტის ფარგლებში რჩება მისი ეფექტის მთელ ხაზზე გაუვრცელებლადგამოიყენე მოცემული წონის ქმედება რიგზეგამოიყენე ჩაბღაუჭების მაქსიმალური სიძლიერე აჼტიურ წვეროზე და არა კურსორის მდებარეობაზეგამოიყენე ობიექტის მშობლის შექცევა მის მონაცემებზემიუსადაგე ობიექტის გარდაქმნა მის მონაცემებსმიუსადაგე ობიექტის გარეგნული გარდაქმნა მის მონაცემებსგამოიყენე ოპერაცია მხოლოდ მონიშნული საგნების შიგთავსზე (მონაცემთა ბლოკები მათ ქვე-იერარქიაში)გამოიყენე ოპერაცია მონიშნულ მონაცემთა ბლოკებსა და მათ ყველა დამოკიდებულებაზეგამოიყენე ოპერაცია მხოლოდ მონიშნულ მონაცემთა ბლოკებზეგამოიყენე მოუნიშნავ წვეროთა ჯგუფზე დაბლოკვის/განბლოკვის საპირისპიროგამოიყენე ფარდობითი პოზიციური აცდენაგამოიყენე იყივე ქტრუჼტურა, ოღონდ სარკისებურად შეტრიალებული ფრჩხილებში ნაჩვენები საპირისპირო მხრის სამართავისკენ. ძვლებზე ზემოქმედება მოხდება მხოლოდ იმავე მხარის სამართავის მიერ (მაგ.: .L ძვლებზე გავლენა ექნება მხოლოდ .L სამართავს). სახელში მხარის დასახელების არ მქონე (ანუ არც .L და არც .R) ძვლებზე ორივე სამართავი იმოქმედებს 0.5-0.5 გავლენებითგამოიყენე ქვედანაყოფებიანი ზედაპირის დონე მიმდინარე დონესთან მიმართებაში, როგორც აცდენაატრიბუტის გარდქმნასთან ერთად დამატებით გამოიყენე სამიზნე ობიექტის სამყაროსეული გარდაქმნაცგამოიყენე ეს და დეფორმაციის ყველა წინმსწრები მოდიფიკატორი სფლაინის წერტილებზე და არა შევსებულ წირზე/ზედაპირზეგამოიყენე ყველა საკვანძო ფაზაზეგამოიყენე წვეროთა მონიშნულ ჯგუფებზეგამოიყენე წვეროთა მოუნიშნავ ჯგუფებზეგამოიყენე კვალის ნიღაბი გადახედვის ასახვაზემიუსადაგე გარდაქმნა დაქვემდებარებამდეგამოიყენე მონასმის ხერხემლის გეომეტრიაზე ორ განზომილებიანი მასშტაბირებადაგლუვების შემდეგ გამოიყენე მოცულობის შენარჩუნებაგამოიყენე მოცულობის შენარჩუნება ორიგინალი მასშტაბირების ზემოდანგამოიყენე წონა-შეზავებული გარდაქმნა რამოდენიმე ძვლიდან, როგორიცაა არმატურაგამოიყენე შეწონილი მოძრაობის საშუალებები, რათა მონიშნული F-წირების ამობურცულობები შეამციროსიმეტრიულად დაადე წონები X ღერძის გასწვრივ, გარსის/ავტომატური წვეროთა ჯგუფების შესაქმნელადაპროქსიმირებული დიფუზიური ირიბი განათება ფონით შეფერილი გარემომცველი წინაღობით. ეს იძლევა სრული გლობალური განათების ქ჏რაფ ალტერნატივას, სარკმელში ინტერაქტიული დარენდერების, ან საბოლოო რენდერებისთვის შემცირებული ხარისხითწახნაგების (ოთხკუთხედების) მიახლოებითი რიცხვი ახალ მეშშივოქსელების მიახლოებითი რაოდენობა ერთი ღერძის გასწვრივმოახდინე ობიექტის აპროქსიმაცია სფეროდ, რომლის დიამეტრიც უდრის კვანძოვანი ჎იქ მიერ განსაზღვრულ სისქესმოახდინე ობიექტის აპროქსიმაცია უსასრულო ფილად კვანძოვანი ჎იქ მიერ განსაზღვრული სისქითგარდატეხის ორი მოვლენის გამოსათვლელად დაადგინე ობიექტის მიახლოებითი სისქე (0 ნიშნავს გათიშვას) (არარეკომენდირებული)დაახლოებით რამდენ კადრში უნდა მოხდეს ჩაქრობადაახლოებით რამდენ კადრში უნდა მოხდეს გაშრობამის გაბნევის აპროქსიმაცია წყლის წვეთებში, გამოიყენება ღრუბლებსა და ნისლში გაბნევისთვისფიზიკაზე დაფუძნებული მოცულობის გაბნევის აპროქსიმაციაობიექტის შიგნით სინათლის ურთიერთქმედებების მოდელირებისთვის გამოყენებული აპროქსიმაციააპებიარაბული - ﺔﻴﺑﺮﻌﻟﺍპირობითი გამომავალი ცვლადები. წარადგინე მორგებული რენდერის გადავლები პირობითი იერფერის კვანძის გამონატანებისთვისთაღიარკკოსინუსის რეჟიმიარქივის ბიბლიოთეკებიშეფუთული ID-ების არქივის ბიბლიოთეკები, რომელთა წარმომქმნელი (და მფლობელი) ეს ბიბლიოთეკაამინუტებისეკუნდებიარკსინუსის რეჟიმიარკტან.2-იქ რეჟიმიარკტანგენსის რეჟიმიიტესტება თუ არა სახელურები მონიშვნის კრიტერიუმებით ინდივიდუალურად, თავიანთი სოლებისგან დამოუკიდებლად. როცა გრაფაში აღნიშვნა არაა, სახელურების მონიშვნის გაუქმება თავიანთ სოლებთან ერთად ხდებაარის თუ არა ძვლის ტრაექტორიები, რომლებსაც განახლება დასჭირდება (მხოლოდ წასაკითხი)არეალური სინათლეარეალურ სინათლეებზე მხოლოდ მასშტაბის გამოყენება შეიძლება: "%s"არეს ნორმალიარეს ნორმალის მილევაარეს ნორმალის ლიმიტიარეს სიბრტყეარეს რადიუსიარეალის რადიუსის ზეწოლაარის სივრცეებიფართობის წონასივრცის გამრუდება UV-ქა და 3D წახნაგებს შორისარის სიმაღლეგაყოფილი ეკრანის არე, რომელიც რედაქტორს მოიცავსაქტიურ ეკრანზე არე ვერ მოიძებნაწახნაგის არე 3D სივრცეშიამ სამკუთხედის ფართობიარე, რომელშიც სიმულაციის ეფექტებზე გამოიყენება დეფორმაციის მილევაარის სიგანეარეებიარეები კაშეს ძირითად ნიღაბში კაშეში შედისარეები კაშეს გამოუსადეგარ ნიღაბში კაშედან გამოირიცხებაგამოსახულების მიღმა მდებარე არეები გამოსახულების გამეორებებით შეივსებაგამოსახულების მიღმა მდებარე არეები გამოსახულებაში არსებული უახლოესი სასაზღვრო პიქსელით შეივსებაგამოსახულების მიღმა მდებარე არეები ნულით შეივსებაარეები, რომლებადაც იყოფა ეკრანიარგუმენტებიარმ.არმატურააჩქარების წირიშეპარებაგამოპარებაახალიგარეთნიმუშებიარმატურა '%s' არ შეიცავს ძვალს '%s'არმატურა '%s' რედაქტირების რეჟიმში არაა, რედაქტირებადი ძვლის დამატება შეუძლებელიაარმატურა '%s' რედაქტირების რეჟიმში არაა, რედაქტირებადი ძვლის მოცილება შეუძლებელიაარმატურის ძვლების კოლექციებიარმატურის ძვლებიარმატურის ბორკილიარმატურით განსაზღვრულიარმატურის დეფორმირებაარმატურის დეფორმირების ბორკილის სამიზნეებიარმატურის რედაქტირებადი ძვლებიარმატურის FBXNode ტიპიარმატურის მოდიფიკატორიარმატურის გადაფარებებიარმატურის ძვალი, მეში, ან გისოსების წვეროთა ჯგუფი, ...არმატურის მონაცემთა ბლოკი, რომელიც შეიცავს ძვლების იერარქიას, ჩვეულებრივ გამოიყენება პერსონაჟების დასარიგადარმატურების მონაცემთა ბლოკებიარმატურის დეფორმაციის მოდიფიკატორიარმატურას ძვალთა აჼტიური კოლექცია არ აქვს, ჯერ რომელიმე მონიშნეარმატურას არ აქვს აჼტიური ობიექტის ძვალიარმატურის ობიექტი გამოსაყენებელი დეფორმირებისთვისარმატურის ობიექტი, რომლიდანაც უნდა იქნას ინფორმაცია ამოღებულიშესანიღბი ძვლების წყაროდ გამოსაყენებელი არმატურაარმატურის აჼტიური ძვალიარმატურის აჼტიური ძვლების კოლექციაარმატურა(ნი)არმატურასთან შეფარდებული თავიარმატურასთან შეფარდებული კუდისარმატურასთან დაკავშირებული ანაწყობებიარმატურებიარმატურის აჼტიური რედაქტირებადი ძვალიკადრის გარშემოგაამწკრივე მონიშნული UV კუნძულები ხაზზეთანაბრად განალაგე ახალი სამკუთხედები (ნელი)მოაწესრიგე მონასმების დალაგების თანმიმდევრობამასივიმასივი (ძველებური)ყველა საგნის წაწყობამასივის სიგრძემასივის მოდიფიკატორიმასივის დუბლიკაციის მოდიფიკატორიმასივის სიგრძის გამოთვლის მეთოდიმასივის სიგრძე არ ემთხვევა (მოსალოდნელი იყო %d, აღმოჩნდა %d)მასივის სიგრძე არ ემთხვევა (აღმოჩნდა %d, მოსალოდნელი იყო მეტი)კოორდინატების მასივი, რომელიც წარმოადგენს UI-ქ მართ კუთხეებს კადრის ნორმალიზებულ კოორდინატებშიკოორდინატების მასივი, რომელიც ფაჼტურიქ კუთხეებს წარმოადგენს მარკერის პოზიციასთან შეფარდებულ ნორმალიზებულ კოორდინატებშიArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTიქარიიქრიქ ზომაისრებიხელოვნური ტივტივადობის ძალა გრავიტაციის უარყოფითი მიმართულებით, დაფუძნებული დენად ნივთიერებაში წნევის ცვლილებებზეიგივეა, რაც "წაშალე მშობელი", ოღონდ ობიექტის გარეგნულ გარდაქმნას ტოვებსინსტანციადNURBS-ადროგორც რენდერის გადავლააშიხმინიაშიხმინ-შირლიცვლილებების შეუნახავად გასვლისას ითხოვე დადასტურებაპროპორციაპროპორციული თანაფარდობაX პროპორციაY პროპორციაასფალტი (დამსხვრეული)აქტივიაქტივი ('%s') ქმედების მონაცემთა ბლოკი არაააქტივის Blend-იქ მისამართიაქტივების ბრაუზერიაქტივთა ბრაუზერი ამჟამინდელი ფაილის ბიბლიოთეკაზე უნდა იყოს დაყენებულიაქტივების კატალოგიაქტივთა კატალოგი:აქტივების კატალოგებიაქტივის მონაცემებიაქტივების ხარვეზების აღმოფხვრის ინფოაქტივის დეტალებიაქტივთა ბიბლიოთეკებიაქტივთა ბიბლიოთეკები ლოკალური დირექტორიებია, რომლებიც შეიცავენ .blend აქტივებიან ფაილებს. მართე აქტივთა ბიბლიოთეკები უპირატესიპარამეტრებში ფაილების მისამართების განყოფილებიდანაქტივების ბიბლიოთეკააქტივების ბიბლიოთეკის იდენტიფიკატორიაქტივების ბიბლიოთეკის მისამართიაქტივების ბიბლიოთეკის ტიპიაქტივთა ბიბლიოთეკა ვერ მოიძებნააქტივთა ბიბლიოთეკა: მიმდინარე ფაილიაქტივთა ბიბლიოთეკა: საფუძვლებიაქტივის მეტამონაცემებიაქტივების წარმოდგენააქტივის მონიშვნის პარამეტრებიაქტივების თაროაქტივთა თაროს კოლონტიტულიაქტივების თაროს სახელიაქტივების თაროს პანელიაქტივთა თაროს მონაკვეთის თემააქტივის ტეგიაქტივების ტეგებიაქტივის ქუქტი მისამართიაქტივის blend ფაილი არარედაქტირებადიაამ ფაილიდან აქტივის მოდიფიცირება შეუძლებელიააქტივთა კატალოგები ვერ რედაქტირდება ამ აქტივთა ბიბლიოთეკაშიაქტივის მონაცემების მიკუთვნება მხოლოდ აქტივებისთვის შეიძლება. გამოიყენე asset_mark() აქტივად აღნიშვნისთვის.აქტივის მონაცემი 'არაფერი' ვერ იქნებააქტივების მონაცემები, ვარგისია, თუკი ფაილი წარმოადგენს აქტივსაქტივის ფაილი არარედაქტირებადიააქტივი გეომეტრიული კვანძების ჯგუფი არაააქტივების ბიბლიოთეკა არარედაქტირებადიააქტივთა ბიბლიოთეკა, რომელიც ახალი ფუნჯის შესანახად გამოიყენებააქტივთა ბიბლიოთეკა, რომელიც ახალი პოზის შესანახად გამოიყენებააქტივის ჩატვირთვა დაუსრულებელიააქტივის მეტამონაცემები გარე აქტივების ბიბლიოთეკებიდან ვერ რედაქტირდება, მხოლოდ მიმდინარე ფაილში შენახული აქტივების რედაქტირებაა შესაძლებელიაქტივის მეტამონაცემები გარე აქტივების ბიბლიოთეკებიდან ვერ რედაქტირდება. მხოლოდ მიმდინარე ფაილში შენახული აქტივების რედაქტირებაა შესაძლებელი.აქტივი ვერ მოიძებნააქტივი ვერ მოიძებნა: %sაქტივთა თაროს ჩამოსაშლელი პანელის ტიპი ნაპოვნი არაააქტივებიმიმდინარე ფაილში არსებული აქტივების ინდივიდუალურად შენახვა შეუძლებელიამიმდინარე ფაილში არსებული აქტივების წინანდელ მდგომარეობაში დაბრუნება შეუძლებელიამიკუთვნებაპ.კ.-იქ კოლექციებისთვის მიკუთვნებამიაკუთვნე შ.კ. ბორკილი მონიშნული ძვლებიდან/ობიექტებიდან მომდინარე სამიზნეებსმასალის მიკუთვნებამთავარი კოლექციისთვის მიკუთვნებამეორეული კოლექციების მიკუთვნებაგადაკეთების კოლექციებისთვის მიკუთვნებამიაკუთვნე შიდა წიბოებს ნაკეციმიაკუთვნე გარეთა წიბოებს ნაკეციმიანიჭე ფერსოს შემადგენელ წიბოებს ნაკეციმიანიჭე მასალა გეომეტრიულ ელემენტებსამ ფუნქციის გამოძახებამდე მიაკუთვნე ქმედება "%s" "%s"-სმიაკუთვნე აჼტიური მასალის სლოტი მონიშნულსმიაკუთვნე ყველა მონიშნული ძვალი კოლექციას, ან წაშალე კუთვნილება იმის მიხედვით, აჼტიური ძვალი უკვე მიკუთვნებულია, თუ არამიაკუთვნე ამ კოლექციას გადაკვეთის პრიორიტეტის მნიშვნელობაარ მიანიჭო კოლექციას ფერიანი ტეგიმიაკუთვნე აჼტიური მასალის სლოტი მონიშნულ მონასმებსაქციე მორგებულ თვისებათა ამჟამინდელი მნიშვნელობები ნაგულისხმებად, უძრაობის პოზის მდგომარეობის ნაწილად გამოსაყენებლად NLA ბილიკის შერევაშიმიაკუთვნე კაუჭი კაუჭის ობიექტის აჼტიურ ძვალსმიაკუთვნე მონიშნული წვეროები კაუჭსმიაკუთვნე მონიშნული წვეროები ახალ წვეროთა ჯგუფსმიაკუთვნე მონიშნული წვეროები აჼტიურ წვეროთა ჯგუფსმიაკუთვნე მნიშვნელობამალსახმობი {:d} მიეკუთვნა {:s}-სმისაკუთვნებელი მნიშვნელობამისაკუთვნებელი მნიშვნელობა (სტრიქონად)ასიმეტრიულიღერების ქიქჼიქ ფორმის რეგულირების ასიმეტრია-თანცენტრთანკურსორთანპირველთანუკანასკნელთანრეკონსტრუქციისთის ორივე ბილიკს უნდა ჰქონდეს სულ ცოტა, 8 საერთო კვალი ორივე საკვანძო ფაზაზეამ ხედის შრეში სულ ცოტა, ერთ კოლექციას მაინც აქვს ექსპორტერიერთი კვანძი მაინც უნდა იყოს მონიშნული.სათავის განსასაზღვრად მონიშნული უნდა იყოს სულ ცოტა ერთი კვალი შეკვრითაუცილებელია სულ ცოტა ორი წერტილისულ ცოტა, {:d} კვანძი მაინც უნდა იყოს მონიშნული.რა ინტერვალით დაემატოს სოლებირა ინტერვალით მოხდეს კადრებზე მიკვრარა ინტერვალით მოხდეს წამებზე მიკვრაატმოსფერული სიმღვრივეთმის წირების მიმაგრება ზედაპირზემიმაგრების რეჟიმიკვანძების მერთებამიამაგრე აჼტიური კვანძი კადრსმიაერთე მონიშნული კვანძებიმიაერთე მონიშნული კვანძები ახალ საერთო ჩარჩოსთმის წირებს ამაგრებს ზედაპირის მეშზემიმაგრების UVმიმაგრება ვარგისიამიმაგრების ზედაპირის UV კოორდინატები თითოეული წირისთვისაღმასვლის დრობოიდებს თავს დაესხი მაქსიმუმ ამ მანძილზესცადე მიჯაჭვა დამოკიდებულებათა არააჼტიური გრაფიკიდანწმენდის ოპერაციის ფარგლებში სცენების წაშლის მცდელობა არასდროს უნდა განხორციელდესსცადე 'ზოგადი დანიშნულების' მასალების იმპორტირება.სცადე 'სრული' მასალების იმპორტირება. სათადარიგოდ ჩატვირთე 'ზოგადი დანიშნულების', ან 'გადახედვის' მასალები, ამავე თანმიმდევრობითსცადე 'გადახედვის' მასალების იმპორტირება. სათადარიგოდ ჩატვირთე 'ზოგადი დანიშნულების' მასალებისცადე მოცემული დანიშნულების მასალების იმპორტირება. თუ ამ დანიშნულების მასალები არაა პრიმიტივზე მიბმული, გადადი ნებისმიერი სხვა მიბმული მასალის ჩატვირთვაზესცადე გარდაქმნამდე წერტილის სახელურის მონიშვნაქმედების არაანიმირებად ID-ზე დაყენების მცდელობასცადე, გამოხსნა არააჼტიური დამოკიდებულების გრაფიკიდანიყო სლოტის იდენტიფიკატორის "%s"-ზე დაყენების მცდელობა, მაგრამ ტიპის წინსართი სლოტის 'target_id_type'-ქ "%s" არ ემთხვევა. ამის ნაცვლად დაყენდება "%s"-ზე.შესუსტებაშესუსტების მუდმივაატრიბუტიატრიბუტი '%s' (Blender-იქ სამოქმედო არეალი %d, ტიპი %d) USD-დ ვერ კონვერტირდებაატრიბუტის მონაცემები აღმოჩენილიაატრიბუტის სამოქმედო არეალიატრიბუტის სამოქმედო არეალის ტიპიატრიბუტების ჯგუფიატრიბუტის სახელიატრიბუტის კვანძიატრიბუტის სპეც. ხელსაწყოებიატრიბუტის სტატისტიკაატრიბუტის ტექსტიატრიბუტის ტიპიატრიბუტი არ არსებობს: "{}\ატრიბუტის სამოქმედო არეალიატრიბუტის სამოქმედო არეალი მონიშვნისა და ჯგუფის ID-ქ შენატანებისთვისატრიბუტის სამოქმედო არეალი გეომეტრიის ამ ტიპის მიერ მხარდაჭერილი არააატრიბუტის აქაქა჎ი სამოქმედო არეალიატრიბუტის სამოქმედო არეალი თავისუფალი მორგებული ნორმალების შესანახადგეომეტრიული კვანძების მოდიფიკატორის მიერ გამოყენებული ატრიბუტის სამოქმედო არეალი ატრიბუტის გამონატანის შესაქმნელადატრიბუტის სამოქმედო არეალი, სადაც ატრიბუტი გამოცხობილ მონაცემებში ინახებაატრიბუტის სამოქმედო არეალი, სადაც ატრიბუტი ინახება სიმულაციის მდგომარეობაშიატრიბუტი ამ გეომეტრიის ნაწილი არააატრიბუტი აუცილებელია და მისი მოცილება შეუძლებელიაატრიბუტის სახელი ცარიელი ვერ იქნებაატრიბუტის სახელი წიბოს წონისთვისატრიბუტის სახელი წვეროს წონისთვისატრიბუტი გრიზ ფენსილის შრეზეატრიბუტი ინსტანციაზეატრიბუტი მეშის წიბოზეატრიბუტი მეშის წახნაგის კუთხეზეატრიბუტი მეშის წახნაგებზეატრიბუტი წერტილზეატრიბუტი სფლაინზეატრიბუტი ზემოთა გეომეტრიაზეატრიბუტი წერტილზე/წვეროზეატრიბუტის მნიშვნელობა, რომელიც შეინახება ამჟამინდელი ელემენტისთვის მთავარ გეომეტრიაზეატრიბუტებიდასამოდიფიცირებელი ატრიბუტებიჯგუფში გამოყენებული ატრიბუტები ამ სახელებით შესაძლოა, კონფლიქტში მოვიდეს არსებულ ატრიბუტებთანაუდიოაუდიო არხებიაუდიო კოდეკიაუდიო მოწყობილობააუდიო მიქშირების ბუფერიაუდიო ნიმუშის ფორმატიაუდიო ნიმუშების სიჩქარეაუდიო სკრაბინგიაუდიო ლენტიაუდიოს ბიტური სიხშირე (კბ/წმ)აუდიო არხების რიცხვიაუდიო არხებიაუდიო გამონატანის მოწყობილობააუდიო ნიმუშის ფორმატიაუდიო ნიმუშის ფორმატი მხარდაუჭერელიააუდიო ნიმუშების სიჩქარეაუდიოს ნიმუშების სიჩქარე (ნიმუში/წმ)აუდიოს ხმის სიძლიერეავთენტიკაციაავტორიშექმენი USD მორგებული ატრიბუტები, რომლებიც Blender-იქ ორიგინალი ობიექტისა და ობიექტის მონაცემთა სახელებს შეიცავსავტორი:ავტომატურიდაბოლოების ავტომატური სწორებაავტომატურად გაასწორე უკიდურესი ძვალიავტომატური სწორება {:s}ავტომატური ღერძიავტომატური ქრობაავტომატურად ჩაჭერილიასონიშნების წყვილების ავტომატური დახურვაავტოშექმნაავტოსიღრმეავტოაღმოჩენაავტომატური ეილერიავტომატური ფრენის სიჩქარეავტომატური სახელურიავტომატური სახელური მონიშნულიაავტო-სახელურის დაგლუვებასახელურების ავტომატური დაგლუვების რეჟიმი ახლად დამატებული F-წირებისთვისავტომატური შ.კ.ავტომატური შ.კ. სიგრძე: %dავტოიტერაციების რიცხვიავტომატური საკვანძო ფაზასაკვანძო ფაზის ავტოჩასმა ხელმისაწვდომშისაკვანძო ფაზების ავტოჩასმის ჩასოლვის ნაკრებისაკვანძო ფაზების ავტომატური ჩასმაავტო ჩასოლვაავტო ჩასოლვა ჩართულიაავტოჩასოლვის ინდიკატორიავტომატური ჩასოლვის რეჟიმიავტოჩასოლვა ჩართულიაავტომატური შერწყმაავტოშერწყმა და გახლეჩაწვეროების ავტომატურად შეერთებაავტონორმალიზებაავტონორმალიზებაავტოპერსპექტივაავტო-ცისარტყელაავტომატური განახლებაავტომატური მოცილებაPython-იქ სკრიპტების ავტომატურად გაშვებადროებითი ფაილების ავტომატური შენახვაავტოშენახვის დროავტომატური დაგლუვებაავტონაბიჯიავტომატური ტექსტურული სივრცეავტომატური მიჯრაავტო-გარდაქმნაავტოგანახლებაავტომატური სიჩქარეავტო-WXYZ-დან YRGB-შიავტო-XYZ-დან RGB-შიავტომატური ზუმიავტომატურად ჩაჭერილიავტომატურად აღმოაჩინე საუკეთესო GPU Blender-იქ გასაშვებადავტომატური სახელურიავტომატური ორბიტის ცენტრს დინამიკურად აყენებს. როცა მოდელი ხედში სრულად ჩანს, ბრუნვის წერტილად მთელი მოდელის მოცულობის ცენტრი გამოიყენება. მიახლოებისას ორბიტის ცენტრი შენი ხედის ცენტრთან ახლოს მდებარე ობიექტზე დაყენდება.ავტომატურად ჩაჭერილი სახელურიავტოჩაჭერილი სახელური მონიშნულიაავტოაღმოჩენაავტოგაშვების მისამართებისაკვანძო ფაზების ავტომატური ჩასმაავტო-ჩასოლვის რეჟიმიავტო-ჩასოლვა გამოტოვებს ანიმაციაზე გავლენის არ მქონე სოლების ჩასმასსოლის ავტობლოკის ღერძიშრეების ავტომატური დაბლოკვაავტომატური შენიღბვაავტო-შენიღბვის შრეავტო-შენიღბვის მასალამონასმების ავტომატური შენიღბვაავტომატურად შერწყი საკვანძო ფაზებიავტო-აცდენაავტო-განახლებაშევსების ნიშნულების ავტომატურად წაშლაავტოშენახვასასურველი პარამეტრების ავტომატური შენახვაავტო-დაგლუვებაავტონაბიჯიავტომატური სიჩქარეავტო-აცდენაავტოაცდენის მიმართულებამინდვრის ავტო-აცდენაავტო-აცდენის მიმართულება: %sავტოშეფუთვა ჩართულია, ასე რომ, გამოსახულება კვლავ შეიფუთება ფაილის შენახვისასავტომატური შევსებასაჭიროა ავტომატური სოლის ჩასმაარააქტიური შრეების ავტოდაბლოკვაავტომატური შენიღბვაავტომატურიძვლის ავტომატური ორიენტაციაავტომატური აჩქარებაავტომატური სახელიარევის ავტომატური მანძილიავტომატური ქვეკადრებიხდება ავტომატური სახელურების შესწორება აჩქარებაში ნახტომების თავიდან ასაცილებლად, რაც უზრუნველყოფს უფრო გლუვ წირებს. თუმცა, გასაღებების ცვლილებებმა შესაძლოა, იმოქმედოს ჏ირიქ უფრო დიდ მონაკვეთზე.ავტომატური სახელურები მხედველობაში იღებენ მხოლოდ მხებ გასაღებებსავტომატური სახელურები, რომლებიც გლუვ წირებს ქმნისავტომატური სახელურები, რომლებიც ქმნის გლუვ წირებს, რომლებიც მიმართულებას იცვლიან მხოლოდ საკვანძო ფაზებშიავტომატური სახელურები, რომლებიც სწორ ხაზებს ქმნისსაკვანძო ფაზების ავტომატური ჩასმა ობიექტებისა და ძვლებისთვის (ახალი სცენებისთვის გამოყენებული ნაგულისხმები ანაწყობი)საკვანძო ფაზის ავტომატური ჩასმა მხოლოდ აჼტიური ჩასოლვის ნაკრების გამოყენებითსაკვანძო ფაზების ავტომატური ჩასმა სიბრტყის კუთხეების გადაადგილებისასავტომატური ხაზის სისქე UI-ქ მასშტაბზე დაყრდნობითგამონატანის ტიპის ავტომატური აღმოჩენაავტომატური პიქსელური ზომა, დამოკიდებულია მომხმარებლის ინტერფეისის მასშტაბზეავტომატური დარიგვა ძირითადი მოდულარული კომპონენტებისგანავტომატურად შეინახე დროებითი ფაილები temp დირექტორიაში, იყენებს პროცესის ID-ქ. ფრთხილად: ძერწვისა და რედაქტირების მონაცემები არ შეინახებაავტომატური წონები ძვლებიდანავტომატურად დაამატე მონიშნულ ობიექტებს გისოსების მოდიფიკატორიავტომატურად დაარეგულირე სიძლიერე, რათა სხვადასხვა დაშორებებისთვის თანამიმდევრული შედეგები მიიღოავტომატურად არეგულირებს ფრენით ნავიგაციის სისწრაფეს სარკმლის ცენტრთან ახლოს მდებარე ობიექტებამდე დაშორების მიხედვით, რაც რთულ სცენებში ნავიგაციას აადვილებს. მოძრაობის ყოველ დაწყებაზე სისწრაფე თავიდან გამოიანგარიშება.ავტომატურად გაუსწორე წიბოები ფუნჯის მიმართულებას უფრო სუფთა ტოპოლოგიის წარმოსაქმნელად და მკვეთრი ნაკვთების გამოსაკვეთად. უმჯობესია დაბალ მრავალკუთხედოვან მეშებზე გამოყენება, რადგან მუშაობის ხარისხზე ახდენს გავლენას.დროის ზოლში ლენტების დამატების შემდეგ ავტომატურად დაიწყე მათი თაგუნასთან ერთად გადაადგილებაავტომატურად გამოთვალე მასის სიდიდეები მოცულობაზე დაფუძნებული უდრეკი სხეულის ობიექტებისთვისავტომატურად აირჩიე Wintab, ან Windows Ink, მოწყობილობის მიხედვითავტომატურად აირჩიე ფილტრი მასშტაბირების კოეფიციენტის მიხედვითავტომატურად აირჩიე მეთოდი GPU-ქა და გამოსახუ;ლების საფუძველზეავტომატურად აარჩიე მიმართულება, რომელზეც უკვე ყველაზე მეტი გამწკრივება არსებობსავტომატურად აარჩიე სისტემის მიერ განსაზღვრული ენა, თუ ხელმისაწვდომია, ან დასვი ინგლისურზე (აშშ)ავტომატურად დახურე სიმბოლოთა მართებული წყვილები ტექსტურ რედაქტორში ბეჭდვის დროსავტომატურად გამოთვალე გარდაქმნა წყაროსა და დანიშნულების მეშებს შორის საუკეთესო შესაძლო შეთავსებისთვის. გაფრთხილება: შედეგები არასოდეს იქნება ისეთი კარგი, როგორც ობიექტთა ხელით შეთავსებისასავტომატურად დააკონვერტირე ყველა ტაბი გამოტოვებად ახალი და ჩატვირთული ტექსტური ფაილებისთვისავტომატურად გადაწყვიტე, როდის ჩაატარო სიმულაციის რამდენიმე ნაბიჯი თითო კადრზეავტომატურად აღმოაჩინე კარგი სტრუქტურული ტიპი იმის მიხედვით, თუ როგორ გამოიყენება ბუდეავტომატურად აღმოაჩინე ანიმირებული თანამიმდევრობები მონიშნულ გამოსახულებებში (ფაილების სახელთა მიხედვით)ავტომატურად აღმოაჩინე ანიმირებული თანამიმდევრობები მონიშნულ მოცულობით ფაილებში (ფაილების სახელების მიხედვით)ავტომატურად აღმოაჩინე ნაკვთები და განათავსე თვალის სადევნებელი მარკერებიავტომატურად აღმოაჩინე ბრუნვის საუკეთესო ღერძი ვექტორისკენ მისატრიალებლადავტომატურად განსაზღვრე ასახვის ტიპი ფაილებისთვისავტომატურად განსაზღვრე, უნდა იყოს თუ არა სემპლირებისთვის ზედაპირისადმი, როგორც სინათლისადმი მოპყრობა, გამოცემის ნავარაუდებ ინტენსივობაზე დაყრდნობითავტომატურად განსაზღვრე დალაგების მეთოდი ფაილებისთვისავტომატურად დაადგინე ნაკადთა რიცხვი, CPU-ზე დაყრდნობითავტომატურად დაადგინე საფეხურების ოპტიმალური რიცხვი საუკეთესო მუშაობის/აკურატულობის დასაბალანსებლადავტომატურად შეასწორე მონიშნული ძვლების ღერძების გასწორებაავტომატურად ჩასვი საკვანძო ფაზები მოდიფიცირებულ თვისებებზეავტომატურად დაბლოკე ყველა შრე აჼტიურიქ გარდა, შემთხვევითი ცვლილებების თავიდან ასაცილებლადავტომატურად შემოფარგლავს საკვანძო ფაზების მოძრაობას დომინანტი ღერძითავტომატურად შერწყი ახლომდებარე საკვანძო ფაზებიავტომატურად შეაერთე ერთსა და იმავე მდებარეობაზე გადაადგილებული წვეროებიავტომატურად დაარქვი ნაწარმ ფაილს გადავლის ტიპის სახელიავტომატურად დაარქვი შედეგად მიღებულ ფაილს გადავლის ტიპის სახელი (მხოლოდ გარე)ავტომატურად ააცდინე კვანძები ჩასმისასახალი კვანძების ჩასმისას ავტომატურად ააცდინე მომდევნო, ან წინა კვანძები ჯაჭვშიყველა გარე მონაცემის ავტომატური შეფუთვა .blend ფაილშიავტომატურად შეფუთე ყველა გარე ფაილი .blend ფაილშიუსწრაფესად კვეთის გზის ავტომატური არჩევაავტომატურად გამოთვალე ხელახლა ჏ირიქ ნორმალიზება ჏ირიქ ყოველ რედაქტირებაზეავტომატურად შეზღუდე ნიმუშების რიცხვი თითო პიქსელზე, ნავარაუდებ ხმაურის დონეზე დაყრდნობითავტომატურად შეზღუდე ნიმუშების რაოდენობა თითო პიქსელზე ხმაურის სავარაუდო დონეზე დაყრდნობით, სარკმლის რენდერებისთვისGPU დარენდერების პროცესის გასაუმჯობესებლიად ავტომატურად შეამცირე პიქსელთა შორის გაშემთხვევითება, რენდერისას შესაძლო არტეფაქტების წარმოშობის ხარჯზეშევსების ოპერაციის შემდეგ ავტომატურად მოაცილე შევსების მიმმართველი მონასმებიავტომატურად უცვლის სახელს მონიშნულ ძვლებს იმის მიხედვით, თუ სამიზნე ღერძის რომელ მხარეზე ხვდებიანავტომატურად დაამასშტაბირე ვიდეო რათა დაფარო შეუვსებელი არეები სტაბილიზაციის დროსავტომატურად აარჩიე გადახედვის საუკეთესო ტიპიავტომატურად მონიშნე იმპორტირებული ობიექტებიავტომატურად მონიშნე საკვანძო ფაზები კამერის/ობიექტის მოძრაობის ამოხსნისასავტომატურად დააყენე ქვეკადრების რაოდენობაავტომატურად გაყავი წიბოები და წახნაგებიავტომატურად გაყავი სამკუთხედების წიბოები ოთხკუთხა ტოპოლოგიის შესანარჩუნებლადავტომატურად გადადი ორთოგრაფიულ და პერსპექტიულ ჩვენებას შორის, როცა ზედა/წინა/გვერდითა ხედებიდან გადადიხარავტომატურად სცადე საუკეთესო ანაწყობის დადგენაავტომატურად განაახლე იერფერი, როცა .osl ფაილი შეიცვლება (მხოლოდ გარე სკრიპტები)ავტომატურად დაზუმე გადახედვის გამოსახულება, რათა სრულად მოერგოს მონაკვეთსავტომატიზირების ღერძებიავტოშერწყმაავტომასშტაბირებაავტოგახლეჩის შედეგიავტოგახლეჩის შედეგი 2გბ ზღვარზემეშველი სამიზნესაშ-მინ-მაქსხელმისაწვდომისაშუალოსაშუალო შეცდომასაშუალო შეცდომა: {:.2f} პქსსაშუალო იტერაციებისაშუალო მასშტაბისაშუალო სისწრაფეზამბარის საშუალო სიგრძე * ბურთის ზომაგაასაშუალოე მონიშნული წვეროების მორგებული ნორმალებისაშუალო შეცდომა ქვესაფეხურების გავლის დროსგადაპროეცირების საშუალო შეცდომარეკონსტრუქციის საშუალო ხარვეზისაშუალო იტერაციები ქვესაფეხურთა გავლის დროსძვლების X და Z მასშტაბირების გადასაკეთებლად გამოიყენება ბოლო წერტილების საშუალო რადიუსი, XZ მასშტაბირების რეჟიმის ზემოდანსაშუალო ხელახალი პროეცირების შეცდომა: %.2f pxგაასაშუალოვე ბილიკები აქტიურშიგაასაშუალოე თითოეული მარყუჟის UV წიბოების სიგრძის სივრცეგაასაშუალოვე ცალკეული UV კუნძულების ზომები 3D სივრცეში მათი ფართობის მიხედვითწვეროთა ჯგუფების A-ქა და B-ქ წონების საშუალო მნიშვნელობასაშუალო წონა აჼტიურ წვეროთა ჯგუფშიგასაშუალოებულიგასაშუალებული მნიშვნელობაასაშუალოებს წყაროს გამოსახულების ნიმუშებს, რომლებიც სამიზნე პიქსელებში ექცევაგასაშუალოების მეთოდიარიდებაშეჯახების არიდებაერიდე ინტერფეისში ანიმაციებსა და სხვა მოძრავ ეფექტებსმოერიდე დეფლექტორ ობიექტებთან შეჯახებასმოერიდე სხვა ბოიდებთან შეჯახებასერიდე ფერის მოკვეცას ლოგარითმულ სივრცეში მუშაობითმოერიდე ასიმეტრიული ოთხკუთხედების გაკეთებას X ღერძის გაყოლებაზემოერიდე ასიმეტრიული ოთხკუთხედების გაკეთებას Y ღერძის გაყოლებაზემოერიდე ასიმეტრიული ოთხკუთხედების გაკეთებას Z ღერძის გაყოლებაზემოერიდე ობიექტს, თუ მისგან წამოსული საფრთხე ამ მიჯნაზე მაღალიაწირების ამაზე უფრო მოკლედ შეკუმშვის არიდებაღერძებიღერძების პოზიციაღერძები ბრუნვადღერძიღერძისა და გიზმოს ფერებიღერძი 0-იქ მონაკვეთიღერძი 1-იქ მონაკვეთიღერძის კუთხეღერძის კუთხე (W+XYZ), განსაზღვრავს ბრუნვას 3D ვექტორით განსაზღვრული რომელიმე ღერძის გარშემოღერძის კუთხე ბრუნვადღერძის ბორკილიღერძის მიმართულებაღერძის დაბლოკვაღერძების ასახვაღერძის რეჟიმიღერძის ობიექტიმხოლოდ ღერძიორთო ღერძიშემთხვევითი ღერძიღერძის დიაპაზონიღერძის მითითებაღერძის ნიშანიღერძის სივრცეღერძის მიჯნაU ღერძიX ღერძიღერძი, რომლის ირგვლივაც აიხვევა თითოეული წირიდაბორკვის არხიღერძი რადიალური მხებებისთვისღერძი გლობალური ხედის სივრცეშითაგვის მოძრაობის ღერძი ზუმით მისაახლოვებლად და დასაშორებლადსიმეტრიის ღერძიღერძის ორიენტაციაღერძი, რომელიც გასწორებულია და ამასთან ერთად, მთავარი ღერძის სწორების გათვალისწინებით, შესაძლებელიცღერძი, რომელსაც სწორება ზუსტად მოცემულ მთავარ მიმართულებაზე აქვსღერძი, რომელიც ნორმალს მიესადაგებაღერძი, რომელიც მიუთითებს წინ, ტრაექტორიის გასწვრივღერძი, რომელიც "წინაა" გაშვერილი (გამოიყენება ინსტანციის წვეროებზე, როცა წვეროს ნორმალისადმი გასწორება გათიშულია)ზევით აშვერილი ღერძი (გამოიყენება ინსტანციის წვეროებზე, როცა წვეროს ნორმალებისადმი გასწორება ჩართულია)ღერძი, რომელიც მიუთითებს სამიზნე ობიექტისკენღერძი, რომელიც ზევით მიუთითებსღერძი, რომელზეც უნდა გასწორდეს UV მდებარეობებიღერძი, რომელსაც უნდა გაუსწორდესვექტორის მიმართ გასასწორებელი ღერძიღერძი, რომელზეც UV კუნძულები უნდა განლაგდესლურჯ არ჎ში გამოსაცხობი ღერძიმწვანე არ჎ში გამოსაცხობი ღერძიწითელ არ჎ში გამოსაცხობი ღერძიღერძი, რომელზეც UV უნდა ამოძრავოღერძი, რომლის ირგვლივაც უნდა მოხდეს ბრუნვაღერძი, რომლის ტეგიც უნდა დაედოს სახელებსშეკვრის გასასწორებლად გამოსაყენებელი ღერძიღერძის კუთხის ბრუნვაღერძ-გასწორებულიღერძისადმი სწორება (თარაზულად)ღერძისადმი სწორება (შვეულად)ამ მოძრაობის მოვლენის ღერძის კუთხის ბრუნვა. ვექტორის სიდიდე არიქ კუთხე, სადაც 1.0 წარმოადგენს 360 გრადუსს. როგორც წესი, კუთხე გამოყენებამდე მასშტაბირდება დროის დელტის მეშვეობით.აზიმუტი - კუთხე ზევით მიმართული ღერძის ირგვლივBდ-ძვალიდ-ძვლის ასახული X სიგანე Xდ-ძვლის ასახული Z სიგანედ-ძვლის დაბოლოების სახელურიდ-ძვლის დამასრულებელი სახელურის ტიპიდ-ძვლის სეგმენტებიდ-ძვლის ფორმად-ძვლის დასაწყისის სახელურიდ-ძვლის ქა჏ყიქი სახელურის ტიპიდ-ძვლების წვეროთა დატანის რეჟიმიდ-ძვლის X ზომად-ძვლის Z ზომაB-სფლაინიშ/თB44 (დანაკარგიანი)B44A (დანაკარგიანი)BFECCBMPBSDFBSSRDFB-სფლაინიBT.1886 2.4 მაჩვენებლიანი EOTF დისპლეი, ხშირად გამოყენებული ტელევიზორებისთვისBT.2020 2.4 ექსპონენტური EOTF დისპლეიBVHBVH განლაგებაBVH დროის ნაბიჯებიBVH2შ.-თ.უკანუკუღმა წახნაგების გამოხშირვაუკანა ორთოგრაფიულიუკანა პერსპექტიულიშეცდომების ურთიერთკომპენსაცია და კორელაცია. მაღალი საფეხურის სქემა, რომელსაც დისიპაცია და დიფუზია მინიმუმამდე დაჰყავსხერხემლის სიგრძეხერხემლის გამწელავიფონიუკანა დეკორაციის აცდენაუკანა დეკორაციის ზუმიუკანა დეკორაციის აცდენაუკანა დეკორაციის ზუმის კოეფიციენტისერვერიუკუმხრის წახნაგების გამოხშირვაუკუმხრითფონიფონის ფერიფონური გამოსახულებაფონური გამოსახულებებიფონური სცენაფონის წყაროფონის ტიპიფონის მნიშვნელობახარვეზთა აღმოფხვრის ხატულას ფონის ფერიოპერატორის ხატულას ფონის ფერითვისების ხატულას ფონის ფერიმონიშნული ხაზის ფონის ფერიფონური გამოსახულების მოცილება შეუძლებელიამოსაშორებელი ფონური გამოსახულების ინდექსიფონზე მოწყობილი სცენაუკუგაბნევასათადარიგო .blend ფაილებიუკუღმამიკუთვნების ცუდი რეჟიმიწვეროს ცუდი ინდექსი სიაშიცხობაცხობა და შერწყმაყველას ცხობაყველა ჩასოლილი კადრის გამოცხობაყველა ობიექტის ანიმაციების ცხობაგამოაცხვე დ-ძვლის არხებიცხობის მონაცემებიცხობის დასასრულიგამოაცხვე მთელი დენადი ნივთიერების სიმულაციადენადი ნივთიერების მონაცემების ცხობადენადი ნივთიერების მიმართვის ცხობადენადი მეშის ცხობადენადი ნივთიერების ხმაურის ცხობადენადი ნივთიერების ნაწილაკების ცხობაჩააცხვე გრიზ ფენსილის ობიექტის გარდაქმნა გრიზ ფენსილის საკვანძო ფაზებშიცხობის IDცხობის საგანისაგნების ცხობაგამოაცხვე ლაინ არტი მიმდინარე გრიზ ფენსილის ობიექტისათვისმდებარეობის გამოცხობაცხობის რეჟიმიმოდიფიკატორების ცხობაჩააცხვე მოდიფიკატორები საკვანძო ფაზებში და შემდეგ წაშალეგამოაცხვე ობიექტის გარდაქმნა გრიზ ფენსილადშეფუთულის ცხობაცხობის მისამართიცხობის ნიმუშებიმონიშნულის ცხობაცხობის დასაწყისიცხობის დროცხობის ტიპიგამოაცხვე კადრთა დიაპაზონიგამოაცხვე ერთი გამოსაცხობი კვანძი, ან სიმულაციაგამოაცხვე ცალი კადრიგამოაცხვე ლაინ არტიქ ყველა მოდიფიკატორიგამოაცხვე ყველა სინათლის ზონდის მოცულობაგამოაცხვე ყველანაირი ფიზიკაგამოაცხვე ყველა მონიშნული ობიექტის მდებარეობის/მასშტაბის/ბრუნვის ანიმაცია ქმდებადგამოაცხვე სიმულაციის ყველა ანაწყობი ერთდროულადგამოაცხვე ოკეანის მონაცემთა გამოსახულებების თანამიმდევრობაჩააცხვე ანიმაცია მიმდინარე ქმედებაში, ახლის შექმნის მაგივრად (გამოსადეგია არმატურაში ძვლების მხოლოდ ნაწილის გამოსაცხობად)დააცხვე ანიმაცია ობიექტს, შემდეგ გაასუფთავე მშობლები (მხოლოდ ობიექტები)გამოაცხვე ძვლების გარდაქმნებიგამოაცხვე ქეში ყველა მონიშნულ ობიექტზეგამოაცხვე მორგებული თვისებებიცხობის მონაცემები სცენის მონაცემთა ბლოკისათვისგამოაცხვე მონაცემები ყოველი გამოცხობის კვანძისთვისგამოაცხვე პირდაპირ მრავალგარჩევადობიანი ობიექტიდანობიექტის %s ცხობის დირექტორია, მოდიფიკატორი %s ცარიელია, ყენდება ნაგულისხმები მისამართიგამოაცხვე გადანაცვლებაგამოაცხვე დინამიკური ფერწერის გამოსახულებათა თანამიმდევრობის ზედაპირიგამომცემი ზედაპირების ცხობა უფრო აკურატული განათებისთვისცალცალკე გამოაცხვე სიმულაციის ყოველი ეტაპიცხობა წარუმატებელია: უვარგისი ტილოცხობა წარუმატებელია: უვარგისი სამოქმედო არეალიცხობა წარუმატებელია: დინამიკური ხატვის მოდიფიკატორი ნაპოვნი არააცხობა წარუმატებელია: დენადი ნივთიერებები ნაპოვნი არააცხობის გარეშე წარუმატებელი იყო: უვარგისი სამოქმედო არეალიცხობის გარეშე წარუმატებელი იყო: დენადი ნივთიერების მოდიფიკატორი ნაპოვნი არააცხობის გარეშე წარუმატებელი იყო: რიგში მყოფი გამოცხობის დავალებებია ნაპოვნიცხობა მრავალგარჩევადობისგანგამოაცხვე ქეშიდანგამოაცხვე მონიშნული ობიექტების გამოსახულებიანი ტექსტურებისამყაროდან შემომავალი სინათლის ცხობა მხოლოდ ხილულობის მაგივრად, უფრო აკურატული განათებისთვის, მაგრამ გარსშემოხვეული გამოსხივების მოცულობების გამო იკარგება სწორი შეზავებაგამოაცხვე გამოსხივების მოცულობის სინათლის ქეშისაცხობი საგანი გეომეტრიაზე შენახული ატრიბუტიაგამოაცხვე სინათლის ასხლტომები სინათლის წყაროებიდან უფრო აკურატული განათებისთვისგამოაცხვე მდებარეობის არხებიცხობის კვანძი, ან სიმულაციის გამონატანის კვანძი, რომელიც ამ ცხობას შეესაბამება. ეს კვანძი შეიძლება, მოდიფიკატორის კვანძტა ჯგუფის სიღრმეში მდებარეობდეს. ზოგ შემთხვევაში შესაძლებელია, ცარიელი იყოს, როგორც მონაცემთა დაკარგული დაკავშირებული ბლოკები.გამოაცხვე ნორმალებიგამოაცხვე ობიექტის გარდაქმნებისოლების დიაპაზონზე ცხობაგამოაცხვე თითოეული კადრი, რომელსაც აქვს სოლი ნებისმიერი, და არა მხოლოდ რელევანტური ძვლისთვისცხობის გადავლა საჭიროებს პირდაპირი, ირიბი, ან ფერის წვლილის ჩართვასგამოაცხვე ფიზიკაგამოაცხვე მონიშნული ობიექტების უდრეკი სხეულების გარდაქმნა საკვანძო ფაზებადგამოაცხვე ბრუნვის არხებიგამოაცხვე მასშტაბის არხებიდააცხვე მონიშნული ობიექტების ზედაპირის შეფერადება აჼტიურ ობიექტსგამოაცხვე სიმულაციები გეომეტრიის კვანძთა მოდიფიკატორებშიჩააცხვე სივრცის გარდაქმნა ობიექტის მონაცემებში, თავიდან იცილებს ობიექტებზე არასასურველ ბრუნვებს, როცა სამიზნე სივრცე Blender-იქ სივრცეს არა მიესადაგება (ფრთხილად! ექსპერიმენტალური ვარიანტია, გამოიყენე რისკის გათვალისწინებით, ცნობილია, როგორც არმატურების/ანიმაციების მიერ გაფუჭებადი)გამოაცხვე გადანაცვლება ობიექტის სივრცეშიგამოაცხვე გადანაცვლება მხებ სივრცეშიგამოაცხვე ნორმალები ობიექტის სივრცეშიგამოაცხვე ნორმალები მხებ სივრცეშიცხობა აჼტიურ კამერაშიდისკზე ცხობაგამოაცხვე აჼტიურ კამერაშიგამოაცხვე გამოსახულებების მონაცემთა ბლოკებად, რომლებიც ასოცირებულია მასალებში აჼტიურ ტექსტურების კვანძებთანგამოაცხვე აჼტიურ ფერიან ატრიბუტში მეშებზეგამოაცხვე ვექტორული გადანაცვლებაგამოცხობილი ანიმაციაგამოცხობილი კადრი {}გამოცხობილი მონასმები გასუფთავებულიაგამოცხობილი {} - {}გამოცხობილებიაცხობს ხმის ტალღას ნიმუშებზე მონიშნულ არხებშიდინამიკური ფერწერის ცხობა...ლაინ არტიქ ცხობა...მრავალგარჩევადობის ცხობა...ცხობა გაუქმებულია!დენადი ნივთიერების ცხობა...განათების ცხობა...გამოცხობილი რუკა შენახულია შიდა გამოსახულებაში, შეინახე გარეთ, ან შეფუთეგამოცხობილი რუკა ჩაწერილია "%s"-შიკვანძების ცხობა...მრავალგარჩევადობის მონაცემთა ცხობა მხოლოდ აჼტიურ მეშის ობიექტთან მუშაობსწერტილოვანი ქეშის ცხობა...ცხობა უნდა მოხდეს გამოსახულების, რომელსაც გამოსახულების ბუფერი აქვსტექსტურის ცხობა...ცხვება გამოსახულების მხარდაუჭერელი ტიპიბალანსიდაბალანსებულიდაბალანსებული მწარმოებლურობასა და ჎არიქ჎ქ შორისაბალანსებს ორი არამთავარი ფერის არხებს, რომლებთანაც ხდება მთავარი არ჎იქ შედარება. 0 ნიშნავს, რომ გამოიყენება ორი არხიდან მეორე, ხოლო 1 ნიშნავს, რომ გამოიყენება ორიდან პირველიაბალანსებს დაბალი და მაღალი სიკაშკაშის მქონე არეებს. დაბალი მნიშვნელობები ჩრდილებში არსებულ დეტალებს ავლენს, ხოლოდ მაღალი მნიშვნელობები შუქციმებს უფრო თანაბრად აკომპრესირებსბურთიბურთის ზომაბურთის გაბერვის წნევაზოლის სიგანეზოლებიზოლების მიმართულებაზოლები X ღერძის მართობულადზოლები Y ღერძის მართობულადზოლები Z ღერძის მართობულადზოლები დიაგონალური ღერძის მართობულადდაგვერდებახის ქერქიფუძეძირითადი ფერისაბაზისო კონტრასტიფუძის შევსების ტიპიძირითადი პოზის კუთხეძირითადი პოზის მდებარეობაძირითადი პოზის ობიექტიძირითადი პოზის ტიპიძირითადი მასშტაბიძირითადი სისქეძირითადი გამჭვირვალობაძირითადი ალფა გამჭვირვალობა, შესაძლოა, მოდიფიცირებული იყოს ალფა გამჭვირვალობის მოდიფიკატორების მიერძირითადი კლასი USD Hydra-ზე დაფუძნებული რენდერებიდანძირითადი ფერი აჼტიური კადრების მომდევნო ლანდებისთვისძირითადი ფერი აჼტიური კადრების წინა ლანდებისთვისძირითადი წირები, რომელთა შორისაც ხდება ახალი წირების ინტერპოლაციაფუძე მაინსტანცირებლიდანფუძე ნაკრებიდანხაზის ძირითადი ფერი, შესაძლოა, მოდიფიცირებული იყოს ხაზის ფერის მოდიფიკატორების მიერხაზის ძირითადი სისქე, შესაძლოა მოდიფიცირებული იყოს ხაზის ქიქჼიქ მოდიფიკატორების მიერძირითადი მეშისაბაზისო მეში, რომლიდანაც გეომეტრია უნდა ამოვაკლოთძირითადი კვანძოვანი ხე კონტექსტიდანკვანძის საბაზისო ტიპი კვანძთა ჯგუფების მორგებული, რეგისტრირებული ტიპებისთვისძირითადი ორიენტაცია ბრუნვისთვისძირითადი ორიენტაცია ბრუნვისთვისძირითადი რადიუსი, რომელიც უნდა დაყენდეს, თუ 'ჩაანაცვლე რადიუსი' ჩართულიაძირითადი სისწრაფე სიარულისა და ფრენისთვისსაბაზისო ზედაპირი, რომელთან მიმართებაშიც დაედება ნორმალების რუკა, როცა გადანაცვლებაა გამოყენებულისაბაზისო ტიპი შ.კ. ამომხსნელის პარამეტრებისთვისძირითადი ტიპი მონაცემთა ბლოკებისთვის, რომლებიც განსაზღვრავენ უნიკალურ სახელს, ბმულით კავშირებს სხვა ბიბლიოთეკებიდან და ნაგვის შეგროვებასძირითადი ტიპი ალფა გამჭვირვალობის მოდიფიკატორების განსასაზღვრადძირითადი ტიპი ხაზის ფერის მოდიფიკატორების განსასაზღვრადძირითადი ტიპი ხაზის ქიქჼიქ მოდიფიკატორების განსასაზღვრადძირითადი ტიპი მოდიფიკატორების განსასაზღვრადძირითადი ტიპი მონასმის გეომეტრიის მოდიფიკატორების განსასაზღვრადსაბაზისო მნიშვნელობა ინსტანციათა შემთხვევითი ვარიაციების განმეორებადი ტიპის მართვისთვისშემთხვევითი ვარიაციის განმეორებადი გზით მართვის საბაზისო მნიშვნელობათაგვის პოზიციაზე დაყრდნობითმანძილზე/მილევაზე დაყრდნობით ამატებს მთელი ტრაექტორიის პორციასძირითადიმარტივი რეჟიმი სტილების პარამეტრების ინტერაქტიული რედაქტირებისათვისსაფუძველიფუძის მატრიცაბასკური - EuskaraდასტაBlend ტიპის პაკეტურად შეცვლაშეზავების ტიპის პაკეტური შეცვლა (მიმატება)შეზავების ტიპის პაკეტური შეცვლა (მიმდინარე)შეზავების ტიპის პაკეტური შეცვლა (გაყოფა)შეზავების ტიპის პაკეტური შეცვლა (შერევა)შეზავების ტიპის პაკეტური შეცვლა (გამრავლება)შეზავების ტიპის პაკეტური შეცვლა (შემდეგი)შეზავების ტიპის პაკეტური შეცვლა (წინა)შეზავების ტიპის პაკეტური შეცვლა (გამოკლება)მათემატიკური ოპერაციის პაკეტურად შეცვლამონიშნული კვანძების პაკეტურად შეცვლაპაკეტური ექსპორტიპაკეტის რეჟიმიპაკეტურად თავთავიანთი დირექტორიებითპაკეტურად შეცვალე შეზავების ტიპი და მათემატიკური ოპერაციაბრძოლასხივთკონის კუთხესხივთკონის კუთხე: %.2fსხივთკონის ფორმამარცვლები (კაკაო)მარცვლები (სოიო)სილამაზებექმანითუ მენიუს შენატანის მიერ იქნება არჩეული, გამონატან მნიშვნელობად იქცევაწინწინმსწრები ფერიმიმდინარემდემიმდინარე კადრამდეწინმდევი ციკლებიკადრის წინბოლო საკვანძო ფაზამდეწინმდევი რეჟიმიორიგინალამდეორიგინალამდე (გასწორებული)ორიგინალამდე (სრული)ორიგინალამდე (არხების გახლეჩა)ქცევა USD ატრიბუტების Blender-იქ მორგებულ თვისებებად დაიმპორტებისასქცევა ტექსტურების USDZ არქივიდან იმპორტირებისასქცევა, როცა იმპორტირებული მასალის სახელი კონფლიქტში მოდის არსებულ მასალასთანქცევა, როცა იმპორტირებული ტექსტურის ფაილის სახელი კონფლიქტში მოდის არსებულ ფაილთანბელარუსული - Беларускаяქვემოთამიჯნის ქვემოთმოხრამოღუნვის კუთხე: %.3f, რადიუსი: %.4f, Alt: ჩაჭერა %sმოღუნვის კუთხე: %s, რადიუსი: %s, Alt: ჩაჭერა %sმოღუნვის ბრუნვის ღერძი:დახარე მონიშნული საგნები 3D კურსორსა და თაგვს შორისმოღუნე მეში მოდიფიკატორის სივრცის Z ღერძზემოღუნე მეში ჏ირიქ ობიექტის გამოყენებითღუნვამოღუნვის ჯგუფიდრეკის მოდელიდრეკის დემპფირებადრეკისას გახევებადრეკისას გახევების მაქსიმუმიდრეკისას გახევების წვეროთა ჯგუფიდრეკადი ძვალიდრეკადი ძვლის ფორმის თვისებებიდრეკადი ძვლებისაუკეთესო დამთხვევასაუკეთესო ნორმალების დამთხვევაბუდის ქტრუჼტურიქ ყველაზე ცნობილი ტიპი. შეიძლება, ბუდის ფორმას არ დაემთხვეს, მაგ.: დაუკავშირებელი შემავალი ბუდეებისთვისუკეთესი შედეგები ხვრელების არსებობისას (უფრო ნელი)მინ./მაქს. მონიშნულ მარკერებს შორისცერობიამოზნექილობის ცერობიცერობის სიღრმედაცერობების რეჟიმიცერობის მოდიფიკატორიცერობის ობიექტიცერობის რადიუსიცერობის გარჩევადობაცერობის წონაცერობის წონა:დაცერობების დონედაცერობების ოდენობა პროცენტული მეთოდისთვისცერობის მოდიფიკატორი წიბოებისა და წვეროების უფრო მოსამრგვალებლადდააცერობე მთელი მეში მუდმივი ოდენობითწანაცვლებაწანაცვლების ფაქტორი, რომელშიც კადრს მეტი გავლენა აქვს ინტერპოლირებულ მონასმებზეწანაცვლება, რომელიც ამცირებს სინათლის ჟონვას დისპერსიულ ჩრდილების რუკებზე (არარეკომენდირებული)წანაცვლება თვითდაჩრდილვის შესამცირებლად (არარეკომენდირებული)გადახარე შეფერადების ნორმალი, რათა შეამცირო თვითგადაკვეთის არტეფაქტებიწანაცვლებულიბიკუბურიბიკუბური გადიდებისას, სხვა შემთხვევაში ორწრფივი (მხოლოდ OSL)მოზრდილიორმხრივი გაბუნდოვნებაბილატერალური ფილტრიორწრფივიბიმანუალურიბინარული ობიექტიბინარული ობიექტის ფაილის ფორმატი (.bobj.gz)მიჯაჭვამიაჯაჭვე ძვალთა გარსები არმატურის მოდიფიკატორებსმიჯაჭვის კოორდინატებიმიჯაჭვის სამიზნემიჯაჭვის საბაზისო პოზა შემასწორებელი დაგლუვების მოდიფიკატორშიმიაჯაჭვე მიმდინარე ფორმამიჯაჭვის მონაცემები მოუძიებელიამიჯაჭვის მონაცემები აუცილებელიამიაჯაჭვე მეში გალიას მეშის დეფორმაციის მოდიფიკატორშიმიაჯაჭვე მეში სისტემას ლაპლასის დეფორმაციის მოდიფიკატორშიმიაჯაჭვე მეში სამიზნეს ზედაპირის დეფორმირების მოდიფიკატორშიმიაჯაჭვე მონიშნული კამერა მარკერს მიმდინარე კადრზემიჯაჭვის წვეროთა რაოდენობა არ ემთხვევა: %u %u-სმიაჯაჭვე წვეროთა ჯგუფები არმატურის მოდიფიკატორსბმა-კავშირი XR ქმედებათა რუკის საგანშიკავშირებიბმა-კავშირები ქმედებათა რუკის საგნისთვის, რომელიც ქმედებას XR შენატანზე ანაწილებსBioVision Motion Capture (BVH) ფორმატიდაბადების დროორად გაყოფაღერძი ორად გაყოფაორად გაყოფის მანძილიშეტრიალების ღერძის ორად გაყოფაორად გამყოფიბიტური მათემატიკაბიტური სიღრმე დენადი გარემოს ნაწილაკებისა და ბადებისთვის (დაბალი ბიტური მნიშვნელობები ფაილის ზომას ამცირებს)თითო არ჎იქ ბიტური სიღრმებიტანგენსურიბიტანგენსური ნიშანიამ წვეროს ბიტანგენსური ვექტორი ამ წახნაგისთვის (წინასწარ უნდა გამოითვალოს calc_tangents-იქ მეშვეობით, გამოიყენე მხოლოდ ნამდვილი საჭიროების დროს, უფრო ნელი წვდომა აქვს, ვიდრე bitangent_sign-ქ)ბიტური ინდიკატორები სიგლუვის ჯგუფებისთვისBitmap (.bmp)ბიტური სიხშირებიტური სიხშირე კბიტ./წმ-შიბიტური %sBkSpaceBkspშავიშავის დონეშავი წერტილიაბსოლუტურად შავი სხეულიაბსოლუტურად შავი სხეულის ინტენსიურობააბსოლუტურად შავი სხეულის შეფერილობაBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6Kბლექმენ-ჰერისიბლექმენ-ჰერისის ფილტრიფრთებიცარიელიჟონვაჟონვის წანაცვლებაჟონვის წანაცვლებაშეზავებაშეზავების კოეფიციენტიBlend ფაილიBlend ფაილებითმის წირების შეზავებაშეზავების დაწყებაშეზავების მილევაშეზავების რეჟიმიშეზავების რეჟიმი გამჭვირვალე წახნაგებისთვის (არარეკომენდირებულია: გამოიყენე 'surface_render_method')მეზობლების შეზავებაშეზავების გაუმჭვირვალობაშეზავების დასასრულიბილიკის შეზავებაშეზავების რადიუსიზედაპირის შეზავებაშეზავებული ტექსტურაშეზავების ტიპიშეზავების წონაშეაზავე ჏ირიქ გასწვრივშეაზავე ალფა მეორე ვიდეოს ქვეშიდანშეაზავე ალფა მეორე ვიდეოს ზემოდანშეზავება ხმაურის უფრო გლუვსა და უფრო ხეშეშ, მახვილ პიკებიან ფაქტურებს შორისდიფუზიური ზედაპირისა და ზედაპირქვეშა გაბნევის შეზავება. როგორც წესი, უნდა იყოს ნული, ან ერთი (მთლიანად დიფუზია, ან ზედაპირქვეშა)შეზავება გავლასა და ძირითადი შრიქ სხვა კომპონენტებს შორისფუნჯის ზეგავლენის შეზავება იმის მიხედვით, თუ რამდენად არიან წინისკენ შემოტრიალებულებიშესაზავებელი ფერი, ტექსტურის გამომავალ ფერთან შესარევადშეაზავე დეფორმაცია თითოეული ჏ირიქ გასწვრივ ძირიდანშეაზავე წახნაგთა მონაცემები ჩასმის წახნაგთა შორისოქტავასა და მის წინამორბედს შორის შეზავების კოეფიციენტი. ნულოვანი მნიშვნელობა ნულ დეტალს ნიშნავსშეზავების კოეფიციენტი მინიმიზირებულ გაწელვასა და ორიგინალს შორისBlend ფაილი '%s' შექმნილია Big Endian-იქ Blender-იქ ვერსიით, ამ ფაილების მხარდაჭერა Blender 5.0-ში გაუქმდება, Blender-იქ უფრო ძველ ვერსიაში გახსენი და დააკონვერტირე.შეაზავე ამჟამინდელი პოზიციიდან წინა, ან მომდევნო საკვანძო ფაზასთანშეაზავე პირგადადებული მონაკვეთიშეაზავე ფორმა ფორმის სოლიდანშეზავების რეჟიმიშეაზავე მონიშნული საკვანძო ფაზები თავიანთ მარცხენა, ან მარჯვენა მეზობელთანშეაზავე მონიშნული სოლები მეზობლად მდებარეების დაქანებასთანშეუზავე მონიშნული კლავიშები თავიანთ ნაგულისხმებ მნიშვნელობას ამჟამინდელი პოზიციიდანშეაზავე შემოტკეცა ზედაპირს ზემოთ მდებარე წერტილებისთვისშეაზავე მოცემული პოზის ქმედება რიგთანშეზავება მეზობელთანორი იერფერის შესარევად გამოსაყენებელი შეზავების წონა. ნულზე მთლიანად პირველ იერფერს იყენებს და ერთზე - მეორესBlend-ფაილის ფერითი სივრცეBlend-ფაილის მონაცემებიშეზავებულიBlenderBlender (საუკეთესოა იმპორტის/ექსპორტის ორმხრივი პროცესისთვის)Blender 2.7Blender 2.8Blender 27xBlender-იქ მონაცემებიBlender-იქ დრაივერების რედაქტორიBlender-იქ გაფართოებებიBlender-იქ ფაილიBlender-იქ ფაილების ხედიBlender-იქ ID-ებიBlender-იქ ინფო ჟურნალიBlender-იქ სახელებიBlender-იქ ობიექტის სივრცეBlender-იქ ორიგინალიBlender-იქ RNABlender-იქ RNA-იქ ქტრუჼტურიქ განსაზღვრებებიBlender-იქ რენდერიBlender-იქ ვერსიაBlender-იქ სამყაროს სივრცეBlender კომპილირება Audaspace-იქ მხარდაჭერის გარეშე მოახდინაBlender-ი მოძრაობის თვალის დევნების ბიბლიოთეკის გარეშე დაკომპილირდაBlender უფასო პროგრამააBlender-იქ განათების სიძლიერეები კონვერტირების გარეშეBlender-იქ სასურველი პარამეტრების სივრცის მონაცემებიBlender-იქ ქვე-პროცესიდან გამოსვლა მოხდა შეცდომის კოდით {:d}Blender-ი სარკმლის განმახმაურებლის გარეშე დაკომპილირდაBlender-ი ხაზგარეშე რეჟიმში გაეშვა, რაც შესრულებისას ვერ შეიცვლებაშემდეგში Blender იმ მდგომარეობაში გაეშვება, რაშიც ახლაა.გაფართოებათა დასაინსტალირებლად Blender-იქ გაფართოებათა საცავი გააქტიურებული უნდა იყოს!Blender-იქ გაფართოებათა საცავი უნდა განახლდეს!Blender-იქ გაფართოებათა საცავი ვერ მოიძებნა!Blender-იქ ოფიციალური ვებ-საიტიროგორც ჩანს, Blend-ფაილი '%s' გაფუჭებულია, უვარგის ID სახელებს შეიცავს. ესენი შეიკვეცა.Blend-ფაილი '%s' შექმნილია Blender-იქ მომავალ ვერსიაში და შეიცავს ID სახელებს, რომელთა მხარდაჭერაც ა჌არ არსებობს. ესენი შეიკვეცა.ბლენდფაილის იმპორტის კონტექსტიBlend ფაილის იმპორტირების კონტექსტის საგანიBlend ფაილის იმპორტის კონტექსტის საგნებიBlend ფაილის იმპორტის კონტექსტის ბიბლიოთეკებიBlend ფაილის იმპორტის კონტექსტის ბიბლიოთეკაბლენდფაილის იმპორტის კონტექსტი ინიციალიზდა და შეივსო დასაიმპორტირებელი საგნების სიით, ჯერჯერობით მონაცემები არც ბმულით დაკავშირებულა და არც მომაგრებულაშეზავებაშეზავების კოეფიციენტიშეზავების რეჟიმიშეზავების კოეფიციენტიშეზავების კოეფიციენტი პანელისა და მენიუს ჩრდილებისთვისშეზავება არაელასტიკური შეჯახებისთვისამ ძვლის შეზავების წონააზავებს დიელექტრიკული და ლითონური მასალების მოდელებს. 0.0-ზე მასალა შედგება დიფუზიური, ან გამტარი საბაზისო შრისგან, ზემოდან სპეკულარული ანარეკლის შრით. სიდიდე 1.0 იძლევა საბაზისო ფერით შეფერილ სრულიად სპეკულარულ ანარეკლს, დიფუზიური არეკლვისა თუ გავლის გარეშეშეაზავებს საკვანძო ფაზებს ამჟამინდელი მდგომარეობიდან აჩქარების, ან შენელების მრუდთანგარკვეულ რადიუსში რამდენიმე თმის ჏ირიქ ფორმას ერთმანეთში შეაზავებსდაბუშტული ელემენტი მეტაბურთის მონაცემთა ბლოკშიდაბლოკილიდაბლოკილი ბლოკერების კოლექციაბრწყინვალურჯილურჯი არხილურჯი არხიფერის ველის ლურჯი კომპონენტილურჯი ხმაურილურჯი ხმაური (პირველი)ლურჯი ხმაური (წმინდა)ლურჯი ხმაური (დამრგვალებული)ლურჯი:ნახაზიგაბუნდოვნებაგაბუნდოვნების ატრიბუტიგაბუნდოვნების მანძილიგაბუნდოვნების იტერაციებიგაბუნდოვანების რეჟიმიგაბუნდოვნების ზომაგაბუნდოვნების ნაბიჯებიგაბუნდოვნების სიძლიერეგაბუნდოვნების სიგანეგაბუნდოვნება X-ზეგადღაბნე გამოსახულება კონკრეტული მიმართულებითგააბუნდოვანე გამოსახულება გაბუნდოვნების რამოდენიმე რეჟიმის გამოყენებითფუნჯის გაბუნდოვნების ეფექტიგაბუნდოვნების ლიმიტი, ბუნდოვანი ლაქის მაქსიმალური რადიუსიგააბუნდოვნე ჩრდილის დაკბილვა პროცენტული მიახლოვების გაფილტრვითგაბუნდოვნების სიძლიერე თითოეულ იტერაციაშიშეყვანამდე გაუსის გაბუნდოვნების მეშვეობით გააბუნდოვანე შემავალი გამოსახულების ფერი YCC ფერით სივრცეში, ხოლო სიკაშკაშე ძველებურად დატოვეგააბუნდოვანე გამოთვლილი კაშე მოცემული ზომის გაუსის გაბუნდოვნების მეშვეობითგააბუნდოვნე გამოთვლილი გამოსხივება ბილატერალური ფილტრის მეშვეობითგააბუნდოვნე სტუდიური სინათლე ფონზეგააბუნდოვნე კამერის სიმკვეთრის სიღრმის მეშვეობითგაბუნდოვნება წონა წვეროთა აჼტიურ ჯგუფშიგაბუნდოვნების ნაბიჯები ნორმალის მილევისთვისგადღაბნილი ვიდეომასალააბუნდოვნებს/არბილებს წიბოს დუღაბსა და აგურებს შორის. შეიძლება, გამოსადეგი იყოს ტექსტურასა და გადანაცვლების ტექსტურებთანტექსტური შიგთავსიბოიდიბოიდის ტვინიბოიდის წესიბოიდის წესებიბოიდის ანაწყობებიბოიდის მდგომარეობაბოიდის მდგომარეობებიბოიდის ეფექტორის წონაბოიდის სიმაღლე ნაწილაკის ზომასთან მიმართებაშიბოიდის წესის სახელიბოიდის მდგომარეობა ბოიდის ფიზიკისთვისბოიდის მდგომარეობის სახელიბოიდი შეებრძოლება ამდენჯერ უფრო ძლიერ მტერსბოიდებიბოიდები 2Dბოკებოკეს გაბუნდოვნებაბოკეს გამოსახულებაბოკეს ტიპიბოკეს ტიპი:ბოკეს ფორმის ბრუნვის აცდენამსხვილიმსხვილი და დახრილიძვალიძვალს '%s' ვადაგასული დ-ძვლის სეგმენტის მონაცემები აქვს - დამოკიდებულებათა გრაფიკის განახლებაა საჭირო!ძვალი '%s' დ-ძვალი არაა!ძვალი '%s' არ მიეკუთვნა კოლექცია '%s'-სძვლის არმატურასთან შეფარდებული მატრიცაძვლების კოლექციაძვალთა კოლექციის წევრობასპეციალურად ძვალთა კოლექციისთვისძვლების კოლექციის UIძვლების კოლექციებიძვლების კოლექციები (ყველა)ძვლების კოლექციები (ძირები)ძვალთა კოლექციები, რომლებიც ამ ძვალს შეიცავენძვლის ფერიძვლების ფერთა ნაკრებებიძვლების ფერებიძვლის ბორკილის თვისებებიძვლის ბორკილებიძვლის მიმართულებაძვლის გარსიძვლის გარსის მანძილიძვალთა გარსებიძვლიდანძვლების სითბური წონები: ერთი, ან რამოდენიმე ძვლისთვის ამოხსნა ვერ მოიძებნაძვალთა იერარქიაძვლის გავლენებიძვლის ინფორმაციადაბლოკილ წონიანი ძვალიძვლის მატრიცაძვლის სახელიძვლის ორიგინალიპოზირების აჼტიური ძვალიძვლის პოზა მონიშნულიძვლის თვისებებიძვალთან მიმართებითიძვლის ტრიალიძვლების მონიშვნაძვლების მონიშვნათა ნაკრებიძვლის ანაწყობებიძვლის ფორმის მასშტაბიძვლის ზომამყარი ძვალიძვლისკენძვლის ხილულობაძვლების მავთულბადის გაუმჭვირვალობაძვალს უკვე აქვს შ.კ. ბორკილიამ პოზის ძვალთან ასოცირებული ძვალიძვალთა კოლექცია %s არარედაქტირებადია, იქნებ არმატურის მონაცემებს უკუგდება დაამატო?ძვალთა კოლექცია '%s' არმატურაში '%s' ვერ მოიძებნაძვლების კოლექცია არმატურის მონაცემთა ბლოკშიძვალთა კოლექცია ინდექსით %d არმატურაში %s ვერ მოიძებნაძვალთა კოლექციების რედაქტირება მხოლოდ არმატურაზეა შესაძლებელიძვლის ფერები სინქრონირდა; {:d} ძვლისთვის ეს არ გამოჩნდება პოზის ძვლების ფერთა უკუგდებების გამოაცდენის განმსაზღვრელი ძვალიძვლის დეფორმირების მანძილი (მხოლოდ გარსით დეფორმირებისთვის)ძვლის დეფორმირების წონა (მხოლოდ გარსით დეფორმირებისთვის)ძვალი არმატურის მონაცემთა ბლოკშიძვალი მემკვიდრეობით იღებს მშობელი ძვლისგან ბრუნვას, ან მასშტაბსძვლის მონიშვნა შესაძლებელიაძვალი ყოველთვის აისახება მავთულბადის რეჟიმში, მიუხედავად სარკმლის შეფერადების რეჟიმისა (გამოსადეგია არგადამფარავი მორგებული ძვლის ფორმებისთვის)რედაქტირების რეჟიმში ძვლის გარდაქმნა შეუძლებელიაძვალი მხოლოდ რედაქტირების რეჟიმში ჩანსრედაქტირების რეჟიმში ძვალი უხილავიარედაქტირების რეჟიმში ძვალი უხილავიაძვალი მონიშნულია პოზირების რეჟიმშიძვლის მდებარეობა ლოკალურ სივრცეშია დაყენებულიძვალი არ დამატებულა კოლექციაში და არ დამალულა, რადგან ძვლების სოლო კოლექცია/კოლექციები არსებობს.ძვალი ვერ მოიძებნაძვალი ვერ მოიძებნა: {:s}ძვლის ტრიალის სწორებაძვლის ბრუნვა თავ-კუდის ღერძის ირგვლივძვლების მონიშვნის სათვალავის შეცდომაძვლების მონიშვნა ხატვისასძვალი, რომელიც განსაზღვრავს ამ მორგებული ფორმის ასახვის გარდაქმნასძვალი, რომელიც დ-ძვლის ჏ირიქ დამასრულებელ სახელურს წარმოადგენსძვალი, რომელიც დ-ძვლის ჏ირიქ ქა჏ყიქ სახელურს წარმოადგენსტექსტურის კოორდინატების დასაყენებელი ძვალიძვალი, რომლიდანაც გარდაქმნა უნდა მოხდესგასარკისებურებისთვის გამოსაყენებელი ძვალიძვალი ჩაემატა დამალულ კოლექცია '%s'-შიძვალს {:s} აქვს დარღვეული მითითება {:s} კოლექციაზე '{:s}'ძვალი {:s} მონიშნულია ორივე მხარეს, გასარკისებურება გაურკვეველი იქნებოდა, პროცესი წყდება. მონიშნე მხოლოდ მარცხენა, ან მარჯვენა მხარე და არა ორივეძვალ(ნ)იძვლებიძვლები და გარეკანიამ ძვალთა კოლექციას მიკუთვნებული ძვლები. არმატურის რედაქტირების რეჟიმში ეს ყოველთვის დააბრუნებს ძვალთა ცარიელ ქიაქ, რადგან ძვალთა კოლექციების წევრობა სინქრონიზდება მხოლოდ რედაქტირების რეჟიმიდან გამოსვლისას.მონიშნულია სხვადასხვა ობიექტის ძვლებიამ კოლექციაში მყოფი ძვლები პოზირების/ობიექტის რეჟიმში ხილული იქნებამხოლოდ ძვლები: ობიექტის ქმედების გარდაქმნის არხები გამოიყენე შებორკილ ძვალზე და არა ძვლის არხებზეამ ძვლის შვილობილი ძვლებიძვლები:%s/%sსანიშნეებისანიშნეების სპეც. ხელსაწყოებიბულის ატრიბუტიბულის ატრიბუტის მნიშვნელობაბულის მნიშვნელობა გეომეტრიის ატრიბუტშიბულისბულის მასივიბულის ველიბულის მათემატიკაბულის მოდიფიკატორიკვანძის ბულის ბუდებულის კვანძის ბუდის ინტერფეისიბულის ოპერაციაბულის მნიშვნელობაბულის ბადე, რომელიც ტოპოლოგიურ/აჼტიურ მონაკვეთებს განსაზღვრავსბულის ოპერაციების მოდიფიკატორიბულის შედეგი ამომხსნელისთვის მეტისმეტად დიდიაწირის Ⴭირიქ წერტილების ბულის ტიპის მონიშვნაწირის წვეტების ბულის ტიპის მონიშვნაბულის ამომხსნელი მიუწვდომელია (მის გარეშე დაკომპილირდა)ბულის მნიშვნელობის ბუდე კვანძშიბიძგის ფაქტორისაზღვარისაზღვრებთან შეჯახებებიჩარჩოს სიმსხვილესეკვენსერს ჩარჩოში რენდერის მხარდაჭერა არ აქვსჩარჩოთი მონიშნე მხოლოდ ჩამაგრებული UVსაზღვრებიორივეორივე წახნაგიორივე მეზობელიორივე მხარესორივე Zორივე ობიექტი მეში უნდა იყოსგრძელი წიბოებიც დაყავი და მოკლე წიბოებიც ჩაშალე, რათა სრულჰყო მეშის დეტალიქვედაქვედა ათვლითი ზოლიქვედა სიმაღლექვედა მარცხენაგავლენა ქვედა ტუჩზექვედა ორთოგრაფიულიქვედა პერსპექტიულიქვედა სიგანეჩატვირთვისას სწორება ქვევითკენ (გარდა თვისებათა რედაქტორებისა)ქიიქ ბოლოX ღერძზე დანიშნულებისკენ მოძრაობის ქვედა დიაპაზონიX ღერძის წყაროს მოძრაობის ქვედა დიაპაზონიY ღერძზე დანიშნულებისკენ მოძრაობის ქვედა დიაპაზონიY ღერძის წყაროს მოძრაობის ქვედა დიაპაზონიZ ღერძზე დანიშნულებისკენ მოძრაობის ქვედა დიაპაზონიZ ღერძის წყაროს მოძრაობის ქვედა დიაპაზონიჩალაგების საზღვრების ქვედა მარცხენა კუთხედრეკადობამიჯაჭვულიშემოიფარგლება გლობალური ნიმუშებით ყოველ რენდერის შრიქ ნომრის ნიმუშზეზღუდეებიზღვარიზღვრული წიბოებიზღუდის წახნაგთა ნაკრებიზღუდის მილევაზღუდის სათავის აცდენაზღუდის ფორმა (ამოზნექილი)მიჯნის სიგლუვეზღუდის ტოპოლოგიაზღვრული კიდეებიზღვარის შესანიღბი ტიპიშემოფარგლულიშემომსაზღვრელი ჩარჩოშემომსაზღვრელი ჩარჩოს ცენტრიშემომსაზღვრელი ჩარჩოს მოცულობა 0-ქ უნდა აღემატებოდესზღუდეებიზღუდეების ცენტრიზღუდეებით ჩაჭერაზღუდეების მაქსიმუმიზღუდეების მინიმუმიკუბიმართკუთხედის უკანა დეკორაციის ფერებიგრაფის ფერიგრაფის მინდორიოთხკუთხა ნიღაბიჩარჩოს სიმრგვალემართკუთხა მონიშვნამართკუთხოვანი გამკვეთრებაჩარჩოს კუთხის რადიუსი ჩარჩოს სიმაღლის კოეფიციენტადმართკუთხა ფილტრიგრაფის მინდორი, როგორც გამოსახულების სიგანის ფაქტორიოთხკუთხედოვანი ფორმები (ე.ი. კუბები), სიბრტყეების ჩათვლით (ე.ი. მიწის სიბრტყე)ჩარჩოებითმის წირები დაწვნადაწვნის დასაწყისიგანშტოების დაგლუვებაგანშტოება: {:s}თითბერიდაანაწევრე მეშის წახნაგები და საშუალება მიეცი, ნაწილაკებს მიჰყვნენდაყავი მონიშნული ძვლები უფრო პატარა ძვლების ჯაჭვებადმტვრევადიშუალადანაწევრების საკვანძო ფაზადანაწევრების საკვანძო ფაზა მონიშნულიმსხვრევის მიჯნააგური (უბრალო)აგური (დაწნეხილი)აგური (რბილი)აგურების ტექსტურააგურის სიგანეაგურებიაგურები 1აგურები 2სიკაშკაშე/კონტრასტის მოდიფიკატორის მონაცემები თანამიმდევრობის ლენტისთვისუფრო ნათელისიკაშკაშესიკაშკაშის შესწორების მნიშვნელობა. შეკრებადი ტიპის კოეფიციენტი, რომლითაც გამოსახულების ზოგადი სიკაშკაშე უნდა გაიზარდოს. გამოსახულების ჩასაბნელებლად უარყოფითი რიცხვი გამოიყენე, ხოლო გასანათებლად დადებითიინტენსიურობის სიკაშკაშის ლიმიტისიკაშკაშის მამრავლიხატულის სიკაშკაშესიკაშკაშის ზღურბლი სპრაიტზე დაფუძნებული ფოკუსური მანძილის გამოსაყენებლადსიკაშკაშე/კონტრასტიწამოწევა წინშემოიტანე ძვლის პოზა მოდიფიცირებულ ობიექტშიშემოიტანე შემავალი კოლექციის გეომეტრია მოდიფიცირებულ ობიექტში, სცენის ობიექტთა შორის შეფარდებითი პოზიციის შენარჩუნებითშემოიტანე შემავალი ობიექტის გეომეტრია, მდებარეობა, ბრუნვა და მასშტაბირება მოდიფიცირებულ ობიექტში, სცენის ორ ობიექტს შორის ფარდობითი პოზიციების შენარჩუნებითწამოწევა ყველაზე წინქმედებების გადაცემაგადაეცი ყველა თავსებადი ქმედება ყველა ობიექტს. ანიმირებული ობიექტები მათთან თავსებად ყველა ქმედებას მიიღებენ, დანარჩენები საერთოდ არ მიიღებენ ანიმაციასბრინჯაობრაუნიბრაუნ-კონრადის გამრუდების მოდელიბრაუნის მოძრაობადათვალიერებადაათვალიერე დასაკავშირებელი ქმედებადაათვალიერე დასაკავშირებელი არმატურის მონაცემებიმოძებნე მისაბმელი ფუნჯიდაათვალიერე დასაკავშირებელი ქეშის ფაილებიდაათვალიერე დასაკავშირებელი კამერის მონაცემებიდაათვალიერე დასაკავშირებელი ჏ირიქ მონაცემებიდაათვალიერე ბმულით დასაკავშირებელი წირების მონაცემებიდაათვალიერე დასაკავშირებელი გრიზ ფენსილის მონაცემებიდაათვალიერე დასაკავშირებელი ID მონაცემებიდაათვალიერე დასაკავშირებელი გამოსახულებადაატვალიერე დასაკავშირებელი გისოსების მონაცემებიდაათვალიერე დასაკავშირებელი სინათლის მონაცემებიდაათვალიერე დასაკავშირებელი სინათლის ზონდიდაათვალიერე დასაკავშირებელი ხაზის სტილის მონაცემებიდაათვალიერე დასაკავშირებელი ნიღაბიდაათვალიერე დასაკავშირებელი მასალადაათვალიერე დასაკავშირებელი მეშის მონაცემებიდაათვალიერე დასაკავშირებელი მეტაბურთის მონაცემებიდაათვალიერე დასაკავშირებელი ვიდეო კლიპიდაათვალიერე დასაკავშირებელი კვანძოვანი ხედაათვალიერე დასაკავშირებელი ობიექტიდაათვალიერე დასაკავშირებელი ხატვის ჏ირიქ მონაცემებიდაათვალიერე დასაკავშირებელი პალიტრის მონაცემებიდაათვალიერე დასაკავშირებელი ნაწილაკთა ანაწყობებიდაათვალიერე დასაკავშირებელი წერტილთა ღრუბლის მონაცემებიდაათვალიერე დასაკავშირებელი სცენადაათვალიერე დასაკავშირებელი ხმადაათვალიერე დასაკავშირებელი სპიკერის მონაცემებიდაათვალიერე დასაკავშირებელი ტექსტიდაათვალიერე დასაკავშირებელი ტექსტურადაათვალიერე მოცულობის დასაკავშირებელი მონაცემებიდაათვალიერე დასაკავშირებელი სამუშაო სივრცედაათვალიერე დასაკავშირებელი სამყაროს ანაწყობებიდაათვალიერე ფაილები და აქტივებიდაათვალიერე ეს ფაილიდაათვალიერე, დააინსტალირე და მართე გაფართოებებები დისტანციური და ლოკალური საცავებიდანდათვალიერების რეჟიმიფუნჯიმიმატებამოხრაორკეცი ჩავლებადაბუშტვაგაბუნდოვნებაზღვარიფუნჯის ტიპითიხათიხის ზოლებიცერი თიხაზესაათის იქრიქ მიმართულებითკლონირებაქსოვილიფერთა გრადაციამუდმივისაათის იქრიქ მიმართულების საწინააღმდეგოდნაკეციდაჩუტვადეფორმაციამიმართულებაგათრევადახატვაწახნაგთა ნაკრებების დახატვამკვეთრად დახატვაელასტიკური დეფორმირებადეტალების დახვეწაწაშლაგაფართოებამილევაშევსებაბღაუჭაგაბერვაშებრუნებულირყევაშრეგადიდებანიღაბიმრავალსიბრტყიანი ფხეკამრავალგარჩევადობიანი გადაადგილების საშლელიმრავალგარჩევადობიანი გადაადგილების გათხიპნაახალინორმალიბიძგებახატვაჩქმეტამართობულად მოჩქმეტაწერტილის მოჩქმეტასიბრტყეპოზირებამიწოლაბრუნვამასშტაბიგამკვეთრებაგამარტივებაგაცურებით მოშვებაგათხიპნაგლუვიგველსაჭერიშერბილებაგამოკლებაზედაპირიცერიშეფერილობასამკეცი ჩავლებამოგრეხვაფუნჯის აქტივიფუნჯის აქტივი (შეუნახავი)ფუნჯის აქტივის მითითებაფუნჯის შესაძლებლობებიფუნჯების კოლექციაფუნჯისმიერი დეტალიფუნჯის მილევაფუნჯის გრადიენტიფუნჯის სიმაღლეფუნჯის ნიღაბიფუნჯის ნორმალიწინასწარ დაყენებული ფუნჯებიფუნჯის რადიუსიფუნჯის ანაწყობებიფუნჯის ზომასპეციალურად ფუნჯებისთვისფუნჯის ტექსტურის სლოტიფუნჯის ტიპიფუნჯის შეზავების რეჟიმიფუნჯის მონაცემთა ბლოკი ფუნჯის სახატავი და საძერწი ანაწყობების შესანახადფუნჯების მონაცემთა ბლოკებიფუნჯის დეფორმაცია გადაანაცვლებს მეშის წვეროებსფუნჯი ადეფორმირებს მეშს ქსოვილის სიმულაციის ბორკილების დეფორმირების გზითფუნჯი პროეცირდება ტილოზე ფუნჯის სიახლოვეს არსებული განსაზღვრული მიმართულებიდანფუნჯი ჩამორჩება თაგვს და უფრო თანაბარ გზას გადისფუნჯი მხოლოდ იმ წვეროებზე ახდენს გავლენას, რომლებიც პირით მაყურებლისკენაა შემოტრიალებულიფუნჯი მოქმედებს ყველა კუნძულზეფუნჯის ანაწყობებიფუნჯის ზომა ეკრანის სივრცეშიფუნჯის ნაბიჯებიფუნჯის სიძლიერეფუნჯის ტექსტურის შემთხვევითი დახრილობის კუთხეფუნჯის ტექსტურის ბრუნვამოსმის განმავლობაში გამოსაყენებელი ფუნჯიფუნჯის ტიპის იდენტიფიკატორი, რომლისთვისაც ყველაზე შესაფერისი ხელსაწყო მოიძებნებაფუნჯის შესაძლებლობებიფუნჯ(ებ)იფუნჯი. ამის ნაცვლად პალიტრის ნიმუშის ასაღებად გამოიყენე მარცხენა დაწკაპუნებაფუნჯებიფუნჯებს არ გააჩნია ავტომატური გადახედვების მხარდაჭერაბუშტიბუშტების ამწევი ძალაბუშტების წინაღობაბუშტებიბუფერიბუფერის ზომახარვეზიაწყობაააგე 100% პროქსი გარჩევადობაააგე 25% პროქსი გარჩევადობაააგე 50% პროქსი გარჩევადობაააგე 75% პროქსი გარჩევადობააგების მოდიფიკატორიორიგინალის აგება:გაუმრუდებელი აგება:ააგე ბრუნვა ღერძისგან და ბრუნვა ამ ღერძის გარშემოააგე ბრუნვა კვატერნიონის კომპონენტებიდანააგე ბრუნვა თითოეული ღერძის გარშემო განცალკევებული კუთხეებისგანააგე ხუფებზე მორგებული ნორმალები, რათა მილაკის ფორმას უფრო თანაბრად გარდამავალი შეფერადების მქონე საზღვრები ჰქონდესაგების ეფექტის მოდიფიკატორიააწყვე პროქსი ვიდეოსა და გამოსახულების დამატებითი ლენტებისთვის გადახედვის თითოეულ ზომაზეააგე პროქსი გარჩევადობა ორიგინალი ვიდეოს ზომების 100%-ითააგე პროქსი გარჩევადობა ორიგინალი გაუმრუდებელი ვიდეოს ზომის 100%-ითააგე პროქსი გარჩევადობა ორიგინალი ვიდეოს ზომების 25%-ითააგე პროქსი გარჩევადობა ორიგინალი გაუმრუდებელი ვიდეოს ზომის 25%-ითააგე პროქსი გარჩევადობა ორიგინალი ვიდეოს ზომის 50%-ითააგე პროქსი გარჩევადობა ორიგინალი გაუმრუდებელი ვიდეოს ზომის 50%-ითააგე პროქსი გარჩევადობა ორიგინალი ვიდეოს ზომის 75%-ითააგე პროქსი გარჩევადობა ორიგინალი გაუმრუდებელი ვიდეოს ზომის 75%-ითააგე ჩაწერის დროის კოდირების ინდექსიპროქსების აგება...მხოლოდ ახალი მონასმები იწყობა (ნავარაუდებია 'შეკრებითი' ხატვა)აგებულია დენადი ნივთიერების მოდიფიკატორის გარეშეაგებულია ოკეანის მოდიფიკატორის გარეშეაგებულია მეშის გარდასახვის მოდიფიკატორის გარეშეაიგო SLIM-იქ გარეშე, დაბრუნება კონფორმულ მეთოდზეაწყობილია ვ.რ./OpenXR მახასიათებლების გარეშეჩაშენებული ფუნქციის F-მოდიფიკატორიჩაშენებულიჩაშენებული აქტივიანიმაციის ჩაშენებული დამკვრელიფაილთა ჩაშენებული მენეჯერი მონაცემთა გახსნის, შენახვისა დაკავშირებისთვისჩაშენებულ შრიფტებს სახელი ვერ გადაერქმევაკლავიშრუკის ჩაშენებული კონფიგურაციები ვერ მოცილდებაჩაშენებულ თემებზე ვერ გადაეწერებაჩაშენებული თემები ვერ მოცილდებაბულგარული - Българскиამობურცულობაამობურცულობის რუკის შესწორებამხოლოდ ამობურცულობაამობურცულობის რუკა გადანაცვლების გარეგნული სიმულაციისთვისშეკვრაშეკვრის საგნებიშეკვრის კვანძის ბუდეშეკვრის კვანძის ბუდის ინტერფეისიმყარი შეკვრაშეკვრის მონაცემებიშეკვრა გეომეტრიაშიკვანძის შეკვრის ბუდეშეკვრები, რომლებიც თითოეული შეკვრისთვის უმაღლეს დონეზე უნდა შეერთდეს. დუბლიკატების არსებობის შემთხვევაში მხოლოდ პირველი გამოჩენა გამოიყენებატივტივადობაამწევი ძალის სისქეამწევი ძალის გახურებაამწევი ძალა დაფუძნებული კვამლის სისქეზე (რაც უფრო მაღალია მნიშვნელობა, მით უფრო სწრაფად ამოდის კვამლი)ამწევი ძალა დაფუძნებული კვამლის გახურებაზე (რაც უფრო მაღალია მნიშვნელობა, მით უფრო სწრაფად ამოდის კვამლი)გამოსახულებაში ჩაწერაამოწვის რეჟიმიფუსფუსა გამოსახვა!წაჭრილი ბოლოწაჭრილი ჎უფი (ბრტყელი)როგორც ჩანს, ღილაკს თვისების არანაირი ინფორმაცია არ აქვს დართული (ptr.data = %p, prop = %p)აჼტიური ხელსაწყოთიჯგუფის ID-ქ მიხედვითშრეების მიხედვითდაუმაგრებელი ნაწილების მიხედვითმასალის მიხედვითსახელითმიმდევრობითდროების მიხედვით მიმდინარე კადრის მიღმადროების მიხედვით პირველად მონიშნული მარკერის მიღმადროების მიხედვით ნულოვანი დროის მიღმამნიშვნელობების მიხედვით კურსორის მნიშვნელობის მიღმამნიშვნელობების მიხედვით ნულოვანი მნიშვნელობის მიღმარამდენად გაიზარდოს მონიშვნაბაიტური ფერიბაიტური ფერი (sRGB დაშიფრული): {} {} {} {}ბაიტური ფერის ატრიბუტიბაიტური ფერის ატრიბუტის მნიშვნელობაბაიტური კოდიბაიტური კოდის ჰეშიბეზიებეზიეს წირიბეზიეს ჏ირიქ წერტილიბეზიეს წერტილებიბეზიეს სეგმენტიბეზიე Uბეზიე Vბეზიეს ჏ირიქ წერტილი ორი სახელურითბეზიეს ჏ირიქ წერტილი ორი სახელურით, რომელიც F-წირზე საკვანძო ფაზას განსაზღვრავსბეზიეს სფლაინს წერტილები ვერ დაემატებაCCFLCFL ნომერიCINEONCPUCPU-ქ სხივების მიდევნება ცუდი ჎არიქ჎იქ იქნებაCRFCSV (.csv)CSV იმპორტი: ფაილი '%s' ვერ იხსნებაCSV იმპორტი: ცარიელი ფაილი '%s'CSV იმპორტი: ფაილის '%s' პარსინგი წარუმატებელი იყოCUDAქეშიქეშის ფაილიქეშის ფაილებიქეშ ფაილების მონაცემთა ბლოკებისაბოლოოს ქეშირებაქეშის ინდექსიქეშის ინფოქეში ვადაგასულიაქეშის შრექეშის შრეებიქეშის მეშიქეშის მოდიფიკატორიქეშის გადაფარების ანაწყობებიქეშის მისამართიდაუმუშავებლის ქეშირებაშედეგის ქეშირებაქეშის ანაწყობებიქეშის საფეხურიქეშის დირექტორიაქეშის ფაილის მისამართიდააქეშირე საბოლოო გამოსახულება ყოველი კადრისთვისკადრების ქეშირება სიმულაციის კვანძების დაკვრისასქეში უნდა ჩაირთოსქეში გათიშულია, სანამ ფაილი შეინახებაქეშის სახელისამყაროსეულ სივრცეში კადრთა დიაპაზონის განმავლობაში ელემენტის პოზიციების ქეშიდააქეშირე დისკიდან წაკითხული დაუმუშავებელი გამოსახულებები, ლენტის პარამეტრების უფრო ქ჏რაფი გადაკეთებისთვის მეხსიერების ხარჯზედააქეშირე შემომავალი მონაცემები, რათა მათი გამოყენება ხელახალი გამოთვლის გარეშე შეიძლებოდესდააქეშირე ხმა მეხსიერებაშიცხობის დანიშნულების პუნქტიდისკზემემკვიდრეობით მიიღე მოდიფიკატორისგანშეფუთულიქეშირებული დიაპაზონიქეშირებული პირველი ლაინ არტ მოდიფიკატორიდანქეშირებული პირველი ლაინ არტ მოდიფიკატორიდან.ქეშირებული მდებარეობა ტრაექტორიაზექეშირებული პოზიციები ყოველ კადრზეაქეშირებს მეშის წვეროების სიჩქარეებს. ესენი იქნება (ავტომატურად) გამოყენებული მოძრაობის გადღაბნა ჩართული რენდერის დროს.ქეშირებაგალიაგალიის ექსტრუზიაგალიის ობიექტიგალიის გაუმჭვირვალობაგალიის ობიექტი "%s" შეფასებულ სცენაში ვერ მოიძებნა, შესაძლოა, დამალულიაგალიის წვეროები შეიცვალა %d-დან %d-ზეგამოანგარიშებაალფას გამოთვლახვრელების გამოთვლაგამოთვალე ობიექტის მოძრაობის ტრაექტორიებითანმიმდევრობის გამოთვლაპირგადადების გამოთვლაგამოიანგარიშე ტრაექტორიები მონიშნული ძვლებისთვისმონიშნულის გამოთვლა კადრამდეწვეროს წონის დინამიკური გამოთვლაგამოიანგარიშე შემთხვევითი მნიშვნელობა, ან ფერი, შემავალ პირველსაწყისზე დაყრდნობითგამოთვალე ყველა მონიშნული ობიექტი და არა მხოლოდ აქტიურიგამოთვალე ალფა არ჎ი გამოსახულებაში RGB მნიშვნელობების საფუძველზეძვლების ტრაექტორიების გამოთვლა თავებიდანძვლების ტრაექტორიების გამოთვლა კუდებიდანგამოთვალე ფუნჯის დაშორებები სცენასთან მიმართებაში მონასმის მდებარეობის გამოყენებითგამოთვალე ფუნჯის დაშორებები ხედთან მიმართებაშიგამოთვალე მხოლოდ იქ შვილობილები, რომლებიც გრძელ თმას უხდებაგამოთვალე მოცვეთის თანაბარი აცდენაგამოთვალე შემოცვეთის აცდენა, როგორც მეორე წირიგამოიანგარიშე სიმაღლეები დაუყოფელი, დაბალი გარჩევადობის მეშის ფონზეპირგადადებული წირების შევსებისას გამოთვალე ხვრელებიგამოთვალე მოდიფიკატორები წრფივ სივრცეში და არა სეკვენსერის სივრცეშიგამოთვალე ნორმალები Z ღერძისა და ჏ირიქ მხების მართობულად. თუ წერტილთა წყებები შვეულია, მაშინ X ღერძი გამოიყენება.გამოიანგარიშე ნორმალები, რომლებიც უფრო თანაბარ სისქეს იძლევა (ნელია, როცა საჭირო არაა, გათიშე)გამოთვალე ნორმალები ჏ირიქ მხების ირგვლივ უმცირესი მოგრეხვით მთელი ჏ირიქ გაყოლებაზეგამოთვალე ნაწილაკის ბრუნვებიგამოთვალე ტრაექტორიები მონიშნული ძვლებისთვისავტომატურად გამოთვალე წერტილთა სიჩქარეებიგამოთვალე პოზიციის საზღვრები თითოეული ინსტანციის გეომეტრიისთვისგამოთვალე მიმართებითი პოზიცია (წიბოების გამოყენებით)გამოთვალე მიმართებითი პოზიცია (წახნაგების გამოყენებით)შევსებამდე გამოთვალე თვითგადაკვეთები და პირგადადებაგამოთვალე მკვეთრი წიბოები მორგებული ნორმალების მონაცემების გამოყენებით (როცა ხელმისაწვდომია)გამოთვალე სიმულაციები გეომტრიული კვანძების მოდიფიკატორებში საწყისიდან მიმდინარე კადრამდეგამოიანგარიშე სტატისტიკა მონაცემთა ნაკრების შესახებ გეომეტრიის შეფასებული ველიდანგამოიანგარიშე ზღვარის ნიღაბი მეშის კავშირგაწყვეტილ ტოპოლოგიურ კუნძულებზე დაყრდნობითგამოიანგარიშე წახნაგების ნაკრებთა შორის ზღვარის ნიღაბიგამოთვალე ფუნჯის დაშორებები ხედის, ან სცენის გამოყენებითგამოთვალე გეომეტრიის ცენტრი ამჟამინდელი ბრუნვის ცენტრის საფუძველზე (მედიანის, სხვა შემთხვევაში - შემომსაზღვრელი ჩარჩოსი)გამოთვლე მასის ცენტრი ზედაპირი არედანგამოთვალე მასის ცენტრი მოცულობიდან (უნდა იყოს მრავალსახეობის ტიპის გეომეტრია თანმიმდევრული ნორმალებით)გამოთვალე სკალარული ბადის მნიშვნელობათა ცვლილებების მიმართულება და სიდიდეგამოთვალე მიმართულებითი ვექტორების ბადის თითოეული წერტილში შედინება და გამოდინებაგამოიანგარიშე ინტერპოლირებული მნიშვნელობა მეშის ატრიბუტისა, თავისი ზედაპირის უახლოეს წერტილზეგამოიანგარიშე ინტერპოლირებული მნიშვნელობები მეშის ატრიბუტისა, UV კოორდინატთანგამოიანგარიშე გეომეტრიის პოზიციათა ლიმიტები და წარმოქმენი შემომსაზღვრელი ჩარჩო ამ ზომებითგამოთვალე მიმართულებითი ვექტორების ბადის ცირკულაციის სიდიდე და მიმართულებაგამოიანგარიშე მოცემული ველის საშუალო და მედიანაგამოთვალე მოცემული ველის მინიმუმი და მაქსიმუმიგამოიანგარიშე სინჯების რაოდენობა თითოეული სფლაინის განსაზღვრული სიგრძის სეგმენტებად გაპობის გზითგამოთვალე წიბოთა თანმიმდევრობა (საჭიროა მეშებისთვის, მაგრამ არა წირებისთვის)გამოიანგარიშე მიახლოვება სამიზნის წიბოებთანგამოიანგარიშე მიახლოება სამიზნის წახნაგებთანგამოთვალე მიახლოვება სამიზნის წერტილებთან (სხვა რეჟიმებზე უფრო ქ჏რაფია)გამოიანგარიშე მოცემული ველის სტანდარტული დევიაცია და დისპერსიაგამოთვალე მეშის წახნაგთა ზედაპირის ფართობიგამოთვლა კადრამდეგამოიანგარიშებს ახალ მრავალსახეობის მეშს ამჟამინდელი მეშის მოცულობაზე დაყრდნობით. მონაცემთა ყველა შრე დაიკარგებასიმულაციის გამოანგარიშება...გამოთვლის დიაპაზონიგამოთვლის ტიპიგამოანგარიშება MikkTSpace ბიბლიოთეკის გამოყენებით, თავსებადია Blender-ში სხვა ადგილებში გამოყენებულ მხებებთანკალიბრაციაპანელის გამოძახებაუკუგამოძახების ფუნქციისეული განსაზღვრებები ჩაშენებული ჩასოლვის ნაკრებებისთვისკალიგრაფიაკამერაუკნიდანდახურვასიღრმედასასრულიფიქსაციაწინიდანლინზაახალიკამერა "%s" მრავალხედიანი კამერა არააკამერისა და ლინზის ეფექტებიკამერის ზღუდეებიკამერის კლიპიკამერის გამოხშირვის მინდორიგამოხშირვა კამერითკამერა მორგებულიკამერის მონაცემებიკამერის ფოკუსური მანძილი: %.1fმმკამერის ფოკუსური მანძილი: %.1f°კამერის მიმმართველებიკამერის ინფოკამერის ლინზის მასშტაბი: %.3fკამერის ობიექტიკამერის აცდენაკამერა ორთოგრაფიულიკამერის უკუგდებაკამერა პანორამულიკამერის მშობლის ბლოკიკამერის პასპარტუკამერის ტრაექტორიაკამერა პერსპექტიულიკამერის წინასწარი კონფიგურაციებიკამერის ამომხსნელიკამერის ამომხსნელის ბორკილიკამერის ბოლოსართიკამერის ხედიხილულობა კამერისთვისკამერის ზუმიკამერის მონაცემთა ბლოკი კამერის ანაწყობების შესანახადკამერის მონაცემთა ბლოკებიკამერის მოკვეცის შორი მანძილიკამერის თარაზული გადანაცვლებაკამერის ლინზის მხედველობის არეკამერის ლინზის თარაზული მხედველობის არეკამერის ლინზის შვეული მხედველობის არეკამერის მოკვეცის ახლო მანძილიკამერის პროეცირების მატრიცაკამერის ცვლაკამერა, რომელიც ამ კადრში აქტიურდებაკამერა ხედსმითითების წერტილად გამოსაყენებელი კამერა გეომეტრიის დაყოფისას, გამოსადეგია ანიმაციებში სცენის კამერის მოძრაობისას მცოცავი არტეფაქტების ასარიდებლადკამერა, რომელზეც დაქვემდებარებულია მოძრაობა (თუ ცარიელია, გამოიყენება აჼტიური სცენის კამერა)კამერის ტიპებიკამერის შვეული გადანაცვლებაკამერის მთავარი ღერძიკამერის ფოკუსური მანძილიკამერა(ნი)კამერებიროცა ავტომატურ ჩასოლვას საკვანძო ფაზების ჩასმა შეუძლია, ამას შეუძლია დამატებითი ბორკილების დადებაშესაძლებელია მხოლოდ შეფასებული მონაცემების შეფასებული ობიექტებისთვის, ან ორიგინალი მონაცემების ორიგინალი ობიექტებისთვის მინიჭებამხოლოდ ერთი მორგებული ნორმალის, წვეროს ნორმალის, ან წახნაგის ნორმალის დაკოპირებაა შესაძლებელიარჩევა შესაძლებელია მხოლოდ 3D სარკმლიდან, ან მონახაზიდანთანამიმდევრობის შენახვა მხოლოდ გამოსახულებების თანამიმდევრობებზეა შესაძლებელიმონაკვეთის ზომის მასშტაბირება მხოლოდ ქმედების ზონიდან შეიძლებაოთხმაგი ხედის ზომის დადგენა მხოლოდ ქმედების ზონიდან შეიძლებაგამოცხობილის ამოლაგება მხოლოდ მაშინ შეიძლება, თუ .blend ფაილი შენახულიასანამ სამუშაოები ხორციელდება, სამუშაო სივრცე ვერ შეიცვლებამოდიფიცირებულ გამოსახულებებიანი სამუშაო სივრცე ვერ შეინახება, ჯერ გამოსახულებები შეინახედრაივერით მართული რიცხვითი მნიშვნელობა ვერ დარედაქტირდება, დრაივერის მოწყობის სანახავად ი჎. დრაივერის რედაქტორიგაუქმებაგააუქმე პროგრესში მყოფი მონასმი და დააბრუნე ერთი ნაბიჯით უკანგააუქმე ანიმაცია, დაუბრუნდი ორიგინალ კადრსგააუქმე დაცერობებაგააუქმე ფაილის ოპერაციაგააუქმე რენდერის ხედის ჩვენებაგაუქმება...ამ მონასმის გაუქმება მხარდაუჭერელიაბმულით დაკავშირებულ ობიექტზე ძვლების მონიშვნა/მონიშვნის გაუქმება შეუძლებელია, ამისთვის უკუგდება იქნება საჭიროგამოსახულება ვერ ჩაიტვირთაკოლექციების გეომეტრია მიუწვდომელია, რადგან ჯერ გამოთვლილი არაა. ეს შესაძლოა, მოხდეს, როცა დამოკიდებულებათა ციკლი არსებობსობიექტის გეომეტრია მიუწვდომელია, რადგან ჯერ არ არიქ გამოთვლილი. ეს შესაძლოა, მოხდეს, როცა არსებობს დამოკიდებულებათა ციკლიობიექტის გარდაქმნები მიუწვდომელია, რადგან ჯერ არ არიქ გამოთვლილი. ეს შესაძლოა, მოხდეს, როცა არსებობს დამოკიდებულებათა ციკლიფაილის სელექტორის აქტივაცია შეუძლებელია, ერთი უკვე გახსნილიაარა მეშის ობიექტზე უდრეკი სხეულის დამატება შეუძლებელიადაკავშირებულ/უკუგდების კოლექციას/სცენას კოლექცია ვერ დაემატებადაკავშირებულ კოლექციას ფერის ტეგი ვერ დაემატებაქეშფაილისთვის '%s' შრიქ დამატება შეუძლებელიადაკავშირებულ/უკუგდების სცენას ახალი კოლექცია ვერ დაემატებააქტიური შრე ნიღბად ვერ დაემატებაძვლების კოლექციების დამატება დაკავშირებულ არმატურასთან სისტემური უკუგდებით შეუძლებელია; შექმენი უკუგდება კონკრეტულად არმატურის მონაცემებზეარმატურის მონაცემებზე უკუგდების არსებობის გარეშე შეუძლებელია ძვალთა კოლექციების დამატება დაკავშირებულ არმატურასთანრედაქტირების რეჟიმში წიბოები ვერ დაემატებარედაქტირების რეჟიმში წახნაგები ვერ დაემატებაარა-არმატურის ობიექტისთვის კაუჭის ძვალი ვერ დაემატებასხვა მონიშნული ობიექტების გარეშე კაუჭი ვერ დაემატებარედაქტირების რეჟიმში მარყუჟები ვერ დაემატება%i UV რუკაზე მეტი ვერ მოცილდებაკვანძის %s დამატენა კვანძოვან ხეში %s შეუძლებელიაკვანძის %s დამატება კვანძოვან ხეში %s: %s შეუძლებელიაკვანძი '%s' ჯგუფში ვერ დაემატებაკვანძი '%s' ვერ დაემატება ჯგუფში: %sკვანძთა ჯგუფი '%s' '%s'-ქ ვერ დაემატებაკვანძთა ჯგუფი '%s' '%s'-ქ ვერ დაემატება: %s%s ტიპის კვანძი კვანძოვან ხეს '%s' ვერ დაემატება%s ტიპის კვანძი კვანძოვან ხეს '%s' ვერ დაემატება %sბიბლიოთეკის უკუგდებაში, ან ბმულით დაკავშირებულ კოლექციაში ობიექტების დამატება შეუძლებელიაუკუგდებული მონაცემებისთვის თვისებების დამატება შეუძლებელიაჩაშენებულ ჩასოლვის ნაკრებს თვისება ვერ დაემატებაჩაშენებულ კვანძს ბუდე ვერ დაემატებარედაქტირების რეჟიმში წვეროები ვერ დაემატებაზონის შემავალი კვანძი '%s' ჯგუფს თავისი შეწყვილებული გამონატანის '%s' გარეშე ვერ დაემატებაზონის გამომავალი კვანძი '%s' ჯგუფს თავისი შეწყვილებული შენატანის '%s' გარეშე ვერ დაემატებაFFmpeg ფორმატის კონტექსტის განკუთვნება შეუძლებელია"{}"-იქ ცხობისთვის საკმარისი ვიდეო მეხსიერება ვერ გამოიყო ({} / {} მბაიტი). სცადე სურფელური გარჩევადობის, ან დაფიქსირების მანძილის შემცირება გამოყოფის ზომის შესამცირებლად.მონაცემთა ბლოკი '%s' ტიპით '%s' ვერ დაერთვებაკონსტრუქციული მოდიფიკატორის წირზე გამოყენება შეუძლებელია. გამოსაყენებლად დააკონვერტირე ჏ირი მეშადმოდიფიკატორის გამოყენება ობიექტის ან ტიპისთვის შეუძლებელიაბიბლიოთეკასთან დაკავშირებულ არმატურაზე პოზა ვერ გამოიყენებაეს მოდიფიკატორი გრიზ ფენსილის გეომეტრიაზე ვერ გამოიყენებამრავალმომხმარებლიან არმატურაზე ვერ გამოიყენებამასალის '%s' მიკუთვნება შეუძლებელია, სავარაუდოდ, უკვე გრიზ ფენსილის ობიექტის მიერ უნდა გამოიყენებოდესძვალთა კოლექციისთვის %s მიკუთვნება შეუძლებელიაზონაში ცხობა შეუძლებელიადარენდერების დროს სინათლის ზონდის ცხობა შეუძლებელიაარა-'გამოსახულებათა თანამიმდევრობის' ფორმატების ცხობა შეუძლებელიადრეკადობის ზამბარები ვერ კომპილირდებაროცა 'უძრაობის პოზიცია' ჩართულია, პოზა ვერ შეიცვლებაქმედების შეცვლა არ შეიძლება, რადგან იქ ჯერ კიდევ NLA-ში რედაქტირდებაძველი ფაილი ვერ შეიცვლება (ფაილი შენახულია @-ით)ჩაშენებული ბიბლიოთეკის უკუგდება '%s' ვერ გასუფთავდება, მხოლოდ ნამდვილი მონაცემთა ბლოკების უკუგდებების პირდაპირი გასუფთავებაა შესაძლებელიდაკავშირებული ბიბლიოთეკის უკუგდება '%s' ვერ გასუფთავდება, მხოლოდ ლოკალური უკუგდებების პირდაპირი გასუფთავებაა შესაძლებელიმონიშნული ობიექტების რედაქტირების რეჟიმში ყოფნისას კონვერტირება შეუძლებელიამონიშნულ ტიპად კონვერტირება შეუძლებელიაშეფუთული მონაცემების ასლის გაკეთება შეუძლებელიაუდრეკი სხეულის სამყაროს შექმნა შეუძლებელიარედაქტირების რეჟიმის არმატურის შექმნა შეუძლებელიაგაყინული კადრი ვერ შეიქმნებასისწრაფის გარდასვლის შიგნით სოლი ვერ შეიქმნებაობიექტის შექმნა მთავარ მონაცემთა ბაზაში შეფასებული მონაცემების ბლოკით შეუძლებელიაწინასწარი კონფიგურაცია "{:s}" ვერ შეიქმნება, რადგან ეს სახელი უკვე არსებობსსუბტიტრების ფაილის შექმნა შეუძლებელიაანიმაციის კონტექსტის შáƒ”áƒĽáƒ›áƒœáƒ შეუძლებელიაგარდაქმნის, ან დაკავშირებული მონაცემების შექმნა შეუძლებელიაგარდასვლის შექმნა შეუძლებელიაგარდასვლა პირველი, ან ბოლო სოლიდან ვერ შეიქმნებაკოლექცია '%s' ვერ წაიშლება, ან დაკავშირებულია და სხვა დაკავშირებული სცენები/კოლექციები იყენებენ, ან ბიბლიოთეკის უკუგდებისააამჟამად ხილული სამუშაო სივრცის id '%s' ვერ წაიშლებაid '%s' ვერ წაიშლება, ირიბად გამოყენებულ მონაცემთა ბლოკებს ერთი მომხმარებელი მაინც ჭირდებაარაპირდაპირ დაკავშირებული id '%s' ვერ წაიშლებაარაპირდაპირ დაკავშირებული ბიბლიოთეკა '%s' ვერ წაიშლებაირიბად დაკავშირებული ობიექტის '%s' წაშლა შეუძლებელიაბიბლიოთეკის უკუგდების id '%s' ვერ წაიშლება, უკუგდების იერარქიის ნაწილიადაბლოკილი შრეები ვერ წაიშლებაობიექტი '%s' ვერ წაიშლება, რადგან უკუგდებატა კოლექციების მიერ გამოიყენებაობიექტი '%s' სცენიდან '%s' ვერ წაიშლება, ირიბად გამოყენებულ ობიექტებს სულ ცოტა, ერთი მომხმარებელი მაინც სჭირდებადისკზე ცხობის მდებარეობის დადგენა შეუძლებელია. დაბრუნება შეფუთულის ცხობაზე.რეჟიმში {!r} ვერაფერი გაკეთდებაროცა ხედის აცდენა დაბლოკილია, ურიკით მოძრაობა შეუძლებელიაგამომავალი ბუდის გათრევა შეუძლებელიაშენატანების არ მქონე პანელის გათრევა შეუძლებელიაამჟამინდელი მონიშვნა ვერ დადუბლირდებაარა-blend-ფაილის მონაცემთა ბლოკების 'გაშვების დროის' ქტატუქი ვერ რედაქტირდება, რადგან ისინი ყოველთვის გაშვების დროშიაძვალთა კოლექციები დაკავშირებულ არმატურაზე სისტემური უკუგდებით ვერ რედაქტირდება; შექმენი უკუგდება კონკრეტულად არმატურის მონაცემებზეძვალთა კოლექციები ბმულით დაკავშირებულ არმატურებზე უკუგდების გარეშე ვერ რედაქტირდებასხვა blend ფაილიდან ბმულით გადმოტანილი ძვალთა კოლექციები ვერ რედაქტირდებაძვლების ჯგუფები ბიბლიოთეკების უკუგდებებისთვის ვერ დარედაქტირდებაბორკილები, რომლებიც ბიბლიოთეკის უკუგდებაში არსებული დაკავშირებული მონაცემებიდან მოდის, ვერ რედაქტირდებაგარე ბიბლიოთეკის მონაცემების რედაქტირება შეუძლებელიადამალული ობიექტის რედაქტირება არ შეიძლებაბიბლიოთეკის მონაცემები ვერ რედაქტირდებაბიბლიოთეკიდან დაკავშირებული, ან არარედაქტირებადი უკუგდების ობიექტი ვერ რედაქტირდებაბიბლიოთეკასთან დაკავშირებული, ან არარედაქტირებადი უკუგდების ობიექტ(ებ)ი ვერ რედაქტირდებაბიბლიოთეკა, ან არარედაქტირებადი უკუგდების მონაცემები ვერ რედაქტირდებაბიბლიოთეკის რედაქტირება, ან მონაცემთა უკუგდება შეუძლებელიაბმულით დაკავშირებული მეშის, ან ჏ირიქ მონაცემების რედაქტირება შეუძლებელიაკვანძთა დაკავშირებული ჎იქ რედაქტირება შეუძლებელიაბიბლიოთეკის უკუგდებაში არსებული დაკავშირებული მონაცემებიდან წამოსული მოდიფიკატორები ვერ რედაქტირდებაობიექტის '%s' რედაქტირება შეუძლებელია, რადგან უკუგდებათა კოლექციების მიერ გამოიყენებაუკუგდებათა კოლექციების მიერ გამოყენებული ობიექტის რედაქტირება შეუძლებელიაუკუგდებული ბიბლიოთეკის მონაცემთა გადახედვების რედაქტირება შეუძლებელიაუკუგდებული მონაცემებიდან თვისებების რედაქტირება შეუძლებელიაიერფერის ეფექტები, რომლებიც მოდის ბიბლიოთეკის უკუგდებაში არსებული დაკავშირებული მონაცემებიდან, ვერ რედაქტირდებაბიბლიოთეკის უკუგდებაში იერფერის ეფექტების რედაქტირება შეუძლებელიაამ თვისების რედაქტირება მონაცემთა დაკავშირებული ბლოკიდან შეუძლებელიაეს თვისება სისტემის უკუგდების მონაცემთა ბლოკიდან ვერ რედაქტირდებაეს თვისება უკუგდების მონაცემთა ბლოკიდან ვერ რედაქტირდებადირექტორია: %s უზრუნველყოფილი ვერ იქნებაკვანძთა ჯგუფის შეფასება შეუძლებელიაბულის ოპერაციის შესრულება შეუძლებელიაშესრულება შეუძლებელია, გადაკვეთა მხოლოდ ზუსტი ამომხსნელის გამოყენებისასაა ხელმისაწვდომიშესრულება შეუძლებელია, უზუსტო ამომხსნელი და ცარიელი კოლექციავერ გაეშვება, არამრავალსახეობრივი შენატანებიშესრულება შეუძლებელია, მონიშნული კოლექცია არა მეშის ობიექტებს შეიცავსვერ გაეშვება, უცნობი ხარვეზიწირების ერთსა და იმავე ობიექტში ჏ირიქ შერეული ტიპების ექსპორტირება შეუძლებელიაწირების ერთსა და იმავე ობიექტში შერეული ციკლური და არაციკლური წირების ექსპორტირება შეუძლებელიაგაურკვეველია, რომელ ობიექტს ეკუთვნის ეს ძვალი.'%s' ბადე ვერ მოიძებნააქტიური და წაშლილი სცენის '%s'-ისთვის ჩამნაცვლებელი სცენა ვერ მოიძებნააქტიური სცენისთვის, რომელიც წასაშლელ ბიბლიოთეკა '%s'-ქ ეკუთვნის, ჩამნაცვლებელი სცენა ვერ მოიძებნააქტიური გაწმენდილი სცენის '%s'-ისთვის ჩამნაცვლებელი სცენა ვერ მოიძებნაკლასი {:s} {:s}-ში ვერ მოიძებნაოპერაციისთვის სოლები ვერ მოიძებნაბიბლიოთეკა '%s' ვერ მოიძებნა%s-იქ ობიექტის მონაცემები ბიბლიოთეკაში %s ვერ მოიძებნაბორკილებიანი ობიექტის ფრენა შეუძლებელიაროცა ხედის აცდენა დაბლოკილია, ფრენა შეუძლებელიაუცნობი {:s} სარენდერო ძრავისთვის გამოსახულებები ვერ წარმოიქმნებაშეკვრიდან შიდა მნიშვნელობის მიღება შეუძლებელიაგალიის ობიექტიდან მეშის მიღება შეუძლებელიაქსოვილის ინიციალიზაცია შეუძლებელიაGPU-ქ ინიციალიზაცია შეუძლებელიაჯგუფი '%s' ვერ ჩაისმება '%s'-შიარმატურის საზიარო მონაცემების მქონე ობიექტების შეერთება შეუძლებელია: %sრედაქტირების რეჟიმში ვერ შეერთდებამონაცემთა ბლოკი '%s' ტიპით '%s' ვერ დაკავშირდებაობიექტების ბმულით დაკავშირება ბმულით დაკავშირებულ სცენასთან შეუძლებელიაობიექტების ბმულით დაკავშირება იმავე სცენასთან შეუძლებელიაგამოცხობილი მონაცემების ჩატვირთვა შეუძლებელიაძვალთა კოლექცია თავისი თავის შთამომავალი ვერ გახდებაბიბლიოთეკის უკუგდების გაკეთება ლოკალური ობიექტიდან შეუძლებელიასეგმენტი ვერ შეიქმნებამოდალური/არამოდალური საგნების შერევა შეუძლებელიასაჭირო გეომეტრიული ატრიბუტის სახელი ვერ მოდიფიცირდებაშეუძლებელია გადატანა იმ მოდიფიკატორის ზემოთ, რომელსაც ორიგინალი მონაცემები ჭირდებაფორმის საბაზისო სოლზე ზემოთ ატანა შეუძლებელიაშეუძლებელია გადატანა არა-მადეფორმირებელი მოდიფიკატორის მიღმაკოლექციის გადატანა ინდექსიდან '%d' '%d'-ზე შეუძლებელიაეფექტის გადატანა სტეკის დასასრულის მიღმა შეუძლებელიაშეუძლებელია გადატანა ქიიქ დასასრულის მიღმამოდიფიკატორის გადატანა სტეკის დასასრულს მიღმა შეუძლებელიაშეუძლებელია მოდიფიკატორის გადატანა ქიიქ თავის მიღმალენტის სხვა სცენაში გადატანა შეუძლებელიალენტის გადატანა არა-მეტა ლენტში შეუძლებელიაგარე ბიბლიოთეკიდან, ან არარედაქტირებადი უკუგდებიდან კამერის ნავიგაცია შეუძლებელიადაბორკილი ობიექტის ნავიგაცია შეუძლებელიანავიგაცია შეუძლებელია, როცა ხედის აცდენა დაბლოკილიადანიშნულების აქტივი %s ჩასაწერად ვერ იხსნებაფაილი %s ჩასაწერად ვერ გაიხსნა: %sფაილის {} გახსნა შეუძლებელიააქტივთა სისტემის ფაილებზე ვერ გადაეწერება. შეინახე ახალ ფაილადაქტივთა სისტემის ფაილებზე ვერ გადაეწერება. ახალ ფაილად შევინახო?ექსპორტის ფაილზე გადაწერა შეუძლებელიაიმ ფაილებზე გადაწერა, რომლებსაც აქტივთა სისტემა განკარგავს, შეუძლებელიაგამოყენებულ ბიბლიოთეკაზე '%.240s' გადაწერა შეუძლებელიააბსოლუტური ფაილი '%s' ვერ შეიფუთებამრავალხედიანი გამოსახულებების შეფუთვა დაუმუშავებელი მონაცემებიდან ამჟამად შეუძლებელია...მიჯრილი გამოსახულებების შეფუთვა დაუმუშავებელი მონაცემებიდან ამჟამად შეუძლებელია...მონასმის დახატვა შეუძლებელიაზონის შენატანის კვანძი %s %s-სთან ვერ დაწყვილდება, რადგან ზონის იგივე ტიპი არ აქვსდრაივერის ცვალდების ჩასმა დრაივერის გარეშე შეუძლებელიამასალის გარეშე ვერ ჩაისმებაბიბლიოთეკის მონაცემთა პოზირება შეუძლებელიაარარედაქტირებადი მონაცემების პოზირება შეუძლებელიალენტის ქმედების გადაკეთების პროცესში ქმედებათა ჩამოწევა შეუძლებელია, ჯერ გადაკეთების რეჟიმიდან გამოდიმარკერების ბმულით ხელახლა დაკავშირება იმავე სცენასთან შეუძლებელია%s '%s': %s არ იკითხებაწაუკითხვადია '%s': %sOSO ბაიტური კოდის კვანძში შესანახად წაკითხვა {!r}-ზე ვერ მოხერხდაალტერნატიული გაშვების ფაილის: "%s"-იქ წაკითხვა შეუძლებელიაblend ფაილი '%s' წაკითხული ვერ იქნა, კოლონტიტული დაუსრულებელია, შესაძლოა, Blender-იქ უფრო ახალი ვერსიიდან იყოსფაილი "%s": %s ვერ იკითხებაშენატანების ხელახალი მიკუთვნება შეუძლებელია: აღმოჩენილია რეკურსიაშენატანების ხელახალი მიკუთვნება შეუძლებელია: ლენტს შენატანები არ აქვსსანამ მოდალური ოპერატორები გაშვებულია, ვერ გადაიტვირთებაარაპირდაპირ დაკავშირებული ბიბლიოთეკის '%s' გადატანა შეუძლებელია'%s' ბიბლიოთეკის მიმდინარე blend ფაილში - '%s' - გადატანა შეუძლებელიაობიექტი ვერ მოცილდება დაკავშირებული, ან ბიბლიოთეკის უკუგდების კოლექციიდანფონური გამოსახულების %d მოცილება კამერიდან '%s' შეუძლებელია, რადგან იგი ბმულით დაკავშირებული მითითების მონაცემებიდანააჩაშენებული ჩასოლვის ნაკრების მოცილება შეუძლებელიაჩაშენებული ატრიბუტების მოცილება შეუძლებელია: {}რედაქტირების რეჟიმში წიბოები ვერ მოცილდებარედაქტირების რეჟიმში მარყუჟები ვერ მოცილდებაიმაზე მეტი წიბო, ვიდრე მეშს გააჩნია, ვერ მოცილდებაიმაზე მეტი მარყუჟი, ვიდრე მეშსა გააჩნია, ვერ მოცილდებაიმაზე მეტი მრავალკუთხედი, ვიდრე მეშს გააჩნია, ვერ მოცილდებაიმაზე მეტი წვერო, ვიდრე მეშს გააჩნია, ვერ მოცილდებარედაქტირების რეჟიმში მრავალკუთხედები ვერ მოცილდებაუკუგდებული მონაცემებიდან თვისებების მოცილება შეუძლებელიაჩაშენებული ჩასოლვის ნაკრებიდან თვისების მოცილება შეუძლებელიარედაქტირების რეჟიმში წვეროები ვერ მოცილდებადარენდერება შეუძლებელია, კამერა არაავერ ხერხდება მისამართის %s მონახვა ჩასაწერადროცა სლოტი 'არაფერზეა' დაყენებული, არხების შეკვრის დაბრუნება შეუძლებელიაწახნაგების მოხლეჩა შეუძლებელიარამდენიმე დაუკავშირებელი წვეროს მოხლეჩა შეუძლებელიაარამრავალსახეობრივი წვეროების, ანდა წიბოების მოხლეჩა შეუძლებელიაBlender-იქ ფაილის შენახვამდე აქტივთა კატალოგები ვერ შეინახებაblend ფაილის შენახვა შეუძლებელია, მისამართი '%s' დირექტორიააblend ფაილის შენახვა შეუძლებელია, მისამართი '%s' ჩაუწერადიადარენდერების დროს გამოსახულება ვერ შეინახებაგამოსახულების შენახვა შეუძლებელია, მისამართზე "%s" ჩაწერა არ შეიძლებამრავალშრიანი თანამიმდევრობების შენახვა შეუძლებელიანორმალური ფაილის (%s) აქტივის სისტემურ ფაილად შენახვა შეუძლებელიატექსტური ფაილი ვერ შეინახება, მისამართი "%s" ჩაუწერადიაამჟამინდელი მონიშნული ვერ განცალკევდებაფორმის სოლებიანი წირები ვერ განცალკევდებაკვანძების განცალკევება შეუძლებელიაუარყოფითი დიაპაზონი ვერ დაყენდებააბსოლუტური მისამართების დაყენება შეუნახავი blend ფაილით შეუძლებელიაბუდისა და პანელის იდენტიფიკატორები ერთდროულად ვერ დაყენდებაინსტანცირებული კოლექციის დაყენება შეუძლებელია, რადგან ობიექტი დასაინსტანცირებელ კოლექციას ეკუთვნის, მაშასადამე ციკლს წარმოქმნისშეფარდებითი მისამართების დაყენება შეუნახავი blend ფაილით შეუძლებელიამიკუთვნებული ქმედების გარეშე სლოტის დაყენება შეუძლებელია.ვერ დაბზრიალდებაამჟამინდელი მონიშნული ვერ გაიხლიჩებაროცა "სინქრონირებული მონიშვნა", ან "საზიარო წვერო"-თი მონიშვნა ჩართულია, მონიშნული ვერ გაიხლიჩება'%s' და '%s' ვერ გაიცვლება, რადგან ერთერთი, ან არცერთი არ ჩაეტევა ახალ ადგილზემრავალშენატანიანი ბუდის შენატანები ვერ გაიცვლებამონიშნული ლენტების გაცვლა შეუძლებელია, რადგან თავიანთ ახალი ადგილებზე ვერ დაეტევიანმონიშნული ლენტების გაცვლა შეუძლებელია, რადგან თავიანთ ახალ ადგილებზე პირგადაედებიანბიბლიოთეკის უკუგდების კოლექციას, რომელიც თავისი უკუგდების იერარქიის სათავე არაა, კავშირი ვერ გაუწყდებაქმედებას '%s' კავშირი ვერ გაუწყდება. გაურკვეველია, რომელ ობიექტთან, ან ობიექტის მონაცემებთან უნდა გაუწყდეს კავშირი, მონახაზის იერარქიაში მშობლად მითითებული ობიექტი, ან ობიექტის მონაცემები არააკავშირის გაწყვეტა კოლექციისთვის '%s', რომელიც სხვა დაკავშირებული კოლექციის '%s' შვილობილია, შეუძლებელიაკოლექციის '%s' კავშირი ვერ გაწყდება. გაურკვეველია, რომელ სცენასთან, კოლექციასთან, ან ინსტანცირებულ ცარიელასთან უნდა გაუწყდეს კავშირი, მონახაზის იერარქიაში მშობლად მითითებული სცენა, კოლექცია, ან ინსტანცირებული ცარიელა არაამასალას '%s' კავშირი ვერ გაუწყდება. გაურკვეველია, რომელ ობიექტთან, ან ობიექტის მონაცემებთან უნდა გაუწყდეს კავშირი, მონახაზის იერარქიაში მშობლად მითითებული ობიექტი, ან ობიექტის მონაცემები არააობიექტის '%s' კავშირის გაწყვეტა დაკავშირებულ კოლექციასტან, ან სცენასთან '%s' შეუძლებელიაკავშირის გაწყვეტა ობიექტისთვის '%s', რომელიც სხვა დაკავშირებული ობიექტის '%s' შვილობილია, შეუძლებელიატექსტურის '%s' კავშირი ვერ გაწყდება. გაურკვეველია, Freestyle-იქ რომელ ხაზის სტილთან უნდა გაუწყდეს კავშირი, მონახაზის იერარქიაში მშობლად მითითებული Freestyle-იქ ხაზის სტილი არაამასალას '%s' დაკავშირებული ობიექტის მონაცემებთან კავშირი ვერ გაუწყდებაამ ობიექტის მონაცემთა კავშირის გაწყვეტა შეუძლებელიამხარდაუჭერელ '%s'-ქ სინათლის მიბმის კოლექციასთან '%s' კავშირი ვერ გაუწყდებასამყაროს '%s' კავშირის გაწყვეტა შეუძლებელია. გაურკვეველია, რომელ სცენასთან უნდა გაუწყდეს კავშირი, მონახაზის იერარქიაში მშობლად მითითებული სცენა არააბიბლიოთეკის ინდივიდუალური ფაილის - '%s' - ამოლაგება შეუძლებელიასისტემური უკუგდების მქონე დაკავშირებული არმატურის განახლება შეუძლებელია; შექმენი უკუგდება კონკრეტულად არმატურის მონაცემებზეOpenGL რენდერის გამოყენება ფონის რეჟიმში შეუძლებელია (opengl-იქ კონტექსტი არ არიქ)მორგებულ ძვლის ფორმად არმატურის ობიექტის გამოყენება შეუძლებელიანულოვანი სიგრძის ნორმალის მქონე წვეროს გამოყენება შეუძლებელიანულოვანი ფართობის წახნაგის გამოყენება შეუძლებელიანულოვანი სიგრძის ძვლის გამოყენება შეუძლებელიანულოვანი სიგრძის ჏ირიქ გამოყენება შეუძლებელიანულოვანი სიგრძის წიბოს გამოყენება შეუძლებელიაძვლის სახელის ვერიფიკაცია წარმოქმნილი რიგის გარეშე შეუძლებელიათუ ანიმაციის ფორმატია მონიშნული, ცალი ფაილი ვერ ჩაიწერებაფაილი: %s ვერ ჩაიწერებააქტივში %s: %s ჩაწერა ვერ ხერხდებატილოტილოს ნორმალიტილოს ანაწყობებიტილოს ზედაპირებიტილოს რენტგენიტილოს ბადის ფერიტილოს ბადის აცდენატილოს ბადის გაუმჭვირვალობატილოს ბადის მასშტაბიტილოს ბადის დანაყოფებიტილოს მეში არ განახლდაბოლოწერტილის დახუფვახუფების შევსების ტიპიდანართი დასაწყისშიხუფებიხუფების ნორმალების სწორებახუფი დასასრულსხუფების რადიუსის ექსტრაპოლაციაშემავალი ხუფიხუფების შერწყმახუფის გარჩევადობახუფის სიგლუვეხუფი დასაწყისშიხუფების ტიპიკაფსულადაფიქსირებადაფიქსირების ატრიბუტიდაფიქსირების ატრიბუტის საგანიდაფიქსირების მანძილიგამოცემის დაფიქსირებაირიბის დაფიქსირებადაფიქსირების საგნებისამყაროს დაფიქსირებარედაქტორის სურათის გადაღებაBlender-იქ მთლიანი ფანჯრის სურათის გადაღებაგადაიღე ეკრანის ანაბეჭდი, რათა მონიშნული აქტივის გადახედვად გამოიყენოდააფიქსირე მთლიანი ფანჯარანახშირი (მყარი)მუყაოკარდინალურიკასკადების რიცხვიკასკადების ქრობაკასკადების მაქსიმალური დაშორებარეგისტრირეგისტრზე დამოკიდებულიმხოლოდ რეგისტრის გამთვალისწინებელი შესაბამისობაყალიბითუჯიყალიბის მოდიფიკატორიჩრდილის გამოცემაჩრდილის კაუსტიკის გამოცემადაუშვი კვადრატული პროჟექტორის ფორმასტყორცნე სხივები და ამოიღე ინფორმაცია დარტყმის წერტილიდანსტყორცნე სხივები ზედაპირის ზემოდანტყორცნე სხივები კონტექსტური გეომეტრიიდან სამიზნე გეომეტრიას და ამოიღე ინფორმაცია თითოეული დარტყმის წერტილიდანსტყორცნე სხივები გალიიდან აჼტიური ობიექტისკენდააგდე ჩრდილები მიცულობითი მასალებიდან მოცულობით მასალებზე (ძალიან ძვირი ჯდება)კატადიოპტრიკული ზომაკატალანური - Catalàკატალოგიკატალოგის IDკატალოგის სელექტორიკატალოგის მარტივი სახელიკატალოგის UUIDკატალოგის საკუთარ თავში ჩაგდება შეუძლებელიაკატალოგი უკვე უმაღლეს დონეზეა მოთავსებულიკატალოგი უკვე მოთავსებულია ამ კატალოგს შიგნითახალი აქტივისთვის გამოსაყენებელი კატალოგიამ აქტივთა ბიბლიოთეკაში კატალოგები ვერ დარედაქტირდებაკატეგორიაკატმულ რომიკატმულ-კლარკიკატმულ-რომიკატ-რომიგამოიწვიე მეშის ობიექტის წახნაგთა ერთიმეორის მიყოლებით გამოჩენა, ან გაქრობა დროთა განმავლობაშიგაამეორე გამოსახულება თარაზულად და შვეულადგაამეორე გამოსახულება ჭადრაკულადიწვევს გრიზ ფენსილის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს ქმედებების დუბლირებას მონაცემთა ბლოკებთან ერთადიწვევს არმატურის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს კამერის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს ჏ირიქ მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს წირების მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს გისოსების მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს სინათლის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს სინათლის ზონდის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს მასალის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს მეშის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს მეტაბურთის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს ნაწილაკოვანი სისტემების დუბლირებას ობიექტთან ერთადიწვევს წერტილოვანი ღრუბლის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს ყველას მონიშვნას ('A' კლავიში) ან მონიშვნის გუქმებას, თუ მონიშვნა უკვე არსებობსიწვევს სპიკერის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს ზედაპირის მონაცემთა დუბლირებას ობიექტთან ერთადtab-ქ სექტორულ მენიუს ახსნევინებს (ცვლის 'Tab' / 'Ctrl-Tab'')იწვევს ტექსტის მონაცემთა დუბლირებას ობიექტთან ერთადიწვევს მოცულობის მონაცემთა დუბლირებას ობიექტთან ერთადკაუსტიკაღრმულიღრმული (შებრუნებული)ღრმული (შებრუნებული)ღრმულის წირიღრმულის კოეფიციენტიღრმულის ნიღაბიღრმულის ქედიღრმულის ვაკეღრმულის შეფერადება გამოითვლება სამყაროს სივრცეში, გამოსადეგია უფრო დიდი მასშტაბების წინაღობისთვისCbმეტობით დამრგვალების რეჟიმიუჯრედული ხმაურიუჯრედის ზომაუჯრედის ტიპიუჯრედის ტიპი, რომელიც უნდა გამოიყოსცელსიუსიცემენტიცენტრიცენტრალური ქმედებისთვის უსაფრთხო სივრცეებიცენტრალურ დიაგონალურიცენტრის უკუგდებაბრუნვის ცენტრის დაცენტრებაცენტრალური ტიტრებისთვის უსაფრთხო მინდვრებიდააცენტრირე გლობალური ხედის სივრცეშიმასის ცენტრიკაუჭის ცენტრი, გამოყენებული მილევისა და ჩვენებისთვისამ წახნაგის ცენტრიცენტრი კადრზეშუაგული ბრუნვისთვის/მასშტაბირებისთვისოთხკუთხა მონიშვნის ცენტრის პოზიციასფერული მონიშვნის ცენტრის პოზიციატექსტი შუაშიკამერის ხედის ცენტრში მოქცევა, ხედის ზომის შეცვლით მის საზღვრებზე მოსარგებადდააცენტრირე ხედის ბლოკის აცდენადააყენე ხედი ისე, რომ კურსორი ხედის შუაგულში იყოსდააცენტრირე ხედი Z-სიღრმის პოზიციაზე თაგვის კურსორის ქვეშცენტრალური უსაფრთხო არეებიცენტრებისანტიმეტრისანტიმეტრებიცენტრალური ღერძიცენტრალური ცილინდრულიცენტროიდთან შერწყმაცენტებიცენტნერებიჯაჭვიჯაჭვის სიგრძეჯაჭვის სიგრძედაუმაგრებელი გვერდების გადაჯაჭვაჯაჭვის აცდენაჯაჭვის პრიორიტეტულობაჯაჭვის მასშტაბირებაჯაჭვი მანძილის მიხედვითჯაჭვის სიგრძე პირველი N რაოდენობის რგოლის მოსანიშნადჯაჭვი სამიზნის პოზიციას მიჰყვებაჯაჭვი სამიზნის ბრუნვას მიჰყვებაგადაჯაჭვაგადაჯაჭვის მეთოდიჯაჭვებიცარცი (მთელი)ყოველი წერტილის შანსი, რომ ჩაითვალოს მონიშვნაშიშანსი ყოველი წერტილის, ან ჏ირიქა, ჩაითვალონ მონიშვნაშიშანსი იმისა, რომ ნაწილაკი მეშში გაივლისცვლილებააქტიური შრიქ შეცვლარეგისტრის შეცვლაეფექტის ტიპის შეცვლაშენატანების შეცვლაგამონატანების შეცვლაშეცვალე ლენტს მიკუთვნებული სცენაზომის შეცვლაშეცვალე UV მონიშვნის რეჟიმიშეცვალე მორგებული თვისების ტიპი, ან გაასწორე მისი ასახვა ინტერფეისშიშეცვალე ალფა გამჭვირვალობა შტრი჎იქ გასწვრივშეცვალე ალფა გამჭვირვალობა მასალის ატრიბუტის მიხედვითშეცვალე ალფა გამჭვირვალობა ობიექტიდან დაშორების მიხედვითშეცვალე ალფა გამჭვირვალობა კამერისგან დაშორების მიხედვითშეცვალე ლურჯი არხიშეცვალე სიკაშკაშეშეცვალე ფუნჯის ზომა სკალარითშეცვალე თითოეული სახელის რეგისტრიშეცვალე შეჯახების ფორმები მონიშნული უდრეკი სხეულის ობიექტებისათვისშეცვალე მონაცემთა ყველა ბლოკის ფერები ახალი სამუშაო სივრცითშეცვალე კონტრასტიშეცვალე ჏ირიქ ხუფების რეჟიმი (მომრგვალებული, ამ ბრტყელი)შეცვალე მონიშნული მონასმების წერტილების მიმართულებაშეცვალე სიმულაციის სამოქმედო არეალის ტიპიშეცვალე შერევის კვანძებისა და იერფერების შერევის კვანძების კოეფიციენტებიშეცვალე ქრობის გაუმჭვირვალობა ასახულ კალკის კადრებზეშეცვალე დინების ქცევა ამ სიმულაციაშიშეცვალე შრიფტიქ ასონიშნის კოდიშეცვალე შრიფტიქ დაშორებაშეცვალე მწვანე არხიშეცვალე, თუ როგორ გამოიცემა დენადი გარემოშეცვალე, თუ როგორ ინახება ატრიბუტიშეცვალე, თუ როგორ ინახება ფერის ატრიბუტიშეცვალე ელფერიშეცვალე მონასმების ელფერი/სიხასხასე/მნიშვნელობაშრეთა ჯგუფის ხატულის შეცვლაშეცვალე ხაზის ფერი მონასმის გაყოლებაზეშეცვალე ხაზის ფერი მასალის ატრიბუტის მიხედვითშეცვალე ხაზის ფერი შემთხვევითი ხმაურის მიხედვითშეცვალე ხაზის ფერი მონასმის მიმართულების მიხედვითშეცვალე ხაზის ფერი ობიექტისგან დაშორების მიხედვითშეცვალე ხაზის ფერი კამერისგან დაშორების მიხედვითშეცვალე ხაზის ფერი 3D მეშის ზედაპირის რადიალურ სიმრუდეზე დაყრდნობითშეცვალე ხაზის ფერი საფუძველში არსებული ნაკეცის კუთხის მიხედვითშეცვალე ხაზის სისქე მონასმის გასწვრივშეცვალე ხაზის სისქე მასალის ატრიბუტის მიხედვითშეცვალე ხაზის სისქე ობიექტისგან დაშორების მიხედვითშეცვალე ხაზის სისქე კამერიდან დაშორების მიხედვითშეცვალე ხაზის სისქე ისე, რომ მონასმი კალიგრაფიული კალმით გაკეთებულს ჰგავდესშეცვალე ხმაური ყოველ კადრზეშეცვალე ბრუნვის ცენტრი გარდაქმნებისთვის (ხარვეზებიანი)შეცვალე ძვლების აჼტიური კოლექციის პოზიცია ძვალთა კოლექციების სიაშიშეცვალე წითელი არხიშეცვალე სიხასხასეშეცვალე მონიშვნა ყველა წახნაგისთვისშეცვალე მონიშვნა ყველა წვეროსთვისშეცვალე მონიშვნის რეჟიმიშეცვალე ყველა UV წვეროს მონიშვნაშეცვალე ყველა UVW სამართავი წერტილის მონიშვნაშეცვალე ჏ირიქ ყველა წერტილის მონიშვნაშეცვალე აჼტიური კვალის ყველა მარკერის მონიშვნაშეცვალე ყველა მეტაბურთის ელემენტის მონიშვნაშეუცვალე მონიშვნა დროის ყველა მარკერსშეცვალე ყველა თვალის სადევნებელი მარკერის მონიშვნაშეცვალე მონიშვნა სცენაში არსებულ ყველა ხილულ ობიექტზეშეცვალე ყველა ხილული პატაკის მონიშვნაშეცვალე დახარისხება, რათა გამოიყენო სვეტი კურსორის ქვეშმონასმის UV ტექსტურის მნიშვნელობების შეცვლაშეცვალე მონასმის მდებარეობა, ბრუნვა, ან მასშტაბიმონასმის ქიქჼიქ შეცვლაშეცვალე ჩანართები მხოლოდ მაშინ, როცა ამ რედაქტორს მონახაზთან საზიარო ჩარჩო აქვსშეცვალე გამოყენებული აჼტიური ქმედებაშეცვალე წიბოთა დაცერობების წონაშეცვალე სიმულაციის ქეშის ტიპიშეცვალე ბორკილის პოზიცია ქიაში ისე, რომ იგი შეფასდება სხვების ფიქსირებული რაოდენობის შემდეგშეცვალე წიბოთა ნაკეციშეცვალე წვეროთა ნაკეცებიშეცვალე წირების მიმართულება მათი თავისა და ბოლოს მონაცემების გაცვლითშეცვალე მიმართულება, საითაც ძვლების ჯაჭვი მიუთითებს (თავ-ბოლოს გაცვლა)შეცვალე მონიშნული მონასმების ასახვის თანმიმდევრობაშეცვალე ეფექტის პოზიცია ქიაში, რათა შეფასდეს სხვების დადგენილი რაოდენობის შემდეგშეცვალე ბლოკირების მდგომარეობა აჼტიური ობიექტის წვეროთა ყველა, ან ზოგიერთ ჯგუფზეშეცვალე აჼტიური ობიექტის ფორმის ყველა სოლის ბლოკირების მდგომარეობაშეცვალე სიმკვრივის ფუნჯის მიერ გამოყენებული მინიმალური მანძილიშეცვალე წირების ძერწვის რეჟიმში მონიშვნის შესანიღბად გამოყენებული რეჟიმიშეცვალე მოდიფიკატორის ინდექსი სტეკში, რათა სხვების დადგენილი რაოდენობის შემდეგ შეფასდესშეცვალე მონიშნული ნაწილაკების სოლების რიცხვი (ძირებისა და ბოლოების სოლების ჩათვლით)შეცვალე ობიექტი მიმდინარე რეჟიმშიშეცვალე ობიექტი მიმდინარე რეჟიმში • Ctrl მიმდინარე რეჟიმის დასამატებლადშეცვალე მონასმების გაუმჭვირვალობაშეცვალე სვეტების თანმიმდევრობაშეცვალე აჼტიური ხაზთა ნაკრების პოზიცია აჼტიურ ხაზთა ნაკრებების სიაშიშეცვალე სტილის მოდულის პოზიცია სტილის მოდულთა სიაშიშეცვალე მონიშვნის რეჟიმი გრიზ ფენსილის მონასმებისთვისშეცვალე გამოსახულების ზომამიკროასლების ზომის შეცვლამიკროასლების ზომის შეცვლა დისკრეტული ნაბიჯებითმიკროასლების ზომის შეცვლა სიების ხედებშიშეცვალე სიმულაციის სისწრაფეშეცვალე ლენტის მოდიფიკატორის ინდექსი სტეკში, რათა სხვების დადგენილი რაოდენობის შემდეგ შეფასდესწირების ტიპის შეცვლაშეცვალე სიმულაციის ძირეული მეთოდიშეცვალე ნაძერწის წახნაგების ნაკრებთა ხილულობაშეცვალე ამ blend ფაილში არსებული ყველა ფერის სამუშაო სივრცეგადადი შესაბამის ჩანართზე, როცა მონახაზის მონაცემთა ხატულა დაწკაპუნდებაგადადი ქიიქ მონიშნულ ვ. რ. ორიენტირზეშეცვალე ეფექტორის ტიპი სიმულაციაშიდენადი გარემოს ტიპის შეცვლა სიმულაციაშიშეცვალე მნიშვნელობაშეცვალე მონაცემთა ხილული წყარო ელცხრილშიშეცვალე, გეომეტრიის რომელ ტიპზე მოახდენს ოპერაცია გავლენას - წიბოებზე, თუ წვეროებზეშეცვალე სეკვენსერის გადახედვის ზუმის პროპორციებიშეცვლილიშეცვლილი მონიშნულიცვლის შრიფტებისა და ვიჯეტების ზომას ინტერფეისშიცვლის ვიჯეტის მოხაზულობების, ხაზებისა და წერტილების სისქეს ინტერფეისშიწიბოების ნაკერების ცვლილება იწვევს UV გადაძრობის ხელახლა გამოთვლასარხიარხი %dარ჎იქ ფერიარხის დრაივერი (დააყენე მხოლოდ დრაივერის F-წირებისთვის)არხების ჯგუფიარხების ჯგუფის ფერებიარხით ამოჭრაარხის მატრიცაშეფუთული არხიანიმაციის სასურველ პარამეტრებში არ჎იქ ფერები გათიშულიაარხის განმსაზღვრელი პოზის მონაცემები ძვლისთვის პოზაშიარხი, რომელშიც ლენტი გაიკვეთებაარხის ნომერილენტის მოსათავსებელი არ჎იარ჎იქ მნიშვნელობები, რომლებიც ამ მაქსიმუმს აღემატება, ჩასოლილი არააარ჎იქ მნიშვნელობები, რომლებიც ამ მინიმუმს ჩამოუვარდება, ჩასოლილიაარხის დრაივერის ცვლადებიარხებიასასახი გამოსახულების არხებიდასახატი გამოსახულების არხებიასასახი გადახედვის არხებიარხები, რომლებიც ჰისტოგრამაში უნდა აისახოსასონიშნის ინდექსიასონიშნის ინფორმაციაასონიშნების დაშორებაასონიშნების წონაასონიშანი გამოყენებული ობიექტების სახელების გამოსაყოფად იერარქიულ სტრუქტურაშიასონიშნებიქვანახშირიმუხტიმუხტის ეფექტორის წონაჩებიშევიჩებიშევის მანძილიარსებულის შემოწმებაშიდა ზამბარების ნორმალების შემოწმებაზედაპირის ნორმალების შემოწმებაშეამოწმე და შეასწორე ყველა სტრიქონი მიმდინარე .blend ფაილში UTF-8 უნიკოდის ვარგისიანობისთვის (საჭიროა ზოგიერთი ძველი, 2.4 არეს ფაილისთვის)შეამოწმე და გამაფრთხილე არსებულ ფაილებზე ზედ გადაწერის შესახებგაშვებისას განახლებების შემოწმებაშემოწმება, მონიშვნა მარცხნივაა, თუ მარჯვნივშეამოწმე, არსებობს, თუ არა მოცემული სტრიქონი სხვა სტრიქონის შიგნითშეამოწმე, ეჯახება თუ არა განვრცობილი ხაზები მონასმებსჭადრაკულიფილებსშორისი მანძილილუწი ჭადრაკულიკენტი ჭადრაკულიჭადრაკული ტექსტურამონაცვლეობითი ჭადრაკული უჯრებიჭადრაკულის ზომამოწმდება გაფართოების განახლებებიმოწმდება გაფართოებათა განახლებები{:s}მოწმდება მიმდინარე .blend ფაილის ვარგისიანობა გაუქმების ნაბიჯის *შემდეგ*მიმდინარე .blend ფაილის ვარგისიანობის შემოწმება დისკზე ჩაწერამდემოწმდება მიმდინარე .blend ფაილის ვარგისიანობა გაუქმების *ნაბიჯამდე*ჩენგიშვილობილიშვილობილის ნომერიამის შვილობილიბორკილის შვილობილიმაკონტროლებლის შვილობილიბორკილის შვილობილი ვერ მოიძებნაშვილობილი ნაწილაკიშვილობილი ნაწილაკებიშვილობილის რადიუსიშვილობილის სიმრგვალეშვილობილის საწყისიშვილობილის ზომაშვილობილი კოლექცია თავისი კოლექციური ანაწყობებითამ პოზის ძვლის შვილობილისიმულირებული, ან რედაქტირებული ნაწილაკებიდან ინტერპოლირებული შვილობილი ნაწილაკინაწილაკთა სისტემის მიერ წარმოქმნილი შვილობილი ნაწილაკებიშვილობილებიგანვრცობილი შვილობილებიშვილობილი აქედანშვილობილები თითო მშობელზეშვილობილი კოლექციები თავიანთი მშობელი-კოლექციისთვის-სპეციფიური ანაწყობებითშვილობილები განვრცობილია მომხმარებლის ინტერფეისშიჩინური (გამარტივებული) - 简体中文ჩინური (ტრადიციული) - 繁體中文მოგუდვანაცრისფერი სკალის გამოსახულებების შესანახად აირჩიე BW, წითელი, მწვანე და ლურჯი არხების შესანახად - RGB, ხოლო წითელი, მწვანე, ლურჯი და ალფა არხების შესანახად - RGBAშეჯახების ტიპის არჩევააირჩიე ეკრანის განლაგებამონიშვნების ნაკრების არჩევააირჩიე მაქსიმალური ზომა ყველა დაექსპორტებული ტექსტურისთვისაირჩიე გადახედვის გამოსახულება ფუნჯისთვისაირჩიე ვიჯეტი ძვლის სამართავისთვისაირჩიე აჼტიური ფერის გაჩერებააირჩიე გამოსახულება მონაცემთა ბლოკის გარეგნულად იდენტიფიცირებაში დასახმარებლადაირჩიე მნიშვნელობების პირობით რიცხვებს შორის ინდექსითაირჩიე უფრო ქ჏რაფ განახლებებსა და უფრო ქ჏რაფ რენდერს შორისამოირჩიე შვილობილი ინსტანციები თითოეული ელემენტისთვის, ნაცვლად მთელი გეომეტრიის ინსტანცირებისააირჩიე ბიბლიოთეკის უკუგდების მონაცემების სხვა ვიზუალიზაციააარჩიე გადანაცვლების სივრცე ცხობისთვისაირჩიე, ძვლის რამდენი გავლენა დაექსპორტირდესაირჩიე, როგორ განაწილდება ექსპორტის დროს დაყოფის მოდიფიკატორები USD დაყოფის სქემაზეამოირჩიე ინსტანციები შენატანიდან "ინსტანცია" ყოველ წერტილთან, ნაცვლად მთელი გეომეტრიის ინსტანცირებისააარჩიე ნორმალების სივრცე გამოსაცხობადაირჩიე ფსევდო-შემთხვევითაირჩიე შეფერადების ინფორმაცია ამ გამოსახულებაში ჩასაცხობადაირჩიე აქტივთა ბიბლიოთეკა, რომლიდანაც აისახება აქტივებიაირჩიე სასურველი ფერი და იერფერი მიუახლოვებს შთანთქმის კოეფიციენტს, მსგავსი თმის დასარენდერებლადაირჩიე ფაილის შესანახი ფორმატიაირჩიე ინტერპოლაციის ტიპი, რომლის საშუალებითაც დაემატება ახალი სოლებიაირჩიე შესაქმნელი ვიჯეტის ტიპიაირჩიე ჩანართების ხილულობა თვისებათა რედაქტორშიაირჩიე, საიდან გინდა მიმართვის სიჩქარეების აღებააირჩიე, მხოლოდ [0, 10 დიაპაზონი დაექსპორტდეს, თუ ყველა UV ფილააირჩიე {} მონაცემთა ბლოკი ამ მომხმარებლისთვის მისაკუთვნებლადმღელვარებატალღის აქოჩრების სიმძაფრე (გადამაცვლებას თარაზულ კომპონენტს უმატებს)ქრისთენსენ-ბარლიქრომატული ამოჭრაქრომატული ხმაურიქრომატული ვექტორსკოპიქრომატული აბერაციაქრომატული ადაპტაციაქრომატული ადაპტაცია სხვა თეთრი წერტილიდანკინოკინო (48)Cineon (.cin)წრეწრე (HSL)წრე (HSV)წრეწირის სეგმენტიწრე შიდა წერტილითწრეებიწრიულიწრიული დამოკიდებულება გამოსახულებისთვის "%s" ობიექტიდან "%s"წრიული აჩქარება (უძლიერესი და ყველა დინამიკური)ეფექტის წრიულობაჩამჭერიშემომსაზღვრელი ჩარჩოს ჩაჭერაპირდაპირის ჩაჭერაჩაჭერის კოეფიციენტიპრიალის ჩაჭერაირიბის ჩაჭერააცდენის ჩაჭერაპირგადადების ჩაჭერამონაკვეთის ჩაჭერაშედეგის ჩაჭერაზედაპირის პირდაპირის ჩაჭერაზედაპირის ირიბის ჩაჭერაჩაჭერაჩაჭერის ბორკილიჩაჭერის ტიპიმოცულობის პირდაპირის ჩაჭერამოცულობის ირიბის ჩაჭერატალღების ჩაჭერაჩაიჭირე მნიშვნელობა მინიმუმსა და მაქსიმუმს შორისჩაიჭირე კაშკაშა შუქციმებიჩაიჭირე კაშკაშა შუქციმები ისე, რომ მათი სიკაშკაშე ამ მნიშვნელობას არ აღემატებოდესჩაიჭირე შეჯახების იმპულსები არასტაბილურობის თავიდან ასაცილებლად (0,0 აღკვეთის გამოსართავად)ჩაიჭირე პიქსელის ინტენსიურობა, რა჌ა შეამცირო ხმაური ანარეკლის კუბრუკებიდან აღებულ პრიალა ანარეკლებში (0 გასათიშად)ჩაიჭირე კვანძის შედეგი 0.0-დან 0.1-მდე დიაპაზონითწირის Z ღერძის ჩაჭერაჩაიჭირე ჏ირიქ ტრაექტორიის შვილობილები, რათა ვერ შეძლონ ჏ირიქ ქა჏ყიქი/საბოლოო წერტილის მიღმა გადაადგილებაპირდაპირი განათების ინტენსივობის ჩაჭერა ხმაურის შესამცირებლად (0 გასათიშად)ჩაიჭირე კოეფიციენტი [0,1] დიაპაზონითჩაიჭირე ინდექსები ატრიბუტის სამოქმედო არეალის ზომის ფარგლებში, ნაცვლად იმისა, რომ ნაგულისხმები მნიშვნელობა გამოიტანო უვარგისი ინდექსებისთვისირიბი განათების ინტენსივობის ჩაჭერა ხმაურის შესამცირებლად (0 გასათიშად)ჩაიჭირე შედეგი [0,1] დიაპაზონშიჩაიჭირე შედეგი სამიზნე დიაპაზონით (მინიმუმამდე, მაქსიმუმამდე)ჩაიჭირე გარდაქმნა ინ მანძილის ფარგლებში, რომელზეც თითოეული წვერო მოძრაობს ორიგინალ ფორმაშიჩაიჭირე სიგანე პირგადადების თავიდან ასაცილებლადჩაიჭირე სისქე კუთხეებზე დაყრდნობითჩაიჭირე მნიშვნელობები თავდაპირველი არეალის დიაპაზონის ფარგლებში. თავიდან იცილებს გადაცდენას, ან ვერ მიწვდენასჩაიჭირე წიბოს სიგრძის ფარგლებშიჩაჭერასიცხადეკლასიკლასის სახელიკლასიკურიკლასიკური აშიქმინის ხავერდი (ძველებური მოდელი)კლასიკურიწირების გასუფთავებაფაილების გასუფთავება დაინსტალირების შემდეგგასუფთავებაგაასუფთავე ბილიკები შეცდომების დიდი რაოდენობით, ან მცირე რაოდენობის კადრებითგაასუფთავე I18n სამუშაო საცავი (po ფაილები)გაასუფთავე წვეროთა ჯგუფის კიდეებიგასუფთავების განსახორციელებელი ქმედებაგასუფთავებამოასუფთავე 'გათიშული' ტეგი ყველა F-წირიდან, რათა ისევ აამუშავო გაფუჭებული F-წირებიგაასუფთავე 'შიდა' გადახედვები (მასალები, ტექსტურები, გამოსახულებები და სხვ.)აჼტიურიქ გასუფთავებაყველას გასუფთავებაანიმაციის მონაცემების გასუფთავებააქტივის მონაცემთა გასუფთავებალაქილაქის ნორმალილაქის სიხეშეშეციკლურობის გასუფთავება (F-მოდიფიკატორი)დელტას დასუფთავებადრაივერების გაწმენდაგაასუფთავე F-჏ირიქ ანაბეჭდები (ლანდები) აჼტიური გრაფიკების რედაქტორისთვისყალბი მომხმარებლის გასუფთავებაგაასუფთავე ყალბი მომხმარებელი და მოაშორე ამ მონაცემთა ბლოკის NLA სტეკში შენახული ასლიგამოსახულების გასუფთავებაგამოცხობამდე გაასუფთავე გამოსახულებები (მხოლოდ შიდა)გასუფთავება დაბრკოლებათა შიგნითშიდას წაშლალოკალური ბორკილების გასუფთავებადაუმაგრებლის გასუფთავებაკვანძის ჭდეების გასუფთავებაგარეთას წაშლამშობლის წაშლაშექცეული დაქვემდებარების დატოვებამშობლების გასუფთავებაბოლოდროინდელი ფაილების ქიიქ გასუფთავებაბოლოდროინდელი ფაილების ქიიქ გასუფთავება...დარჩენილის გასუფთავებანაკერების გასუფთავებამეთვალყურის გასუფთავებაგარდაქმნის გასუფთავებატიპის წაშლაგასუფთავება აქამდემაჩვენებლის გასუფთავებაგაასუფთავე განსახორციელებელი ქმედებაგაასუფთავე მხოლოდ აჼტიური კვალი ყველა მონიშნული კვლის მაგივრადგაასუფთავე ლაინ არტიქ მოდიფიკატორის ყველა ცხობაგაასუფთავე ყველანაირი გამოანგარიშებული მონაცემებიგაასუფთავე ბორკილები მონიშნული ძვლებიდანგადააკოპირე ბორკილები სხვა მონიშნულ ობიექტებზეგაასუფთავე ყველა საკვანძო ფაზა ამჟამად აჼტიურ თვისებაზემოასუფთავე ყველა მოდიფიკატორი მონიშნული ობიექტებიდანფაილის გასუფთავება ყველა გამოუყენებელი მონაცემთა ბლოკისაგან, რომელსაც მომხმარებელი არ გააჩნიაგაასუფთავე ყველა მონასმი გრიზ ფენსილის ამჟამინდელ ობიექტშიგაასუფთავე ხედის ყველანაირი დაბლოკვაგასუფთავება და გარდაქმნის დატოვებაგასუფთავება და გარდაქმნის დატოვება (მეთვალყურის მოცილება)გაასუფთავე ანიმაცია პირდაპირი, ან შექცეული კინემატიკის ძვლებისთვისწაშალე ხედის შრეში წვლილის მხოლოდ ირიბად შემტანი კოლექციაკოლექციების გადახედვების გასუფთავებაგაასუფთავე მონაცემთა ბლოკების გადახედვები (მხოლოდ ზოგიერთი ტიპისთვის, როგორიცაა ობიექტები, მასალები, ტექსტურები და სხვ.)გაასუფთავე დელტა მდებარეობა ნორმალურ მდებარეობის გარდაქმნის გასუფთავებასთან ერთადნორმალის ბრუნვითი გარდაქმნის გარდა დელტა ბრუნვაც გაასუფთავენორმალის მასშტაბირებითი გარდაქმნის გარდა დელტა მასშტაბირებაც გაასუფთავეგაასუფთავე მონიშნული ბილიკების დამალვაცხობამდე გაასუფთავე გამოსახულებები (მხოლოდ შიდა შენახვისთვის)აღნიშვნის მაგივრად გაასუფთავე ნაკერებიგაასუფთავე შებრუნებული კორექცია ბორკილის შვილობილისთვისგაასუფთავე შებრუნებული კორექცია ობიექტის ამომხსნელი ბორკილისთვისგაასუფთავე საკვანძო ფაზები მასივის ყველა ელემენტიდანგაასუფთავე ჭდეები მონიშნულ კვანძებზეგაასუფთავე კოლექციის შენიღბვა აჼტიურ ხედის შრეშიგაასუფთავე ყველა ძვლის მოძრაობის ტრაექტორიაგაასუფთავე ყველა ობიექტის მოძრაობის ტრაექტორიაგაასუფთავე მონიშნულ ძვალთა მოძრაობის ტრაექტორიებიგაასუფთავე მონიშნულ ობიექტთა მოძრაობის ტრაექტორიებიგაასუფთავე ობიექტების გადახედვებიგასუფთავე გზა დარჩენილ კადრებთან (მიმდინარეს შემდეგ)გაასუფთავე გზა მიმდინარე კადრამდეგაასუფთავე მონიშნულის ჩამაგრება დაყენების მაგივრადგადახედვის დიაპაზონის გასუფთავებაგაასუფთავე გადახედვები მასალების, სინათლეების, სამყაროების, ტექსტურებისა და გამოსახულებებისთვისგაასუფთავე გადახედვები სცენების, კოლექციებისა და ობიექტებისთვისგაასუფთავე ტრიალი მონიშნული ძვლებისთვისგაასუფთავე სცენების გადახედვებიგაასუფთავე შეკერილი კიდეების ნაკერებიარჩეული .blend ფაილის გადახედვების გასუფთავებაწაშალე ლენტის აცდენები შიგთავსის დასაწყისიდან და დასასრულიდანგაასუფთავე სტილი დაყენების ნაცვლადგაასუფთავე ტექსტი ტიპის მიხედვითგაასუფთავე 'სოლო' ანაწყობი ძვალთა ყველა კოლექციაზეგაასუფთავე აჼტიური ჯგუფიგაასუფთავე აქტივის მინაცემები მომაგრებისას (ბმულით დაკავშირებულ მონაცემებზე ყოველთვის შეინახება)გაასუფთავე საზღვრები მაჩვენებლის ოპერაციებისთვისგაასუფთავე საზღვრული რენდერის საზღვრები და გამორთე საზღვრული რენდერიგაასუფთავე სარენდერო მონაკვეთის საზღვრები და გამორთე სარენდერო მონაკვეთიგაასუფთავე ბრძანებების ისტორიაგაასუფთავე ამჟამად მონიშნული რენდერის სლოტიგაასუფთავე ხაზი და შეინახე მისი ისტორიაგაასუფთავე ნიღბის დაქვემდებარებაგაასუფთავე ობიექტის მდებარეობაგაასუფთავე ობიექტის სათავეწაშალე ობიექტის დაქვემდებარებაგაასუფთავე ობიექტის ბრუნვაგაასუფთავე ობიექტის მასშტაბიგაასუფთავე თვისება და გამოიყენე ნაგულისხმები, ან წარმოქმნილი მნიშვნელობა ოპერატორებშიგაასუფთავე ბოლოდროინდელი ფაილების სიაგაასუფთავე გადაფურცლვის ისტორიაგაასუფთავე ძიების ფილტრიგაასუფთავე მონიშნული სამართავი წერტილების გადახრაგაასუფთავე მთელი გზაგაასუფთავე ობიექტი მეთვალყურე ბორკილის, ან დროშისაგანგაასუფთავე კვლები ამჟამინდელი პოზიციის შემდეგ/წინ, ან გაასუფთავრ მთელო კვალიგაასუფთავე გარდაქმნის მნიშვნელობების დელტაში გადაყვანის შემდეგმოასუფთავე წვეროს ძერწვის შენიღბვის მონაცემები მეშიდანგაასუფთავე წვეროს გარეკანის შრეგასუფთავება:დაწკაპუნებაკოლექციის მოსანიშნად დააწკაპუნე ღილაკს:დეტალის დასაყენებლად დააწკაპუნე მეშზედააწკაპუნე წაშლისგან დაცვის დასამატებლადღილაკის მისაკუთვნებლად დააწკაპუნე აჼ:დააწკაპუნე და გახსენი ინფო რედაქტორიდააწკაპუნე სწორი ხაზის სეგმენტების ბოლო წერტილების განსათავსებლადდააწკაპუნე წაშლისგან დაცვის მოსაცილებლადფონზე დაწკაპუნებები არ იწყებს მოსმასმოკვეცაალფას მოკვეცაკამერაზე შემოკვეცაშიგთავსის მოკვეცაკლიპის ასახვაკლიპების რედაქტორიკლიპის რედაქტორებიმოკვეცის დასასრულიბადის მოკვეცაგამოსახულების მოკვეცამოკვეცის მაქს. Xმოკვეცის მაქს. Yმოკვეცის მინ. Xმოკვეცის მინ. Yსიბრტყეების მოკვეცამოკვეცის დასაწყისიკლიპის ლენტიმოკვეცის მიჯნაგადაძრობის შემდეგ მოკვეცე UV კოორდინატები საზღვრებამდეკლიპის მომხმარებელიმოკვეცე ალფა ამ მიჯნის ქვემოთ 3D ტექსტურირებულ ხედშიკამერის ხედში ექსპორტირებისას შემოკვეცე ნახატები კამერის ზომაზეკლიპის რედაქტორის სივრცის მონაცემებიმოკვეცა საზღვრებამდეშემოკვეცე კუბისებური ფორმის არე გამოსახულების გარშემო და დააყენე ექსტერიორის პიქსელები გამჭვირვალედმოკვეცე გამოსახულების ზომაზე და დააყენე გარეთა პიქსელები გამჭვირვალობაზემოკვეცე ხედის შიგთავსი იმის მიხედვით, თუ რა არიქ ხილული სხვა გვერდხედებშიგაცვლის ბუფერი მატრიცას არ შეიცავსგაცვლის ბუფერი აქტივს არ შეიცავსგაცვლის ბუფერი ცარიელიაგაცვლის ფუნჯი მეტისმეტად გრძელიამოკვეცამოკვეცის საზღვარიმოკვეცის ზღუდეებიმოკვეცის აცდენამოკვეცის დასაწყისიმოკვეცის ვარიანტებიკვეცავს ანიმაციებს მონიშნულ დაკვრის დიაპაზონზესაათის იქრიქ მიმართულებითკლონის ალფაკლონის გამოსახულებაშრის ასლირუკის კლონირებაკლონის აცდენაკლონირებადი სახატავი ტექსტურის ინდექსიUV მარყუჟის შრიქ კლონირებაUV მარყუჟის შრიქ ინდექსის კლონირებაUV მარყუჟის შრიქ ინდექსის კლონირებადააკლონირე გამოსახულებიდან/UV რუკიდანდააკლონირე ხატვის სლოტიდანდახურვაყველას დახურვაარის დახურვამენიუს დახურვა გასვლისასსფლაინის დახურვადახურული სფლაინის მეთოდიდახურული წვერიროცა თაგვი მონაკვეთის ფარგლებს დატოვებს, მენიუ დახურე.დახურე, ან გახსენი ყველა საგანიდახურე, ან გახსენი მონიშნული მონასმი უკანასკნელი წერტილიდან პირველამდე სეგმენტის დამატებითდახურე არჩეული არედახურე მიმდინარე ფანჯარადახურული მარყუჟებინაგულისხმებად დაკეტილიდახურული მარყუჟები მხარდაჭერელიაუახლოესიუახლოესი ინდექსიუახლოეს UDIM-შიუახლოესი წონაჩაკეტვაჩაკეტვის შენატანიჩაკეტვის შემავალი ელემენტიჩაკეტვის შემავალი ელემენტებიჩაკეტვის კვანძის IDჩაკეტვის კვანძის ბუდეჩაკეტვის კვანძის ბუდის ინტერფეისიჩაკეტვის გამონატანიჩაკეტვის გამომავალი ელემენტიჩაკეტვის გამომავალი ელემენტებიჩაკეტვის ზომაჩაკეტვის ზონაჩაკეტვას არ აქვს შენატანი: "{}"ჩაკეტვას არ აქვს გამონატანი: "{}"კვანძის ჩაკეტვის ბუდექსოვილიქსოვილის შეჯახების ანაწყობებიქსოვილის დემპფირებაქსოვილის მასაქსოვილის მოდიფიკატორიქსოვილის წინასწარი კონფიგურაციებიქსოვილის ანაწყობებიქსოვილის სიმულაციაქსოვილის შეჯახება ანგარიშს უწევს კოლაიდერის ნორმალებს (აუმჯობესებს ქსოვილში შეღწევის გასწორებას)ქსოვილის შეჯახების იმპულსები მოქმედებს კოლაიდერის ნორმალების მიმართულებით (ზოგ შემთხვევაში უფრო საიმედოა)ქსოვილის დინამიკა თმისთვისქსოვილის მოდელი კუთხოვანი დრეკადი ზამბარებითქსოვილის მოდელი წრფივი დრეკადი ზამბარებით (ძველებური)ქსოვილის სიმულაციის მოდიფიკატორიქსოვილის სიმულაციის ანაწყობები ობიექტისთვისქსოვილის სიმულაციის ანაწყობები თვითშეჯახებისა და სხვა ობიექტებთან შეჯახებისთვისქსოვილის სისწრაფე მრავლდება ამ სიდიდეზეღრუბლებიღრუბლების ტექსტურაგროვაგროვის წირიშეგროვების კოეფიციენტითმის წირების მოგროვებაგროვის ხმაურიგროვის ხმაურის ზომაშეგროვების აცდენამოგროვებაშეგროვების ოდენობამიმმართველი წირების გამოყენებით ერთად აქუჩებს არსებულ თმის წირებსსამართავების კლასტერიშეაჯგუფე სამართავები ერთსა და იმავე პოზიციაზეCmdმსხვილიზედა ფენალაქის IORლაქის ნორმალილაქის სიხეშეშელაქის წონაკოდეკიკოდეკის ანაწყობები JPEG 2000-ისთვისლინზის მრავალწევრის K0 კოეფიციენტილინზის მრავალწევრის K1 კოეფიციენტილინზის მრავალწევრის K2 კოეფიციენტილინზის მრავალწევრის K3 კოეფიციენტილინზის მრავალწევრის K4 კოეფიციენტიკოეფიციენტებიკოეფიციენტები 'x'-ისთვის (დაწყებული x^0-იქ უმცირესი ხარისხიდან)ყავა (ახალი, მოხარშული)ფერიჩაშლაჩაშალე (დახურე) ყველა მონიშნული გაფართოებადი ანიმაციის არხიწიბოების ჩაშლაშინაარსის ჩახურვაჩაშალე ყველა არ჎ი (არა მხოლოდ მონიშნულები)ჩაშალე უწახნაგო წიბოები, ქსოვილის შესაკერი წიბოებიჩაკეცე ყველა შემთხვევაში, გარდა იერფერებისაჩაშალე იზოლირებული წიბოებისა და წახნაგების მონაკვეთები ისეთი მონაცემების შერწყმით, როგორებიცაა UV-ები და ფერის ატრიბუტები. ამას შეუძლია, ჩაშალოს წიბოთა რგოლები და ასევე დაკავშირებული წახნაგების მონაკვეთები წვეროებადჩაშალე მოკლე წიბოები, რათა მოაშორო მეშის დეტალი, სადაც შესაძლებელიაჩვენებისას ჩახურე შინაარსი, რათა ყველა სხვა არ჎ი დაიმალოს (მხოლოდ საექსპოზიციო ფურცლის რედაქტორები)ჩაშალე ოპერატორის ანაწყობების ამსახველი მონაკვეთიერთად შეაგროვე დაკავშირებული კვანძები საერთო არეში. გამოსადეგია ორგანიზებისთვის, როცა კვანძთა ჯგუფის ხელახლა გამოყენებადობა არ მოითხოვებაკოლექციაახალიკოლექცია %dკოლექცია '%s' (ინსტანცირებული აჼტიური ობიექტის მიერ) უკუგდებადი არააკოლექცია '%s' უკვე არიქ კოლექციაში '%s'კოლექცია '%s' ორიგინალი ID არააკოლექცია '%s' არ არიქ კოლექციაში '%s'კოლექცია '%s' ვერ მოიძებნაშვილობილი კოლექციაშვილობილი კოლექციებიკოლექციის ფერიკოლექციის ფერის ტეგიკოლექციების ფერებიკოლექციის ექსპორტის დამმუშავებლებიკოლექციის ინდექსიკოლექციის ინფოკოლექციის ინსტანციის ცარიელის ზომასინათლის მიბმების კოლექციაკოლექციის ნიღაბიკოლექციის ნიღბებიკოლექციის სახელიკოლექციის უარყოფაკვანძის კოლექციის ბუდეკოლექციის კვანძის ბუდის ინტერფეისიკოლექციური ობიექტიკოლექციური ობიექტებიკოლექციის თვისებებიკოლექციის სპეც. ხელსაწყოებიკოლექციის UIDკოლექცია, რომელიც შეიცავს ამ სიმულაციაში მონაწილე ობიექტებსკოლექცია, რომელიც შეიცავს უდრეკი სხეულის ბორკილის ობიექტებსკოლექცია შეიცავს მიმდინარე ობიექტსკოლექციების მონაცემთა ბლოკებიკოლექცია არ შეიცავს ობიექტის ტიპებს, რომლებიც შეიძლება დარენდერდეს ავტომატური გადახედვისთვისკოლექციის დასამატებელი სახელიAOV-ების კოლექციაფერთა გრადაციის ელემენტების კოლექციაწირის რუკის წერტილთა კოლექციადრაივერების F-წირების კოლექციადინამიკური ხატვის ტილოს ზედაპირების კოლექციაF-წირების მოდიფიკატორთა კოლექციაF-წირების კოლექცია კონკრეტული ქმედების სლოტისთვის, კონკრეტულ ლენტზეგრიზ ფენსილის კადრების კოლექციაგრიზ ფენსილის შრეთა კოლექციაგრიზ ფენსილის შენიღბვის შრეთა კოლექციაგრიზ ფენსილების კოლექციამხოლოდ ID-ების კოლექცია, გამოყენებული სხვადასხვა ბიბლიოთეკებიდან შესაძლო ერთსახელიან ID-ებში ორაზროვნების მოსახსნელადკლავიშთა კონფიგურაციების კოლექციასინათლეთა ჯგუფების კოლექციაNLA ლენტების კოლექციაNLA ბილიკების კოლექციაNLA ლენტის F-წირების კოლექციაკვანძის ბმულების კოლექციაკვანძის ბუდეების კოლექციაკვანძების კოლექციაობიექტის მონაცემთა ბლოკების კოლექციაOpenXR კომპონენტის გზების კოლექციაOpenXR მომხმარებლის გზების კოლექციაპროფილის წერტილთა კოლექციადროში ხელახლა განაწილების სოლების კოლექციალენტის ელემენტის კოლექციალენტების კოლექციაUDIM ფილების კოლექციაUV რუკების შრეების კოლექციაXR ქმედებათა რუკის ბმა-კავშირების კოლექციაXR ქმედებათა რუკის საგნების კოლექციაXR ქმედებათა რუკების კოლექციაქმედებათა სლოტების კოლექციაქმედებების კოლექციადანამატების კოლექციაანიმაციის არხთა კოლექცია, როგორც წესი, ქმედების სლოტთან ასოცირდებაანიმაციის შრეთა კოლექციაანიმაციის ლენტების კოლექციაანოტაციის ჩარჩოების კოლექციაანოტაციის შრეების კოლექციაანოტაციების კოლექციაარმატურის ძვლების კოლექციაარმატურის რედაქტირებადი ძვლების კოლექციაარმატურების კოლექციაფონური გამოსახულებების კოლექციაცხობის საგნების კოლექციაბლენდფაილის იმპორტის კონტექსტის საგანთა კოლექციაფუნჯების კოლექციაქეშ ფაილების კოლექციაქეშ შრეების კოლექციაკამერების კოლექციადაფიქსირების ატრიბუტის საგანთა კოლექციაარხის დრაივერის ცვლადების კოლექციაშვილობილი კოლექციების კოლექციაკოლექციური ობიექტების კოლექციაკოლექციების კოლექციაკომბინირებული შეკვრის საგნების კოლექციაწირის სფლაინების კოლექციაწირების კოლექციააქტივების მორგებული ტეგების კოლექციაკოლექცია მონაცემთა ბლოკებისს, რომელზეც გამოცხობილ მონაცემთა საშუალებით შეიძლება მითითებაექსპორტის დამმუშავებლების კოლექციაf-წირების ჯგუფთა კოლექციაველი ბადედ კვანძის საგნების კოლექციაველიდან ქიიქ საგნად გადაქცეულ ელემენტთა კოლექციაფაილის გამონატანი საგნების კოლექციასაერთო ``დირექტორია``-ქ Ⴭირიქ მქონე ფაილთა მისამართების კოლექციაშრიფტების კოლექციასტრიქონის ფორმატირების საგანთა კოლექციაწარმოქმნის საგნების კოლექციაგიზმოების კოლექციათმის წირების კოლექციაგამოსახულებების კოლექციაindex_switch საგნების კოლექციაშემავალი საგნების კოლექციაკოლექცია საგნებისა, რომელთაგანაც ჩამოთვლადი ობიექტი შედგებასაკვანძო ფაზების წერტილთა კოლექციაჩასოლვის ნაკრების მისამართების კოლექციაკლავიშრუკის საგნების კოლექციაკლავიშრუკების კოლექციაგისოსების კოლექციანიღბის მიერ გამოყენებული შრეების კოლექციაამნიღბის განმსაზღვრელი შრეების კოლექციაბიბლიოთეკების კოლექციასინათლის ზონდების კოლექციასინათლეების კოლექციახაზების სტილთა კოლექციამთავარი საგნების კოლექციამარკერების კოლექცია სიბრტყის კვალის ვიდეო ადევნებისთვისმარკერების კოლექცია ვიდეოს თვალის დევნების კვალისთვისკვალში არსებული მარკერების კოლექციაშემნიღბველი სფლაინის წერტილთა კოლექციაშემნიღბველი სფლაინების კოლექციანიღბების კოლექციამასალების კოლექციამეშის წიბოების კოლექციამეშის მარყუჟების კოლექციამეშის მრავალკუთხედების კოლექციამეშის წვეროთა კოლექციამეშების კოლექციამეტაბურთის ელემენტების კოლექციამეტაბურთების კოლექციავიდეო კლიპების კოლექციავიდეოს თვალის დევნების ობიექტთა კოლექციავიდეოს თვალის დევნების სიბრტყის კვლების კოლექციავიდეოს თვალის დევნების კვალთა კოლექციაკვანძოვანი ხეების კოლექციაობიექტის ბორკილების კოლექციაობიექტის ეფექტების კოლექციაობიექტის მოდიფიკატორების კოლექციაობიექტების მისამართების კოლექციაობიექტების კოლექციაობიექტების კოლექცია მოძრაობის თვალის დევნების ამ მონაცემთა ობიექტშიუკუგდების ოპერაციებიუკუგდების თვისებების კოლექციაშეფუთული გამოსახულებების კოლექციადასახატი წირების კოლექციაპალიტრის ფერების კოლექციაპალიტრების კოლექციანაწილაკების ანაწყობების კოლექციანაწილაკთა სისტემების კოლექციატრაექტორიების კოლექციასიბრტყის კვლების კოლექცია ამ თვალის დევნების მონაცემთა ობიექტშისიბრტყის კვლების კოლექცია ამ თვალის დევნების მონაცემთა ობიექტში. არარეკომენდირებულია, გამოიყენე objects[სახელი].plane_tracksწერტილების ქეშების კოლექციებიწერტილების ღრუბელთა კოლექციაწერტილების კოლექციაწერტილთა კოლექცია მხოლოდ ბეზიეს წირებისთვისკოლექცია წერტილებისა, რომლებიც ამ პოლის, ან nurbs სფლაინს შეადგენენპოზის ძვლის ბორკილების კოლექციადაკავშირებული ნახატების კოლექციაურთიერთდაკავშირებული ჩანახატების კოლექციაკონკრეტულ კადრზე ურთიერთკავშირში მყოფი ჩანახატების კოლექციარენდერის შრეთა კოლექციარენდერის გადავლების კოლექციარენდერის ხედების კოლექციაგამეორებული საგნების კოლექციასცენების კოლექციაეკრანების კოლექციაგანცალკევებული შეკვრის საგნების კოლექციასიმულაციის საგნების კოლექციაგამოთვლილი კამერების კოლექციახმების კოლექციაწყაროს ბიბლიოთეკების კოლექცია, მაგ.: ბლენდფაილების მისამართებისივრცეების კოლექციასპიკერების კოლექციასფლაინის ბეზიეს წერტილების კოლექციასფლაინის წერტილების კოლექციასფლაინების კოლექცია ამ ჏ირიქ მონაცემთა ობიექტშისფლაინების კოლექცია, რომელიც ამ შრეს განსაზღვრავსლენტის მოდიფიკატორთა კოლექციასტუდიური სინათლეების კოლექციასამიზნე ძვლებისა და წონების კოლექციატექსტების კოლექციატექსტურის სლოტების კოლექციატექსტურების კოლექციადროის ზოლის მარკერების კოლექციასიბრტყის თვალის სადევნებელი კვლების კოლექციაკვლების კოლექცია ამ თვალის დევნების მონაცემთა ობიექტშიკვლების კოლექცია ამ მოძრაობის თვალის დევნების მონაცემთა ობიექტში. არარეკომენდირებულია, objects[სახელი].tracks გამოიყენე2D სტაბილიზაციისთვის (გადაადგილების) კვლების კოლექციამომხმარებლის აქტივთა ბიბლიოთეკების კოლექციამომხმარებლის გაფართოების საცავების კოლექციაწვეროების ფერთა კოლექციაწვეროთა ჯგუფების კოლექციამაჩვენებლის ელემენტთა კოლექციამოცულობების კოლექციაფანჯრების მენეჯერთა კოლექციაფანჯრების კოლექციასამუშაო სივრცეების კოლექციასამყაროთა კოლექციაგეომეტრიის გასაბნევი ინსტანციების მომწოდებელი კოლექციაკოლექციის ბუდე კვანძშიკოლექცია, რომლის წევრიც უნდა იყოს ჩათვლილი ობიექტიკოლექცია, რომელიც მოთავსებულია ამ შრეთა კოლექციაშიშემავალ გეომეტრიად გამოსაყენებელი კოლექციაკოლექცია, რომელიც განსაზღვრავს ამ გამომცემის სინათლის ბმა-კავშირსკოლექცია, რომელიც განსაზღვრავს ობიექტებს, რომლებიც ამ გამომცემიდან მომავალ სინათლეს ბლოკავენკოლექციას {:s} აქვს იგივე uid {:d} რაც {:s}-სკოლექცია(ები)კოლექციებიობიექტების კოლექციებიკოლექციები, რომლებიც ამ კოლექციის პირდაპირი შვილობილებიასიმულაციის დროს შეეჯახე ობიექტებსშეეჯახე სხვა შეჯახებად ობიექტებს სცენაშიკოლაიდერის ხახუნიშეჯახებაშეჯახებების კოლექციაშეჯახების კოლექციებიშეჯახების მინდორიშეჯახების მოდიფიკატორიშეჯახების ხარისხიშეჯახების ანაწყობებიფორმა შეჯახებისასუდრეკი სხეულის სიმულაციებში მონაწილე ობიექტის ფორმა შეჯახებისასშეჯახების ტიპიშეჯახების წვეროთა ჯგუფიშეჯახების კოლექციები, რომლებსაც უდრეკი სხეული ეკუთვნისშეჯახების მანძილიშეჯახების მოდიფიკატორი, რომელიც განსაზღვრავს სტეკში მოდიფიკატორის პოზიციას გამოყენებულს შეჯახებისთვისშეჯახების ანაწყობები ობიექტისათვის ფიზიკის სიმულაციაშიშეჯახებებიფერი+X+Y+Z-X-Y-ZAშეკრებაალფას დამატებაალფაალფა ზემოდანალფა ქვეშBშეზავების ტიპიშეზავების რეჟიმილურჯიCფერიფერის ამოწვაფერის გაბაცებაკონტროლერის ხატვის სტილიურთიერთკვეთამიმდინარემუქიმუქი + სხივიგამუქებასხვაობაგაყოფაალფას წაშლაგამორიცხვაGგამის ურთიერთკვეთამწვანეHSV ამოჭრის არ჎ი჎იქტი შუქიელფერიინტენსივობანათელინათელი + სხივიგაღიავებასიბაცელიმიტის არხიწრფივი ამოწვაწრფივი შუქილუმაშერევარეჟიმიგამრავლებაშემდეგიგადაფარებაწერტილოვანი შუქიწინაRRGBRGB ამოჭრის არხიწითელიჩანაცვლებასიხასხასეეკრანირბილი შუქისიჭარბის არხიგამოკლებაუცნობიარხის გამოყენებამნიშვნელობამნიშვნელობა:მოელვარე შუქიფერი და ალფაფერი 01ფერი 02ფერი 03ფერი 04ფერი 05ფერი 06ფერი 07ფერი 08ფერი 09ფერის ატრიბუტიფერის ატრიბუტის სპეც. ხელსაწყოებიფერის ატრიბუტებიფერთა ბალანსიფერის გაძლიერებაფერის ამოწვაფერის შესწორებაფერის სიღრმეფერის გაბაცებაფერის შრობაფერის კოეფიციენტიფერის ველიფერების ბადეფერის ბადის ხაზებიფერთა ინტერპოლაციაფერით ამოჭრაფერის შრეფერის მართვაფერების დატანაფერის მაქსიმუმიფერთა შერევის ლენტიფერის რეჟიმიფერის მოდიფიკატორებიფერის მოდულაციაფერის კვანძიკვანძის ფერის ბუდეფერის კვანძის ბუდის ინტერფეისიფერის გაუმჭვირვალობაფერების პალიტრაფერის პარამეტრიზაციაფერის მისამართიფერის ამომრჩევიფერის ამომრჩევის ტიპიშემდგომი ფერიპირვანდელი ფერიფერთა წინასწარი კონფიგურაციებიფერის დაკვანტვის ბიტებიფერთა გრადაციაფერთა გრადაციის ელემენტიფერთა გრადაციის ელემენტებიფერთა ნაკრებიფერთა ნაკრების IDფერთა ნაკრები {:d}ფერთა ნაკრებებიფერების გადაწევაფერითი სივრცეფერითი სივრცის ანაწყობებიფერითი სივრცე: ფერის სიჭარბეფერის გავრცელებაფერის ლენტიფერის ტეგიფერის ტეგებიფერის მიჯნაფერის ტიპიფერის მნიშვნელობაფერი და ალფა კომპოზიციურ ნიშნულთა გადაფარებებისთვისფერის ტრიბუტის ცხობა მხოლოდ მეშის ობიექტებისთვისაა მხარდაჭერილიფერთა ბალანსის გაძლიერება (შუქციმები)ფერთა ბალანსის გამა (შუა ტონები)ფერთა ბალანსის აწევა (ჩრდილები)ფერთა ბალანსის მოდიფიკატორი თანამიმდევრობის ლენტისთვისფერთა ბალანსის პარამეტრების თანამიმდევრობის ლენტისთვისფერთა ბალანსის პარამეტრები თანამიმდევრობის ლენტისა და მისი მოდიფიკატორებისთვისგააფერადე უჯრედები პოზიციის მიხედვითფერის ჏ირიქ დატანა გამოყენებული დისპლეის გარდაქმნამდეფერი ყველა მონასმისთვის ამ შრეზეფონის მორგებული ფერიფერი შეცდომების ელემენტებისთვისფერი ყოველი მონასმით შემოსაზღვრული მონაკვეთის შევსებისათვისფერი გრიზ ფენსილის საკვანძო ფაზების მისათითებლადფერი ინფორმაციული ელემენტებისთვისმთავარ ფერთან შესარევი ფერიფერი ახალდამატებული გარდაქმნის F-წირებისთვის (მდებარეობა, ბრუნვა, მასშტაბი) და ასევე ფერი დაფუძნებულია გარდაქმნის ღერძზეობიექტის მოხაზულობის ფერიფერი ცალი ფერის რეჟიმისთვისფერი "გადაკეთებაში", ან რედაქტირებაში მყოფი ლენტისთვის/ქმედებისთვისფერი წარმატებული ელემენტებისთვისფერი მოასმების შეფერილობისთვისფერი გამაფრთხილებელი ელემენტებისთვისმავთულბადის ფერი, როცა რედაქტირების რეჟიმია ჩართული, მაგრამ წიბოს მონიშვნა აქტიურიაფერი ტემპერატურისგანელფერის აცდენაფერი sRGB ფერით სივრცეშიფერი sRGB ფერის სივრცეში (ძირითადად მომხმარებლის ინტერფეისის ფერებისთვის)ფერი გამა-კორექტირებულ სივრცეშიფერი წრფივ სივრცეშიფერი სცენის სამუშაო წრფივ ფერით სივრცეშიფერის შენატანი, რომელზეც გამოყენებული იქნება HSV ფერის გარდაქმნაფერის შენატანი, რომელც კორექცია იქნება გამოყენებულიფერის შენატანი, რომელზეც შებრუნება იქნება გამოყენებულიფერის რყევის ეფექტი ელფერზეფერის რყევის ეფექტი სიხასხასეზეფერის რყევის ეფექტი მნიშვნელობაზეფერთა მენეჯმენტის ამსახველი მოწყობილობის ანაწყობებიშენახვამდე გამოსახულებაზე გამოყენებული ფერის მენეჯმენტის ანაწყობებიფერთა მენეჯმენტის ანაწყობები გამოყენებული დისპლეიზე გამოსახულებების საჩვენებლადფერის მენეჯმენტი, სპეციფიურია ამსახველი მოწყობილობისთვისფერთა მენეჯმენტის ხედის გარდაქმნის ანაწყობებიფერების დატანის ანაწყობებიფერის მოდიფიკატორი '%s' ვერ მოცილდაფერის მოდიფიკატორის ტიპიფერის მოდიფიკატორები ხაზის ფერების შესაცვლელადგააფერადე კვანძთა ბმულები მათი დაკავშირებული ბუდეების მიხედვითავტოჩასოლვის ინდიკატორი, როცა ჩართულიააქტიური მარკერის ფერიდანაწევრების საკვანძო ფაზის ფერიკურსორის ფერი დამატებისასკურსორის ფერი გამოკლებისასგათიშული მარკერის ფერიუკიდურესი საკვანძო ფაზის ფერისაქაღალდეების ფერი ფაილების ბრაუზერშიწარმოქმნილი საკვანძო ფაზის ფერირყევის საკვანძო ფაზის ფერისაკვანძო ფაზის ჩარჩოს ფერისაკვანძო ფაზების ფერი ბილიკზე მიმდინარე კადრის შემდეგსაკვანძო ფაზების ფერი ბილიკზე მიმდინარე კადრამდეზედაპირიდან სინათლის გამოცემის ფერიფერები ხაზებისთვის, რომლებიც აჩვენებს მუდმივი ინტერპოლაციის რეჟიმსფერები ხაზებისთვის, რომლებიც თანდათანობით გადასვლებსა და დინამიკური ინტერპოლაციის რეჟიმს აჩვენებსფერები ხაზებისთვის, რომლებიც აჩვენებს წრფივი ინტერპოლაციის რეჟიმსდაბლოკილი მარკერის ფერიმარკერის ფერიმარკერის მოხაზულობის ფერიმოძრაობის შეკავების საკვანძო ფაზის ფერიახალი ანოტაციის შრეების ფერიტრაექტორიის ფერი მიმდინარე კადრის შემდეგტრაექტორიის ფერი მიმდინარე კადრამდეგადახედვის დიაპაზონის გადაფარების ფერისხივტყორცნის ფერი, როცა სათადარიგო შემთხვევა განხორციელდებასხივტყორცნის ფერი აცდენის შემთხვევაშისხივტყორცნის ფერი მოხვედრის შემთხვევაშიჩვეულებრივი საკვანძო ფაზის ფერისცენის ლენტის დიაპაზონის გადაფარების ფერიმონიშნული დანაწევრების საკვანძო ფაზის ფერიმონიშნული უკიდურესი საკვანძო ფაზის ფერიმონიშნული წარმოქმნილი საკვანძო ფაზის ფერირყევის მონიშნული საკვანძო ფაზის ფერიმონიშნული საკვანძო ფაზის ფერიმონიშნული საკვანძო ფაზის ჩარჩოს ფერიმონიშნული მარკერის ფერიმოძრაობის შეკავების მონიშნული საკვანძო ფაზის ფერიკვამლის ფერიწვის შედეგად გამოცემული კვამლის ფერიშეჯამების არ჎იქ ფერიტექსტურის გადაფარების ფერივიჯეტების ქვეშ გასმული ხაზის 1px-იანი ჩრდილის ფერიF-჏ირიქ ფერი გრაფიკების რედაქტორშიგარემომცველი სინათლის ფერი, რომელმაც ერთგვაროვნად გაანათა სცენააგურებს შორის სივრცის ფერიფონის ფერირედაქტორებს შორის საზღვრის ფერიარხის ფერი საექსპოზიციო ფურცელშიშესაბამისი ბუდის ტიპის ფერი კვანძების რედაქტორშიგამოცემული სინათლის ფერიპირველი უჯრიქ ფერიპირველი საჩვენებელი აგურის ფერისინათლის დიფუზიური შუქციმის ფერისინათლის სპეკულარული შუქციმის ფერიმასალის ფერიდიფუზიის, ზედაპირქვეშას, ლითონურობისა და გავლისთვის გამოყენებული მასალის ფერითითოეული რედაქტორის ფერი, აჼტიურიქ გარდააქტიური რედაქტორის მოხაზულობის ფერიუმაღლესი დონის პანელთა მოხაზულობის ფერიუმაღლესი დონის აჼტიურ პანელთა მოხაზულობის ფერისაღებავის ფერიმეორე უჯრიქ ფერიმეორე საჩვენებელი აგურის ფერიბრწყინვის ანარეკლის ფერიტექსტის ჩასასმელი კურსორის (კორექტურული ნიშნის) ფერიკვალის ფერი ვიდეო კლიპების რედაქტორსა და 3D სარკმელში ამოხსნის შემდეგგამოსაყენებლი ფერთა პალიტრაფერის ამომრჩევიფერთა გრადაციის დატანა, რომელიც ფერს სკალარულ მნიშვნელობას ანიჭებსფერთა გრადაცია გამოყენებული ხაზის ფერის შესაცვლელადფერადი გრადიენტი გამოყენებული ფუნჯის ქი჊ჼარიქ ეფექტის განსასაზღვრადფერადი გრადიენტი, რომელიც გამოიყენება სიახლოვის მილევის განსასაზღვრადწონის ხატვის რეჟიმში წონის ვიზუალიზაციისთვის გამოყენებული ფერთა დიაპაზონიფერის ქი჎აქ჎აქიქ კოეფიციენტიელვარების გამოსაყენებლად მონიშნული ფერითემის ფიქსირებული ფერთა ნაკრების ნაცვლად ფერთა ნაკრები მომხმარებლის მიერაა დადგენილიფერთა ნაკრები, რომელიც ამ ჯგუფს ძვლების ფერებს უდგენსფერითი სივრცე გამოსახულების ფაილში, რომლადაც, ან რომლიდანაც უნდა გადავაქციოთ გამოსახულება შენახვისა და ჩატვირთვისასშეტანილი გამოსახულების ფერითი სივრცეგამოტანილი გამოსახულების ფერითი სივრცეფერითი სივრცე, რომელშიც სეკვენსერი ოპერირებსდასაყენებელი ფერითი სივრცეYCbCrA დამუშავებისთვის გამოყენებული ფერითი სივრცეფერითი სივრცე, რომელიც გამოიყენება ამ ფაილში არსებული ყველა სცენის წრფივი ფერისთვის, ასევე კომპოზიტირების, იერფერთა და გეომეტრიის კვანძთა პროცესირებისთვისფერის სიძლიერე ახალი მონასმებისთვის (ზემოქმედება ფერის ალფა კოეფიციენტზე)ფერის ტეგი 1ფერის ტეგი 2ფერის ტეგი 3ფერის ტეგი 4ფერის ტეგი 5ფერის ტეგი 6ფერის ტეგი 7ფერის ტეგი 8ფერიანი ტეგი კოლექციისთვისფერის ტეგი ლენტისთვისიმ კვანძთა ჯგუფის ფერის ეტიკეტი, რომელიც ზეგავლენას ახდენს კოლონტიტულის ფერზეშენატანის თეთრი წერტილის ფერის ტემპერატურაგამონატანის თეთრი წერტილის ფერის ტემპერატურასცენის თეთრი წერტილის ფერის ტემპერატურაფერი, რომელიც შიფრავს ნორმალების რუკას მითითებულ სივრცეშიფერი, რომელიც უნდა შენარჩუნდესგააფერადე გადავლაშენატანის თეთრი წერტილის შეფერილობა (ნაგულისხმები 10 შეესაბამება დღის სინათლეს)გამონატანის თეთრი წერტილის შეფერილობა (ნაგულისხმები 10 შეესაბამება დღის სინათლეს)სცენის თეთრი წერტილის შეფერილობა (ნაგულისხმები 10 ემთხვევა დღის სინათლეს)მარკის ტექსტის უკან გამოსაყენებელი ფერიმარკის ტექსტისთვის გამოსაყენებელი ფერიფერსოსთვის გამოყენებული ფერიჩრდილისთვის გამოყენებული ფერიაქტიური ძვლებისთვის გამოყენებული ფერიელვარების წარმოსაქმნელად გამოყენებული ფერიმონიშნული ძვლებისთვის გამოყენებული ფერიძვლების ზედაპირისთვის გამოყენებული ფერიშეფერვისთვის გამოყენებული ფერიდიაპაზონის გამოსაყოფად გამოყენებული ფერიფერის მნიშვნელობის კოეფიციენტიფერის მნიშვნელობა გეომეტრიის ატრიბუტშიფერი {:d}ფერი1ფერი2გაფერადებული ბორკილებიგაფერადებაგაფერადებაგაფერადების ეფექტიგაფერადების ეფექტიფერებისვეტისვეტი 1სვეტი 1 რიგი 1სვეტი 1 რიგი 2სვეტი 1 რიგი 3სვეტი 1 რიგი 4სვეტი 2სვეტი 2 რიგი 1სვეტი 2 რიგი 2სვეტი 2 რიგი 3სვეტი 2 რიგი 4სვეტი 3სვეტი 3 რიგი 1სვეტი 3 რიგი 2სვეტი 3 რიგი 3სვეტი 3 რიგი 4სვეტი 4სვეტი 4 რიგი 1სვეტი 4 რიგი 2სვეტი 4 რიგი 3სვეტი 4 რიგი 4მონაცვლეობითი სვეტებისვეტის სახელისვეტის მონიშვნასვეტის ზომამარჯვენა მინდვრის საჩვენებელი სვეტის ნომერიგადასახტომი სვეტისვეტებისვეტების ზომასვეტები ცხრილშისვეტები:დავარცხნე თმაკომბინაციანამდვილი გადანაცვლებისა და ამობურცულობის დატანის კომბინაცია უფრო წვრილმანი დეტალების მისაღებადკომბინირებაკომბინირებული შეკვრაკომბინირებული შეკვრის საგანიფერის კომბინირებაცილინდრული კომბინირებამატრიცის კომბინირებადააკომბინირე სხვადასხვა ნიმუშების დიაპაზონით დარენდერებული OpenEXR მრავალშრიანი გამოსახულებებიერთ გამოსახულებად შემცირებული ხმაურითსფერული კომბინირებაგარდაქმნის კომბინირებაXYZ-იქ კომბინირებადააკომბინირე გადაადგილების ვექტორი, ბრუნვა და მასშტაბირების ვექტორი გარდაქმნის მატრიცადდააკომბინირე ყველა შრე ერთ შრედდააკომბინირე ყველა შრე, რომლებსაც ერთი და იგივე სახელი აქვსდააკომბინირე მოცულობის შეფერადების ყველა კომპონენტი ერთ, იოლად მოსახმარ კვანძადდააკომბინირე გამოსახულება თავისი კომპოზიტი ფერის არხიდანქმედებების შეთავსება და შრეებად განთავსებადააკომბინირე შემავალი სტრიქონების ნებისმიერი რაოდენობამოახდინე ორივე ხედის კომბინაცია შემჭიდროვებულ კადრშიდააკომბინირე მანძილი და ტოლკუთხა სემპლირება მოცულობებისთვის, სადაც არც ერთი მეთოდი არაა იდეალურიფერების კონკრეტულ მოდელზე დაყრდნობით დააკომბინირე ოთხი არ჎ი ერთ ფერადდააკომბინირე ბადეები გამოკლებითი გზითდააკომბინირე ბადეები შეკრებითი გზითდააკომბინირე შრეები ერთ შრედ რეჟიმის მიხედვითდააკომბინირე შრეები აჼტიურ ჯგუფში ერთ შრედდააკომბინირე მეშები გამოკლებითი გზითდააკომბინირე მეშები შეკრებითი გზითშეაერთე რამდენიმე ბუდის მნიშვნელობები.შეუთავსე ორიგინალი მასშტაბი დაკოპირებულ მასშტაბსმოახდინე ბრუნვის კომბინაცია ისე, როგორც ორიგინალი აცდენის უჯრით. რამდენიმე ღერძიან ბრუნვებზე კარგად არ მუშაობს.დააკომბინირე სივრცის ფონური გამოსახულება ნიღაბთანდააკომბინირე აჼტიური შრე ზუსტად მის ქვეშ მდებარე შრესთან (თუ ასეთი არსებობს)მოახდინე ჎უფიქ გეომეტრიისა და საბაზისო მეშის კომბინაცია (ინსტანციების რეალიზებითა და წვეროთა შერწყმით)შეაერთე ხედები (მარცხენა და მარჯვენა) ერთ სტერეო 3D-იან ნაწარმადდააკომბინირე ორი გამოსახულება გვერდიგვერდ საჩვენებლად. როგორც წესი, მაჩვენებლის კვანძთან კომბინაციაში გამოიყენებადააკომბინირე ორი გამოსახულება სიღრმის რუკების გამოყენებითგააერთიანე ორი ლენტი შეზავების რეჟიმების გამოყენებითშეთავსებულიკომბინირებული ექსპორტიშეთავსებული RGBცხობის კომბინირებული გადავლა საჭიროებს გამოცემის, ან სინათლის გადავლას ჩართული პირდაპირი, ან ირიბი წვლილითკომბინირებული არხებიკომბინირებული ჏ირი თითოეულ არ჎ქ ინდივიდუალურად მიესადაგება, რამაც შესაძლოა, ელფერის ცვლილება გამოიწვიოსკომბინირებული ქმედებაახდენს თავისი ყველა პირდაპირი შვილობილი უდრეკი სხეულის კომბინაციას ერთ უდრეკ სხეულადრეგისტირებული მშობლისთვის გამოსაყენებელი, მძიმით დაცალკევებული ტეგებიბრძანების პრომპტი აქბრძანებების ისტორიაბრძანება გაწყდაბრძანების სტრიქონის პრომპტიბრძანების სტრიქონის პრომპტის ენაბრძანების გამონატანიბრძანება ტექსტური რედაქტორის გასაშვებად, სრული მისამართი, ან ბრძანება $PATH-ში. როცა ცარიელადაა დატოვებული გამოიყენე შიდა რედაქტორიდააკომენტარესაერთოანიმაციის საერთო თვისებებიწირების საერთო თვისებებითემის საერთო თვისებებისაზოგადოებაკომპაქტური განლაგებაკომპაქტური სიაათწილადებიანი კომპაქტურიშედარებაფერის ატრიბუტების შედარებამასალების შედარებაშედარების რეჟიმინაკერის შედარებამკვეთრის შედარებაUV-ქ შედარებაშეადარე შემავალ ვექტორთა თითოეული ელემენტიშეადარე შემავალ ვექტორთა ელემენტების საშუალოშეადარე შემავალ ვექტორთა მიმართულებაშეადარე შემავალ ვექტორთა სკალარული ნამრავლებიშეადარე შემავალ ვექტორთა სიგრძეებიშეადარე სიჩქარეები წინა კადრიდან ახალ სიჩქარეებს მიმდინარე კადრიდან და დატოვე მაქსიმუმიშეადარე სიჩქარეები წინა კადრიდან ახალ სიჩქარეებს მიმდინარე კადრიდან და დაიტოვე მინიმუმიდააკომპენსირე მასშტაბის ნებისმიერი ცვლილებები ბრუნვის ცენტრთან მიმართებაშიკომპენსაცია ობიექტის არაერთგვაროვანი მასშტავისთვისდააკომპენსირე სხვა მოდიფიკატორების მიერ გამოყენებული მასშტაბირებამოახდინე ერთი ღერძის მასშტაბირების კომპენსაცია დანარჩენ ორ ღერძზე შესაფერისი მასშტაბირების გამოყენებითიერფერების პარალელური კომპილირებისთვის გამოყენებული კომპილაციის მეთოდი. ქვეპროცესი ბევრად მეტ RAM-ქ მოითხოვს თითოეული სამუშაოსთვის, მაგრამ შეიძლება, სწრაფად დააკომპილიროს იერფერები ზოგიერთ სისტემაზე. ცვლილებების ძალაში შესვლისთვის საჭიროა Blender-იქ გადატვირთვა. (მხოლოდ OpenGL)დააკომპილირე ბაიტური კოდი იერფერის სკრიპტის კვანძისთვისდააკომპილირე Cycles-იქ GPU კერნელი მახასიათებელთა მხოლოდ იმ კომპლექტით, რომელიც მიმდინარე სცენისთვისაა საჭირომორგებული იეფერის კომპილირებული ბაიტური კოდიდაკომპილირდა ფიზიკის ძრავის Bullet-იქ გარეშეკომპილირებულია GMP-ქ გარეშე, "წილადნიშნა" ამომხსნელის გამოყენებითკომპილირდა OpenVDB-იქ გარეშეკომპილირებულია ხმის მხარდაჭერის გარეშეEEVEE ძრავის იერფერების კომპილაციაიერფერების კომპილაცია (დარჩენილია {})მხოლოდ სრული დამთხვევებისრული პატაკი ხელმისაწვდომია '{:s}' ტექსტურ მონაცემთა ბლოკშიმთლიანად წაშალე დაქვემდებარება, დაკავშირებული მოდიფიკატორების ჩათვლით, თუ ასეთი არსებობსსრულიად დააიგნორირე მშობლის მასშტაბირებასრულიად დამოუკიდებელი, ხელით დაყენებული სახელურიმთლიანად ჩაანაცვლე პოზის აქტივის ყველა არ჎ი ამჟამად მონიშნულითრთულიკომპონენტიკომპონენტის მისამართებიკომპონენტის ტიპიკომპონენტებიკომპოზიტიკომპოზიტირებაკომპოზიტირების კვანძის მაჩვენებელიკომპოზიტირების კვანძებიკომპოზიტირება...კომპოზიციაკომპოზიციის ნიშნულთა ფერიკომპოზიციის ნიშნულებიკომპოზიტორიკომპოზიტორის მორგებული ჯგუფიკომპოზიტორის განხმაურების კვანძის მოწყობილობაკომპოზიტორი მოწყობილობაკომპოზიტორის საბოლოო განხმაურების ხარისხიკომპოზიტორი მოდიფიკატორიკომპოზიტორი კვანძიკომპოზიტორის კვანძოვანი ხეკომპოზიტორი კვანძებიკომპოზიტორის სიზუსტეკომპოზიტორის გადახედვის განხმაურების ხარისხიკომპოზიტორის კვანძოვან ხეს ციკლური ბმულები აქვს.შედგენილი მშობელიკომპრესირებაფაილის კომპრესირებადააკომპრესირე მეში Draco-ქ გამოყენებითშეკუმშე ჩვეულებრივი კამერების მიერ სცენაში მითითებული მნიშვნელობები ACEScg გამადკუმშვაკომპრესირების დონეშეკუმშვის დემპფირებაშეკუმშვისას გახევებაშეკუმშვისას გახევების მაქსიმუმიკომპრესირების კოდეკის ანაწყობები OpenEXR-ისთვისკომპრესირების დონე (0 = უდიდესი სისწრაფე, 6 = ყველაზე მეტი კომპრესირება, ამაზე მაღალი მნიშვნელობები ამჟამად მხარდაუჭერელია)კუმშვის გამოსაყენებლი მეთოდიკომპრესირების რეჟიმი TIFF-ისთვისგამოთვლის დიაპაზონიგამოთვლა წარმატებული იყოგამომთვლელი მოწყობილობის ტიპიგამოთვალე პიქსელური მნიშვნელობების საშუალო და სტანდარტული დევიაციაგამოთვალე მანძილი უახლოეს წიბომდეგამოთვალე მანძილი უახლოეს წახნაგამდეგამოითვალე მანძილი უახლოეს წვერომდეგამოთვალე გლობალური განათება, გარშემორტყმულ ობიექტებზე სინათლის ასხლტომის გათვალისწინებითგამოთვალე, რამდენად არიქ დახშობილი ნახევარსფერო შეფერადების წერტილს ზემოთ, მაგალითად, კუთხეებზე ცვეთის ეფექტების დასამატებლად. შენიშვნა: Cycles-ისთვის ამან შეიძლება, დარენდერება საგრძნობლად შეანელოსგამოთვალე უახლოესი მდებარეობა სამიზნე გეომეტრიაზეგამოთვალე მოცემული მატრიცის დეტერმინანტიგამოთვალე შენატანის ბადის გრადიენტის დივერგენციათუ მოცემულია მატრიცა, გამოთვალე მისი ინვერსიული ვარიანტიგამოთვალე მოცემული ბრუნვის შექცევაგამოთვალე მატრიცის 3x3 ნაწილის სინგულარულ მნიშვნელობიანი დაყოფამოცემული ნიღაბიდან გამოითვლის ნიშნიან მანძილისგამოითვლის უახლოეს წერტილამდე მანძილს, ასევე მის პოზიციასა და ფერსგამოითვლის მანძილს ვორონოის უჯრედის კიდემდეგამოითვლის მეორე უახლოეს წერტილამდე მანძილს, ასევე მის პოზიციასა და ფერსგამოითვლის ვორონოის უჯრედში რეგისტრირებული n-სფეროს რადიუსსზედა ჩაზნექილობაბეტონივითარებაკონუსიკონფიგურაცია ერთი შტრი჎იქ სეგმენტისთვისგაბნეული ინსტანციების კონფიგურაციათითეული ინსტანციის გარდაქმნასთან დაკავშირებული კონფიგურაციამოახდინე მუდმივი ბიტრეითის, და არა გამონატანის მუდმივი ჎არიქ჎იქ კონფიგურაციაგაბნეული ინსტანციების გარდაქმნის კონფიგურაციადადასტურებადადასტურება აშვებისასდადასტურების მიჯნადაადასტურე დაცერობებადადასტურება აშვებისასკონფლიქტში მოდის რენდერის სხვა, იმავე სახელის მქონე გადავლასთანკონფორმული ბაზაკონფორმულიშეერთებული ზემოდანცენტრის დაკავშირებადაკავშირებული მარყუჟებიშესატყვისი ბოლოების დაკავშირებასარკისებურის დაკავშირება:ნაგულისხმებად დააკავშირე ვიდეო ლენტებიმომდევნოს დაკავშირება:სარკისებურ ასლთან დაკავშირებადააკავშირე ბმული ახალი ბუდის შესაქმნელად.დაუკავშირე აჼტიური კვანძი კვანძოვანი ჎იქ გამონატანის აჼტიურ კვანძსდააკავშირე თმის ყველა სისტემა გამომცემ მეშთანჯაჭვის დაკავშირებაახლოს მყოფი დაბოლოებების დაკავშირებადააკავშირე თმა გამომცემ მეშთანნაგულისხმებად დააკავშირე ახლად დამატებული ვიდეო ლენტები, თუ რამდენიმე არ჎ი აქვთჯაჭვურად დააკავშირე ობიექტები მანძილის მიხედვით, დაწყებული აჼტიური ობიექტიდანდაუკავშირე მონიშნული ობიექტები აჼტიურ ობიექტსდააკავშირე მონიშნული წახნაგთა წვეროები, წახნაგის გაპობითდაუკავშირე დ-ძვლების ჯაჭვი მშობელ რიგსშეაერთე თაღი ცენტრთანდააკავშირე ორი კვანძი რომელიმე კონკრეტულ ბუდეზე დაუწკაპუნებლად (ავტომატურად დგინდება)დააკავშირე წვეროები მათი მონიშვნის თანმიმდევრობის მიხედვით, წიბოების შექმნითა და წახნაგების გაპობითდაკავშირებულიმხოლოდ დაკავშირებულიდაკავშირებული წახნაგები (წიბოთა მაგივრად)დამაკავშირებელი წიბოთა მარყუჟები პირგადადებულიაკავშირის ლიმიტიკავშირის ფაქტურაბმულობაწირის რადიუსის გათვალისწინებასინათლის ზონდის მოცულობის დასაფიქსირებლად მასალა ცალმხრივად ჩათვალე. დამატებით ეხმარება ობიექტის შიგნით მყოფი ზონდების უგულვებელყოფა სინათლის გაჟონვის თავიდან ასაცილებლად.მოცულობის ცენტრის ძებნისას ჩათვალე ობიექტები მთელადმიმართვისას გაითვალისწინე სინათლის პირდაპირ ხილული წყაროების წვლილიპროფილის ჏ირიქ სიგრძის მიხედვით V კომპონენტის განაწილებისას მხედველობაში მიიღე მთავარი ჏ირიქ რადიუსის ატრიბუტი, როგორც ფაქტორიწვეროების მაგივრად წიბოები, რათა მონიშნო რომელი წიბოების აღნიშვნაა/აღნიშვნის მოხსნაა საჭირო მკვეთრადთანმიმდევრულისაგნისთვის გამოყენებული თანმიმდევრული იდენტიფიკატორიკონსოლიკონსოლის შემავალი მონაცემებიკონსოლის ხაზების უკუგადაფურცვლაკონსოლის ხაზის ტიპი უკან გადაფურცლვაში გამოყენებისასკონსოლის გამონატანის ტიპიმუდმივამუდმივამუდმივი ბიტური სიხშირემუდმივი დეტალიმუდმივი ექსტრაპოლაციამუდმივი ინტერპოლაციამუდმივი სიგრძემუდმივი აცდენამუდმივი აცდენის გადანაცვლებამუდმივი ქი჎შირიქ კოეფიციენტი (CRF); კომპრომისი ვიდეოს ჎არიქ჎ქა და ფაილის ზომას შორისმუდმივი ეკრანული ზომის ნორმალებითანაბარი აჩქარება მოცემული მიმართულებითმუდმივი მიმართულების მქონე პარალელურ სხივებიანი სინათლემუდმივი მიმართულების პარალელურ სხივებიანი სინათლის წყარომუდმივი კოეფიციენტი, რომლითაც უნდა მოხდეს დროის აცდენა ფუნქციისთვისმუდმივი კოეფიციენტი, რომლითაც ხდება მნიშვნელობების აცდენამუდმივი მილევამუდმივი ძალა ძალის ობიექტის ლოკალური Z ღერძის გასწვრივმუდმივი სიდიდით წირზემუდმივი წინასწარი კონფიგურაციადაბორკე ობიექტის მდებარეობა სასურველი ტრაექტორიის გასწვრივ მდებარე უახლოესი წერტილითმიბორკე ბოიდები ზედაპირზეშებორკე კუნძულები, რომლებიც ჩამაგრებულ UV-ებს მოიცავენდაბორკე უდრეკი სხეულები ისე, რომ საერთო ბრუნვის ცენტრის გარშემო იმოძრავონშებორკვა გამოსახულების ზღუდეებითშებორკე მნიშვნელობა მინიმუმსა და მაქსიმუმს შორისშეზღუდე მნიშვნელობა მინიმალურსა და მაქსიმალურს შორის, არგუმენტების გაცვლით როცა მინ. > მაქს.-ზედელონეს შეზღუდული ტრიანგულაცია (CDT - Constrained Delaunay Triangulation), თვითგადაკვეთების მხარდაჭერით მძლავრიბორკილიშეკრებითიშერევაშერევის რეჟიმიხარისხიმეთვალყურებორკილი '%s' ობიექტში '%s' ვერ მოიძებნაბორკილი '%s' პოზის ძვალში '%s' ვერ მოიძებნაბორკილის ღერძიბორკილის ოპერაციაბორკილის სამიზნებორკილის სამიზნე ძვალიბორკილის ღერძის ბლოკის ვარიანტები ძვლის, ან სამიზნის მითითებასთან მიმართებაშიბორკილი შეიძლება გატყდეს, თუ ამ მიჯნაზე უფრო მაღალ იმპულსს მიიღებსუდრეკი სხეულების დამბორკავი ბორკილიბორკილს აქვს ვარგისი ანაწყობები და შესაძლოა მისი შეფასებაბორკილი, რომელიც უდრეკი სხეულის სიმულაციაში მყოფ ობიექტებზე ახდებს გავლენასრედაქტირდება ბორკილიობიექტებისა და ძვლების გარდამქმნელი ბორკილიბორკილის სახელიბორკილების სახელებს განსაკუთრებული მნიშვნელობები აქვს.ბორკილის ბრუნვის ცენტრის მდებარეობაბორკილის პოზიცია X ღერძზებორკილის პოზიცია Y ღერძზებორკილის პოზიცია Z ღერძზებორკილის ბრუნვა X ღერძზებორკილის ბრუნვა Y ღერძზებორკილის ბრუნვა Z ღერძზებორკილი რედაქტირებისას გამოსახულების ზღუდეების ფარგლებში დასარჩენადბორკილის პანელი ფართოვდება UI-შიბორკილებიბორკილები, რომლებიც ობიექტის გარდაქმნებზე მოქმედებსამ პოზის არხზე მოქმედი ბორკილებიააგე 4x4 მატრიცა მისი ინდივიდუალური მნიშვნელობებისგანააგე ბეზიეს წრეწირიბეზიეს ჏ირიქ აგებაააგე NURBS ზედაპირის წრეააგე NURBS ზედაპირის მრუდიააგე NURBS ზედაპირის ცილინდრიააგე NURBS ზედაპირის ნაკვეთიააგე NURBS ზედაპირის სფეროააგე NURBS ზედაპირის ტორუსიNurbs წრეწირის აგებაNurbs ჏ირიქ აგებატრაექტორიის აგებასჲუზენის გრიზ ფენსილის ობიექტის აგებასჲუზენის მეშის აგებაააგე ჏რიქ მეშიააგე კონუსისებური მეშიააგე კუბის მეშიააგე კუბის მეში, რომელიც ექვსი კვადრატული წახნაგისგან შედგებაააგე ცილინდრის მეშიააგე შევსებული სიბრტყის მეში 4 წვეროთიააგე სფერული მეში, რომელიც ტოლი სამკუთხედებისგან შედგებაააგე სფერული მეში ოთხკუთხა წახნაგებით, თავსა და ძირზე მდებარე სამკუთა წახნაგების გამოკლებითააგე დაყოფილი სიბრტყის მეშიააგე ტორუსის მეშიააგე და დაარედაქტირე ბეზიეს წირებიააგე და დაარედაქტირე სფლაინებიკონსტრუქციული მოდიფიკატორი ვერ გამოიყენება მრავალგარჩევადობის მონაცემებზე ძერწვის რეჟიმშიკონსტრუქციული მოდიფიკატორები ვერ გამოიყენებაკონტეინერიდენადი ნივთიერების სიმულაციის კონტეინერიშეიცავსშეიცავს დაკავშირებული ბიბლიოთეკის უკუგდებებს, რომლებიც ხელახალ სინქრონიზაციას საჭიროებს, რეკომენდირებულია ბიბლიოთეკის განახლებაშიგთავსიშიგთავსის ხანგრძლივობაშიგთავსის დასასრულიშიგთავსის დასაწყისიშიგთავსის მოჭრის დასასრულიშიგთავსის მოჭრის დასაწყისიამ ტექსტური ობიექტის შიგთავსიკონტექსტიკონტექსტის ატრიბუტებიკონტექსტური გიზმოკონტექსტური მენიუკონტექსტური მისამართიკონტექსტური თვისებაკონტექსტის მონაცემთა მისამართი (ფართოვდება ხილული ფანჯრების გამოყენებით მიმდინარე .blend ფაილში)კონტექსტი არასწორია, გამოსახულება ვერ მოიძებნაკონტექსტური მენიუ საგნის ოპერაციებისთვისკონტექსტური მენიუ სცენის ოპერაციებისთვისკონტექსტს აჼტიური ობიექტი არ აქვსსეკვენსერის სცენა კონტექსტში არ არსებობსკონტექსტური მისამართი ჩამაგრებულიაკონტექსტის მიმართ მგრძნობიარე გიზმოები აჼტიური კვანძისთვისკონტექსტის მიმართ მგრძნობიარე გიზმოები აჼტიური საგნისთვისკონტექსტური ფანჯარა დაყენებული არააკონტექსტური მონაცემები ბლენდფაილის ბიბლიოთეკასთან/მიბმულ მონაცემებთან დაკავშირებული ოპერაციისათვის. ამჟამად გამოვლენილია, როგორც მხოლოდ წაკითხვადი მონაცემები ბლენდიმპორტის წინა/შემდგომი დამმუშავებლებისთვისმომიჯნავეუწყვეტიგასუფთავების გარეშე გაგრძელებაგანაგრძე მიდევნება პირობითი ახალი პოზიციიდან და ახალი მიმართულებითგანაგრძე ფაილის გამოყენება Python-იქ სკრიპტების გარეშეუწყვეტი აჩქარებაგანგრძობითი ჩაბღაუჭებაუწყვეტი ზუმირება. ზუმის მიმართულება და სისწრაფე დამოკიდებულია იმაზე, თუ რამდენად შორს გადაადგილდა თაგვი დაყენებული ზუმის ღერძის გასწვრივ.უწყვეტად განაგრძე მონიშნული UV კუნძულის გადაძრობა ჩამაგრებული წვეროების გარდაქმნისასკონტურიკონტრასტიკონტრასტის ლიმიტიკონტრასტის შესწორების მნიშვნელობა. მასშტაბირებადი ტიპის კოეფიციენტი, რომლითაც ბაცი პიქსელები უნდა გაღიავდეს, ხოლო უფრო მუქები ისევ მუქი დარჩეს. კონტრასტის შესამცირებლად გამოიყენე უარყოფითი რიცხვი, ხოლო გასაზრდელად - დადებითიმოცულობაში მთავარ სხივთან გაბნეული ბილიკების წვლილიმოცულობაში მთავარ სხივთან გატარებული ბილიკების წვლილიწვლილებისამართავისამართავი ძვალისამართავის მილევაკონტროლის რეჟიმისაკონტროლო წერტილისაკონტროლო წერტილი მონიშნულიასამართავი წერტილი:საკონტროლო წერტილებიბრუნვის კონტროლიაკონტროლე ძვალთა ჯაჭვი, სასურველი ბოლო წერტილის განსაზღვრის გზით (მხოლოდ ძვლები)აკონტროლე მოძრაობის გადღაბნის აკურატულობა, მეტი ნაბიჯი მეტი მეხსიერების გამოყენებას იწვევს (საფეხურების ნამდვილი რაოდენობა არიქ 2^(საფეხურებს - 1))აკონტროლე აჼტიური კამერის კუთხეებიაკონტროლე, რამდენად შორს მიაწვე, ან მოქაჩო სოლებსაკონტროლე, რამდენად სწრაფად მცირდება ზონდის ზეგავლენააკონტროლე, თუ როგორ გადანაწილდება არჩეული დისპლეის გამოსახულებები ფიზიკურ დისპლეიზეაკონტროლე, რამდენი გამოთვლილი წერტილი უნდა წარმოიქმნას ჏ირიქ ყოველ სეგმენტზეაკონტროლე, თუ რამდენად იკლებს ნისლის სიმკვრივე სიმაღლესთან ერთადკონტროლის კლავიში დაჭერილიაკონტროლის კლავიში დაჭერილია, -1 ნებისმიერი მდგომარეობისთვისსაკონტროლო ობიექტი: თუ ხელმისაწვდომია, მისი მდებარეობა ადგენს ეფექტის ცენტრსაკონტროლე დაკვრა კადრის ნომრის მიხედვით (დააიგნორირე დროზე დამოკიდებული FPS და ქა჏ყიქი კადრი ფაილიდან)აკონტროლე დაკვრა 0-ქა და 1-ქ შორის სიდიდის მეშვეობითაკონტროლე დაკვრა დროის გამოყენებით წამებშისაკონტროლო წერტილი სხვა სფლაინს ეკუთვნისსაკონტროლო წერტილი გარსის F-მოდიფიკატორისთვისსაკონტროლო წერტილთა მასის მნიშვნელობებისამართავი წერტილი გარსის F-მოდიფიკატორში არაასაკონტროლო წერტილის მონიშვნის სტატუსისამართავ წერტილთა ზამბარის სიძლიერის მნიშვნელობებისაკონტროლო წერტილთა წონის მნიშვნელობებისაკონტროლო წერტილები, რომლებიც გარსის ფორმას განსაზღვრავენყველა ჏ირიქ საკონტროლო წერტილებიწირის საკონტროლო წერტილებისაკონტროლე შემავალი ფერის სიკაშკაშე და კონტრასტიაკონტროლე ჩარჩოს ინტენსიურობა თემების ხატულების გარშემოაკონტროლე ტექსტურული ინფორმაციის შერევა ხაზების სტილთა ძირითად ფერებთანაკონტროლე ქ჏რაფი გლობალური განათების ჎არიქ჎ი. მაღალი გარჩევადობა მეტ მეხსიერებას იყენებს.გააკონტროლე მოცულობითი ეფექტების ჎არიქ჎ი. მაღალი გარჩევადობა მეტ მეხსიერებას იყენებს.აკონტროლე მეშის ნორმალების სიგლუვე თითოეული წახნაგის გარშემო ატრიბუტის "შეაფერადე გლუვად" ცვლილებითმართე ტრაფარეტული ფუნჯიმართე გარდაქმნის გიზმოებიაკონტროლე, თუ როდის უნდა გამოიყენებოდეს დენადი გარემოს დინებააკონტროლე, თუ როდის გამოიყენებოდეს ეფექტორიაკონტროლე, ტრიალდება თუ არა თითოეული სფლაინი ციკლურად, ატრიბუტის "ციკლური" ცვლილებითაკონტროლე, რომელი სოლისკენ მოხდეს აცდენა და რამდენად შორსკონტროლერის წინკონტროლერის მდებარეობაკონტროლერის მდებარეობა სხვაკონტროლერის ბრუნვაკონტროლერის ბრუნვა სხვაკონტროლერის სტილისხვა მომხმარებლის გზის კონტროლერის სამიზნის მდებარეობა ბიმანუალური ქმედებებისთვისსხვა მომხმარებლის გზის კონტროლერის სამიზნის ბრუნვა ბიმანუალური ქმედებებისთვისკონტროლერებისამართავებიაკონტროლებს მოძრაობის გადღაბნის აკურატულობას, მეტი ნაბიჯი ნიშნავს უფრო ხანგრძლივ რენდერსაკონტროლებს გადღაბნილი მოძრაობის აკურატულობას, მეტი საფეხური უფრო ხანგრძლივ დარენდერებას იწვევს. მხოლოდ მაშინ გამოიყენება, როცა გადღაბნილი მოძრაობა ჩართულია. იმისათვის, რომ გრიზ ფენსილს გადღაბნილი მოძრაობა გაუთიშო, დააყენე 0-ზეაკონტროლებს დენადი გარემოს გამოცემას მეშის შიგნიდან (უფრო მაღალი მნიშვნელობის შედეგია მეტი გამოცემა მეშის შიგნიდან)მილაკის პროფილის ფორმის სამართავებიაკონტროლებს, თუ რამდენად მიმართულებითია ფილტრი. 0 ნიშნავს, რომ ფილტრი სრულიად ყოველმხრივია, ხოლო 2 ნიშნავს, რომ იგი მაქსიმალურად მიმართულია გამოსახულების კიდეთა გასწვრივაკონტროლებს, თუ რა ოდენობის ზეგავლენა აქვს ახლომახლო მყოფ მრავალკუთხედებს დეფორმაციაზეაკონტროლებს, როგორ გლუვდება გახსნილი საზღვრებიაკონტროლებს, როგორ გამოიყენება დაგლუვება UV-ზეაკონტროლებს პროფილის ფორმას (0,5 = მრგვალს)აკონტროლებს შეზავებასა და თავსებადობას გარკვეულ მახასიათებლებთანაკონტროლებს მთლიანი გამოსახულების კონტრასტსაკონტროლებს შუქციმების კონტრასტსაკონტროლებს გამოსახულების კონტრასტს. ნული ავტომატურად აყენებს კონტრასტს მისი გლობალური დიაპაზონის მიხედვით, სიკაშკაშის უკეთესი გადანაწილებისთვისაკონტროლებს საშუალო ტონების კონტრასტსაკონტროლებს ჩრდილების კონტრასტსაკონტროლებს მილევას ჩასოლილ და ჩაუსოლავ მნიშვნელობებს შორის. 0 სრულიად მკვეთრს ნიშნავს, ხოლო 1 - სრულიად რბილსაკონტროლებს მთლიანი გამოსახულების გაძლიერებასაკონტროლებს შუქციმების გაძლიერებასაკონტროლებს საშუალო ტონების გაძლიერებასაკონტროლებს ჩრდილების გაძლიერებასაკონტროლებს მთლიანი გამოსახულების გამასაკონტროლებს შუქციმების გამასაკონტროლებს საშუალო ტონების გამასაკონტროლებს ჩრდილების გამასაკონტროლებს ლაქის ფენის ინტენსიურობას, არეკვლადობისაც და შეფერილობისაც. როგორც წესი, ფიზიკაზე დამყარებული მასალებისთვის ნული, ან ერთი უნდა იყოსაკონტროლებს გამოსახულების ინტენსიურობას, დაბალი მნიშვნელობები ამუქებს, ხოლო მაღალი - აღიავებსაკონტროლებს მთლიანი გამოსახულების აცდენასაკონტროლებს შუქციმების აცდენასაკონტროლებს საშუალო ტონების აცდენასაკონტროლებს ჩრდილების აცდენასაკონტროლებს მთლიანი გამოსახულების სიხასხასესაკონტროლებს შუქციმების სიხასხასესაკონტროლებს საშუალო ტონების სიხასხასესაკონტროლებს ჩრდილების სიხასხასესაკონტროლებს ფილტრის სიმკვეთრეს. 0 ნიშნავს სრულიად რბილს, ხოლო 1 - სრულიად მკვეთრსაკონტროლებს მხების მიმართულებას ანიზოტროპიისთვისაკონტროლებს ზედაპირის გამჭვირვალობას, 1.0 ნიშნავს სრულიად გაუმჭვირვალსაკონტროლებს ფილტრის მიმართულების ერთგვაროვნებას. შედარებით მაღალი მნიშვნელობები უფრო ერთგვაროვან მიმართულებებს წარმოშობსაკონტროლებს შუქციმებსა და ჩრდილებს შორის გარდასვლასკონვერგენციის ძვალითანამთხვევის სიბრტყის მანძილიკონვერგენციის ძვალიკონვერტაციას მხარდაჭერა არ აქვსჩაკეტვის შეფასებისას კონვერტირება მხარდაჭერილი არააშეკვრის განცალკევებისას კონვერტირება მხარდაჭერილი არააკონვერტირებაატრიბუტის სამოქმედო არეალის კონვერტირებაფერის ატრიბუტის სამოქმედო არეალის კონვერტირებადააკონვერტირე ფერები მონაცემთა ყველა ბლოკშიფერის სივრცის კონვერტირებადააკონვერტირე წახნაგები წვეროებად და წვეროები - წახნაგებადკონვერტირება წილადნიშნადკონვერტირება აქედანდააკონვერტირე გრიზ ფენსილის შრეები ჏ირიქ ინსტანციებადორიენტაციის კონვერტირებაგადააქციე RGB შენატანი ნაცრისფერ სკალად სიკაშკაშის მეშვეობითTRS/წონების კონვერტირება ანიმაციის მიმთითებლადკონვერტირება ამადდააკონვერტირე UsdPreviewSurface იერფერები პრინციპული BSDF იერფერის ქსელებადდააკონვერტირე შავი სხეულის ტემპერატურა RGB მნიშვნელობადდააკონვერტირე ფერის სიკაშკაშე ნაცრისფერი სკალის მნიშვნელობადგადაიყვანე ბრუნვა ღერძის კუთხის კომპონენტებადგადაიყვანე სტანდარტული ბრუნვის მნიშვნელობა ეილერის ბრუნვაშიდააკონვერტირე ვექტორი, წერტილი, ან ნორმალი სამყაროს, კამერისა და ობიექტის საკოორდინატო სივრცეებს შორისგადააქციე ტალღის სიგრძის მნიშვნელობა RGB მნიშვნელობადდააკონვერტირე აჼტიური წონა წვეროთა ნაცრისფერი სკალის ფერებზედააკონვერტირე მეშში ყველა წახნაგი სამკუთხა წახნაგადდააკონვერტირე ყველა წახნაგი სამკუთხედებადგადააქციე ყველა მრავალკუთხედი სამკუთხედებადდააკონვერტირე ყველა ტექსტურა KTX2-ად, BasisU სუპერკომპრესირებითდააკონვერტირე ანიმაცია ბრუნვის ნებისმიერი რეჟიმიდან ნებისმიერ სხვაზედააკონვერტირე ფერის სხვადასხვა სივრცეებზედააკონვერტირე წირებიანი გეომეტრია მილაკის ფორმის მეშებადდააკონვერტირე წირები მეშად, სურვილის შემთხვევაში წირების მიერ განსაზღვრული მორგებული პროფილის ფორმითდააკონვერტირე თითოეული შემავალი გეომეტრია ინსტანციად, რაც შესაძლოა, ბევრად უფრო ქ჏რაფი იყოს, ვიდრე გეომეტრიის შეერთების კვანძი, როცა შენატანები დიდიადააკონვერტირე მეშის თითოეული წახნაგი ციკლურ წირად. წახნაგების ატრიბუტები ვრცელდება წირებზე.გადააქციე ეფექტორის ძალა ჰაერის დინების სიჩქარედდააკონვერტირე ბრუნვებზე ზეგავლენის მქონე f-წირები/დრაივერები, რადიანებად. გაფრთხილება: გამოიყენე მხოლოდ ერთხელგადააქციე წახნაგები გამსხვილებულ წიბოებადგადაიყვანე გრადუსებიდან რადიანებშიდააკონვერტირე დისპლეიდან სცენის წრფივად. ყველა ხედის გარდაქმნის ზუსტი შებრუნება შეუძლებელია, ამიტომ შეიძლება, შედეგი ორიგინალი სცენის წრფივ გამოსახულებას არ დაემთხვესგადაიყვანე რადიანებიდან გრადუსებშიგადაიყვანე სცენის წრფივიდან დისპლეის ფერით სივრცეში, ხედის გარდაქმნასა და ტონების გადანაწილებასთან ერთადდააკონვერტირე გეომეტრია და ინსტანციები რედაქტირებად ობიექტებადა და კოლექციებადდააკონვერტირე შენატანი წილადნიშნა მონაცემებადგადააქციე ინსტანციები ნამდვილი გეომეტრიის მონაცემებადდააკონვერტირე მეშის წიბოები ჏ირიქ სეგმენტებად. ატრიბუტები არ ვრცელდება წირების წერტილებზე.დააკონვერტირე ჩვეულებრივი ობიექტის გარდაქმნები დელტა გარდაქმნებად, ყველა უკვე არსებული დელტა გარდაქმნაც აჼ შედისდააკონვერტირე ობიექტის ნორმალური გარდაქმნების ანიმაცია დელტა გარდაქმნებადდააკონვერტირე ობიექტები ინსტანცირებულ წახნაგებადდააკონვერტირე მხოლოდ მონიშნული საკვანძო ფაზებიდააკონვერტირე ორიენტაციის ღერძი სხვა კონვენციაზე, რათა სხვა აპლიკაციებს მიესადაგოსდააკონვერტირე ნაწილაკები მეშის ობიექტადდააკონვერტირე წინასწარ გამრავლებულიდან სწორზედააკონვერტირე რენდერის ეფექტი (როგორიცაა შუჼი და ჩრდილი) ფერად. როგორც წესი, არაფოტორეალისტური დარენდერებისთვის გამოიყენება, BSDF-ების გამონატანზე დამატებითი ეფექტების დასადებად. შენიშვნა: მხოლოდ EEVEE-შია მხარდაჭერილიდააკონვერტირე ბრუნვები ეილერ XYZ-დდააკონვერტირე ბრუნვები ეილერი XZY-დდააკონვერტირე ბრუნვები ეილერ YXZ-დდააკონვერტირე ბრუნვები ეილერ YZX-დდააკონვერტირე ბრუნვები ეილერ ZXY-დდააკონვერტირე ბრუნვები ეილერ ZYX-დდააკონვერტირე ბრუნვები კვატერნიონებადდააკონვერტირე მონიშნული არხები ნიმუშებიდან საკვანძო ფაზებადდააკონვერტირე მონიშნული არხები ნიმუშების არარედაქტირებად სიმრავლედ, რათა დაზოგო შესანახი ადგილიდააკონვერტირე მონიშნული ობიექტები სხვა ტიპადდააკონვერტირე მონიშნული ეტალონური გამოსახულებები მეშის ტექსტურირებულ სიბრტყედდააკონვერტირე მონიშნული მონასმები პერიმეტრადდააკონვერტირე სწორიდან წინასწარ გამრავლებულზეგადააქციე მონასმი მოხაზულობადდააკონვერტირე წირები თითოეულ ზედა დონის ინსტანციაში გრიზ ფენსილის შრედდააკონვერტირე პირველი აღმოჩენილი USD თაღის სინათლე სამყაროს ფონის იერფერშიდააკონვერტირე მოცემული წილადნიშნა რიცხვი მთელ რიცხვად, მეთოდების არჩევითდააკონვერტირე სამყაროს მოცულობა მეშად. სამყაროს მოცულობა ადრე ძველებური EEVEE-თ რენდერდებოდა. იმისთვის, რომ წესიერად დარენდერდეს, კონვერტირებაა საჭიროდააკონვერტირე სამყაროს მასალა USD-ქ თაღოვან განათებად. ამჟამად მყშაობს მარტივ მატერიალებზე, რომლებიც შედგება ფონის იერფერთან დაკავშირებულ გარემოს ტექსტურისგან, ტექსტურის ფერის არასავალდებულო ვექტორული გამრავლებითგადაყვანა დისპლეიშიკონვერტირება წილადნიშნადკონვერტირება რადიანებადდააკონვერტირე წინასწარ გამრავლებული (ასოცირებული) ალფადან და პირიქითდააკონვერტირე ლოგარითმულ ფერით სივრცედდააკონვერტირე მონიშნული წირების ტიპიდააკონვერტირე თეთრი სივრცეები ტიპის მიხედვითკონვერტირებული შრეკონვერტერიკონვერტერი კვანძიზოგიერთი არარედაქტირებადი ობიექტი/ობიექტის მონაცემების კონვერტირება, ვარიანტის 'შეინარჩუნე ორიგინალი' იძულებით დაყენება ჭეშმარიტზეაკონვერტირებს გამოსახულების ზომისადმი ფარდობით მნიშვნელობებს ისე, რომ პიქსელებთან იყოს შეფარდებულიამოზნექილობებიანი ქერქიშეკეცვაახდენს გამოსახულების კონვოლუციას კერნელითკოორდინატი 1კოორდინატი 2საკოორდინატო სივრცეკოორდინატების სისტემასაკოორდინატო ღერძი გამოყენებული გარდაქმნის მდებარეობის ნაწილის გასარკისებურებისთვისსაკოორდინატო ღერძი გამოყენებული გარდაქმნის ბრუნვის ნაწილის გასარკისებურებისთვისკოორდინატებიამ ღერძის გასწვრივ კოორდინატები შებრუნდებასაკონტროლო წერტილის კოორდინატებისაკონტროლო წერტილის კოორდინატები. შენიშვნა: ამ მნიშვნელობის შეცვლა სახელურების განახლებასაც იწვევს, გრაფიკების რედაქტორში გარდაქმნის ოპერატორის გამოყენების მსგავსადპირველი სახელურის კოორდინატებიმარცხენა სახელურის კოორდინატები (საკონტროლო წერტილამდე)მარჯვენა სახელურის კოორდინატები (საკონტროლო წერტილის შემდეგ)მეორე სახელურის კოორდინატებიკოორდინატების სივრცეკოორდინატები, რომლებზეც VR ჰედსეტიდან გადაადგილების დელტა მნიშვნელობები უნდა იქნას გამოყენებულიდაკოპირებულია %d მონიშნული წირიდაკოპირდა მონაცემთა %d მონიშნული ბლოკიდაკოპირებულია %d მონიშნული კვანძიდაკოპირებულია %d მონიშნული ობიექტიდაკოპირებულია %d მონიშნული წერტილიმონიშვნის ნაკრებ(ებ)ი დაკოპირდა გაცვლის ბუფერშიდაკოპირდა ბორკილი: %sკოპირებული მასალა შიდა გაცვლის ბუფერშიდაკოპირებული პოზა შიდა გაცვლის ბუფერშივიდეო სეკვენსერის მონიშნული ლენტები და ეფექტების ასოცირებული ჯაჭვი გაცვლის შიდა ბუფერში გადაკოპირდავიდეო სეკვენსერის მონიშნული ლენტები გაცვლის შიდა ბუფერში გადაკოპირდამნიშვნელობა გადაკოპირდა {:d} ძვალზე{:s} პარამეტრი გადაკოპირდა {:d} ძვალზეაკოპირებს ამჟამად აჼტიური ობიექტის, ან პოზის ძვლის მატრიცას გაცვლის ბუფერში. იყენებს მატრიცებს სპეციფიურ ობიექტთან, ან სცენის აჼტიურ კამერასთან შეფარდებითაკოპირებს ამჟამად აჼტიური ობიექტის, ან პოზის ძვლის მატრიცას გაცვლის ბუფერში. იყენებს სამყაროსეული სივრცის მატრიცებსსპილენძიკოპირებადააკოპირე ნორმალის ვექტორის აბსოლუტური კოორდინატებიდააკოპირე ძვალთა ფერები აჼტიური ძვლიდან ყველა მონიშნულ ძვალზეგადააკოპირე შეკვრა აქტივთა ბიბლიოთეკაში...გრიზ ფენსილის ეფექტების კოპირებაჭდის კოპირებალოკაციის დაკოპირებამდებარეობის კოპირება (ლოკალური)მდებარეობის კოპირება (ლოკალური, მფლობელის ორიენტაცია)მდებარეობის კოპირების ბორკილიმოდიფიკატორების კოპირებანორმალის კოპირებაპოზის კოპირებადააკოპირე პოზის ძვლის ფერები პოზის აჼტიური ძვლიდან ყველა მონიშნულ პოზის ძვალზედააკოპირე უდრეკი სხეულის ანაწყობები აჼტიური ობიექტიდან მონიშნულზეგადააკოპირე Rigify-იქ ტიპი და პარამეტრები აქტიურიდან მონიშნულ ძვლებზებრუნვის დაკოპირებაბრუნვის კოპირების ბორკილიმასშტაბის დაკოპირებამასშტაბის კოპირების ბორკილიანაწყობების კოპირებადააკოპირე სტუდიური განათების ანაწყობები სტუდიური განათების რედაქტორშიგარდაქმნების დაკოპირებაგარდაქმნების კოპირების ბორკილიX-იქ კოპირებაY-იქ კოპირებაZ-იქ კოპირებაგადააკოპირე აჼტიური წვერო სხვა მონიშნულ წვეროებზე (თუ გავლენის ქვეშ მყოფი ჯგუფები განბლოკილია)დააკოპირე სამიზნის ყველა გარდაქმნა, რათა ერთად იმოძრავონდააკოპირე სამიზნის ყველა გარდაქმნაგადააკოპირე ფერი ყველა მონიშნულ კვანძზეგადააკოპირე ფერი ყველა მონიშნულ კვალზეგადააკოპირე ფერები არსებულ ძვლებზეგადააკოპირე ბორკილი სხვა მონიშნულ ობიექტებზე/ძვლებზეგადააკოპირე ბორკილები სხვა მონიშნულ ძვლებზეგადააკოპირე ბორკილები სხვა მონიშნულ ობიექტებზეგადააკოპირე ფაილები ტექსტურების დირექტორიაშიდააკოპირე უახლოესი წიბოდან (შუაწერტილების გამოყენებით)დააკოპირე უახლოესი წახნაგის უახლოესი წიბოდან (შუაწერტილების გამოყენებით)დააკოპირე უახლოესი წვეროდანდააკოპირე უახლოესი წიბოს უახლოესი წვეროდანდააკოპირე უახლოესი წახნაგის უახლოესი წვეროდანდააკოპირე იდენტური ტოპოლოგიის მეშებიდანდააკოპირე უახლოესი წყაროს წახნაგის ინტერპოლირებული კუთხეებიდანდააკოპირე კუთხის ნორმალის პროექციამოხვედრილი წყაროს წახნაგის წახნაგიდანდააკოპირე უახლოესი წიბოს უახლოეს წერტილში მდებარე წვეროების ინტერპოლირებული მნიშვნელობებიდანდააკოპირე უახლოეს წახნაგზე მდებარე უახლოესი წერტილიდან წვეროების ინტერპოლირებული მნიშვნელობებიდააკოპირე წვეროთა ინტერპოლირებული მნიშვნელობები ნორმალის პროეცირების ქვეშ მოხვედრილ უახლოეს წახნაგზე მდებარე წერტილიდანდააკოპირე ყველაზე უფრო მსგავსი წიბოდან (წიბო, რომლის წვეროებიც ყველაზე ახლოსაა დანიშნულების წიბოსებთან)დააკოპირე უახლოესი წახნაგის უახლოესი კუთხიდანდააკოპირე უახლოესი კუთხიდან, რომელსაც ყველაზე ზუსტად შესაბამისი ნორმალი აქვსდააკოპირე უახლოესი კუთხიდან, რომელსაც აქვს დანიშნულების წახნაგის ნორმალის ყველაზე ზუსტად შესაბამისი ნორნალიდააკოპირე უახლოესი წახნაგიდან (შუაგულების გამოყენებით)დააკოპირე წყაროს წახნაგიდან ნორმალი, რომელიც ყველაზე ახლოსაა დანიშნულებისასთანდააკოპირე მონაცემთა სრული მისამართიდააკოპირე სამყაროს სივრცეშიდააკოპირე თითოეული ობიექტის ლოკალურ სივრცეშიგადააკოპირე ჭდე აქტიურიდან მონიშნულზეგადააკოპირე ჭდე აჼტიური კვანძებიდან მონიშნულებზედააკოპირე მასალა მონიშნულ ობიექტებზედაკოპირე და სარკისებურად შეატრიალე კოორდინატები X ღერძზე, გასარკისებურებულ მეშზე დაყრდნობითგადააკოპირე აჼტიური ლენტის მოდიფიკატორები ყველა მონიშნულ ლენტზეგადააკოპირე მოდიფიკატორები სხვა მონიშნულ ობიექტებზედააკოპირე ახალი ნორმალები (გადააწერე არსებულს)დააკოპირე ახალ ნორმალებს მინუს ძველი ნორმალებიგადააკოპირე კვანძები გაცვლის ბუფერში, წაშალე და ხელახლა დააკავშირე.გადააკოპირე ნორმალი შიდა გაცვლის ბუფერშიჯგუფის ფერთა ნაკრებთან ასოცირებული ფერების ასლიკოპირება დუბლირებისასდააკოპირე მხოლოდ აჼტიური შრე, მოხსენი აღნიშვნა ყველა შრიქ დასართავადდააკოპირე, ან ხელახლა დაალაგე მოდიფიკატორები, ბორკილები, და ეფექტებიგადააკოპირე ნაწილაკთა სისტემები აჼტიური ობიექტიდან მონიშნულ ობიექტებზეგადააკოპირე ნაწილაკთა სისტემები მონიშნულზე: %d დასრულდა, %d წარუმატებელიადააკოპირე ძველი და ახალი ნორმალების ნამრავლი (არა ვექტორული ნამრავლი)დააკოპირე მონიშნული UV წვეროებიუკვე საკვანძო ფაზებდადებული გადააკოპირე მიმდინარე პოზის მონიშნული ასპექტები მომდევნო პოზებზეგადააკოპირე მონიშნული საკვანძო ფაზები შიდა გაცვლის ბუფერშიგადააკოპირე მონიშნული მარკერები სხვა სცენაშიდააკოპირე მონიშნული წერტილებიდააკოპირე მონიშნული წერტილები, ან წირებიგადააკოპირე მონიშნული პატაკები გაცვლის ბუფერშიგადააკოპირე მონიშნული ტექსტი გაცვლის ბუფერშიგადააკოპირე ანაწყობები აქტიურიდან კვანძებიდან მონიშნულებზედააკოპირე ანაწყობები წინა ვერსიიდანდააკოპირე მიმდინარე ხედის შრიქ ანაწყობებიდააკოპირე ახალი და ძველი ნორმალების ჯამიგადააკოპირე ტექსტი გაცვლის ბუფერშიდააკოპირე აჼტიური F-჏ირიქ F-მოდიფიკატორ(ებ)იდააკოპირე აჼტიური NLA-ლენტის F-მოდიფიკატორ(ებ)იდააკოპირე Python-იქ ბრძანება, რომელიც ამ ღილაკს ემთხვევაგადააკოპირე RNA მონაცემთა მისამართი ამ თვისებისთვის გაცვლის ბუფერშიგადააკოპირე ხაზთა აჼტიური ნაკრები შიდა გაცვლის ბუფერშიგადმოაკოპირე სხვა მონიშნული ობიექტის აჼტიური ფორმის სოლი ამაზეგადააკოპირე აჼტიური ძვლის ფერი ყველა მონიშნულ ძვალზედააკოპირე კონსოლის შიგთავსი სკრიპტში გამოსაყენებლადგადააკოპირე მიმდინარე .blend ფაილი აქტივთა ბიბლიოთეკაში. მხოლოდ ცალკე მდგომ .blend ფაილებში მუშაობს (ანუ, როცა არცერთ სხვა ფაილზე მითითება არ არსებობს)გადააკოპირე მონიშნული ძვლების ამჟამინდელი პოზა შიდა გაცვლის ბუფერშიდააკოპირე დრაივერი გამოყოფილი ღილაკისთვისდააკოპირე აჼტიური დრაივერის ცვლადებიგადააკოპირე ფაილი დანიშნულების მისამართზეგადააკოპირე ფაილი დანიშნულების მისამართზე (ან ქვედირექტორიაში)გადააკოპირე გამოსახულება გაცვლის ბუფერშიდააკოპირე სამიზნის ლოკაცია (ნებაყოფლობითი აცდენით), რათა ერთად იმოძრავონდააკოპირე სამიზნის მდებარეობადააკოპირე მასალის ანაწყობები და კვანძებიდააკოპირე მასალის ტექსტურის ანაწყობები და კვანძებიდააკოპირე მოდიფიკატორი აჼტიური ობიექტიდან ყველა მონიშნულ ობიექტზეგადააკოპირე თვისების დრაივერი აჼტიური საგნიდან ყველა მონიშნული საგნის იმავე თვისებაზე, თუ იგივე თვისება არსებობსგადააკოპირე თვისების მნიშვნელობა აჼტიური საგნიდან ყველა მონიშნული საგნის იმავე თვისებაზე, თუ იგივე თვისება არსებობსდააკოპირე სამიზნის ბრუნვა (ნებაყოფლობითი აცდენით), რათა ერთად იბრუნონდააკოპირე სამიზნის ბრუნვადააკოპირე სამიზნის მასშტაბირების კოეფიციენტები (ნებაყოფლობითი აცდენით), რათა ერთნაირად მასშტაბირდნენსამიზნის მასშტაბირების დაკოპირებადააკოპირე გრიზ ფენსილის მონიშნული წერტილები, ან მონასმები გაცვლის შიდა ბუფერშიგადააკოპირე მონიშვნის არჩეული ნაკრებ(ებ)ი გაცვლის ბუფერშიგადააკოპირე მონიშნული მონაცემთა ბლოკები შიდა გაცვლის ბუფერშიდააკოპირე მონიშნული კვანძები შიდა გაცვლის ბუფერშიგადააკოპირე მონიშნული ობიექტები შიდა გაცვლის ბუფერშიდააკოპირე მონიშნული წერტილები ახალ მონასმშიდააკოპირე მონიშნული სფლაინები შიდა გაცვლის ბუფერშიდააკოპირე მონიშნული ლენტები შიდა გაცვლის ბუფერშიგადააკოპირე მონიშნული ბილიკები შიდა გაცვლის ბუფერშიდააკოპირე სამიზნის მდებარეობა X-ზესამიზნის X ბრუნვის დაკოპირებასამიზნის X მასშტაბის კოპირებადააკოპირე სამიზნის მდებარეობა Y-ზესამიზნის Y ბრუნვის დაკოპირებასამიზნის Y მასშტაბის კოპირებადააკოპირე სამიზნის მდებარეობა Z-ზესამიზნის Z ბრუნვის დაკოპირებასამიზნის Z მასშტაბის კოპირებაგადააკოპირე ამ ჯგუფის წონა სხვა მონიშნულ წვეროებზე (გათიშულია, თუ წვეროთა ჯგუფი დაბლოკილია)დააკოპირე თვისების ეს მნიშვნელობა შესაფერისი ტიპის ყველა მონიშნულ რიგზეკოპირება გაცვლის ბუფერშიმონიშნულზე გადაკოპირებაგადაკოპირება მონიშნულზე (მენიუ)გადააკოპირე ძვალზეგადააკოპირე ობიექტზედააკოპირე მშობელ კვანძოვან ხეზე, უვნებლად შეინარჩუნე ჯგუფიგადააკოპირე მასივის ყველა მონიშნულ ელემენტზეგადააკოპირე მასივის ყველა მონიშნულ საგნის დრაივერები მონიშნულზეგადააკოპირე თვალის დევნების პარამეტრები აჼტიური ბილიკიდან ნაგულისხმებ ანაწყობებშიდააკოპირე თვალის დევნების ანაწყობები აჼტიური ბილიკიდან მონიშნულ ბილიკებზედააკოპირე წვეროთა კოორდინატები სხვა ობიექტებიდანგადააკოპირე წვეროთა ჯგუფები მონიშნულზე: %d დასრულდა, %d წარუმატებელია (ობიექტის მონაცემებს უნდა ჰქონდეს წვეროთა ჯგუფების მხარდაჭერა და შესაბამისი ინდექსები)გადააკოპირე წონები აქტიურიდან მონიშნულზეID '%s'-იქ დაკოპირება შეუძლებელია, რადგან '%s' ტიპის მონაცემთა ბლოკები მხარდაუჭერელიამოდიფიკატორი '%s' გადაკოპირება ობიექტზე '%s' წარუმატებელიაკოპირაითიცნობა საავტორო უფლებების შესახებ ამ ელემენტისთვის. საავტორო უფლებების ცარიელი ცნობა მაინცდამაინც არ გულისხმობს, რომ მასზე საავტორო უფლებები არ ვრცელდება. განმარტების მისაღებად დაუკავშირდით ავტორს.საფუძვლის ნიღაბისაცობიკუთხეკუთხის დახრილობაკუთხის ცენტრიკუთხის წახნაგის ინდექსიკუთხის სახელურებიკუთხის ინდექსიკუთხის ინდექსი წახნაგშიკუთხის მომდევნო წიბოკუთხის ნორმალებიკუთხის აცდენაკუთხის აცდენის მანძილიკუთხის აცდენის კოეფიციენტიკუთხის აცდენის მეთოდიკუთხის ჩამაგრებაკუთხის წინა წიბოკუთხის მომრგვალებაკუთხის სიმრგვალეკუთხიდან გახლეჩაკუთხის ქვედანაყოფებიკუთხის ტიპიკუთხის წვეროწიბოს კუთხეწახნაგის კუთხეწვეროს კუთხეკუთხეებიწიბოს კუთხეებიწახნაგის კუთხეებიწვეროს კუთხეებისწორი პროპორციაწახნაგის ატრიბუტების შესწორებაგარდაქმნისას შეასწორე UV კოორდინატებიUV-ქ შესწორებაგარდაქმნისას შეასწორე ისეთი მონაცემები, როგორებიცაა UV და ფერის ატრიბუტებიშეასწორე დეფორმაციისგან განპირობებული გამრუდებაშესწორების მეთოდიშესწორება ელფერთა მთელი დიაპაზონისთვისშესწორება შუქციმებისთვისშესწორება საშუალო ტონებისთვისშესწორება ჩრდილებისთვისშემასწორებელინორმალების შემასწორებელი შეტრიალებაშემასწორებელი დაგლუვების მოდიფიკატორიწახნაგების წონებზე გამოყენებული შემასწორებელი კოეფიციენტი, 50 ნეიტრალურია, უფრო დაბალი მნიშვნელობები ზრდის ქუქტი წახნაგების წონას, უფრო მაღალი მნიშვნელობები ზრდის ძლიერი წახნაგების წონასშემასწორებელი დაგლუვებაკორელაციაკოსინუსიკოსინუსის რეჟიმიბამბაკოლექციის '%s' დაკავშირება/კავშირის წყვეტა ვერ მოხერხდა, რადგან კოლექცია '%s' დაკავშირებულიაკოლექციის '%s' დაკავშირება/კავშირის წყვეტა ვერ მოხერხდა, რადგან კოლექცია '%s' უკუგდებულიაობიექტის '%s' დაკავშირება/კავშირის წყვეტა ვერ მოხერხდა, რადგან კოლექცია '%s' დაკავშირებულიაობიექტის '%s' დაკავშირება/კავშირის წყვეტა ვერ მოხერხდა, რადგან კოლექცია '%s' უკუგდებულიაფერის კვანძი ვერ დაემატაქეშ ფაილში შრე ვერ დაემატანიღბის კვანძი ვერ დაემატაახალი UV რუკის დამატება ობიექტზე '{:s}' (მეში '{:s}') ვერ მოხერხდაქმედება '%s' ვერ დაემატა, რადგან მისი გამოყენება '%s' ტიპის ID-ბლოკებთან შეფარდებაში შეუძლებელიაგამოსახულების კვანძი ვერ დაემატადრაივერი ვერ დაემატა, რადგან RNA მისამართი მოცემული ID-სთვის უვარგისია (ID = %s, მისამართი = %s)გეომეტრიული კვანძების მოდიფიკატორი ვერ დაემატაგამოსახულება ვერ დაემატა. კვანძოვანი ხე ან შექმნილი არაა, ან მიკუთვნებულიმასალა ვერ დაემატაკვანძთა კოლექცია ვერ დაემატაკვანძთა ჯგუფი ვერ დაემატაკვანძის ობიექტი ვერ დაემატაკოლექცია ვერ დაემატა, რადგან დაკავშირებულიაკოლექცია ვერ დაემატა, რადგან უკუგდებულიაკოლექცია ვერ დაემატა, რადგან დამოკიდებულებების ციკლია აღმოჩენილიახალი ქმედების %s-ისთვის მიკუთვნება ვერ მოხერხდაქმედება %s ქმედების ბორკილს %s ვერ მიეკუთვნაქმედება %s NLA ლენტს %s ვერ მიეკუთვნაქმედება ვერ შეიცვალასაკვანძო ფაზის გასუფთავება ვერ მოხერხდა, რადგან RNA მისამართი უვარგისია მოცემული ID-სთვის (ID = %s, მისამართი = %s)მონაცემთა ვარგისი მისამართის გამოთვლა ვერ მოხერხდამონიშნული წახნაგების დაკავშირება ვერ მოხერხდამონიშნული შერეული ტიპების დაკავშირება ვერ მოხერხდაწვეროები ვერ დაკავშირდაID '%s'-იქ ბიბლიოთეკაში ჩასაწერი ასლი ვერ შეიქმნაფაილისთვის %s ქეშის წამკითხველი ვერ შეიქმნამონაცემთა ბლოკისგან '%s' ბიბლიოთეკის უკუგდება ვერ შეიქმნა, რადგან იგი არაუკუგდებადიამონაცემთა ბლოკისგან '%s' ბიბლიოთეკის უკუგდება ვერ შეიქმნა, მისი ერთერთი მშობელი არაუკუგდებადია ('%s')ვერ მოხერხდა ბიბლიოთეკის უკუგდების შექმნა ერთი, ან მეტი მონიშნული მონაცემთა ბლოკისგანახალი საქაღალდის სახელი ვერ შეიქმნაახალი საქაღალდე ვერ შეიქმნა: %sფაილისთვის %s წამკითხველი ვერ შეიქმნაკოპირება-ჩასმის ფაილი ვერ შეიქმნა!{:d} F-჏ირი ვერ შეიქმნა. ეს შესაძლოა, მოხდეს, როცა ჩასმა მხოლოდ ხელმისაწვდომ F-ზე ხდება.%d დაბლოკილი ფორმის სოლი ვერ წაიშალასაკვანძო ფაზის წაშლა ვერ მოხერხდა, მოცემული ID-სთვის RNA მისამართი უვარგისია (ID = %s, მისამართი = %s)კვანძთა ჯგუფის ტიპი ვერ დადგინდა'%s' იქ მოძებნა '%s'-ში ვერ მოხერხდამიმდინარე სცენაში რედაქტირებადი კოლექცია ვერ მოიძებნა, იმპორტირებული მონაცემების ინსტანცირება არ მოხდებაობიექტისთვის '%s' უკუგდებადი ძირეული იერარქია ვერ მოიძებნასაბრუნებლად მონიშნული წიბოები ნაპოვნი არააძვალი '%s' ვერ მოიძებნაშებრუნებაზე დაყენების შვილობილისთვის ბორკილების მონაცემები ვერ მოიძებნაბორკილების მონაცემების ობიექტის ამომხსნელის შებრუნებაზე დაყენებისთვის ვერ მოიძებნადასაკოპირებელი დრაივერი ვერ მოიძებნა, რადგან RNA მისამართი მოცემული ID-სთვის უვარგისია (ID = %s, მისამართი = %s)ბადე სახელით %s ვერ მოიძებნაკაუჭის მოდიფიკატორი ვერ მოიძებნაგამოსახულება '{:s}' ვერ მოიძებნამასალა, ან სინათლე, რომელიც იერფერის კვანძოვან ხეს - {:s} - იყენებს ვერ მოიძებნაკვანძთა კოლექციის ბუდე ვერ მოიძებნაკვანძის ფერის ბუდე ვერ მოიძებნასცენა ვერ მოიძებნასცენა, რომელიც კომპოზიტორის კვანძოვან ხეს - {:s} - იყენებს, ვერ მოიძებნაბუდის მხარდაჭერილი ტიპი ვერ მოიძებნაბადისგან მეშის წარმოქმნა ვერ მოხერხდავარგისი, შეფასებული მეშის მოპოვება ვერ მოხერხდაენების მონაცემთა ინიციალიზაცია ვერ მოხერხდა!ვერცერთი მონიშნული ობიექტის კერვის ინიციალიზაცია ვერ მოხერხდანაკადების ინიციალიზაცია ვერ მოხდა, ალბათ კოდეკის მხარდაუჭერელი კომბინაციაა%i საკვანძო ფაზის ჩასმა ვერ მოხერხდა NLA-იქ ნულოვანი გავლენის, საბაზისო მნიშვნელობის, ან მნიშვნელობის ხელახლა განაწილების წარუმატებლობის გამო: %s.%s ინდექსებისთვის [%s]საკვანძო ფაზის ჩასმა ვერ მოხერხდა, რადგან RNA მისამართი უვარგისია მოცემული ID-სთვის (ID = %s, მისამართი = %s)საკვანძო ფაზის ჩასმა ვერ მოხერხდა, რადგან ამ ტიპს ანიმაციის მონაცემების მხარდაჭერა არ აქვს (ID = %s)აჼტიური აქტივისთვის ქმედება ვერ ჩაიტვირთამოცულობის ჩასაწერად ჩატვირთვა ვერ მოხერხდაახალი გამოსახულება ვერ შეიქმნაახალი სეგმენტები ვერ შეიქმნაკოლექციის ინდექს '%d'-დან '%d'-ზე გადატანა ვერ მოხერხდაბორკილის გადატანა ინდექსიდან '%d' '%d'-ზე ვერ მოხერხდაშრის გადატანა ინდექსიდან '%d' '%d'-ზე ვერ მოხერხდაAlembic არქივი წასაკითხად ვერ გაიხსნა, დეტალებისთვის იხილე კონსოლიSVG ვერ გაიხსნაUSD არქივი წასაკითხად ვერ გაიხსნა, დეტალებისთვის იხილე კონსოლიჩასაწერად ფაილის გახსნა ვერ მოხერხდადირექტორია '%s' ვერ გაიხსნადრაივერის ჩასმა ვერ მოხერხდა, რადგან RNA მისამართი მოცემული ID-სთვის უვარგისია (ID = %s, მისამართი = %s)'%s'-იქ წაკითხვა ვერ მოხერხდაფორმის სოლის მოცილება ვერ მოხერხდაკოლექციიდან F-წირთა ჯგუფის ამოღება ვერ მოხერხდა, რადგან იგი კოლექციაში არ არსებობს'%s'-ქ სახელი ვერ გადაერქვაფაილი ხელახლა ვერ გაიხსნამისამართი '%s' ვერ მოინახამისამართის (%s) მონახვა ვერ მოხერხდაშეფუთული ფაილის დისკზე '%s'-ად შენახვა ვერ მოხერხდამონიშნული ჏ირ(ებ)ი ვერ განცალკევდაზოგიერთი ჏ირიქ ზედაპირზე მიკვრა ვერ მოხერხდაქმედების %s-ისთვის მიკუთვნების გაუქმება ვერ მოხერხდააქტიური ქმედების მიკუთვნება ვერ მოხერხდაამ F-წირებისთვის დროშების განახლება ვერ მოხერხდა, რადგან RNA მისამართი მოცემული ID-სთვის უვარგისია (ID = %s, მისამართი = %s)გამოსახულების ჩაწერა ვერ მოხერხდა: %sგამოსახულების ჩაწერა ვერ მოხერხდა: {}მოცულობის ჩაწერა ვერ მოხერხდა: %sმოცულობის ჩაწერა ვერ მოხერხდა: უცნობი შეცდომა VDB ფაილის ჩაწერისასდანიშნულების აქტივი %s ვერ დაიხურაშესაბამისი შრე ვერ მოიძებნა, აჼტიურ შრეში ჩაისმებაფაილი %r (%s) ვერ გაიხსნაგარე ანიმაციის გაშვება ბრძანებით {!r} ვერ მოხერხდა {:s}სათვალავიმაქს. სათვალავიდათვლის მეთოდისათვალავის რეჟიმიდათვალე, რამდენი ელემენტია მოცემულ სიაშიოდენობაბადეგარჩევადობის რეჟიმიზომასაათის იქრიქ საწინააღმდეგოდსაათის იქრიქ მიმართულების საწინააღმდეგოდთითოეული სეგმენტის კოორდინატთა სისტემის საათის იქრიქ საწინააღმდეგო ბრუნვა. შეიძლება, გამოყენებულ იქნას თითოეული სეგმენტის ტექსტურათა ბრუნვის შეთავსებისთვისდაფარვაCr'Crazyspace' ტიპის გარდაქმნები მხოლოდ მეშის ობიექტებისთვისაა მხარდაჭერილინაკეცინაკეცი (კუთხე ქეშირებული)ნაკეცის კუთხენაკეცის ფუნჯის მოჩქმეტის კოეფიციენტინაკეციანი წიბოებიშიდა ნაკეცინაკეცი მკვეთრზენაკეცი მკვეთრ კიდეებზენაკეცი გლუვზენაკეცი გლუვ ზედაპირებზენაკეცის მიჯნანაკეცის წონაგაუკეთე არსებით წიბოებს ნაკეცები გაუმჯობესებული ქვედანაყოფებიანი ზედაპირისთვისგაუკეთე არსებით წიბოებს ნაკეცები გაუმჯობესებული ქვედანაყოფებიანი ზედაპირისთვისნაკეცის წონა (თუ აჼტიურია)ნაკეცი:შექმნაშექმენი %sშექმენი 3D ტექსტის ობიექტი აჼტიური ტექსტის მონაცემთა ბლოკისგანშექმნა ტრაექტორიების გასწვრივარმატურის შექმნაკოლექციის შექმნამონაცემების შექმნაღრმულების შექმნაშექმენი F-წირები ობიექტისათვის, რომლებიც გაიმეორებს ამ ბორკილის მიერ განპირობებულ ობიექტის მოძრაობასშექმენი Freestyle-იქ მონასმის მასალა ტესტირებისთვისმიმმართველთა ინდექსის რუკის შექმნაინსტანციების შექმნაშინაგანი ზამბარების შექმნაშექმენი მდებარეობის სოლები სცენის კამერაზე ფიქსაციისასმეშის შექმნა დახატული ნიღბისგანN-კუთხედების შექმნაახალი ქმედების შექმნაშექმენი ახალი სასურველი პარამეტრებიშექმენი ორიენტაციის 'use' პარამეტრი, ვარგისი მხოლოდ 3D ხედის კონტექსტშიპოზის აქტივის შექმნაშექმენი Python-იქ კოდი, რომელიც წარმოქმნის მონიშნულ მეტარიგსშექმენი Python-იქ კოდი, რომელიც წარმოქმნის მონიშნულ მეტარიგს, როგორც ნიმუშსოთხკუთხედების შექმნაქედების შექმნაშექმენი ბრუნვის სოლები, როცა ფიქსირებას სცენის კამერაზე ახდენშექმენი მასშტაბის სოლები, როცა ფიჼქაციაქ ახდენ სცენის კამერაზეWebP-ქ შექმნაშექმენი "ხვრელი" გამოსახულებაში ნულოვანი ალფა გამჭვირვალობით, რაც კომპოზიტირებისთვის გამოსადეგია. შენიშვნა: ალაგმულ იერფერს მხოლოდ მაშინ შეუძლია ალფას შექმნა, როცა აფსკის ანაწყობებში გამჭვირვალობა ჩართულიაფრანის / იქრიქ შექმნაახალი გამოსახულების შექმნაშექმენი ბულის ბადის ტოპოლოგია მოცემული ზომებით, კვანძ "ველი ბადედ"-თან გამოსაყენებლადშექმენი ოთხკუთხა მონიშვნაშექმენი წახნაგების ხიდი წიბოთა ორ, ან მეტ მონიშნულ მარყუჟს შორისშექმენი ფერი ინდივიდუალური კომპონენტებისგან რამოდენიმე მოდელის გამოყენებითშექმენი შებორკვაზე დაფუძნებული ურთიერთდამოკიდებულება გეომეტრიიდან აღებული ატრიბუტითშექმენი სამართავი ძვალი ასლისთვისშექმენი დეფორმირების ძვალი ასლისთვისშექმენი დიაგონალური პროგრესიაშექმენი დირექტორია თითოეული დაექსპორტებული ფაილისთვისშექმენი წახნაგთა ნაკრები, რომელიც შეესაბამება რედაქტირების რეჟიმში წახნაგების მონიშვნასშექმენი წახნაგთა ნაკრები ყოველ იზოლირებულ წახნაგთა ნაკრებზეშექმენი წახნაგთა ნაკრები მეშში არსებული ყოველი დაუმაგრებელი ნაწილისგანშექმენი წახნაგთა ნაკრები ყოველი მასალის სლოტისგანშექმენი შევსებული მოცულობითი ბადე მეშისგანშექმენი ნისლის მოცულობა შემავალი მეშის ზედაპირის ფორმითშექმენი ძალა ჏ირიქ ობიექტის გასწვრივშექმენი დენადი ნივთიერების სიმულაციის სიჩქარეებზე დაფუძნებული ძალაშექმენი ძალა, რომელიც მოქმედებს, როგორც ბოიდის მტაცებელი, ან სამიზნეშექმენი ძალა, რომელიც ახდენს მოძრაობის დემპფირებასშექმენი ელვარების ეფექტიშექმენი გრადიენტი ორ ნიღაბს შორისშექმენი წრფივი პროგრესიაშექმენი მნიშვნელობების სიაშექმენი მონიშნული დაკავშირებული მონაცემთა ბლოკისა და მის დამოკიდებულებათა იერარქიის ლოკალური უკუგდებაშექმენი მონიშნული, ბმულით დაკავშირებული მონაცემთა ბლოკებისა და მათი დამოკიდებულებათა იერარქიის ლოკალური უკუგდებაშექმენი მონიშნულ დაკავშირებულ ობიექტთა და მათი დამოკიდებულებების იერარქიის ლოკალური უკუგდებაშექმენი კაშე სიკაშკაშის (ქი჎აქ჎აქიქ) სხვაობაზე დაყრდნობითშექმენი კაშე ობიექტის, ან მასალის ინდექსის გადავლისგანშექმენი მექანიზმი დაკავშირებული კუთხის გასამახვილებლად, როცა დახრილობის კუთხე ამ სიდიდეზე მცირეაშექმენი მეში, რომელიც წერტილთა უმცირესი რაოდენობით გარს შემოევლება ყველა წერტილს შემავალ გეომეტრიაშიშექმენი ქმედების ახალი სლოტი ID-სთვის. გაითვალისწინე, რომ იქ, თუ რომელ ID-ქ ერგება ეს სლოტი, უნდა დაყენდეს 'animated_id' კონტექსტის მიმთითებელში, შემდეგი ბრძანების გამოყენებით: >>> layout.context_pointer_set("animated_id", animated_id) როცა ID-ქ უკვე მიკუთვნებული აქვს სლოტი, ახლად შექმნილ სლოტს მის მიხედვით დაერქმევა სახელი (სახელის უნიკალურობას რიცხვითი ბოლოსართი უზრუნველყოფს) და მიკუთვნებული სლოტის ნებისმიერ ანიმაციურ მონაცემს გაუჩნდება დუბლიკატი ახალი სლოტისთვის.შექმენი ახალი კამერა და ვ. რ. ორიენტირი გაშვებული ვ. რ. სესიის მაჩვენებლის პოზიდან და მონიშნეშექმენი ახალი კამერა მონიშნული ვ. რ. ორიენტირებისგანშექმენი ახალი მონიშვნის ნაკრები ამჟამად მონიშნული ძვლებისგანშექმენი ახალი UV რუკა ყოველი შეფუთული მეშისთვისშექმენი ახალი ქმედებაშექმენი ახალი ქმედება, არსებულის უსაფრთხოდ შენახვის შემდეგშექმენი ახალი ქმედების სლოტი ამ მონაცემთა ბლოკისთვის, მისი ანიმაციის დასაკავებლადშექმენი ახალი აქტივი სცენაში მონიშნული ძვლებისგანშექმენი ძვლების ახალი კოლექცია და მიაკუთვნე ყველა მონიშნული ძვალიშექმენი ახალი ძვალი, რომელიც ბოლო მონიშნული სახსრიდან თაგვის პოზიციამდე მიდისშექმენი ახალი კატალოგი აქტივთა მოსათავსებლადშექმენი კომპოზიტირების კვანძთა ახალი ჯგუფი და დააინიცირე ნაგულისხმები კვანძებითშექმენი სეკვენსერისთვის მაკომპოზიტირებელ კვანძთა ახალი ჯგუფიშექმენი ახალი დირექტორიაშექმენი ახალი დრაივერი ამ თვისების შენატანად გამოყენებით, და დააკოპირე შიდა გაცვლის ბუფერში. გამოიყენე დრაივერის ჩასმა, რათა სამიზნე თვისებას დაამატო, ან დრაივერის ცვლადების ჩასმა, რათა განავრცო არსებული დრაივერიშექმენი ახალი ცარიელი მონიშვნის ნაკრებიშექმენი წახნაგების ახალი ნაკრებიშექმენი წახნაგთა ახალი ნაკრები შენიღბული წახნაგებისგანშექმენი წახნაგთა ახალი ნაკრები ხილული წვეროებისგანშექმენი ამ ტიპის ახალი ფაილიშექმენი ჩარჩოს ახალი კვანძი მონიშნულ კვანძთა გარშემო და დაუყოვნებლივ დაარქვი სახელიშექმენი ახალი გეომეტრიის კვანძთა ჯგუფი და მიაკუთვნე იგი აჼტიურ მოდიფიკატორსშექმენი ახალი გეომეტრიის კვანძთა ჯგუფი ხელსაწყოსათვისშექმენი ახალი გამოსახულებაშექმენი ახალი გამოსახულების ფაილი Blender-ში მიმდინარე გამოსახულების მოდიფიცირების გარეშეშექმენი იერფერთა ახალი, ჩაშენებული კვანძოვანი ხე, დამარენდერებლის მიერ მოხმარების მიხედვითშექმენი ახალი დონე კატმულ-კლარკის დანაყოფების მეშვეობითშექმენი ახალი დონე ნაძერწი გადანაცვლების წრფივი ინტერპოლაციის მეშვეობითშექმენი ახალი დონე მარტივი დანაყოფების მეშვეობითშექმენი ხაზის ახალი სტილი, გამოყენებადი ხაზთა მრავალი ნაკრების მიერახალი მთავარი ფანჯრის შექმნა თავისი საკუთარი სამუშაო სივრცითა და სცენის არჩევანითშექმენი ახალი მეშის ობიექტი მიმდინარე ნახატი ნიღბისგანშექმენი წახნაგების მონიშნული ნაკრებისგან ახალი მეშის ობიექტიშექმენი ახალი მოდიფიკატორი ახალი გეომეტრიის კვანძთა ჯგუფითშექმენი ახალი კვანძოვანი ხეშექმენი ახალი ობიექტი ამოჭრილი ნიღბისგანშექმენი ახალი პოზის აქტივი გაცვლის ბუფერში, რათა აქტივების ბრაუზერში ჩაისვასშექმენი ახალი ოთხკუთხედოვანი მეში ამჯამინდელი მეშის ზედაპირის მონაცემთა გამოყენებით. მონაცემების ყველა შრე დაიკარგებაშექმენი ახალი ტექსტის მონაცემთა ბლოკიახალი ფანჯრის შექმნაშექმენი ახალი სამყაროს მონაცემთა ბლოკიშექმენი შეტყობინება ოპერაციის შემდეგპარალელოგრამის შექმნათითოეული მონიშნული წიბოსათვის შექმენი წერტილი წერტილთა ღრუბელშითითოეული წახნაგისათვის შექმენი წერტილი წერტილთა ღრუბელშიწახნაგის ყოველი მონიშნული კუთხისთვის შექმენი წერტილი წერტილთა ღრუბელშითითოეული მონიშნული წვეროსათვის შექმენი წერტილი წერტილოვან ღრუბელშიშექმენი გადახედვა ამ აქტივისთვის აჼტიური ობიექტის რენდერის გზითშექმენი ნელი პროგრესირება საფეხურიდან საფეხურზეშექმენი კვადრატული პროგრესიაშექმენი კვადრატული პროგრესია სფეროს ფორმითოთხგვერდას შექმნა ოთხი წერტილისგანშექმენი რადიალური პროგრესიაშექმენი მართკუთხედიშექმენი ბრუნვითი გამრუდებაშექმენი ბრუნვა მთავარი და (იდეალურ შემთხვევაში, მართკუთხა) მეორეული ღერძებისგანშექმენი ბრუნვის ცენტრის სამართავი, რომელმაც შეიძლება, თვითნებურად შეიცვალოს პოზიციაშექმენი სანიმუშო მეტარიგი, რომელიც უნდა მოდიფიცირდეს საბოლოო რიგის წარმოქმნამდეშექმენი მონიშვნა ნორმალების მიხედვითშექმენი ცალკეული ჏ირიქ ინსტანცია ყოველი შრისთვისშექმენი განცალკევებული შევსება თითოეული ინდივიდუალური მონასმისთვისშექმენი ცალკე შრე ყოველი ინსტანციისთვისშექმენი ცალკე ნაწილაკთა სისტემა მეორეხარისხოვან ნაწილაკთა ყოველი ტიპისთვისშექმენი ჩრდილის ეფექტიშექმენი ნიშნიანი მანძილის მოცულობის ბადე მეშისგანშექმენი წერტილებისგან ნიშნიანი მანძილის მოცულობის ბადეშექმენი მარტივი მონასმი საბაზისო ფერებითშექმენი დ-ძვლის თანაბარი გადასვლა, თუ ჯაჭვის ბოლო იმავე მიმართულებით მავალ სხვა ჯაჭვს ხვდებაშექმენი დ-ძვლის თანაბარი გადასვლა, თუ ჯაჭვის დასასრული თავის სარკისებურ ასლს ხვდებაშექმენი გლუვი მოხრილი ზედაპირი კატმულ-კლარკის დაყოფის სქემის გამოყენებითშექმენი მყარი ფიგურა წვეროებისა და წიბოებისგან, ქიქჼიქ განსასაზღვრად წვეროს რადიუსის გამოყენებითშექმენი მყარი გარსი ამოყვანის გზით, მახვილი კუთხეებისთვის კომპენსაციითშექმენი მყარი გარეკანი, მახვილი კუთხეების კომპენსირებითშექმენი მყარი მავთულბადე წახნაგებისგანშექმენი სფერული პროგრესიაშექმენი სფერული მონიშვნაშექმენი შესაფერისი საშუალო პოზა მიმდინარე კადრშიშექმენი ფილებიანი გამოსახულებაშექმენი ტრაპეციაშექმენი წახნაგთა უნიკალური ნაკრები ნაძერწის ყველა წახნაგისგანშექმენი ვექტორი X, Y და Z კომპონენტებისაგანშექმენი ვექტორი ცილინდრული კომპონენტებისაგან.შექმენი ვექტორი სფერული კომპონენტებისაგან.შექმენი მაჩვენებლის მალსახმობი მონიშნული კვანძისთვის ctrl+1,2,..9-იქ დაჭერითშექმენი ცარიელი ობიექტი, რომელიც აჼტიური კვალის მოძრაობას დააკოპირებსშექმენი არმატურა, რომელიც გარეკანის განლაგებას იმეორებსწარმოქმენი ავტომატური გადახედვა მონიშნული მონაცემთა ბლოკისათვისშექმენი გრიზ ფენსილის ცარიელი ობიექტიშექმენი გარსის ფორმაშექმენი გამოსახულება ალფა არხითშექმენი გამოსახულება მარცხენა და მარჯვენა ხედებითშექმენი მონიშნული ობიექტებისგან ობიექტების კოლექციაშექმენი ვარიანტი ქუთუთოების მოსაძრობად თვალის ზედაპირიდანშექმენი შ.კ.-იქ არასავალდებულო სამართავიშექმენი არასავალდებულო სამართავიშექმენი დეფორმირების არასავალდებულო ძვალიშექმენი უკუგდების ოპერაციაშექმენი ბუშტების ნაწილაკოვანი სისტემაშვილობილი ნაწილაკების შექმნაშექმენი შეჯახების ობიექტიშექმენი ბორკილზე დაფუძნებული მშობელ-შვილობილის ურთიერთდამოკიდებულებაშექმენი ბორკილზე დაფუძნებული შემოტკეცაშექმენი ბორკილები წარმოქმნილ რიგზე ამ ქმედებისთვისშექმენი სამართავი ძვლები ასლისთვისშექმენი სამართავები ხელისგულის ორივე მხრისთვისშექმენი კოორდინატებისა და რუკაზე განაწილების კვანძები ტექსტურისტვის (ტექსტურათა მონიშნული კვანძებისთვის იგნორირდება)შექმენი გეომეტრიის ელემენტებზე მითითებული გეომეტრიის ასლებიშექმენი გეომეტრიის ასლები აგროვებადი აცდენის სხვადასხვა მეთოდებითფორმის ასლების შექმნა აცდენებითშექმენი მორგებული გაფრთხილებები კვანძთა ჯგუფებშიშექმენი დეფორმირების ძვლები ასლისთვისშექმენი სამოქმედო არეალი აირებისთვისშექმენი სამოქმედო არეალი სითხეებისათვისწერტილ-ტირეს ეფექტის შექმნა მონასმისთვისშექმენი დრაივერი მხოლოდ ამ თვისებისთვის და სამიზნეების დროებით მიუნიჭებლადშექმენი დრაივერები ყველა თვისებისთვის სამიზნეების დროებით მიუნიჭებლადშექმენი დრაივერები ურთიერთშესაბამისი ელემენტების ყოველი წყვილისთვისშექმენი წიბოთა მარყუჟები შიდა და გარეთა ზედაპირებს შორის წახნაგების წიბოებზე (ნელია, როცა საჭირო არაა, გათიშე)შექმენი ეფექტები და რენდერების, გამოსახულებებისა და 3D სარკმლის თანამდევი დამუშავებაშექმენი ოვალური ნიღაბი, რომელიც მარტივ კაშედ, ან ვინიეტის ნიღბად შეიძლება, გამოიყენებოდესშექმენი ცარიელი დროებით ჩამნაცვლებელი ფაილები კადრთა დარენდერების განმავლობაში (Unix-იქ 'touch'-იქ მსგავსი)შექმენი წახნაგთა ნაკრებები მსგავსი ნორმალების მქონე წახნაგებისგანშექმენი წახნაგთა ნაკრებები UV ნაკერების ზღუდეებად გამოყენებითშექმენი წახნაგთა ნაკრები ზღუდეებად ცერობის წონების გამოყენების გზითშექმენი წახნაგთა ნაკრებები წიბოთა ნაკერების ზღუდეებად გამოყენებითშექმენი წახნაგთა ნაკრებები ზღუდეებად მკვეთრი წიბოების გამოყენებითშექმენი ჼაფიქ ნაწილაკოვანი სისტემადუბლიკატი ინსტანციების ბადის შექმნაშექმენი მიმმართველი ობიექტიშექმენი თავისა და კისრის ძვლებიშექმენი გამოსახულება 32-ბიტიანი წილადნიშნა ბიტური სიღრმითშექმენი ინსტანციები ნაწილაკების ტრაექტორიათა გასწვრივდართვისას შეუქმენი კოლექციებს ინსტანციები, სცენაში მათი პირდაპირი დამატების მაგივრადბმულით დაკავშირებისას შეუქმენი კოლექციებს ინსტანციები, სცენაში მათი პირდაპირი დამატების მაგივრადშექმენი კოლექციებისთვის ინსტანციები, სცენაში მათი პირდაპირი დამატების მაგივრადშექმენი ინსტანციები ობიექტთა მონაცემებისთვის, რომლებზეც მითითება არ აქვს არც ერთ ობიექტსშექმენი ინსტანციები შვილობილი ნაწილაკებისგანშექმენი ინსტანციები ნორმალური ნაწილაკებისგანშექმენი საკვანძო ფაზები მონიშნულ არხთა F-წირების ამჟამინდელი ფორმის მიყოლითშექმენი სითხის ნაწილაკოვანი სისტემაშექმენი მდებარეობის სოლები სცენის კამერაზე ფიქსაციისასშექმენი კაშე ფერთა შორის 3D მანძილზე დაყრდნობითშექმენი კაშე ქრომატული მნიშვნელობების მიხედვითშექმენი კაშე ფერთა არხებს შორის სხვაობის მიხედვითშექმენი კაშე მოცემული ფერის გამოყენებით, მწვანე, ან ლურჯ ეკრანიანი ჩანაწერისთვისშექმენი მეშის სიბრტყე(ები) გამოსახულებათა ფაილებისგან, შესაფერისი პროპორციული თანაფარდობითახალი ქმედების შექმნაშექმენი ახალი ძვლები მონიშნული სახსრებისგანშექმენი ახალი ძვლები მონიშნული სახსრებისგან და გადააადგილეშეიქმნას ახალი დირექტორია?შექმენი ახალი ბადეები, არსებული მოცულობის ბადის ტოპოლოგიაზე ახალი მნიშვნელობების გამოთვლის მეშვეობითშექმენი ახალი გამოსახულება სიბრტყის მარკერის შიგთავსიდანშექმენი სინათლის მიბმის ახალი კოლექცია გამოყენებული აჼტიური გამომცემის მიერშექმენი ახალი ნიღაბითითოეული OBJ ფაილისთვის შექმენი ახალი მასალები უნიკალური სახელებითსაჭიროების შემთხვევაში შექმენი ახალი ობიექტის მონაცემთა მომხმარებლებიშექმენი ახალი სიბრტყის კვალი მონიშნული წერტილების ადევნებისგანშექმენი ობიექტის ინსტანცია ობიექტის მონაცემებიდანშექმენი აცდენის წიბოს მარყუჟი მიმდინარე მონიშვნისგანშექმენი თითო ობიექტი ტექსტის ყოველ ხაზზეშექმენი ნაწილაკთა ერთი სისტემა, რომელიც შეიცავს ნაწილაკთა სამივე მეორეხარისხოვან ტიპსშექმენი, ან განავრცე 'i18n_info.txt' ტექსტის მონაცემთა ბლოკიშექმენი გაყოფა შვილობილებში მშობელი ღერების მიხედვითშექმენი პიკები და ვაკეები სიხეშეშის სხვადასხვა სიდიდეებითშექმენი ჩასოლვის კვანძებისთვის ფერის მითითებად გამოსაყენებელი ფირფიტებიშექმენი წერტილები ჏ირიქ გამოთვლილი წერტილებისგან, NURBS-იქა და ბეზიეს სფლაინებისთვის განკუთვნილი გარჩევადობის ატრიბუტის მიხედვითშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული რკალებიშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული მართკუთხა ფორმებიშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული წრეებიშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული მრუდი ფორმებიშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული ხაზებიშექმენი გრიზ ფენსილის მონასმის წინასწარ განსაზღვრული პოლიხაზებიშექმენი პროქსი გამოსახულებები მორგებულ დირექტორიაში (ნაგულისხმები საქაღალდეა ვიდეოს მდებარეობა)შექმენი შემთხვევითი გროვები მშობლის გარშემოშექმენი მარტივ კაშედ გამოყენებისთვის შესაფერისი მართკუთხა ნიღაბიშექმენი უდრეკი სხეულის ბორკილები მონიშნულ უდრეკ სხეულთა შორისშექმენი ბრუნვის სოლები, როცა ფიქსირებას სცენის კამერაზე ახდენშექმენი მასშტაბის სოლები, როცა ფიჼქაციაქ ახდენ სცენის კამერაზეშექმენი ქუთუთოს მიყოლის გავლენის განცალკევებული ცოციები X-იქა და Z-სთვისშექმენი განცალკევებული გეომეტრიები, რომლებიც შეიცავენ ელემენტებს იმავე ჯგუფიდანმახვილი მწვერვალების შექმნაშექმენი მონიშნული F-წირების ანაბეჭდი (ლანდები) ფონად, აჼტიური გრაფიკების რედაქტორისთვის ხელის შესაწყობადშექმენი წინწკლების ნაწილაკთა სისტემაშექმენი ზამბარები კადრების ამ რაოდენობისთვის ნაწილაკების გაჩენიდან (0 ნიშნავს მუდმივად)შექმენი ქვედანაყოფებიანი ზედაპირის მოდიფიკატორები USD ატრიბუტი 'დაყოფის სქემის' გამოყენებითშექმენი კუდუსუნის ძვლებიშექმენი შესაბამისი მოდიფიკატორი, თუ იგი ჯერ არ არსებობსშექმენი ბადე ექვსკუთხოვან განმეორებად ფაქტურაშისოლების არსებული მიქსიდან შექმენი ახალი ფორმის სოლიშექმენი მგეზავი ნაწილაკების სისტემაშექმენი გარდაქმნის ორიენტაცია მონიშნულისგანშექმენი ტურბულენტურობა ხმაურის ველითშექმენი წვეროთა ღრუბელი რეკონსტრუირებული კვლების კოორდინატების გამოყენებითშექმენი, ქა჏ყიქ მდგომარეობაში დააბრუნე, ან გაასუფთავე ბიბლიოთეკის უკუგდების იერარქიებიყოველი ტექსტურისთვის ქმნის WebP ტექსტურას. უკვე არსებულ WebP ტექსტურებს არაფერი ემართებააქტიური ფერით ატრიბუტის მიხედვით ჰქმნის ნიღაბსქმნის ნიღაბს ზედაპირის საზღვრების მიხედვითქმნის ნიღაბს ზედაპირის სიმრუდის მიხედვითქმნის ახალ ნიღაბს მთელი მეშისთვისჰქმნის პოზის სეგმენტს წახნაგთა ყოველი ნაკრებისთვის, დაწყებული წახნაგთა აჼტიური ნაკრებიდანქმნის ატრიბუტს, რომელიც თითოეულ ჏ირქ რუკაზე თავის უახლოეს მიმმართველთან ანაწილებს ინდექსის გამოყენებითწახნაგთა ნაკრებისგან ქმნის რაც შეიძლება გლუვ გეომეტრიულ ნაგლეჯს, წვეროთა პოზიციებში ცვლილებების მინიმუმამდე დაყვანითწახნაგთა ნაკრებისგან ქმნის რაც შეიძლება გლუვ გეომეტრიულ ნაგლეჯს, წვეროთა მხებებში ცვლილებების მინიმუმამდე დაყვანითგავრცელებადი დენადი ნივთიერებისთვის ქმნის წებოვნებასახალი სლოტის შექმნა დაკავშირებულ ქმედებაზე შეუძლებელიაკრეატიულიავტორებიblend-ფაილის კრიტიკული დამახინჯება: კონფლიქტები და/ან სხვა მხრივ გამოუსადეგარი მონაცემთა ბლოკების სახელები (დეტალებისთვის იხილე კონსოლი)მონაცემთა კრიტიკული დამახინჯება: კონფლიქტები და/ან სხვა მხრივ გამოუსადეგარი მონაცემთა ბლოკების სახელები (დეტალებისთვის იხილე კონსოლი)ჩამოჭრაჩამოსაჭრელი X მაქსიმუმიჩამოსაჭრელი Y მაქსიმუმიჩამოსაჭრელი X მინიმუმიჩამოსაჭრელი Y მინიმუმიმოჭერი დარენდერებული კადრი განსაზღვრული სარენდერო მონაკვეთის ზომაზემოჭრა სარენდერო მონაკვეთზეჩამოჭრის პარამეტრები თანამიმდევრობის ლენტისთვისჩამოჭრის გამოსახულებას უფრო მცირე მონაკვეთად, ან ჩამოჭრილი არეს გამჭვირვალედ ქცევის, ან გამოსახულების ზომის შეცვლის მეშვეობითდაელმებულილენტის წაფენაწაფენა ფერის შესწორებითკრიპტო 00კრიპტოკაშეკრიპტოკაშე (ძველებური)კრიპტოკაშეს აკურატულობაკრიპტოკაშეს აქტივიკრიპტოკაშეს შრეკრიპტოკაშეს დონეებიკრიპტოკაშეს მასალაკრიპტოკაშეს ობიექტიCtrlCtrlმრცCtrlმრჯკუბიკუბური ბადის ტოპოლოგიაკუბის ზომაკუბრუკის ზომაკუბურიკუბური B-სფლაინიკუბური B-სფლაინის ფილტრი (ბუნდოვანი, მაგრამ არა ცხადად) 4×4 ნიმუშებზეკუბური სანტიმეტრებიკუბური ჯაჭვებიკუბური დეციმეტრებიკუბური დეკამეტრებიკუბური ფუტებიკუბური ფურლონგებიკუბური ჰექტომეტრებიკუბური დუიმებიკუბური კილომეტრებიკუბური მეტრებიკუბური მიკრომეტრებიკუბური მილებიკუბური მილიმეტრებიკუბური მიტჩელიკუბური მიტჩელის ფილტრი 4×4 ნიმუშებზეკუბური თაუკუბური იარდებიკუბური აჩქარებაკუბური აჩქარების მრუდი გადაცდენითა და დაბლა დაშვებითკუბური ინტერპოლაციაკუბოიდიგამოხშირვამანძილის გამოხშირვაგამოხშირე ობიექტები, რომლებიც კამერიდან ამ მანძილზე უფრო შორსააგამოხშირვააგროვებადი აცდენადაკულულებათმის წირების დაკულულებადაკულულების დასაწყისიმიმდინარექეშის ახლანდელი ზომამიმდინარე ასონიშანიმიმდინარე ფაილიმიმდინარე კადრისაბოლოო მიმდინარე კადრიმიმდინარე კადრის მნიშვნელობამიმდინარე ჩასოლვის ნაკრების ინდექსიამჟამინდელი ჩასოლვის ნაკრების ინდექსი (უარყოფითი 'ჩაშენებული'-სთვის და დადებითი 'აბსოლუტური'-სთვის)მიმდინარე სტრიქონიმიმდინარე ხაზის ინდექსიმიმდინარე ქვეკადრიმიმდინარე გარდაქმნამიმდინარე გარდაქმნის ორიენტაციაVulkan-ქ ბექენდის ამჟამინდელი ლიმიტები:ამჟამინდელი რედაქტორი კვანძების რედაქტორი არაა.მიმდინარე რედაქტორს არ აქვს აქტივების ბრაუზერიმიმდინარე რედაქტორის ტიპი ამ არესთვისმიმდინარე კადრი ლენტის კადრთა დიაპაზონში არააახლანდელი კადრის ნომერი შეიძლება, ხელით დაყენდეს უარყოფით მნიშვნელობაზემიმდინარე კადრის ნომერი გამოსახულებათა თანამიმდევრობაში, ან ვიდეოშიმიმდინარე კადრის ნომერი ვიდეოში, ან გამოსახულებათა თანამიმდევრობაშიმიმდინარე კადრი ქვეკადრისა და დროის განაწილების გამოყენებითმიმდინარე კადრი, ანიმაციის მონაცემების python frame_set()-იდან განახლებისთვისმიმდინარე ხაზი, და ქა჏ყიქი ხაზი მონიშვნაში, თუ ასეთი არსებობსწყაროს ობიექტის '%s' მიმდინარე რეჟიმი შეუთავსებელია სამიზნე ბიბლიოთეკის უკუგდების ობიექტთან '%s'წყაროს ობიექტის '%s' მიმდინარე რეჟიმი შეუთავსებელია სამიზნე ობიექტთან '%s'ამჟამინდელ კვანძს არ აქვს ხილული გამონატანები.ამჟამინდელი კვანძოვანი ხე კვანძებს არ შეიცავს.ამჟამინდელი კვანძოვანი ხე ბმულით დაკავშირებულია სხვა .blend ფაილიდან.ამჟამინდელი კვანძოვანი ჎იქ ტიპს მხარდაჭერა არ აქვს. უნდა იყოს ერთერთი {:s}-დან.მიმდინარე პერსპექტივის მატრიცა (``window_matrix * view_matrix``)ამჟამინდელი პოზა არმატურებისთვისმიმდინარე სარენდერო ძრავას ცხობის მხარდაჭერა არ აქვსმიმდინარე ფორმის სოლიმიმდინარე ფორმის სოლის ინდექსიიმპორტის პროცესის მიმდინარე სტადიაამჟამად ასახული სტერეო თვალისიმულაციის ახლანდელი დროამჟამინდელი ხედის მატრიცამიმდინარე ფანჯრის მატრიცამიმდინარე: შეფასების პროცესში მყოფი სცენაშეფასების პროცესში მყოფი ხედის შრეამჟამად მონიშნული მიჯაჭვაკურსორიკურსორი (აცდენა)კურსორის ფერიკურსორის მანძილიკურსორის მდებარეობაკურსორის ბლოკის დარეგულირებაკურსორის სიბრტყეკურსორის პროეცირება ზედაპირითკურსორის მნიშვნელობაკურსორის მნიშვნელობა მონიშნულთანკურსორის ხედიკურსორი Xკურსორის X-მნიშვნელობაკურსორის Y-მნიშვნელობაკურსორის მდებარეობა ნორმალიზებულ (0,0-დან 1,0-იქ ჩათვლით) კოორდინატებშიკურსორის მდებარეობა ნორმალიზებული კლიპის კოორდინატებშიკურსორის მდებარეობა ნორმალიზებული გადახედვის კოორდინატებშიკურსორის მდებარეობა ეკრანის კოორდინატებშიკურსორი ზედაპირის მეშზე უნდა იყოს მიტანილიკურსორი მონიშნულთანსიმრუდე3D სიმრუდემინ. სიმრუდესიმრუდის ქედისიმრუდის დაგლუვების იტერაციებისიმრუდის ვაკესიმრუდეზე დაფუძნებული შეფერადება, გამოსადეგია წვრილმანი დეტალების მეტად გამოსაჩენადწირიბეზიესწრეწირიბეზიესწირიმუდმივიწირიწირისბილიკიმორგებულიმორგებული წირიგანვრცობაექსტრაპოლირებულიმილევამილევის ჏ირიქ წინ. კონფიგურაციამილევის ტიპიშემოცვეთის მილევათარაზულიშექცეული კვადრატიხაზიწრფივიმაქს.მედიანური საფეხურირეჟიმიახალიარანაირი მილევაNurbsწრეწირიNurbs჏ირიNurbsბილიკიპროფილის ფორმაპროპორციული რედაქტირების მილევაპროპორციული მილევაშემთხვევითიფესვიმრგვალიმკვეთრიუფრო მკვეთრითანაბარიუფრო გლუვისფეროზედ-წრეზედ-წირიზედ-ცილინდრიზედ-ნაგლეჯიზედ-სფეროზედ-ტორუსიზედაპირიწირი '%s' არ შეიცავს მოცემულ სფლაინსწირი 2D჏ირიქ მოღუნვაწირის წრეწირის მონაცემებიდეფორმაცია წირითწირის რედაქტირების რეჟიმიწირის რედაქტირების რეჟიმის გადაფარებებიწირის მილევაწირის კადრთა დიაპაზონიწირების ჯგუფის ID჏ირიქ მიმმართველიწირის სახელურის პოზიციებიწირის ID჏ირიქ სათავე X჏ირიქ ინდექსიწირის ინფოწირის ინსტანციებიწირისეული რყევაწირის სიგრძეწირის სიგრძის კვანძიწირის ხაზიწირის რუკის წერტილიწირის დატანაწირის მოდიფიკატორიწირის ობიექტიწირის აცდენებიწირის ბოლო X჏ირიქ ხატვის ანაწყობებიწირის პარამეტრის მილევაწირის წერტილიწირის წერტილთა რიცხვიწირის პროფილის ვიჯეტიწირის რადიუსიწირის Ⴭირი჏ირიქ ძერწვაწირის ძერწვის გადაფარებებიწირის სეგმენტიწირისეული მგრძნობიარობაწირის ფორმაწირის შეკუმშვა/გასქელებაწირის ნაჭერიწირის სფლაინებიწირის სიძლიერეწირის ქვედანაყოფებიწირის მხებიწირის დახრილობაწირის წვეროწირის ვიჯეტის ფერებიწირის კომპონენტი, რომელიც სფლაინებისა და სამართავი წერტილების მონაცემებს შეიცავსწირის საკონტროლო წერტილიწირის მონაცემთა ბლოკი, რომელი ინახავს წირებს, სფლაინებსა და NURBS-ებსწირის მონაცემთა ბლოკი გამოყენებული ზედაპირების შესანახადწირის მონაცემთა ბლოკი გამოყენებული ტექსტის შესანახადწირების მონაცემთა ბლოკებიწირი, რომელიც განსაზღვრავს გროვის დავიწროებასხეშეშობის განმსაზღვრელი ჏ირი჏ირი, რომელიც განსაზღვრავს ჩამკეტის გახსნილობას დროთა განმავლობაშიმოგრეხვის განმსაზღვრელი ჏ირი჏ირიქ დეფორმაციის მოდიფიკატორიტექსტური ობიექტის მადეფორმირებელი ჏ირი჏ირიქ მორგების მეთოდიწირი მეშიდან, ან ტექსტური ობიექტიდანწირის ტრაექტორიის განმსაზღვრელი ჏ირიქ გეომეტრიაწირის მიმმართველის ეფექტორის წონაწირი ჏ირიქ განაწილებაშიწირის ინტერპოლაცია ამ წერტილთან: ბეზიე, ან ვექტორიფერის, ვექტორული და სკალარული მნიშვნელობების წირისეული დატანა სხვა მნიშვნელობებზე, მომხმარებლის მიერ განსაზღვრული ჏ირიქ გამოყენებითიმ ჏ირიქ ობიექტის სახელი, რომელიც ადგენს დავიწროებას (სიგანე)მადეფორმირებელი ჏ირიქ ობიექტიწირის ობიექტი, რომელსაც უნდა მოერგოს მასივის სიგრძეწერტილის ჏ირი჏ირიქ, ან ზედაპირის ქვედანაყოფები ყოველ სეგმენტზეწირის ზომები ნულს უნდა აღემატებოდესწირი, რომელიც აკონტროლებს ამ ურთიერთკავშირსწირი მეშადწირი წერტილებადწირი მილაკადწირი, რომლის სიგრძეც უნდა გამოითვალოსმოცემული პროფილის მეშვეობით მეშად დასაკონვერტირებელი ჏ირი჏ირიქ ტიპიმოდულაციის ეფექტისათვის გამოყენებული ჏ირი჏ირიქ რუკის შესადგენად გამოყენებული წირირყევის ეეფექტისთვის გამოყენებული წირიმგრძნობიარობისთვის გამოყენებული წირისიძლიერისთვის გამოყენებული წირიფუნჯის რყევაზე ზეწოლის გამანაწილებელი წირიფუნჯის ზომაზე ზეწოლის გამანაწილებელი წირიფუნჯის სიძლიერეზე ზეწოლის გამანაწილებელი ჏ირი჏ირიქ სიგანის ზომა USD ინტერპოლაციისთვის მხარდაუჭერელიაწირ(ებ)ი჏ირ(ებ)ქ აჼტიური წერტილი არ აქვსწირი: {} წერტილი, {} სფლაინიCurveMapping არ ფლობს CurveMap-ქCurveProfile ცხრილი ინიციალიზებული არაა, გამოიძახე initialize()მრუდეწირებიდამატებაფუნჯის ტიპისავარცხელიწირების ფორმის ტიპიცილინდრიწაშლასისქეზრდა / შეკუმშვაახალიხატვა მონიშნულზეჩქმეტააფუებაგაცურებადაგლუვებაგველსაჭერიღერილენტიწირების რედაქტირების რეჟიმიწირების რედაქტირების რეჟიმის გადაფარებებიწირების ზრდა/კუმშვა მასშტაბირებითწირების ინფოწირების ობიექტს არ აქვს სათავის ამ ოპერაციის მხარდაჭერაწირებით ძერწვაწირების ძერწვაში ჏ირიქ დამატების ვარიანტებიწირების ძერწვის ფუნჯის ანაწყობებიწირების ძერწვის გალიის გაუმჭვირვალობაწირებით ძერწვა ხატვაწირების ძერწვის პარამეტრის მილევაწირების ძერწვის ანაწყობებიწირები რომელიმე UV რუკას მიმაგრებული არააწირები მეშადწირები NURBS-ადწირებს არ აქვს მიმაგრების ინფორმაცია, რომელიც შეიძლება, დეფორმაციისთვის იქნას გამოყენებულიწირებს ზედაპირზე მიმაგრების ინფორმაცია არ აქვსწირები ჏ირიქ შეფასებული მონაცემებიდანწირებს აუცილებლად უნდა ჰქონდეს დაყენებული მეშის ზედაპირის ობიექტიწირები ზედაპირზე დამაგრებული არააწირებს მხოლოდ ერთი მასალის მხარდაჭერა აქვს; მონიშნული შენატანი ველი ვერ იქნებაწირების ფორმის ტიპიწირები, რომლებიც მთავარ ჏ირქ მიუყვებაწირები გრიზ ფენსილადწირები, რომელთა ციკლური მდგომარეობაც უნდა შეიცვალოსწირები, რომელთა სახელურებიც უნდა შეიცვალოსწირები, რომელთა ნორმალებიც უნდა შეიცვალოსწირები, რომელთა გარჩევადობაც უნდა შეიცვალოსწირი, რომლის ტიპიც უნდა შეიცვალოსწერტილებად დასაკონვერტირებელი წირებიდასადეფორმირებელი წირებიშესავსები წირები. ყველა ჏ირი ციკლურად ითვლება და XY სიბრტყეზე პროეცირდებაწირები, რომლებზეც უნდა წარმოიქმნას მომრგვალებული კუთხეებიწირები, ხელახალი სემპლირებისთვისწირები, რომლებზეც უნდა იქნას პოზიციების სინჯები აღებულიწირები, რომლებზეც სამართავ წერტილებს სახელურები უნდა დაუყენდესწირები, რომლებზეც უნდა დაყენდეს რადიუსიწირები, რომელზეც უნდა დაყენდეს გადახრადასამოკლებელი წირებიდასაყოფი წირებიწირი, რომლის დასაწყისი და დასასრული უნდა შეიცვალოსმრუდწირული 2D სიგრძე ჯაჭვის წყვეტისთვისძაფის მოხრამორგებულიმორგებული ({:.4g} fps)მორგებული შესუსტებამორგებული ბაიტური კოდიმორგებული ბაიტური კოდის ჰეშიმორგებული კამერამორგებული კამერის იერფერის კომპილაცია წარუმატებელია, შეცდომებისთვის ი჎. კონსოლიღრმულის მორგებული წირიმორგებული ფერიფერთა მორგებული წინასწარი კონფიგურაციებიფერთა მორგებული ნაკრებიმორგებული ფერებიკომპოზიტორის მორგებული ჯგუფის კვანძი Python-იქ კვანძებისთვისმორგებული წირიმორგებული დირექტორიამორგებული მანძილიფაილის მორგებული მისამართიმორგებული გეომეტრიის ჯგუფის კვანძი Python-ქ კვანძებისთვისმორგებული გრადიენტიმორგებული ჯგუფიშ.კ.-იქ მორგებული ბრუნვის ცენტრიმორგებული ხატულამორგებული გამოსახულებამორგებული ჭდემორგებული მდებარეობამორგებული ნორმალიმორგებული ნორმალებიმხოლოდ მორგებული ნორმალებიმორგებული ობიექტიმორგებული წინაღობამორგებული კალკის ფერებიმორგებული გადაფარებებიმორგებული პარალაქსიმორგებული მისამართიბრუნვის ცენტრის მორგებული სამართავიმორგებული პოზამორგებული პროფილის ტრაექტორიამორგებული თვისებებიმორგებული პროქსიმორგებული ხარისხიმორგებული დიაპაზონიმორგებული მონაკვეთიმორგებული იერფერიმორგებული იერფერების ჯგუფის კვანძი Python-იქ კვანძებისთვისმორგებული ფორმამორგებული ფორმის ბრუნვამორგებული ფორმის მასშტაბიმორგებული ფორმის გარდაქმნამორგებული ფორმის გადაადგილებასიმულაციის კადრთა მორგებული დიაპაზონისიმულაციის მორგებული დიაპაზონიმორგებული სივრცემორგებული ხედიმორგებული მოცულობამორგებული ვიჯეტის ორიენტირებამორგებული ანიმაციის დამკვრელის გასაშვები მისამართიმორგებული ფერი მოძრაობის ტრაექტორიისთვის მიმდინარე კადრის შემდეგმორგებული ფერი მოძრაობის ტრაექტორიისთვის მიმდინარე კადრამდეკვანძის სხეულის მორგებული ფერიმორგებულ ფერთა გამოსაყენებელი ნაკრებიმორგებული ჏ირი ეფექტის გამოსაყენებლადმორგებული ჏ირი გრიზ ფენსილის კადრთა შორის 'თანამიმდევრობის' ინტერპოლაციის კონტროლისთვისმორგებული ჏ირი ფუნჯის ეფექტის მილევის გასაკონტროლებლად გრიზ ფენსილის კადრების მიერმორგებული ჏ირი პრიმიტიული ქიქჼიქ გასაკონტროლებლადმონაცემთა შრიქ მორგებული სახელი ინდექსისთვისმორგებული მონაცემთა შრიქ სახელი გაშემთხვევითებული მნიშვნელობისთვისმორგებული განსაზღვრული მონაკვეთიმორგებული, დინამიკურად განსაზღვრული UI ჭდე ბუდისთვის. თარგმნა შესაძლებელია, თუ სასურველ პარამეტრებში დაშვებულიაქრობის მორგებული მნიშვნელობამორგებული მილევის წირიმორგებული ფილტრიმორგებული ინტერპოლაცია განსაზღვრული ჏ირიქ რუკის გამოყენებითგანაწილების მორგებული წირიმორგებული კვანძებიმორგებული ნორმალების ხელსაწყოები UI-ქ ნორმალის ვექტორის გამოყენებითმორგებული თვისებებიმორგებული ორიენტირი მიმმართველებისთვისმორგებული იერფერის წყარომორგებული ზომა დაექსპორტებული ტექსტურების მასშტაბების შემცირებისთვისმორგებული ტეგები (სახელების სიტყვაფორმები) აქტივისთვის, გამოიყენება გასაფილტრად და ზოგადად აქტივების მენეჯმენტისთვისმორგებული ტექსტი, რომელიც მარკის შენიშვნაში უნდა გამოჩნდესმორგებული მნიშვნელობა მეტრ ერთეულში USD-იქ სცენისთვისგაკვეთაწიბოების გაკვეთანაწილაკების გამოჭრა ფორმაზებოლომდე გაკვეთაგადახტომადაჭერი გადაკვეთა წახნაგებადგაკვეთე წახნაგთა წიბოები უკეთესი ნამსხვრევისთვისგაკვეთე გეომეტრია სიბრტყის გასწვრივ (დააწკაპუნე და გაათრიე კურსორი სიბრტყის განსასაზღვრად)შეჭერი თმა ისე, რომ ფორმის დამყენებელ ობიექტს მოერგოსშეჭერი თმაგაკვეთე გეომეტრია და დატოვე თითოეული მხარე ცალკე (მხოლოდ მონიშნული/მოუნიშნავი)დახრილად გაკვეთე მონიშნული საგნები ცერობის, ან ნაზოლის შესაქმნელადგაკვეთე მეშში მარყუჟი და გაასრიალეგაკვეთე ახალი ტოპოლოგიაამოჭერი მონიშნული ტექსტი და გადაიტანე გაცვლის ბუფერშიგაკვეთე მყარი გეომეტრია მონიშნულიდან მოუნიშნავამდეამოჭერი ტექსტი და გადაიტანე გაცვლის ბუფერშიგაკვეთე ყველა წახნაგი და არა მხოლოდ ხილულიმოჭერი, გამოაკელი, ან შეაერთე SDF მოხულობის ბადის რამდენიმე შენატანიამოჭერი, ამოაკელი, ან შეაერთე რამოდენიმე შემავალი მეშიმოჭრამოჭრის მანძილიმაღალ-სიხშირიანი ფილტრის ჩამოჭრის სიხშირე, რომელიც აუდიო მონაცემებზე გამოიყენებადაბალ-სიხშირიანი ფილტრის ჩამოჭრის სიხშირე, რომელიც აუდიო მონაცემებზე გამოიყენებაკვეთებიმეშს კვეთს გასარკისებურების სიბრტყეზეკვეთები: %s, სიგლუვე: %sციკლიციკლის სახელურის ტიპიციკლის ხანგრძლივობაციკლირება უკანციკლურად გაიარე სახელურთა ოთხივე ტიპიციკლური უკუსვლაციკლურად ატრიალე ანიმირებული დრო ქმედების დასაწყისისა და დასასრულის ფარგლებშიციკლურად გაიარე თანამიმდევრობის კადრებშიციკლურად დაატრიალე გამოსახულებები ფილმშიციკლურად იარე ყველა არა-ცარიელ სლოტშიჩამოუარე ხელმისაწვდომ ეკრანებსციკლური სვლა ისტორიაშიციკლირება შიდა შეპირაპირების სახეებშიციკლურად გაიარე გადაკვეთის მეთოდებშიციკლურად გაიარე აცდენის რეჟიმებიციკლირება გარე შეპირაპირების სახეებშიციკლურად გაიარე რედაქტორის კონტექსტი მომდევნოს/წინას აქტივაციის მეშვეობითმოახდინე ციკლირება ცისარტყელაში, სცადე, თითოეულ ჏ირქ უნიკალური ფერი მიანიჭოამ ჯგუფის ხელსაწყოების ციკლური ცვლაჩამოუარე სამუშაო სივრცეებსციკლისთვის ანგარიშგამწევი ჩასოლვაCyclesCycles-იქ წირთა რენდერის ანაწყობებიCycles-იქ მორგებული კამერის ანაწყობებიCycles-იქ ხარვეზების აღმოფხვრაციკლების F-მოდიფიკატორიCycles-იქ სინათლის ანაწყობებიCycles-იქ მასალის ანაწყობებიCycles-იქ მეშის ანაწყობებიCycles-იქ ობიექტის ანაწყობებიCycles-იქ რენდერის მოწყობილობებიCycles-იქ სარენდერო ძრავაCycles-იქ რენდერის ანაწყობებიCycles-იქ ანაწყობებიCycles-იქ ხედშრის ანაწყობებიCycles-იქ ხილვადობის ანაწყობებიCycles-იქ სამყაროს ანაწყობებიCycles დაკომპილირდა Embree-ქ მხარდაჭერის გარეშეCycles-იქ წირთა რენდერის ანაწყობებიამ კომპილაციაში Cycles გათიშულიაCycles-იქ სინათლის ანაწყობებიCycles-იქ მასალის ანაწყობებიCycles-იქ მეშის ანაწყობებიCycles-იქ ობიექტის ანაწყობებიCycles-იქ რენდერის ანაწყობებიCycles დამარენდერებლის ინტეგრაციაCycles-იქ ხილვადობის ანაწყობებიCycles-იქ სამყაროს ანაწყობებიციკლურიციკლური ანიმაციაციკლური აცდენაციკლური ლენტის დროციკლური Uციკლური Vსაკვანძო ფაზების თანამიმდევრობის ციკლური განგრძობა/გამეორებატალღის ციკლური ეფექტიციკლირების რეჟიმი, რომელიც უნდა იყოს გამოყენებული უკანასკნელი საკვანძო ფაზის შემდეგპირველი საკვანძო ფაზის წინ გამოსაყენებელი ციკლირების რეჟიმიცილინდრიცილინდრის რადიუსიჩეხური - ČeĹĄtinaარარეკომენდირებული: ჩაამატე ორიგინალი ბრუნვა დაკოპირებულ ბრუნვაშიDJVDLSDNxHDქვევითDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (შენიშვნა: რენდერის რეზოლუციას ცვლის)DWAA (დანაკარგიანი)DWAB (დანაკარგიანი)დემპფირებადემპფირების კოეფიციენტიდემპფირება გაუკეთე არეკლილ ტალღებს, რომლებიც ჼარიქ საწინააღმდეგო მიმართულებით მიდიანდემპფირებული უმცირესი კვადრატი რიცხვითი გაფილტრვითდემპფირებული თვალის დევნებადემპფირებული თვალის დევნების ბორკილიდემპფირებადემპფირებადემპფირების ეფსილონიდემპფირების კოეფიციენტიდემპფირების მაქსიმუმიდემპფირების დროგადაადგილების დემპფირებადემპფირება X-ზეX კუთხის დემპფირებადემპფირება Y-ზეY კუთხის დემპფირებადემპფირება Z-ზეZ კუთხის დემპფირებაჰარმონიული დრეკადი ძალის დემპფირებადემპფირება X ღერძზედემპფირება ბრუნვის X ღერძზედემპფირება Y ღერძზედემპფირება ბრუნვის Y ღერძზედემპფირება Z ღერძზედემპფირება ბრუნვის Z ღერძზეგამოკიდებული გადამისამართება იგნორირდება.დანიური - Danskგამუქებაჩამუქების რეჟიმიამუქებს კიდეებს.უფრო მუქიჩრდილების სიმუქეშტრიხიტირე 1ტირე 2ტირე 3ტირეს სიგრძეშტრიხის მოდიფიკატორის სეგმენტიტირეს პროპორციაწყვეტილი ხაზიწყვეტილი ხაზების გაუმჭვირვალობამონაცემებიმონაცემების APIმონაცემთა სიღრმემონაცემთა შრემონაცემთა ოპერაციამონაცემთა მისამართიმონაცემთა გადახედვებიმონაცემთა ნაკრებიმონაცემთა წყარო:სამიზნე მონაცემებიმონაცემთა გადატანამონაცემთა გადატანის მოდიფიკატორიმონაცემთა ტიპიმონაცემთა დამახინჯება: მონაცემთა ბლოკი %s' სხვა ლოკალურ მონაცემთა ბლოკს (%s') იყენებს, როგორც ბიბლიოთეკის უკუგდების მითითებას, უკუგდების ყველანაირი მონაცემი იშლებამონაცემთა დამახინჯება: მონაცემთა ბლოკი '%s' საკუთარ თავს იყენებს ბიბლიოთეკის უკუგდების მითითებად, უკუგდების ყველანაირი მონაცემი იშლებამონაცემთა კრიტიკული დაზიანება: მონაცემთა ბლოკს `%s`აქვს ბიბლიოთეკის უკიუგდების თვისება RNA მისამართის გარეშემონაცემების მისამართი დაუყენებელიამონაცემთა წერტილი თავისუფალი მონასმის წირისთვისფონისთვის გამოყენებული მონაცემთა წყარომონაცემები, რომლებიც მოდიფიცირებული იქნება გაფართოების ოპერაციის დროსქეშიდან წასაკითხი მონაცემებიმონაცემთა ტიპიმონაცემთა ტიპი ტოპოლოგიური ბადისთვისAOV-იქ მონაცემთა ტიპითვისების მონაცემთა ტიპიბუდის მონაცემთა ტიპივოქსელის მნიშვნელობების მონაცემთა ტიპისელცხრილის სვეტის იდენტიფიცირებისთვის გამოყენებული მონაცემებიელცხრილის ტაბულის იდენტიფიცირებისთვის გამოყენებული მონაცემებიმონაცემთა წყაროდან შესაბამისი მონაცემების იდენტიფიკაციისთვის გამოყენებული მონაცემებიცხრილის იდენტიფიკაციისთვის გამოყენებული მონაცემებიმონაცემთა მნიშვნელობები განსაკუთრებული ქცევის გარეშემონაცემთა ბლოკიმონაცემთა ბლოკის სახელიმონაცემთა ბლოკის მითითებებიმონაცემთა ბლოკის ტიპიმონაცემთა ბლოკებიმონაცემთა ბლოკ '%s'-ქ ჰქონდა გამოუსადეგარი ჩაშენებული კვანძთა ჯგუფი, რომელიც არ წაკითხულამონაცემთა ბლოკი '%s' ბიბლიოთეკის უკუგდება, ან ბიბლიოთეკის უკუგდების იერარქიის ნაწილი არაამონაცემთა ბლოკი '%s' აქტივი აღარაამონაცემთა ბლოკი '%s' ახლა აქტივიამონაცემთა ბლოკს არ აქვს აქტივთა ოპერაციების მხარდაჭერა - უნდა იყოს ფუნჯი, კოლექცია, კვანძთა ჯგუფი, ობიექტი, პოზის ქმედება, სცენა, ან სამყარომონაცემთა ბლოკს არ აქვს გადახედვების მხარდაჭერამონაცემთა ბლოკი, რომლიდანაც რედაქტირებაში მყოფი მონაცემთა ბლოკია დაკავშირებულიმონაცემთა ბლოკი აქტივად აღნიშნული არაამონაცემთა ბლოკის სახელი შეიცვალა '%s'-ით, თავიდან სცადე მისი სახელის ძალით შეცვლა '%s'-ზემონაცემთა ბლოკის ტიპს არ აქვს ავტომატური გადახედვების მხარდაჭერამონაცემთა ბლოკის ტიპს ყალბი მომხმარებლის მხარდაჭერა არ აქვსსაჩვენებელი მონაცემების ბლოკის ტიპი3D ხედში ანოტაციებისთვის გამოყენებული მონაცემთა ბლოკიმონაცემთა ბლოკი, რომელიც ამ ფორმის სოლებს იყენებსმონაცემთა ბლოკი, რომელიც ამ შეფუთულ ფაილს იყენებს, არარედაქტირებადიამონაცემთა ბლოკი, რომლის კვანძებიც რედაქტირებაშიაამ ბიბლიოთეკაში მდებარე მონაცემთა ბლოკები რედაქტირებადია, მიუხედავად იმისა, რომ დაკავშირებულებია. გამოიყენება ფუნჯების აქტივებისა და მათზე დამოკიდებული ელემენტების მიერ.გლობალურ მთავარ მონაცემთა ბაზაში არ მყოფ მონაცემთა ბლოკებს სახელი ვერ გადაერქმევამონაცემთა გადატანათარიღიმოდიფიცირების თარიღითარიღი: {:s} {:s}დღეებიმოახდინე გეომეტრიული კვანძების მაჩვენებლის დეაქტივაცია ცარიელ სივრცეში დაწკაპუნებისასმოახდინა ბადის ვოქსელების დეაქტივაცია მინიმალურსა და მაქსიმალურ კოორდინატებს მიღმა, და დააყენე ფონის მნიშვნელობაზე.მოახდინე უდრეკი სხეულის დეაქტივაცია სიმულაციის დასაწყისშიმოახდინე გეომეტრიის კვანძებში მონიშნული მაჩვენებლის კვანძის დეაქტივაციადეაქტივაციადაღუპულიმკვდარი ზონასიკვდილიხარვეზების აღმოფხვრახარვეზთა აღმოფხვრის ხატულას ფონიხარვეზთა აღმოფხვრის ხატულას ზედაპირიხარვეზების აღმოფხვრის ნიმუშების რიცხვიხარვეზების აღმოფხვრის მნიშვნელობახარვეზების აღმოფხვრის ვარიანტები, მხოლოდ '-d'-ით დაწყებისასგადასაყვანის აცდენამისაღები ყოველმხრივი სტრატეგია. ერთი შვილობილიანი ძვლის წვეტი მოთავსდება მის შვილობილთან ყველაზე ახლოს მდებარე ლოკალურ ღერძზეათწილადებიდეციმირებადაადეციმირე F-წირები იმ საკვანძო ფაზების წაშლით, რომლებიც ყველაზე ნაკლებ გავლენას ახდენენ ჏ირიქ ფორმაზედაადეციმირე F-წირები იმის მითითებით, თუ რამდენად შეუძლიათ გადაიხარონ ორიგინალი წირისგანდეციმირების მოდიფიკატორიდეციმირება: არაწრფივი/ბეზიეს საკვანძო ფაზები გამოიტოვება!დეციმირების მოდიფიკატორიკვანძის პანელის დეკლარირებაკვანძის ბუდის დეკლარირებაკვანძთა ჯგუფის ბუდეებისა და ui პანელების დეკლარირებადეკომპოზიცია გაქანებულ ბრუნვად X ღერძის დამიზნებისთვის, რაქაც მის ირგვლივ მოგრეხვა მოჰყვებადეკომპოზიცია გაქანებულ ბრუნვად Y ღერძის დამიზნებისთვის, რაქაც მის ირგვლივ მოგრეხვა მოჰყვებადეკომპოზიცია გაქანებულ ბრუნვად Z ღერძის დამიზნებისთვის, რაქაც მის ირგვლივ მოგრეხვა მოჰყვებადაშალე თავის ცილინდრულ კომპონენტებად.დაშალე თავის სფერულ კომპონენტებად.მეშის აგების მაგივრად მოახდინე მისი დეკონსტრუქციაკონტრასტის შემცირებაშეამცირე ნახტომის სიმაღლემოუკელი სეგმენტებსნაგულისხმებინაგულისხმები ატრიბუტინაგულისხმები დახურულინაგულისხმები ფერინაგულისხმები ფერის ატრიბუტინაგულისხმები ფერებინაგულისხმები საშლელი ფუნჯინაგულისხმები ქრობანაგულისხმები კადრი: {:.02f} (მთელი რიცხვი უნდა იყოს!)ნაგულისხმები კადრი: {:.0f}ნაგულისხმები განზრახული (წვეროს სამიზნე პოზიცია) მნიშვნელობანაგულისხმები განზრახული (წვეროთა სასურველი პოზიცია) მნიშვნელობა, როცა წვეროთა ჯგუფი არ გამოიყენებაჯგუფის კვანძის ნაგულისხმები სიგანენაგულისხმები სახელურებიიმპორტის ნაგულისხმები მეთოდინაგულისხმები შენატანინაგულისხმები ინტერპოლაციასოლების ნაგულისხმები არხებიკლავიშების ნაგულისხმები კონფიგურაციანაგულისხმები განლაგებანაგულისხმები მაქსიმუმინაგულისხმები მინიმუმიგადახედვის ნაგულისხმები ზომანაგულისხმები დაგლუვების რეჟიმინაგულისხმებად დაყენებანაგულისხმები სიდიდენაგულისხმები წონანაგულისხმები წონა Aნაგულისხმები წონა Bნაგულისხმები ქმედება თაგვის მარჯვენა ღილაკისთვისკლავიშთა ნაგულისხმები, ჩაშენებული კონფიგურაციანაგულისხმები ფერი ტექსტურებისთვის, რომლებიც RGB-ქ არ აბრუნებს, ან როცა ჩართულია RGB ინტენსიურობადძვლების მყარი ფორმების ნაგულისხმები ფერიფერის ნაგულისხმები ტეგი ახალი კვანძებისა და კვანძთა ჯგუფებისთვისგამოსახულების ზღუდიდან ნაგულისხმები მანძილი, რომელზეც მარკერი თვალის დევნებას წყვეტსნაგულისხმები საშლელი ფუნჯი მთავარ ფუნჯთან ქ჏რაფი გაცვლა-გამოცვლისთვისშევსების ნაგულისხმები ფერიკოლონტიტულის ნაგულისხმები პოზიცია ახალი სივრცის ტიპებისთვისნაგულისხმები ადგილი, სადაც დარენდერებული გამოსახულებები აისახებანაგულისხმები მდებარეობა, სადაც ფაილის რედაქტორი იქნება ასახულინაგულისხმები მდებარეობა, სადაც სასურველი პარამეტრები იქნება ასახულინაგულისხმები მინიმალური მნიშვნელობა კორელაციისა ურთიერთშესაბამის ფაჼტურაქა და მითითებას შორის, რომლის მიმართ დამოკიდებულება ჯერ კიდევ იგივეა, რაც თვალის წარმატებული დევნების მიმართთვალის სადევნებლად გამოსაყენებელი მოძრაობის ნაგულისხმები მოდელიდახარისხების გასაღების ნაგულისხმები თანმიმდევრობანაგულისხმები მისამართები გარე ფაილებისთვისნაგულისხმები შაბლონური შევსებანაგულისხმები შეფარდებითი მისამართის ვარიანტი ფაილების სელექტორისთვის, როცა მისამართი ჯერ არაა განსაზღვრულინაგულისხმები ანაწყობი ქუთოთოების მიყოლის ცოციებისთვის (X და Z)აქტივის გადახედვის მიკროასლების ნაგულისხმები ზომა პიქსელებშინაგულისხმებად გამოიყენე გაფართოებული რიცხვითი შეყვანანაგულისხმები ხელსაწყოები ნაწილაკების რეჟიმისთვისნაგულისხმები მნიშვნელობა ბადის ვოქსელების გარეთმოცულობის ნაგულისხმები დარენდერება ნულოვან გაბნევას იყენებს, რომელიც წაუნაცვლებელია და ნაკლები არტეფაქტი აქვს, მაგრამ შეიძლება, უფრო ხმაურიანი იყოს. წანაცვლებული ვარიანტი სხივზე მარშირებას იყენებს, საფეხურების ზომისა და მაქსიმალური რაოდენობის სამართავებითნაგულისხმები წონა, რომელიც წვეროს ექნება, თუ პირველ წვეროთა ჯგუფ A-ში არაანაგულისხმები წონა, რომელიც წვეროს ექნება, თუ პირველ წვეროთა ჯგუფ B-ში არაანაგულისხმები წონა, რომელიც წვეროს უნდა ჰქონდეს, თუ წვეროთა ჯგუფში არაანაგულისხმებიფუძის განსაზღვრასიღრმის განსაზღვრასიგნატურის განსაზღვრადაადგინე კადრების მორგებული დიაპაზონი მოდიფიკატორში გამოსაყენებლადგანსაზღვრე ხაზი ქა჏ყიქი წერტილით, მიმართულებითა და სიგრძითგანსაზღვრე და დაარედაქტირე დრაივერები, რომლებიც თვისებებს მორგებულ ფუნქციებთან, ან სხვა მონაცემებთან აკავშირებსგანსაზღვრე რკალი წრეწირის სამი წერტილით. რკალი ქა჏ყიქ და საბოლოო წერტილებს შორის გამოანგარიშდებაგანსაზღვრე ძალები წვეროების ანიმირებულ პოზიციაში დასატოვებლადგანსაზღვრე, თუ როგორ ინტერპრეტირდება ქი჊ჼარიქ ვექტორები დროსთან მიმართებაში, 'კადრი' ნიშნავს, რომ დელტა დრო 1 კადრია, 'მეორე' ნიშნავს, რომ დელტა დრო არიქ 1 / FPSგანსაზღვრე რადიუსი წილადნიშნათიგანსაზღვრე მელანინის კონცენტრირება ქვემოთ, ყველაზე რეალისტური შესახედაობის თმის მისაღებად (შეგიძლია, სხვადასხვა ტიპის თმის კონცენტრირება ონლაინ იპოვო)განსზღვრე რადიუსი და მდებარეობა სამი წერტილითგანსაზღვრე რადიუსი წილადნიშნათიგანსაზღვრე ხაზის ქა჏ყიქი და ბოლო წერტილებიგანსაზღვრე მონასმის ჏ირი ბეზიეს წირით (მოსმები დაცალკევებულია დაშორების მიხედვით)განსაზღვრე გარდაქმნა ლოკალურად, ან ობიექტის გარდაქმნითგანსაზღვრე, სფლაინის გასწვრივ სად მთავრდება ჏ირიქ გეომეტრია (0 დასაწყისისთვის, 1 - დასასრულისთვის)განსაზღვრე, სფლაინის გასწვრივ სად იწყება ჏ირიქ გეომეტრია (0 დასაწყისისთვის, 1 - დასასრულისთვის)განსაზღვრე, საიდან მოდის მდებარეობა და ბრუნვა VR ხედისთვის, რომლებზეც გადაადგილებისა და ბრუნვის დელტა მნიშვნელობები VR ჰედსეტიდან იქნება გამოყენებულიგანსაზღვრე, ჯგუფების რომელი ქვეწყება იქნება გამოყენებულიმხოლოდ განსაზღვრული პრიმიტივებიგანსაზღვრავს უკუგამოძახების ფუნქციებს USD IO-ქ განვრცობისთვისგანსაზღვრავს, თუ როგორ უსწორდება წერტილები და ოთხკუთხედები სახატავ ბილიკსა და ობიექტის ბრუნვასგანსაზღვრავს მონასმის რა ოდენობა ჩნდება/ქრებაგანსაზღვრავს, თუ მონასმის რა ოდენობა ჩანსადგენს, როგორ მოიქცევა ოპერატორი აჼტიურ შრეში მონიშვნაზეგანსაზღვრავს, თუ რა თანმიმდევრობით ლაგდება მონასმები 3D სივრცეში (ობიექტებისთვის, რომლებიც 'წინ' არ აისახება)განსაზღვრავს, თუ როგორ ზემოქმედებს წვეროების ფერი მონასმებზეადგენს, სოლები აჩქარების ჏ირქ უნდა გაუმწკრივდეს, თუ შენელებისასადგენს, აქვს თუ არა ამომხსნელს ხელახალი იტერაციის უფლება (კონვერგენცია, სანამ სიზუსტე მიიღწევა) არცერთ, პირველ, ან ყველა კადრზეგანსაზღვრავს გრადიენტისა და კულულის გამოსათვლელად გამოყენებული წარმოებული აცდენის ზომასგანსაზღვრავს გადასაწერ UI-ქ. თუ დაუყენებელია, ახალი შეიქმნება და სახელი დაერქმევა რიგირ სახელის საფუძველზეგანსაზღვრავს მოწმენდის შესაზღუდად გამოყენებულ არ჎ქ. აბალანსებს ორი არამთავარი ფერის არხებს, რომლებთანაც ხდება მთავარი არ჎იქ შედარება. 0 ნიშნავს, რომ ორი არხიდან მეორე გამოიყენება, ხოლო 1 ნიშნავს, რომ ორიდან პირველი გამოიყენებაგანსაზღვრავს გამოსახულების იმ განზომილებას, რომელთანაც არიქ დაკავშირებული ფარდობითი მნიშვნელობალინზის პროეცირებას განსაზღვრავს მრავალწევრად, რათა ნამდვილი კამერის ლინზის იმიტაცია შესაძლებელი იყოსგანსაზღვრავს იმ არგუმენტების ფორმატს, რომლებითაც ტექსტური რედაქტორი ფაილებს ხსნის. მხარდაჭერილი გაფართოებებია: $filepath ფაილის აბსოლუტური მისამართი. $line ხაზი, რომელზეც უნდა გაიხსნას (ნებაყოფლობითი). $column ხაზის დასაწყისიდან გასახსნელი სვეტი (ნებაყოფლობითი). $line0 და column0 ნულიდან იწყება. მაგალითი: -f $fikepath -l $line -$columnგანსაზღვრავს, მონასმის რა პორცია უნდა იყოს გამოყენებული გაგრძელების გამოსათვლელადგანსაზღვრავს, არიქ თუ არა წინა პლანი პირდაპირი ალფას ფორმით მოცემული, რაც აუცილებლად უნდა ვიცოდეთ წესიერი ალფა კომპოზიტირებისთვის. კომპოზიტორში არსებული გამოსახულებების ნაგულისხმები ფორმაა წინასწარ გამრავლებული, ასე რომ, უმეტეს შემთხვევაში მცდარზე უნდა იყოს დაყენებული. მაგრამ იმ შემთხვევაში, თუ წინა პლანი რაიმე მიზეზით დაკონვერტირდა პირდაპირ ალფად, მაშინ ეს პარამეტრი ჭეშმარიტზე უნდა იყოს დაყენებულიგანსაზღვრავსმ თუ რომელ კოლექციაში მოთავსდეს ვიჯეტების ობიექტები. თუ დაუყენებელია, ახალი შეიქმენა რიგის სახელის საფუძველზემიუთითებს, რომელი სოლები იქნას გამოყენებული დაქანებად და რამდენად მოხდეს მათკენ შეზავებაგანსაზღვრავს, თუ რომელ რიგს გადაეწეროს. თუ დაუყენებელია, ახალი შეიქმნება რიგის სახელის ვარიანტის, ან მეტარიგის სახელის საფუძველზე დარქმეული სახელითგანსაზღვრებაარჩევანის განსაზღვრა RNA ჩამოთვლის თვისებაშიაუდიო არხების მკაფიოობადაჩუტვაგამომცემის ასხლეტამიმართულება შეუცვალე დენად ნივთიერებებს და გავლენა მოახდინე დინებაზეასხლეტადეფლექტორებიდეფოკუსირებადეფორმირებადეფორმირების ღერძიდეფორმირებადი ძვალიწირების დეფორმირება ზედაპირზედეფორმირების რეჟიმიდეფორმირების პოზის ძვლებიდეფორმირება ლოკალური ღერძის გარშემოდაადეფორმირე ანკერული წერტილების სერიის საფუძველზედეფორმაცია X ღერძშიდეფორმაცია Y ღერძშიდეფორმაცია Z ღერძშიკვატერნიონების მეშვეობით მოახდინე ბრუნვის დეფორმირების ინტერპოლაციადაადეფორმირე კონკრეტული წერტილები სხვა ობიექტის გამოყენებითმონასმის წერტილების დეფორმირება არმატურის ობიექტის საშუალებითმონასმის წერტილების დეფორმირება ობიექტების საშუალებითდაადეფორმირე მონასმების გისოსების ობიექტის საშუალებითმეშის, ან ჏ირიქ დეფორმირება Alembic ფორმატში გარე მეშის ქეშის გამოყენებითმეშის დეფორმირება თითო-თითო კადრში წვეროთა გარდაქმნის გარე ქეშის გამოყენებითდაადეფორმირე ფორმა მოგრეხვის, მოღუნვის, დავიწროების, ან გაწელვის მეშვეობითდაადეფორმირე ფორმა არმატურის ობიექტის გამოყენებითმონასმის დეფორმირება, რათა უკეთ მოერგოს გარსის ფორმასდაადეფორმირე სხვა მეშის გამოყენებით, რომელიც დეფორმაციის გალიის როლს შეასრულებსდაადეფორმირე გისოსების ობიექტის ფორმის გამოყენებითდაადეფორმირე მოცულობა ხმაურზე, ან სხვა ვექტორულ ველებზე დაყრდნობითდეფორმირების ჯგუფი '%s' არ არიქ ობიექტში '%s'დეფორმაციადეფორმაციის ხიდიდეფორმაციის სამიზნეფუნჯში გამოყენებული დეფორმაციის ტიპიდეფორმაციები (ფორმის სოლები, დეფორმირების მოდიფიკატორები)დეფორმირებული მდებარეობადეფორმირებადიმიმმართველი წირების დახმარებით წნავს არსებულ თმის წირებსმიმმართველი წირების დახმარებით აკულულებს არსებულ თმის წირებსხმაურის ტექსტურის გამოყენებით ადეფორმირებს თმის წირებსთმის წირებს ადეფორმირებს ასაწეწად ყოველ წერტილზე შემთხვევითი ვექტორის გამოყენების გზითგრადუსებიდეინტერლეისიჩაატარე ყველა ფილმის წყაროს დეინტერლეისივიდეო ფაილის ჩატვირთვისას გაუკეთე დეინტერლეისიDelდელონედაყოვნებასარკმლის განახლებების დაყოვნებადაყოვნება წამებში მაქსიმალური ქიქ჏რაფიქ მიღწევამდეწაშლაწაშალე 4 გამოტოვება ხაზის დასაწყისიდანცხობის წაშლაფუნჯის აქტივის წაშლაკატალოგის წაშლამონაცემთა წაშლაცარიელი კადრების წაშლაგეომეტრიის წაშლაწაშლა გლობალურადწაშალე გრიზ ფენსილის კადრ(ებ)იუფრო მაღლის წაშლამოდიფიკატორის წაშლაწაშალე ჩახშობილიწერტილის წაშლაპოზის აქტივის წაშლამითითების ობიექტის წაშლასეგმენტების წაშლამონიშნულის წაშლასტუდიური განათების წაშლაბილიკის წაშლაგამოუყენებელის წაშლაგამოუყენებელი კვანძების წაშლაწაშალე სრული ნაწილაკი, ან მხოლოდ სოლებიწაშალე საკვანძო ფაზა მონიშნული კვლებიდან მიმდინარე კადრზეწაშალე აჼტიური კადრები ყველა შრისთვისწაშალე ყველა შრიქ აჼტიური საკვანძო ფაზებიწაშალე აჼტიური სცენაწაშალე აჼტიური ეკრანიწაიშალოს აჼტიური ტექსტური ფაილი?ყველას წაშლაწაშალე აქტივის ყველა მეტამონაცემი და აქტივის მონაცემთა ბლოკი ისევ ნორმალურ მონაცემთა ბლოკად გადააქციეწაშალე აქტივის ყველა მეტამონაცემი და მონიშნული აქტივის მონაცემთა ბლოკები ნორმალურ მონაცემთა ბლოკებად გადააქციეწაშალე აქტივების ყველა მეტამონაცემი, რაც აქტივის მონაცემთა ბლოკებს ისევ ნორმალურ მონაცემთა ბლოკებად აქცევს, და დააყენე ყალბი მომხმარებელი, რათა დარწმუნდე, რომ მონაცემთა ბლოკები კვლავ შეინახებაწაშალე მიმდინარე სცენაში არსებული ყველა ობიექტის ყველა გამოცხობილი ქეშიწაშალე ცარიელი ანიმაციის მონაცემთა ყველა კონტეინერი მონაცემთა ხილული ბლოკებიდანწაშალე ყველა კადრი, რომლებშიც კვანძები არააწაშალე ყველა უვარგისი სანიშნეწაშალე ყველა სოლი, რომელიც წარმოქმნა 'მიამაგრე სცენის კამერას' ოპერატორმაწაშალე ყველა სინათლის ზონდის გამოცხობილი განათების მონაცემებიწაშალე ყველა კვანძი გამოუყენებელი გამონატანითანიმაციის ყველა მონიშნული არ჎იქ წაშლაწაშალე ყველა მონიშნული მონასმი, ან წერტილიწაშალე ყველა ხილული დრაივერი, რომელიც უვარგისად ითვლებაწაშალე ყველა სამუშაო სივრცე ამის გარდაწაშალე მონაცვლეობითი წვეროები მონასმში, გარდა უკიდურესობებისაწაშალე გეომეტრიიდან ატრიბუტი განსაზღვრული სახელით. როგორც წესი, გამოიყენება მუშაობის ოპტიმიზაციისთვისწაშალე წიბოთა მარყუჟი ყოველ მხარეზე წახნაგების შერწყმის გზითწაშალე არსებული წერტილიწაშალე ერთი გამოსაცხობი კვანძის, ან სიმულაციის გამოცხობილი მონაცემებიწაშალე ქეში ყველა მონიშნულ ობიექტზეწაშალე ქეშირებული ირიბი განათებაწაშალე ქეშირებული/გამოცხობილი სიმულაციები გეომეტრიული კვანძების მოდიფიკატორებშიწაშალე შვილობილი ობიექტები და კოლექციებიწაშალე ბოიდის ამჟამინდელი წესიწაშალე ამჟამინდელი ბოიდის მდგომარეობაწაშალე მიმდინარე ქეშიწაშალე მიმდინარე UI-აჼტიური თვისების მიმდინარე საკვანძო ფაზაწაშალე ჏ირიქ კვანძებიწაშალე მონიშნულ საგნებს მიკუთვნებული დრაივერებიდრაივერების წაშლა მასივის ყველა ელემენტისთვისწაშალე ცარიელი გამოსახულების ობიექტი, როცა მეშის სიბრტყე შექმნილი იქნებაწაშალე გარსის სამართავი წერტილიდენადი გარემოს წაშლა სიმულაციიდანწაშალე დენადი ნივთიერება დაბრკოლებებს შიგნითდაბრკოლებაში წაშლაწაშალე საკვანძო ფაზები მასივის ყველა ელემენტიდანწავშალო საკვანძო ფაზები მონიშნული ობიექტებიდან?წავშალო საკვანძო ფაზები მონიშნული ლენტებიდან?წაშალე საკვანძო ფაზები მიმდინარე კადრზე განსაზღვრულ ჩასოლვის ნაკრები არსებული ყველა თვისებისათვისწაშალე დაუმაგრებელი წვეროები, წიბოები და წახნაგებიწაუშალე მარკერი მიმდინარე კადრს მონიშნული კვლებიდანწაიშალოს მარკერი ამჟამინდელი კადრიდან მონიშნული კვლებისთვის?წაშალე ვიდეო კლიპის პროქსი ფაილები მყარი დისკიდანმოსაგვარებლად წაშალე თითოეული წყვილიდან თითო:წაშალე მხოლოდ შევსებები და არა მონასმებიწაშალე მხოლოდ მონასმები და არა შევსებებიწაშალე ფიზიკის ცხობაწაშალე წერტილებიწაშალე მეორეხარისხოვანი ნაწილაკები, რომლებიც დაბრკოლებათა შიგნით არიან, ან დატოვეს სამოქმედო არეალიწაშალე მონიშნული NLA-ბილიკები და ლენტები, რომლებსაც ისინი შეიცავენწავშალო მონიშნული ძვლები?წაშალე მონიშნული სანიშნეწაშალე მონიშნული კოლექციების იერარქიებიწავშალო მონიშნული სამართავი წერტილები და სფლაინები?წაშალე მონიშნული სამართავი წერტილები, ან სეგმენტებიწაშალე მონიშნული სამართავი წერტილები, ან სფლაინებიწაშალე მონიშნული სამართავი წერტილები, გარშემორტყმული სახელურების შესწორებითწაშალე მონიშნული ელემენტები, რომლებიც არ გამოიყენება ქერქის მიერწაშალე მონიშნული წახნაგები, რომლებიც ქერქის მიერ გამოიყენებაწავშალო მონიშნული ფაილები?წავშალო მონიშნული საკვანძო ფაზები?ქიიქ მონიშნული ელემენტის წაშლაწავშალო მონიშნული მარკერ(ებ)ი?წაშალე მონიშნული მეტაბურთის ელემენტ(ებ)იწავშალო მონიშნული მეტაბურთის ელემენტები?წაშალე მონიშნული ობიექტებიწაშალე მონიშნული ობიექტები და კოლექციებიწავშალო მონიშნული ობიექტები?წაშალე მონიშნული ნაწილაკები, ან სოლებიწაშალე მონიშნული წერტილები მონასმების გახლეჩის გარეშეწაშალე მონიშნული პატაკებიწაშალე დროში ხელახლა განაწილების მონიშნული სოლები სეკვენსერიდანმონიშნული ლენტების წაშლაწაშალე მონიშნული ლენტები სეკვენსერიდანწაშალე მონიშნული მონასმები წერტილებზეწაშალე დროის მონიშნული მარკერ(ებ)იწაშალე მონიშნული კვლებიწავშალო მონიშნული კვლები?წაშალე მონიშნული წვეროები, წიბოები და წახნაგებიწაშალე მონასმის წერტილები ურთიერთგადამკვეთ მონასმებს შორისწაშალე სამიზნე ცვლადიწაშალე ტექსტი კურსორის პოზიციასთანწაშალე ტექსტი კურსორის პოზიციის მიხედვითწაშალე ID კურსორის ქვეშწაშალე აჼტიური გრიზ ფენსილის კადრ(ებ)იწაშალე აჼტიური ფუნჯის აქტივიწაშალე აჼტიური ანოტაციის შრისთვის აჼტიური კადრიწაშალე აჼტიური ობიექტიდან წვეროთა აჼტიური, ან ყველა ჯგუფიწაშალე აჼტიური პოზიციაწაშალე აჼტიური სამუშაო სივრცეწაშალე დანამატი ფაილების სისტემიდანწაშალე მონიშნული პოზის აქტივიწაშალე მონიშნული ვ. რ. ორიენტირი სიიდანწაშალე მონიშნული ლოკალური უკუგდება და შეძლებისდაგვარად გადააკავშირე მისი გამოყენებები დაკავშირებულ მონაცემთა ბლოკთან, სხვა შემთხვევაში ჩამოუყარე პარამეტრები და აღნიშნე არარედაქტირებადადწაშალე მონიშნული ლოკალური უკუგდებები (მათი უკუგდებების დამოკიდებულებათა იერარქიების ჩათვლით) და ხელახლა დაუკავშირე მათი გამოყენებები ბმულით დაკავშირებულ მონაცემთა ბლოკებსწაშალე მონიშნული ადგილობრივი უკუგდებები და ხელახლა დააკავშირე მათი გამოყენებები ბმულით დაკავშირებულ მონაცემთა ბლოკენს, სადაც შესაძლებელია, ანდა დააბრუნე ისინი ქა჏ყიქ მდგომარეობაში და აღნიშნე, როგორც არარედაქტირებადიწაშალე ეს ბიბლიოთეკა და მისი ყველა საგანიწაშალე ეს წონა წვეროდან (ითიშება, როცა წვეროთა ჯგუფი დაბლოკილია)წაშალე მონიშნული ჏ირიქ შესაბამისი კვალიწაიშალოს მონიშნული ჏ირიქ შესაბამისი კვალი?წაშალე გარდაქმნის ორიენტაციაწაშალე კვალთა უსუფთაო სეგმენტებიწაშალე უსუფთაო ბილიკებიწაშლა ხელახალი დაკავშირებითწაიშალა მონაცემთა %d ბლოკიწაიშალა %u დრაივერიწაიშალა %u ობიექტ(ებ)იწაიშალა 1 კვანძიწაიშალა {} კვანძიშლის მიმდინარე კადრს აჼტიურ შრეშიშლის მრავალგარჩევადობიანი მოდიფიკატორის გადანაცვლებასშლის წახნაგებს, რომლებიც მიკუთვნებულია წახნაგთა ნაკრებსშლის უფრო მაღალი გარჩევადობის მეშს, შესაძლოა დეტალების დაკარგვადელიმიტირებაშეზღუდე UV კოორდინატებითშეზღუდე წიბოთა ნაკერებიშეზღუდე წახნაგთა მიმართულებების მიხედვითშეზღუდე წახნაგთა მასალების მიხედვითშეზღუდე მკვეთრი წიბოებითმოხსენი შეზღუდვა განქარწყლების ოპერაციასშეზღუდე წიბოთა მარყუჟის მონიშვნანაკერებთან წიბოთა მარყუჟების მონიშვნის დელიმიტირებამკვეთრ წიბოებთა წიბოთა მარყუჟების მონიშვნის დელიმიტირებაშეზღუდე წიბოთა რგოლის მონიშვნაშეზღუდე წიბოთა რგოლების მონიშვნა მასალების საზღვრებთანშეზღუდე წიბოთა რგოლების მონიშვნა ნაკერებთანშეზღუდე წიბოთა რგოლების მონიშვნა მკვეთრ წიბოებთანშეზღუდე წახნაგთა მარყუჟების მონიშვნაშეზღუდე წახნაგთა მარყუჟების მონიშვნა მასალების საზღვრებთანშეზღუდე წახნაგთა მარყუჟების მონიშვნა ნაკერებთანშეზღუდე წახნაგთა მარყუჟების მონიშვნა მკვეთრ წიბოებთანმოხსენი ლიმიტი მონიშნულ მონაკვეთსგამყოფიგამყოფი ერთი ასონიშანი უნდა იყოსგამყოფი არ უნდა იყოს \n, \r, " ან \მოახდინე გარემომცველი წინაღობის გადავლაგამოიტანე გრიზ ფენსილის რენდერის შედეგი ცალკე გადავლაშიწარმოადგინე ალფა შეზავებული ზედაპირები ცალკე გადავლაშიწარმოადგინე ბრწყინვის გადავლამოახდინე სიღრმის მნიშვნელობების გადავლამოახდინე დიფუზიური ფერის გადავლამოახდინე დიფუზიური პირდაპირი გადავლამოახდინე დიფუზიური ირიბის გადავლამოახდინე პირდაპირი მოცულობითი გაბნევის გადავლამოახდინე გამოცემის გადავლამოახდინე გარემოს განათების გადავლაწარადგინე სრული კომბინირებული RGBA ბუფერიმოახდინე პრიალის ფერის გადავლამოახდინე პრიალის პირდაპირის გადავლამოახდინე პრიალის ირიბის გადავლამოახდინე ირიბი მოცულობითი გაბნევის გადავლამოახდინე მასალის ინდექსის გადავლამოპახდინე ნისლის კოეფიციენტის გადავლა (0.0-დან 0.1-მდე)მოახდინე ნორმალის გადავლამოახდინე ობიექტის ინდექსის გადავლამოახდინე პოზიციის გადავლამოახდინე ჩრდილის გადავლამოახდინე ქიქ჏რაფიქ ვექტორის გადავლამოახდინე ზედაპირქვეშა ფერის გადავლამოახდინე ზედაპირქვეშა პირდაპირის გადავლამოახდინე ზედაპირქვეშა ირიბის გადავლამოახდინე ტექსტურის UV-ქ გადავლაწარადგინე გავლის ფერის გადავლაწარადგინე გავლის პირდაპირი გადავლაწარადგინე გავლის ირიბი გადავლაწარმოადგინე მოცულობის პირდაპირი განათების გადავლადელტადელტა მდებარეობადელტა ბრუნვადელტა ბრუნვა (ეილერი)დელტა ბრუნვა (კვატერნიონი)დელტა მასშტაბირებადელტა დროდელტა გარდაქმნადელტა Xდელტა Yკლონი გამოსახულების დელტა აცდენა 0.0-დან 1.0-მდე კოორდინატებშიდელტაX: %sდემოდენიმიგანხმაურებაკვანძების განხმაურებაგადახედვის განხმაურება GPU-ზეგანახმაურე ფერი და მიმმართველი გადავლები ერთად. აუმჯობესებს ჎არიქ჎ქ, როცა მიმმართველი გადავლები ხმაურიანია, დამუშავების დამატებითი დროის უმცირესი ოდენობის გამოყენებითერთად განახმაურე გამოსახულება და მიმმართველი გადავლები. როცა მიმმართველი გადავლები ხმაურიანია, დამუშავების დამატებითი დროის უმცირესი ოდენობის გამოყენებით აუმჯობესებს ჎არიქ჎ქ.მოაცილე გამოსახულებას ხმაური დროითი რეპროექციის მეშვეობით (შეიძლება, ლანდები დატოვოს)განხმაურება GPU-ზეგაასუფთავე დარენდერებული ანიმაციური თანამიმდევრობის ხმაური მიმდინარე სცენისა და ხედის შრიქ ანაწყობების გამოყენებით. მოითხოვს განხმაურების მონაცემების გადავლებსა და გამონატანს OpenEXR მრავალშრიან ფაილებშიგანახმაურე რენდერები Cycles-იდან და სხივების მიდევნების მქონე სხვა დამარენდერებლებიდანგადახედვის ყოველი განახლების შემდეგ განახმაურე გამოსახულება არჩეული განმახმაურებლითგანახმაურე გამოსახულება 3D სარკმელშიგანახმაურე გამოსახულება არჩეული განმახმაურებლით. რენდერის შემდეგ გამოსახულების განხმაურებისთვისგანახმაურე დარენდერებული გამოსახულებაგანმახმაურებელიგანხმაურებაალბედოს განხმაურებაგანხმაურების მონაცემებიგანხმაურების მოწყობილობაგანხმაურების შენატანის გადავლებინორმალის განხმაურებაგანხმაურების წინასწარი ფილტრიგანხმაურების ხარისხიგანხმაურება დასრულებულიააღნიშნავს, არიქ თუ არა ობიექტი წარმოქმნილი სხვა ობიექტის მიერსისქეობიექტში მოთავსებული დენადი ნივთიერების სისქე (კგ/ლ), გამოიყენება ჰიდროსტატიკური წნევის გრადიენტის შესაქმნელად, რომელიც ახდენს შიდა სითხის წონის, ანდა, ნეგატიური სიდიდის შემთხვევაში, გარს შემორტყმული სითხის ამწევი ძალის სიმულაციასსიხშირის დამატების მცდელობებისიმჭიდროვის ატრიბუტისიხშირის კოეფიციენტისისქის ბადესიხშირის ნიღაბიმაქს. სიმკვრივესიხშირის მეთოდისიხშირის სიძლიერესიხშირის სამიზნესიმკვრივე, რომელიც გამოითვლება, როგორც ნაგულისხმები სიმკვრივის მამრავლი (დამოკიდებულია ნაწილაკების ზომაზე)ჰაერის მოლეკულების სიხშირე. 0 უჰაერობას ნიშნავს, 1 - ურბანული ქალაქის ჰაერსმტვრის, დაბინძურებისა და წყლის წვეთების სიმჭიდროვე. 0 აეროზოლთა არ არსებობას ნიშნავს, 1 - ურბანული ქალაქის აეროზოლებსოზონის შრიქ სიმკვრივე. 0 უოზონობას ნიშნავს, 1 - ურბანული ქალაქის ოზონსახალი მოცულობის სიმკვრივესიმკვრივის მნიშვნელობა (კგ/მ^3), მორგებულ მნიშვნელიბას დასაშვებს ხდის, თუ წინასწარი კონფიგურაცია 'მორგებული' გამოიყენებადამოკიდებულებები სცენის მონაცემებშიდამოკიდებულებათა გრაფიკიდამოკიდებულებათა გრაფიკის ობიექტის ინსტანციადამოკიდებულებათა გრაფიკის განახლებადამოკიდებულების ციკლიგამოთვლის დროს დამოკიდებლებათა გრაფიკის განახლება იქნა მოთხოვნილიარარეკომენდირებულიარარეკომენდირებულობის შენიშვნაარარეკომენდირებულის მომცილებელი ვერსიაარრეკომენდირების ვერსიაარარეკომენდირებული ოპერატორი, ამის ნაცვლად გამოიყენე screen.keyframe_jumpარარეკომენდირებულია, მიჯრა ყოველთვის ჩართულიაარარეკომენდირებულია, ამის ნაცვლად გამოიყენე ' uv', 'vertex_select', 'edge_select', ან 'pin' თვისებებიარარეკომენდირებულია, ამის მაგივრად use_data_display გამოიყენეარარეკომენდირებულია. ამის ნაცვლად გამოიყენე კრიპტოკაშეს კვანძისიღრმე3D სიღრმესიღრმე Aსიღრმე Bსიღრმით კომბინირებასიღრმით კომბინირების კვანძისიღრმის ობიექტისიმკვეთრის სიღრმესიღრმის აცდენასიღრმის თანმიმდევრობასიღრმის წანაცვლება გამოყენებული მონიშვნისთვისსიმკვეთრის სიღრმესიმკვეთრის სიღრმის ანაწყობებიღრუბლის გამოთვლის სიღრმეხმაურის სიღრმემყარი მიწის სიღრმე წყლის ზედაპირის ქვეშახვევის სიღრმეში აცდენასიღრმე მეტისმეტად დიდიაგამოიტანე რიცხვითი მნიშვნელობა მოცემული სტრიქონული რეპრეზენტაციიდანგამოიტანე ტექსტურული კოორდინატები სხვა მეშიდანაღწერაუკუგდებული თვისების აღწერაუკუგდებულ თვისებაზე ჩატარებული უკუგდების ოპერაციის აღწერასაგნის დანიშნულების აღწერაკვანძოვანი ჎იქ აღწერათვისების აღწერა მინიშნებებისთვისაღწერა:მონიშვნის გაუქმებაბოლოების მონიშვნის გაუქმებაგაუუქმე მონიშვნა არსებულ მონიშვნასთან დაკავშირებულ წახნაგებსშეერთებულის მონიშვნის გაუქმებამონიშვნის გაუქმება არაფერზეგააუქმე UV წვეროების მონიშვნა თითოეული მონიშნული მონაკვეთის ზღვართანმოუხსენი მონიშვნა არსებულ მონიშვნასთან დაკავშირებულ წვეროებსგაუუქმე მონიშვნა ყველა ასონიშანსგააუქმე ყველა ელემენტის მონიშვნაგააუქმე ყველა იმ მონიშნული წვეროს მონიშვნა, რომელიც მიკუთვნებულია აჼტიურ წვეროთა ჯგუფსგააუქმე ყველაფრის მონიშვნა, როცა კურსორს ქვეშ არაფერიაგააუქმე ძვალთა აჼტიური კოლექციის ძვლების მონიშვნაგააუქმე თითოეული ნაწილაკის ზღვართან მონიშნული სოლების მონიშვნაგააუქმე მონიშვნა მასალის აჼტიური სლოტის მიხედვითგააუქმე სამართავი წერტილების მონიშვნა ყოველი მონიშვნის მონაკვეთის ზღუდესთანგაუუქმე მონიშვნა ყოველ მე-N ელემენტს დაწყებული აჼტიური წვეროდან, წიბოდან, ან წახნაგიდანგააუქმე ყოველი მე-N წერტილის მონიშვნა დაწყებული აქტიურიდანგააუქმე საკვანძო ფაზების მონიშვნა მონიშვნის კუნძულების ბოლოებზეგააუქმე დაკავშირებული UV წვეროები, მონიშვნის მაგივრადგააუქმე დაკავშირებული სამართავი წერტილების მონიშვნა და არა პირიქითმონიშვნის მაგივრად გაუუქმე მონიშვნა ბმულით დაკავშირებულ სოლებსგააუქმე იმ ობიექტების მონიშვნა, რომლებიც მშობელი/შვილობილი ტიპის ურთიერთობის ზღვართან იმყოფებამოხსენი კოლექციაში ობიექტებს მონიშვნამას შემდეგ, რაც დამატების ოპერაცია დასრულდება, გააუქმე უკვე მონიშნული ლენტების მონიშვნამონიშვნის გაუქმების მაგივრად მონიშნე საგნებიგაუუქმე მონიშვნა სფლაინის წერტილებს ყოველი მონიშვნის მონაკვეთის საზღვართანგააუქმე ყოველი მონიშვნის რეგიონის ზღუდესთან მყოფი ძვლების მონიშვნამონიშნე იქ ძვლები, რომლებიც გამოყენებულია ამ პოზაშიგააუქმე წვეროების მონიშვნა თითოეული მონიშნული მონაკვეთის საზღვრებთანგააუქმე წვეროების, წიბოებისა და წახნაგების მონიშვნა ყოველი მონიშვნის მონაკვეთის ზღუდესთან ახლოსმოუნიშნავიმოუნიშნავი ძვლები %s-დანვოქსელების სასურველი რაოდენობა ერთი ღერძის გაყოლებაზევოქსელის გვერდის სასურველი სიგრძედესკტოპიწინწკლების მოცილებამოწმენდამოწმენდის სიძლიერედანიშნულების ადგილის ინდიკატორის სიგანედანიშნულების შრეები დამთხვევადანიშნულების კადრიმოძრობაბმულების მოხსნაკვანძების გამოძრობაგამონატანების მოძრობამოაძრე და გადაამისამართე არსებული ბმულებიგამოაძრე კვანძები, გადააადგილე და მიუერთე ჩარჩოსმოაძრე მონიშნული კვანძის გამონატანები და შენატანები დაკავშირებული დატოვემოაძრე მონიშნული კვანძები მშობლებსდეტალიდეტალის რეჟიმიდეტალის პროცენტული მნიშვნელობადეტალების სრულყოფის მეთოდიდეტალის სიხეშეშედეტალის მასშტაბიდეტალების ზომადეტალის ტიპის მეთოდიდეტალიზირებაკუთხეების აღმოჩენაციკლური წირების აღმოჩენაგამოსახულებათა თანამიმდევრობების აღმოჩენათანამიმდევრობების აღმოჩენაUDIM-ების აღმოჩენააღმოაჩინე კუთხეები და გამოიყენე გაუსწორებელი სახელურებიაღმოაჩინე გამოსახულების სლოტები მატერიალიდანაღმოაჩინე მონიშნული files ფაილები და ჩატვირთე ყველა შესაბამისი ფილავიდეო კლიპის აღმოჩენილი ხანგრძლივობა კადრებშივიდეო კლიპის კადრების აღმოჩენილი სიხშირე წამ/კადრშიგანმსაზღვრელიმსაზღვრელიგანსაზღვრე, თუ რამდენად სწრაფად იფანტება კვამლი (უფრო დაბალი მნიშვნელობები კვამლს უფრო სწრაფად აქრობს)განსაზღვრე, თუ როგორ მოხდება აქტივის იმპორტირებადაადგინე, როგორ იმპორტირდება აქტივი, აქტივთა ბრაუზერის მიერ უკუგდების არ არსებობის შემთხვევაშიგანსაზღვრე, თუ როგორ გამოითვლება სფლაინის წერტილის ეფექტური რადიუსი, როცა დავიწროების ობიექტი მითითებულიაგანსაზღვრე, თუ როგორ გადანაწილდება გეომეტრიის დასასრულის კოეფიციენტი სფლაინზეგანსაზღვრე, როგორ გადანაწილდება გეომეტრიის დასაწყისის კოეფიციენტი სფლაინზეგანსაზღვრე, როგორ აიგოს ჏ირიქ ცერობის გეომეტრიაგანსაზღვრე, თუ როგორ გამოიყენებოდეს ხილულობა ნაკვთური წიბოების მონიშვნისთვისდაადგინე გამოყენებული რენდერის ნაკადების რაოდენობაგანსაზღვრე სიბაცის მიჯნა, რომლის ზემოთაც წარმოიქმნება მონასმებიდაადგინე, ხმაური ნაცრისფერი სკალის მნიშვნელობებს აბრუნებს, თუ RGB-სგანსაზღვრე სხვა რომელი ობიექტები გადაეღობება გამოსახულებასგანსაზღვრავს, თუ რამდენად შორიშორსაა დენადი ნივთიერება და დაბრკოლება (უფრო მაღალი მნიშვნელობები გამოიწვევს თხევადი ნივთიერების მეტად დაშორებას დაბრკოლებიდან, უფრო მცირე მნიშვნელობები კი საშუალებას მისცემს ნივთიერებას, დაბრკოლებისკენ იმოძრავოს)განსაზღვრავს, თუ რა ოდენობის დენადი ნივთიერება დაიშვება დაბრკოლების უჯრედში (უფრო მაღალი მნიშვნელობები ზღვრის უჯრედს უფრო იოლად აღნიშნავს დაბრკოლებად და ამცირებს ზღვრის დაგლუვების ეფექტს)განსაზღვრავს, როგორც შეირჩეს შესარწყმელი შრეებიადგენს, როგორ გადაიჭრას გაურკვევლობები bitmap-ების ტრაექტორიებად დაშლისასადგენს, უბრალო გამოსახულების მიდევნება მოხდეს, თუ სრული თანამიმდევრობისადგენს თვისებებს, როგორიცაა ობიექტის ხილულობა, მოდიფიკატორები და სხვ., როცა ისინი სხვადასსხვანაირია რენდერსა და სარკმელშიადგენს სხვადასხვა რიგების აგურის აცდენასადგენს სხივების რაოდენობას პიქსელზე. შედარებით მაღალი გარჩევადობა მეტ მეხსიერებას იყენებს.განსაზღვრავს წერტილთა თანმიმდევრობას ყოველ წირშიადგენს კვანძთა კგუფებთან დაკავშირებული UI-ქ ზოგიერთი ელემენტის ხილულობასადგენს ობიექტების ხილულობას, მოდიფიკატორის ანაწყობებს, და სხვა არეებს, სადაც არიქ სხვადასხვა ანაწყობები სარკმლისა და რენდერისთვისგანსაზღვრავს, ფუნჯი წირებს ამატებს, თუ შლისგანსაზღვრავს, თუ მეშის რომელი შიდა ნაწილი წარმოშობს მოცულობით ეფექტსგანსაზღვრავს, თუ რომელი ნაწილაკთა სისტემები იქმნება მეორეხარისხოვანი ნაწილაკებისგანდეტერმინისტულიდეტერმინისტულად წარმოქმენი მნიშვნელობები მოდიფიცირებული F-წირისთვისსადეველოპერო დამატებებიდეველოპერის ხელსაწყოებიდეველოპმენტიდეველოპმენტის ფონდიმოწყობილობაგამოთვლისთვის გამოსაყენებელი მოწყობილობა (Cycles-ით რენდერის დროს)რენდერისთვის გამოსაყენებელი მოწყობილობამოწყობილობის ზევით/ქვევით პირდაპირ აკონტროლებს 3D სარკმლის Z პოზიციასდიაგნოსტიკადიაგონალურიდიაგონალებიწრიული გიზმოდიამეტრიძირის დიამეტრიდიამეტრის მასშტაბირებადიამეტრი პიქსელებში ობიექტის/სინათლის სათავის ასახვისთვისფუნჯის დიამეტრი Blender-იქ ერთეულებშიახალი წერტილების დიამეტრიHDRI-იქ სანიმუშო სფეროების დიამეტრიფუნჯის დიამეტრიფუნჯის დიამეტრი პიქსელებშიგიზმოს დიამეტრიწყლის წვეთების დიამეტრი, მიკრომეტრებშიალმასიალმასისებური გამკვეთრებაალმასი შიდა წერტილითუჯრედებად დაყოფის კამერაუჯრედებად დაყოფის სიხშირეუჯრედებად დაჭრის სიხშირე რენდერისთვისგაცვლის ბუფერში აქტივები ნაპოვნი არააარ ჩაწერილა, მრავალშრიანი გამოსახულება არ არიქარ ჩაწერილა, მოულოდნელი შეცდომა სტერეო გამოსახულების შენახვისასდაღუპვის დროდაღუპვა დარტყმისასდაიღუპასხვაობასხვაობით ამოჭრასხვაობის რეჟიმისხვაობა წვეროთა ჯგუფების A-ქა და B-იქ წონებს შორისპოზასა და უძრაობის პოზას შორის სხვაობა მშობელ ძვალთან მიმართებაშიRGB და ალფა არხებში სხვადასხვა გამოსახულებებია შეფუთული და არ უნდა ურთიერთქმედებდნენ. არხების შეფუთვა ჩვეულებრივ გამოიყენება თამაშის ძრავების მიერ მეხსიერების დასაზოგად.აბერაციის სხვადასხვა სტილებისხვადასხვა სტილები ფერის ამომრჩევის ვიჯეტის ასახვისთვისდიფერენციალიდიფუზიურიდიფუზიის BSDFდიფუზიური ასხლტომებიდიფუზიური ფერიდიფუზიური ლურჯი ფერიდიფუზიური ფერის კოეფიციენტიდიფუზიური მწვანე ფერიდიფუზიური წითელი ფერიდიფუზიის სიღრმედიფუზიური პირდაპირიდიფუზიის კოეფიციენტიდიფუზიური ირიბიდიფუზიის ნაწარმი MISდიფუზიის სიხეშეშეხილულობა დიფუზიისთვისდიფუზიიური და პრიალა იერფერები მულტიპლიკაციური განათების ეფექტებითმასალის დიფუზიური ფერიდიფუზიური ანარეკლის მამრავლიდიფუზიაგაგანიერების ზომაგააგანიერე, ან შეკუმშე ბადის აჼტიური მონაკვეთები. ეს ცვლის იმას, თუ რომელი ვოქსელებია აჼტიური, მაგრამ არ ცვლის მათ მნიშვნელობებს.მითითებული ზომის მქონე წრიული სტრუქტურული ელემენტის მეშვეობით გააგანიერე, ან გამოფიტე გამოთვლილი კაშე. უარყოფითი ზომები ეროზიას ნიშნავს, ხოლო დადებითი - გაგანიერებასმითითებული ზომის მოცემულ მილევასთან გამოთვლილი მანძილის შებრუნებული ოპერაციის მეშვეობით გააგანიერე, ან გამოფიტე გამოთვლილი კაშე. უარყოფითი ზომები ეროზიას ნიშნავს, ხოლო დადებითი - გაგანიერებასგაგანიერება/შეკუმშვაგაგანიერება/ეროზიაგაფართოების რადიუსიგაფართოების მიჯნაგანზომილებაზომებიგანზომილებათა რეჟიმინიღბის ტრაფარეტის ზომები სარკმელშიტრაფარეტის ზომები სარკმელშიექსპორტირებული ფაილის ზომებივექტორული ბუდის განზომილებებიზომები:პირდაპირიპირდაპირი გაფერადებაპირდაპირი სინათლეპირდაპირი სინათლის სემპლირებაპირდაპირი სინათლის სიძლიერეწვეტის პირდაპირი მართვაკადრთა ნომრების პირდაპირი გადაყვანა წამებშიპირდაპირი გაშვება მხარდაუჭერელიაპირდაპირი სინათლის წვლილები მხოლოდ გზების პირდაპირი მიდევნების მეშვეობით სემპლირდებაპირდაპირი სინათლის წვლილი სემპლირდება მხოლოდ მომდევნო-მოვლენის სავარაუდო დადგენის გამოყენებითპირდაპირი დაკავშირებული ბიბლიოთეკის მონაცემთა ბლოკი, დააწკაპუნე, რომ გაალოკალურო, Shift + დაწკაპუნება ბიბლიოთეკის უკუგდების შესაქმნელადDirectXმიმართულებამიმართულება (Y ღერძი)მიმართულება სეგმენტის წინა მეზობელი წერტილიდანმიმართულება თითოეული ჏ირიქ ძირიდან ბოლომდემიმართულება, რომლიდანაც მზის სინათლე მოდისმიმართულება, რომლითაც უნდა დამასშტაბირდეს ელემენტიმიმართულება განისაზღვრება გლობალურ კოორდინატებშიმიმართულება განისაზღვრება ლოკალურ კოორდინატებშიხედის ორბიტირების მიმართულებახედის პანორამირების მიმართულებახაზების მიმართულებააბერაციის ეფექტის მიმართულებაშევსების მიმართულებასინათლის მიმართულება შუჼ-ჩრდილისთვისწირის Ⴭირიქ სეგმენტის მიმართულებასფეროს, ან ცილინდრის მიმართულებამონასმის მიმართულება, რომლითაც ფუნჯი მაქსიმალურ სისქეს იძლევა (0° თარაზულისთვის)჏ირიქ ბოლოს სეგმენტის მიმართულებატალღის მიმართულებანათების მიმართულებამიმართულება, რომლითაც ხაზი მიდის. ამ ვექტორის სიგრძეს მნიშვნელობა არ აქვსციკლირების მიმართულებამიმართულება, რომლითაც უნდა გაციკლურდეს ზედაპირიმიმართულება რომლითაც უნდა გადაადგილდეს ძვალთა აჼტიური კოლექციამიმართულება, რომლითაც უნდა მოხდეს აჼტიური მონიშვნის ნაკრების გადატანა: ზევით (ნაგულისხმები), ან ქვევითმიმართულება, რომლითაც უნდა გადაადგილდეს სანიშნეაქტიური ექსპორტერის გადატანის მიმართულებააქტიური შრიქ გადასაადგილებელი მიმართულებამიმართულება, რომლისკენაც უნდა გადააადგილეს აჼტიური შრემიმართულება, რომლისკენაც უნდა გადააადგილდეს აჼტიური ხაზთა ნაკრებიმიმართულება რომლისკენაც უნდა გადააადგილეს აჼტიური მასალასაით უნდა გადაადგილდეს წვეროთა აჼტიური ჯგუფიმიმართულება, რომლისკენაც უნდა გადააადგილდეს მოდიფიკატორიმიმართულება, რომლისკენაც უნდა გადააადგილდეს რჩეული სტილის მოდულიმიმართულება, რომლითაც უნდა მოხდეს კვანძების აცდენა ჩასმისასიერარქიაში მონიშვნის მიმართულებამიმართულებითიმიმართულებითი გაბუნდოვნებაოთხკუთხედების მიმართულებითი ხემიმართულებითი სემპლირების ტიპიმიმართული არეალური სინათლემიმართული არეალის სინათლის წყარომიმართული კონუსური სინათლემიმართული კონუსისებური სინათლის წყარომიმართულებითი ვექტორი, რომელიც წახნაგის კუთხის მომდევნო და წინა წიბოებს შორის ცენტრისკენაა მიმართულიგაბნევის მიმართულებითობა. ნული ნიშნავს იზოტროპულს, უარყოფითი - უკუმიმართულებას, დადებითი - პირდაპირსმოცულობის გაბნევის მიმართულებითობა ზედაპირქვეშა მასალაში. ნული ყველა მიმართულებით ერთგვაროვნად გააბნევსწ, უფრო მაღალი მნიშვნელობები წინ უფრო ძლიერად გააბნევს. მაგალითად, კანის ანიზოტროპია გაზომილია, როგორც 0.8დისპლეის გამოსახულება, წარმოქმნილი OpenColorIO-ქ მიერ . ძირითადად არაზუსტია ხოლმე, თუმცა გამოყენებადია ისეთ შემთხვევებში, როცა ცნობილია, რომ სისტემის კონფიგურაცია და რეალური დისპლეის აპარატი ერთმანეთს შეესაბამებაპირდაპირ დააყენე შთანთქმის კოეფიციენტი "sigma_a" (ეს თმის გაფერადების ყველაზე ინტუიციური გზა არაა)დირექტორიადირექტორიის მისამართიფაილების ბრაუზერში ასახული დირექტორიაფაილის დირექტორიადირექტორია, რომელიც შეიცავს სითხის ქეშ ფაილებსტექსტურების შესანახი დირექტორიადირექტორია/სახელი ანიმაციების შესანახად, # სიმბოლო განსაზღვრავს კადრების ნომერთა პოზიციებსა და მინდორსჭუჭყის დახრილობის კუთხემხოლოდ ჭუჭყიჭუჭყიანიგათიშვაგათიშე 'სოლო' ნებისმიერ NLA ბილიკზე მას შემდეგ, რაც გამოხვალ გადაკეთების რეჟიმიდან, რომ ყველაფერი ნორმალურ მდგომარეობაში დაბრუნდესძვლის ვარიანტების გათიშვაძვლის ფორმის გათიშვაშეჯახებების გათიშვაგათიშე F-჏ირიქ შეფასებაგათიშე MetalRT (იყენებს BVH2 განლაგებას გადაკვეთის გამოთხოვნებისთვის)გათიშე NLA ლენტის გამოთვლაგათიშე NLA ბილიკის გამოთვლადაკვანტვის გათიშვამონიშვნის გათიშვასტუდიური განათების რედაქტირების გათიშვასარკმლის გათიშვა სხვა ობიექტებისთვისგათიშე განსახორციელებელი ქმედებაგათიშე დანამატი სამუშაო სივრცისთვისგათიშე და დაადეინსტალირე ეს გაფართოებაგათიშე ავტოშეფუთვა, შეინარჩუნე ყველა შეფუთული ფაილიგათიშე შეჯახებები შებორკილ უდრეკ სხეულებს შორისგათიშე განაპირა წიბოების რედაქტირებაგათიშვა სიბრტყულ სინათლის ზონდებშიგათიშვა რენდერებშიგათიშვა სფერულ სინათლის ზონდებშიგათიშვა ზედაპირის ამორჩევაშიგათიშვა სარკმელებშიგათიშვა მოცულობათა ზონდებშიბირთვების ოპტიმიზაციის გათიშვა. უნელესი რენდერი, ფონზე CPU-ქ დამატებითი გამოყენების გარეშეგათიშე ფაილის ჩატვირთვისას ბიბლიოთეკის უკუგდებების ავტომატური რესინქრონიზაციის აღმოჩენა (შეიძლება, გაფუჭებული ფაილების გამოსასწორებლად გამოდგეს). ასევე იხილე "--disable-liboverride-auto-resync" ბრძანების ხაზის ვარიანტიგათიშე, ან ჩართე რენდერის ხედიგათიშე დაკვანტვა; ქმნის ბევრად უფრო დიდ glTF ფაილებს გაფართოებების გარეშეგათიშე მონიშნული მარკერებიგათიშე მონიშვნა სარკმელშიგათიშე მონიშვნა სარკმელში • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებსა და ობიექტებში დასაყენებლადგათიშე მონიშვნა სარკმელში • Shift შვილობილების დასაყენებლადგანსაზღვრული ანაწყობის გათიშვა ანიმაციის ყველა მონიშნულ არხზეგათიშე ტრაფარეტი და თვითგადაკვეთებს ალფა მასალებთან პირგადადება გაუკეთეგათიშე ლენტი, რათა არანაირი წვლილი არ შეიტანოს ნაწარმშიგათიშე ზედაპირის ზემოქმედება მონიშვნის, მიკვრისა და სიღრმის სინჯის აღების დროს. ჩვეულებრივ, გამოიყენება ნაწილობრივ გამჭვირვალე ობიექტების მიერ სცენაში ნავიგაციაზე გავლენის მოხდენის თავიდან ასაცილებლადგათიშე აქტივების ინდექსერის, რათა აიძულო აქტივების ყოველი ბიბლიოთეკა, განახლდეს, რომ სრულიად თავიდან წაიკითხოს აქტივები დისკიდანგაუთიშე გადათრევის მოვლენებს აქტივების ნაგულისხმები გადათრევა. გამოსადეგია მორგებული კლავიშრუკის საგნების საშუალებით მორგებული გადათრევის მიღებისთვის.გათიშე მონიშვნის რეჟიმიგათიშე სარკმლის ასახვა ხედის შრეებშიგათიშე, გამოსახულების შენატანად გამოყენებისას, z-ბუფერის ნაცვლად (ავტომატურად ითიშება, თუ კვანძი გამოსახულებაზე დაფუძნებული არაა, მაგ.: დროის კვანძი)გათიშე/ჩართე მონიშნული მარკერებიგათიშულიგათიშული მარკერიგათიშული კვლებიგაშვებისას გათიშული, უკუაგდებს სასურველ პარამეტრს.გათიშულია, Blender-ი დაკომპილირდა Bullet-იქ გარეშეგამორთულია, Blender-ი კომპილირებული იყო OBJ I/O-ქ გარეშეგათიშულია, Blender-ი OpenSubdiv-იქ გარეშე იქნა კომპილირებულიგამორთულია, Blender-ი კომპილირებული იყო OpenVDB-ქ გარეშეგათიშულია, Blender დაკომპილირდა PLY I/O-იქ გარეშეგათიშულია, Blender დაკომპილირდა STL I/O-იქ გარეშეგათიშულია, OpenVDB ვერსია მეტისმეტად ძველიაგაითიშა, დაკომპილირდა OpenColorIO-ქ გარეშეგაითიშა, დაკომპილირდა OpenSubdiv-იქ გარეშეგათიშული. აიგო OpenImageDenoise-იქ გარეშეგათიშული. პლატფორმა მხარდაუჭერელიაგათიშული: {}თიშავს აუდიო ნაწარმს, მხოლოდ ვიდეოს რენდერისთვისთიშავს ვიდეოს გამონატანს, აუდიოს ცალკე რენდერისთვისთემების გათიშვა მხარდაუჭერელიაარ დაუშვა ცვლილებები წვეროთა X ღერძზეარ დაუშვა ცვლილებები წვეროთა Y ღერძზეარ დაუშვა ცვლილებები წვეროთა Z ღერძზეაკრძალე მოძრაობა X ღერძის გარშემოაკრძალე მოძრაობა Y ღერძის გარშემოაკრძალე მოძრაობა Z ღერძის გარშემოჩამოწერაგანაწილების შემდეგ უგულებელჰყავი წერტილები ნიღბის ტექსტურის მიხედვითკავშირის გაწყვეტაძვლის მოხსნაგაწყვიტე თმის ყველა სისტემის კავშირი გამომცემ მეშთანგაწყვიტე თმის კავშირი გამომცემ მეშთანგაწყვიტე კვანძების კავშირი შენატანთანგანაცალკევე წვერო, ან წიბოები დაკავშირებული გეომეტრიისგანდანაწევრებული ზემოდანდისკოქეში დისკზედისპერსიაგადანაცვლებაგადანაცვლების კოეფიციენტიგეომეტრიის გადანაცვლებათმის წირების გადანაცვლებაგადანაცვლების მოდიფიკატორიგადანაცვლების ტიპიგადანაცვლების ვექტორიგადაანაცვლე ნორმალების გასწვრივგადაანაცვლე არსებული გეომეტრია სიმულაციის მიხედვითიტერატიულად გადაანაცვლე გეომეტრია გარკვეული აცდენითგადაანაცვლე ალფა მეშების გეომეტრიაგადაანაცვლე პიქსელის პოზიცია აცდენის ვექტორის მეშვეობითგადაანაცვლე ზედაპირი პირობითი მიმართულებითგადაანაცვლე ზედაპირი ზედაპირის ნორმალის გასწვრივგადაანაცვლე წვეროები სიბრტყიდან მოშორებით.გადანაცვლებული ფუძეგადანაცვლებაგადანაცვლების მეთოდიმხოლოდ გადანაცვლებაგადანაცვლების სივრცეგადანაცვლება და ამობურცულობაგადანაცვლების მიმართულებაგადანაცვლება ობიექტის სივრცეში ხდება და ობიექტის მასშტაბის ზეგავლენას განიცდისგადანაცვლება სამყაროს სივრცეში ხდება და ობიექტის მასშტაბის ზეგავლენას არ განიცდისგადანაცვლების მოდიფიკატორიგადანაცვლების აცდენის ვექტორიგადანაცვლება, რომელიც ედება მონასმის დასაწყისიდანგადანაცვლება, რომელიც ედება მონასმის ბოლოდანგადანაცვლება, რომელიც ედება მონასმის წვეროთა X კოორდინატებსგადანაცვლება, რომელიც ედება მონასმის წვეროთა Y კოორდინატებსგადანაცვლება, რომელიც მთავარ მიმართულების ხაზს ედება მისი ნორმალის გასწვრივთმის წირებს გადაანაცვლებს ვექტორით სხვადასხვა ვარიანტების საფუძველზეასახვა2D კურსორის ასახვა3D კურსორის გადაფარების ასახვაასახე 3D ჏ირიქ ნორმალები რედაქტირების რეჟიმშიყველა წიბოს ასახვარაოდენობა ასახვისასარმატურის ასახვაასახვა, როგორცასახვის პროპორციაასახვის პროპორცია ამ კლიპისთვის, რენდერზე ზემოქმედება არა აქვსასახვის თანაფარდობა ამ გამოსახულებისთვის, რენდერზე გავლენას არ ახდენსღერძების ასახვაფონის ასახვაფონური გამოსახულებების ასახვაცერობის წონების ასახვაძვლების ფერთა ასახვაზღუდეების ასახვაზღუდეების ასახვის ტიპიქეშ ფაილების ასახვაკამერის ასახვაარხის ასახვაარხების ასახვაასახული ფერინაკეცების ასახვაკურსორის ასახვაწირის ასახვაძვლების მორგებული ფორმების ასახვამორგებული ნორმალების ასახვამონაცემების ასახვამონაცემების ასახვა (არარეკომენდირებული)მონაცემების ასახვის ზომადისპლეის ემულაციაწახნაგის შუაგულის ასახვაწახნაგების ასახვაფაილის სელექტორის ჩვენებაასახვის ფილტრიკადრების ასახვაFreestyle-იქ წიბოს ნიშნების ასახვაFreestyle-იქ წახნაგის აღნიშვნების ასახვაასახე Freestyle-იქ წიბოს ნიშნები, გამოყენებული თავისუფალი სტილის დამარენდერებელთანასახე Freestyle-იქ წახნაგის ნიშნები, გამოყენებული თავისუფალი სტილის დამარენდერებელთანგრაფიკის გამოსახვაგრიზ ფენსილის ასახვაბადის ასახვაბადიანი იატაკის ასახვათმის ასახვასახელურების ასახვადამალულის ასახვამაინსტანცირებლის ასახვაგისოსების ასახვასინათლის ასახვასინათლის ზონდის ასახვახაზის სტილის ასახვამასალის ასახვამეშების ასახვამეტაბურთის ასახვაასახვის რეჟიმიმოდიფიცირებული წიბოების ასახვამოდიფიკატორის მონაცემების ასახვავიდეო კლიპების ასახვასახელის ასახვასახელების ასახვაკვანძის ასახვანორმალების ასახვაობიექტის ინფოს ასახვამხოლოდ ღერძზე გასწორებულის ასახვადისპლეი P3ნაწილაკის ასახვანაწილაკების ასახვაასახე პოზების ტრაექტორიები მიმდინარე კადრის გარშემო მდებარე კადრთა ფიქსირებული რაოდენობის ფარგლებშიასახე პოზების ტრაექტორიები განსაზღვრულ დიაპაზონშიასახე დაკვრის კადრთა სიხშირე (FPS)წერტილოვანი ღრუბლის ასახვადანიშნულების ასახვაRGB-ქ ასახვაასახვა განმეორებითსცენის ასახვანაკერების ასახვადისპლეის ანაწყობებიასახე იერფერის ეფექტებიფორმის სოლების ასახვამკვეთრის ასახვაასახვის ზომაასახვის ზომა Xსპიკერის ასახვაგაწელვის ასახვაშინაარსის ასახვატექსტურის ასახვატექსტურული სივრცის ასახვათხლად ასახვაგარდაქმნების ასახვაგამჭვირვალობის ასახვაასახვის ტიპიასახე UV კოორდინატები პიქსელებში და არა 0.0-დან 1.0-მდეასახე UV გადაძრობის ნაკერებიUV-ქ ასახვაწვეროთა ნორმალების ასახვახედის სახელის ასახვამოცულობის ასახვატალღის ფორმის ასახვამავთულის ასახვასამყაროს ასახვაX ღერძის ასახვაY ღერძის ასახვაZ ღერძის ასახვაასახე გამოსახულებასთან ასოცირებული Z-ბუფერი (განაწილებული კამერის მოკვეცის დასაწყისიდან დასასრულამდე)ამ სარკმლისთვის კოლექციების სხვა წყება აჩვენეასახე წახნაგთა მონიშვნის გადაფარებაასახე ბადე გრიზ ფენსილის ფურცლის ზემოდანასახე ხაზი კამერიდან ნისლის არეს მისათითებლადასახე მონაკვეთი აქტივებით, რომლებიც შესაძლოა, რელავანტური იყოს (მაგ.: ფუნჯები ხატვის რეჟიმებში, ან პოზები პოზირების რეჟიმში)ასახე ქმედება დროის ყოველგვარი ხელახალი განაწილების გარეშე (როცა ჩაუმაგრებელია)ასახე ნამდვილი ნაწილაკებიასახე ნაწილაკების დამატებითი მონაცემები ფერადასახე გაფართოებული ანაწყობები და ხელსაწყოები დეველოპერებისთვისასახე ყველა წიბო მეშის ობიექტებისთვისასახე ყველა ლოკალური უკუგდების მონაცემთა ბლოკი თავისი უკუგდებული თვისებებითა და დამარედაქტირებელი ღილაკებითასახე ალფა გამჭვირვალობის არხიასახე 'შინაარსის' დამატებითი ხაზი (მხოლოდ საექსპოზიციო ფურცლის რედაქტორები)ასახე აქტივთა თარო ჩამოსაშლელ პანელშიასახე ობიექტთა იზოლირებული ქვეწყება, სცენის ხილულობისგან განცალკევებითასახე და დაუშვი კადრის წილადი მნიშვნელობების დაყენება მიმდინარე კადრისთვისასახე კალკირებული გამოსახულებები მიმდინარე კადრის წინ და შემდეგაჩვენე ისრები რიცხვითი შენატანის ველებში, მნიშვნელობების გასაზრდელად, ან შესამცირებლადასახე წერტილით დაწყებული სახელის მქონე ატრიბუტები, რომლებიც შინაგანი მოხმარებისთვისაა განკუთვნილიასახე შავი წიბოებიასახე ბოიდის ჯანმრთელობაძვლის ღერძების ასახვაძვლების ფერთა ასახვაძვლების სახელების ასახვაასახე ძვლის მადეფორმირებელი ჯგუფები ისე, თითქოს დეფორმირების ყველა დაბლოკილი ჯგუფი წაშლილი იყოს და დარჩენილები იყოს ნორმალიზებულიასახე ძვლები (მხოლოდ მოძრაობის ტრაექტორიების საჩვენებლად გამოსართავია)ასახე ძვლები ჩარჩოებად, ქვედანაყოფებითა და B-სფლაინებითასახე ძვლები ამოყვანილ სფეროებად, დეფორმაციის ზეგავლების მოცულობითასახე ძვლები რვაწახნაგოვან ფორმებადასახე ძვლები რვაწახნაგოვან ფორმებად (ნაგულისხმები)ასახე ძვლები მარტივ, წერტილებიან 2D ხაზებადასახე ძვლები წვრილ მავთულებად, ქვედანაყოფებითა და B-სფლაინებითძვლების ასახვა თავიანთი მორგებული ფორმებითასახე შემომსაზღვრელი ჩარჩოები კვანძებისთვის მოცულობის ხეშიზღუდეების ასახვა კოლოფადზღუდეების ასახვა კაფსულადზღუდეების ასახვა კონუსადზღუდეების ასახვა ცილინდრადზღუდეების ასახვა სფეროდგამოსახე მართკუთხედი თითოეული ფოთლური კვანძისთვის, რომელიც 8×8 ვოქსელს შეიცავსასახე ნამცეცები რედაქტორის კონტექსტისთვისასახე კომპოზიციის ცენტრალური ნიშნული კამერის ხედშიასახე არ჎ი ობიექტის მონიშვნის მიუხედავადასახე კოლექციები და ობიექტები ხედის შრეშიასახე ფერადი ველი ტექსტის უკანასახე ქვედანაყოფებიანი ზედაპირის მოდიფიკატორისთვის შექმნილი ნაკეცებიასახე ამჟამინდელი გამოსახულება ობიექტის მონიშნულობის მიუხედავადასახე წირები ნორმალიზებულ დიაპაზონში -1-დან 1-მდე, მრავალი სხვადასხვა დიაპაზონიანი ჏ირიქ უფრო იოლი რედაქტირებისთვისასახე წყვეტილი შავ-თეთრი წიბოებიასახე მონაცემები, რომლებიც ვიდეო სეკვენსერს ეკუთვნისასახე მიმდინარე ფაილისა და დაკავშირებული ბიბლიოთეკების მონაცემებიასახე მონაცემები, რომლებიც გამოუყენებელია და/ან დაიკარგება ფაილის ხელახლა ჩატვირთვისასასახე მონაცემთა ბლოკები ბიბლიოთეკის უკუგდებებით და ჩამოთვალე მათი უკუგდებული თვისებებიასახე ხარვეზების აღმოფხვრის პატაკის ინფორმაციაასახე კომპოზიციის ცენტრალურ დიაგონალური ნიშნული კამერის ხედშიასახე თითოეული კვანძის ბოლო გაშვების დროასახე თითოეული კვანძის გადახედვა, თუ კვანძი გააქტიურებულიაასახე წიბოები მოდიფიკატორების გამოყენების შემდეგასახე ეფექტი რედაქტირების რეჟიმშიასახე ეფექტი სარკმელშიასახე შეცდომის ტექსტიასახე წახნაგის ცენტრი, როცა წახნაგის მონიშვნა ჩართულია მყარი შეფერადების რეჟიმებშიასახე წახნაგების ნორმალები ხაზებადასახე წახნაგები ფორმით განსხვავების მიხედვით გაფერადებულად UV-ებსა და მათ 3D კოორდინატებს შორის (ლურჯი დაბალი გამრუდებისთვის, წითელი მაღალი გამრუდებისთვის)წახნაგების ბრტყლად ასახვაასახე წახნაგები გამოსახულების ზემოდანასახე წახნაგები გლუვად (წვეროთა ნორმალების გამოყენებით)ასახე კოეფიციენტები პროცენტებადასახე კოეფიციენტები, როგორც მნიშვნელობები 0-ქა და 1-ქ შორისასახე ფაილები დეტალურ სიადასახე ფაილები თარაზულ სიადასახე ფაილები შვეულ სიადასახე ფაილები მოკლე სიადასახე ფაილები მიკროასლებადასახე სარკმელში შევსების მონასმებიასახე კადრი ნაცრისფერი სკალის რეჟიმშიასახე კადრები და არა წამებიასახე სრული ტალღის ფორმაასახე ზოგადი ინფორმაციაასახე glTF-იქ მომხმარებლის ინტერფეისი ანიმაციების სამართავადასახე კომპოზიციის ოქროს კვეთის ნიშნული კამერის ხედშიასახე კომპოზიციის ოქროს სამკუთხედი A ნიშნული კამერის ხედშიასახე კომპოზიციის ოქროს სამკუთხედი B ნიშნული კამერის ხედშიასახე კომპოზიციის ჰარმონიული A ნიშნული კამერის ხედშიასახე კომპოზიციის ჰარმონიული B ნიშნული კამერის ხედშიასახე გამოსახულება თავის ორიგინალ ზომაშიასახე გამოსახულება ორთოგრაფიულ რეჟიმშიასახე გამოსახულება პერსპექტივის რეჟიმშიასახე გამოსახულება RGB ფერებითასახე გამოსახულება RGB ფერებითა და ალფა გამჭვირვალობითდისპლეის გამოსახულებები, რომლებიც თავსებადია სხვა აპლიკაციების უმეტესობასთან, გამოსახულებებისა და ვიდეოს ექსპორტამდე წინასწარ გადასახედად. ძალისხმევა მიიმართება რეალური დისპლეის მოწყობილობაზე არჩეული დისპლეის ემულაციისკენ.ორთოგრაფიულ რეჟიმში ასახვაპერსპექტივის რეჟიმში ასახვაასახე ინფორმაცია და სასურველი პარამეტრები ამ დანამატისთვისასახე საკვანძო ფაზების სახელურთა ტიპები და არა-ბეზიეს ინტერპოლაციის რეჟიმებიასახე შრიქ შეფერილობაასახე ბიბლიოთეკის უკუგდების ურთიერთობებიასახე ხაზები და არა შევსებული ფორმებიასახე Blender-იქ დაბალი დონის მონაცემები და მათი თვისებებიასახე მასალის გამჭვირვალობა ობიექტშიწინა ქმედებების მენიუს ჩვენებაასახე გამოსახულების მეტამონაცემების თვისებებისეკვენსერის ხედისთვის გამოყენებული ასახვის მეთოდიასახვის რეჟიმი ფაილების სიისთვისმოდიფიკატორის ასახვა რედაქტირების რეჟიმშიმოდიფიკატორის ასახვა სარკმელშიასახე მოდიფიკატორებიდისპლეის სახელი. დასათვალიერებლად ეს იქნება ამსახველი მოწყობილობა, რომელიც ემულირებული იქნება გამისა და HDR ფერების შეზღუდვით. გამომავალი გამოსახულებისა და ვიდეოსთვის ეს იქნება ჩასაწერად გამოყენებული ამსახველი სივრცე.ასახე კვანძი სარკმლის ტექსტურირებული შეფერადების რეჟიმშიასახე არაფინალური გეომეტრია მაჩვენებელი კვანძებიდანასახე ამ მონაცემების მომხმარებელთა რაოდენობა (ცალ-მომხმარებლიანი ასლის გასაკეთებლად დააწკაპუნე)ასახე ობიექტები ბრტყელი განათებითა და ზედაპირის მარტივი შეფერადებითგამოსახე ერთი მართკუთხედი, ან წერტილი ჎იქ თითოეული შუალედური კვანძისთვისასახე კალკის საკვანძო ფაზები ანიმაციების ციკლირებისთვისასახე კალკის საკვანძო ფაზები ფერის გამჭვირვალობის ქრობითასახე კალკირებული გამოსახულებები მიმდინარე კადრის წინ და შემდეგასახე მხოლოდ გეომეტრიის წიბოები ზედაპირის შეფერადების გარეშეასახე მხოლოდ წახნაგები, რომლებსაც ამჟამად ასახული გამოსახულება აქვთ მიკუთვნებულიასახე შემოხაზვა ტექსტის გარშემოასახე UV შრიქ გადაფარებაასახე გადაფარებული ტექსტიასახე გადაფარებებიაჩვენე გადაფარებები, როგორებიცაა UV რუკები და მეტამონაცემებიასახე გადაფარებები, როგორც გაფერადებული, ან წყვეტილი მავთულებიაჩვენე გადაფარებები, როგორებიცაა კურსორები და ანოტაციებიაჩვენე გადაფარებები, როგორებიცაა გიზმოები და მოხაზულობებიაჩვენე ბოლო ქმედების პარამეტრებიასახე წყაროს ფაილის მისამართი, ან წყაროს მონაცემთა ბლოკის სახელიგამოცხობის გარეშე პროცენტული მაჩვენებლის ასახვა დინამიკას არააკურატულს ხდისასახე წერტილები კვანძებისთვის მოცულობის ხეშიასახე გადახედვა სრული გარჩევადობის, ან სხვადასხვა პროქსი გარჩევადობების გამოყენებითასახე თვისებათა რედაქტორის კონტექსტური მენიუასახე რეკონსტრუქციის მონაცემები აჼტიური ვიდეო კლიპიდანასახე მითითების გამოსახულებები ობიექტების უკან 3D ხედშიასახე მონაკვეთის კონტექსტური მენიუასახე დროში ხელახლა განაწილების სოლები ლენტების ზემოთასახე მესამედების წესის კომპოზიციური ნიშნულები კამერის ხედშიასახე სემპლირებული მონაცემები სარკმელში დაფიქსირებულ სინათლეში ხარვეზების აღმოსაფხვრელადასახე სცენის სტატისტიკის გადაფარებული ტექსტიასახე სცენები და მათი ხედის შრეები, კოლექციები და ობიექტებიასახე მონიშნული წიბოს დახრის კუთხე, გლობალური მნიშვნელობების გამოყენებით, როცა გარდაქმნის პანელშია დაყენებულიასახე მონიშნული წიბოების სიგრძეები, გლობალური მნიშვნელობების გამოყენებით, როცა გარდაქმნის პანელშია დაყენებულიასახე ჩრდილი ტექსტის უკანასახე ფორმის სოლები რედაქტირების რეჟიმში (მხოლოდ მეშებისთვის)ასახე მკვეთრი წიბოები, გამოყენებული წიბოს გახლეჩის მოდიფიკატორთანასახე ერთი შემომსაზღვრელი ჩარჩო მთელი ბადისთვისასახვის ზომა ნორმალებისთვის 3D ხედშიასახვის ზომა პროპორციული რედაქტირების წრისთვისასახე ცარიელის ზომა, ახალი კოლექციის ინსტანციების შექმნისასასახე ბილიკების ზომა რეკონსტრუირებული მონაცემებიდანასახე ქიქ჏რაფიქ წირები მონიშნული კვლებისთვისგაშვებისას აჩვენე ქუდიასახე შტამპის ჭდეები ("კამერა" კამერის სახელის წინ და ა.შ.)ასახე სტატისტიკური ინფორმაცია მეშის შესახებასახე ნაწილაკთა ტრაექტორიის საფეხურებიასახე ლენტი აცდენების შიგნით/გარეთასახე ლენტის გაუმჭვირვალობა/ხმის სიძლიერის მრუდიასახე მონასმები სიღრმის განსასაზღვრად გრიზ ფენსილის შრეებისა და მონასმების თანმიმდევრობების გამოყენებითასახე მონასმები თანმიმდევრობის განსასაზღვრად გრიზ ფენსილის შრეების გამოყენებითასახე მონასმები ნამდვილი 3D პოზიციის გამოყენებით 3გ სივრცეშიკალკირების ჩვენებისას მონასმები ამ ფერის გამოყენებით ასახეUV წიბოების ასახვის სტილიასახე მხარდაჭერის დონეასახე ტექსტი მსხვილადასახე ტექსტი დახრილადასახე დახრის კუთხეები მონიშნულ წიბოებში, გლობალური მნიშვნელობების გამოყენებით, როცა გარდაქმნის პანელშია დაყენებულიასახე მონიშნულ წახნაგთა ფართობი, გლობალური მნიშვნელობების გამოყენებით, როცა გარდაქმნის პანელშია დაყენებულიასახე აუდიო ტალღის ფორმა ლენტშიასახე ობიექტის ზღუდეებიბრუნვისას ასახე ცენტრი და ღერძიასახე მოკვეცის დიაპაზონი და ფოკუსის წერტილი კამერაზეასახე გამოსახულება სტერეო 3D-შიასახე მთავარ ხედს გარეთ გამეორებული გამოსახულებაასახე მონიშნულ წვეროთა, წიბოთა და წახნაგთა ინდექსების ნომრებიასახე შემავალი მონაცემები ელცხრილის რედაქტორშიასახე ობიექტი მყარად (თუ მყარი ასახვა სარკმელში ნებადართულია)ასახე ობიექტი მავთულბადედასახე ობიექტი ტექსტურებიანად (თუ ტექსტურები ნებადართულია სარკმელში)ასახე ობიექტის ზღუდეებიასახე ობიექტის სახელიასახე ობიექტის სათავე და ღერძებიასახე ობიექტის ტექსტურული სივრცეასახე ობიექტის მავთულბადე მყარი შეფერადების ზემოდანასახე ოპერატორის ჟურნალიბრუნვისას ასახე ორბიტის ცენტრიასახე საბოლოო რენდერის მონაკვეთიასახე რენდერის შედეგი სეკვენსერის სცენისთვის და არა აჼტიური სცენისთვისასახე ხელახალი პროეცირების ხარვეზის ჏ირი მონიშნული კვლებისთვისასახე ლენტის ფერთა ტეგები სეკვენსერშიასახე ხელსაწყოს/თვისების მონაკვეთები მთავარი მონაკვეთის ზემოდანაჩვენე მინიშნებები (როცა გათიშულია, იძულებითი ასახვისთვის დაიკავე Alt კლავიში და მიიტანე კურსორი)ასახე გამჭვირვალე კონუსი 3D ხედში იმის ვიზუალიზაციისთვის, თუ რომელ ობიექტებს მოიცავს იგიასახვის ტიპი ნიღბის სფლაინებისთვისასახე ყველაფრის ქვეშ, ან ზემოდანასახე ერთეულები წყვილებად (მაგ.: 1მ. 0სმ.)ასახე უწონო წვეროებიასახე აბსოლუტური მნიშვნელობის ტალღის ფორმის ზედა ნახევარიასახე ბრტყელი განათების გამოყენებითასახე ფიქსირებული მასალისა და განათების გამოყენებითასახე სტუდიური განათების გამოყენებითგამოსახე ვექტორული ველი MAC ბადედგამოსახე ვექტორები ნემსებადგამოსახე ვექტორები გარსედინ წირებადასახე წვეროთა ნორმალები ხაზებადასახე ყოველ-წახნაგზე-წვეროს ნორმალები ხაზებადასახე სარკმელში მიმდინარე სამუშაოს დროები: • გამოთვლა: დამოკიდებულებათა გრაფიკის გამოთვლის დრო. • სინქრონიზაცია: GPU ბუფერების აწყობის დრო.ასახე გაფრთხილებებიასახე ტალღის ფორმები ლენტის ანაწყობების მიხედვითასახე ტალღის ფორმები ხმის ყველა ლენტისთვისასახე ცერობის მოდიფიკატორისთვის შექმნილი წონებიასახე წონები რედაქტირების რეჟიმშიასახე, რაქ ხედავს თვალის დევნების ალგორითმი გადახედვაშიასახე თეთრი წიბოებიასახე თეთრი წიბოები შავი მოხაზულობითასახავს glTF პარამეტრების კვანძს იერფერების რედაქტორში (დამატების მენიუ > გამონატანი)ასახავს glTF-იქ მომხმარებლის ინტერფეისს, მასალების ვარიანტების სამართავადასახავს გლობალურ სიდიდეებსასახავს ლოკალურ სიდიდეებსამ ფაილში არსებული დისპლეები, ხედები, ან ფერითი სივრცეები დაიკარგა და შეიცვალაამ ფაილში არსებული დისპლეები, ხედები, ან ფერის სივრცეები დაიკარგა და შეიცვალა.ორთოგონალური წიბოების განქარწყლებაკვამლის გაფანტვაგაფანტვის სისწრაფეჩაქრობის დროწვეროების განქარწყლებაგანაქარწყლე ყველა ჩახშობილი კვანძი კავშირების აღდგენითგანაქარწყლე ყველა მოუნიშნავი წერტილიგანაქარწყლე ყველა წვერო წახნაგთა ზღუდეებს შორისგანაქარწყლე ყველა წვერო წახნაგთა საზღვრებს შორის (მხოლოდ სიბრტყული)განქარწყლება და გადაკვეთაგანაქარწყლე წიბოები წახნაგთა შერწყმითგანაქარწყლე წახნაგებიგანაქარწყლე გეომეტრია მონიშვნის რეჟიმის საფუძველზეგანაქარწყლე გეომეტრია სიბრტყული მრავალკუთხედების ფორმირებისთვისგანაქარწყლე წერტილები მონიშნულ წერტილთა შორისგანაქარწყლე დარჩენილი წვეროები, რომლებიც მხოლოდ ორ წიბოს უკავშირდებაგანაქარწყლე მონიშნული ძვლები ამ არმატურიდანგანაქარწყლე მონიშნული წიბოები და წვეროები, შეზღუდული გარშემორტყმული გეომეტრიის დახრილობის კუთხის მიერგანაქარწყლე მონიშნული წერტილებიგაფანტე კვამლი ლოგარითმული ხერხით. თავიდან სწრაფად იფანტება, მაგრამ უფრო დიდხანს რჩება.განაქარწყლე წვეროები, შერწყი წიბოები და წახნაგებიგანაქარწყლე ნულოვანი არეს წახნაგები და ნულოვანი სიგრძის წიბოებიაქარწყლებს მოსაზღვრე წახნაგებს და გადაკვეთს ახალ გეომეტრიასმანძილიგამოხშირვა მანძილითმილევის მანძილიმანძილით ამოჭრამეტრული მანძილიმინ. მანძილიმანძილის მოდელისანიმუშო მანძილიმანძილი კვადრატშიმანძილის მიჯნამანძილი, რომლის იქითაც თანდათან ქრებაინტერპოლირებული წირების წარმოსაშობი მანძილი თითოეული მიმმართველის გარშემომანძილი ზონდის მოცულობის ირგვლივ, რომელიც მხედველობაში მიიღება ცხობის დროსმანძილი, რომელზეც სინათლის ზეგავლენა 0-ზე დაყენდებადაშორება, რომლითაც უნდა მიჰყვე ლიდერს უკანდაშორება, რომლის ქვემოთაც წერტილები შეირწყმებადაშორება, რომლის ქვემოთაც სეგმენტები შეირწყმებამანძილი A-ქა და B-ქ შორისმანძილი ჭადრაკულ ფილებს შორისმანძილი საკვანძო კადრებს შორის, ასევე ცნობილია, როგორც GOP ზომა; გავლენას ახდენს ფაილის ზომასა და ძებნადობაზემანძილი ტექსტის სტრიქონებს შორისმანძილი წერტილთა შორისმანძილი მონიშნულ ბილიკებს შორისმანძილი ტალღის თავსა და ფუძეს შორის, რაც უფრო დიდია ეს მნიშვნელობა, მით უფრო ვიწროა ტალღამანძილი ორ წერტილს შორისტალღებს შორის მანძილიმანძილი ორ ძვალს, ან ობიექტს შორისობიექტის მასშტაბირებისთვის გამოყენებული მანძილი ორ შეკვრას შორისსცენის მასშტაბირებისთვის გამოყენებული მანძილი ორ შეკვრას შორისორ სინჯის წერტილს შორის მანძილი ჏ირიქ გაყოლებაზემანძილი მოცულობის ნიმუშთა შორის. დაბალი მნიშვნელობები მეტ დეტალს არენდერებს მწარმოებლურობის ხარჯზე. თუ ნულზე იქნება დაყენებული, ნაბიჯის ზომა ავტომატურად განისაზღვრება ვოქსელის ზომის მიხედვით.მოცულობის იერფერის ნიმუშთა შორის არსებული მანძილი მოცულობის დარენდერების დროს (უფრო დაბალი მნიშვნელობები უფრო აკურატულ და დეტალურ შედეგებს იძლევა, მაგრამ დარენდერებას ახანგრძლივებს)მანძილის კოეფიციენტი, გამრავლებული ჏ირიქ რადიუსის ატრიბუტზე, მიღებული მილაკის რადიუსის განსასაზღვრადმანძილი კამერიდანმანძილი ობიექტიდანსაჭირო მანძილი ცენტრიდან, სანამ მონიშვნის გაკეთება შესაძლებელი იქნებამანძილი გამოსახულების ზღუდიდან, რომელზეც მარკერი თვალის დევნებას წყვეტსმანძილი ორად გაყოფის სიბრტყემდე, რომლიდანაც წვეროები მოცილდებამანძილი წარმოქმნილი წერტილებიდან სათავემდემანძილი მიწის სიბრტყიდანმანძილი შემოტკეცისთვის გამოყენებული ზედაპირიდანმანძილის დატანა 0.0 წონამდემანძილის დატანა 1.0 წონამდემანძილის განაწილება 0.0 წონაზემანძილის განაწილება 1.0 წონაზემანძილის მოდელი მანძილის შესუსტების გამოთვლისთვისთაგვის მიერ განვლილი მანძილი ჩასათვლელი მონასმის ხატვისასდუბლიკაციების მანძილიმანძილი ობიექტამდე, რომელსაც წვლილი შეაქვს გარემომცველი წინაღობის ეფექტშიმანძილი ობიექტისა, რომელსაც წვლილი შეაქვს ღრმულის/კიდის ეფექტშიწირთა წვეტების შემთხვევითი გაშლის მანძილიგადანაცვლების აცდენის მანძილი ნორმალის მიმართულებითინსტანციების დაშორება სათავიდანწერტილების დაშორება სათავედანწვეროთა დაშორება სათავედანმანძილი, რომელზეც ნისლის ეფექტი თანდათან ჩნდებამანძილის მიჯნა მას შემდეგ, რაც მონიშვნა კეთდება (ნული გასათიშად)მანძილის მიჯნა მიმმართველის გარშემო მილევისთვისმანძილი კიდემდემანძილი მიმმართველებამდემანძილი სამიზნემდემანძილი ზედაპირის გადასანაცვლებლად ნორმალის გასწვრივდასატოვებელი მანძილი სამიზნემდერა დაშორებაზე დარჩეს ნაწილაკები გამომცემისგანმანძილი წირების ზედაპირთან არ მისაშვებადმანძილი, რომელზეც UV უნდა ამოძრავომანძილი, რომელზეც უნდა გადაადგილდეს ჏ირი თავისი ნორმალების პარალელურადასაცდენი მანძილირა მანძილზე მოხდეს თითოეული ინსტანციის აცდენა შემომავალი გეომეტრიის ნორმალის გასწვრივზედაპირის გეომეტრიის ნორმალის გასწვრივ თითოეული ინსტანციის აცდენის მანძილიწახნაგის კუთხიდან ინსტანციების ასაცდენი მანძილიმანძილი ჏ირიქ წინა წერტილამდეგანათების არტეფაქტების თავიდან ასაცილებლად დაფიქსირების ვარგისი პოზიციების საძიებელი მანძილიმანძილი ფოკუსის წერტილამდე სიმკვეთრის სიღრმისათვისმანძილი ხედის მდებარეობამდემანძილი, რომელზეც ზღუდის კიდის ავტომატური შენიღბვა წვეროებს სრულად შენიღბული წიბოსგან დაიცავსმანძილი, რომლის ფარგლებშიც დეგენერირებული გეომეტრია შეირწყმებამანძილი, რომლის ფარგლებშიც იძებნება თანამთხვეული წვეროებიმანძილი, რომლის ფარგლებშიც სარკისებური წვეროები შეირწყმებამანძილი, რომლის ფარგლებშიც სიმეტრიული წვეროები შეირწყმებადასაშვები მანძილები ზეგავლენის სფეროსთან მიმართებაშიგამრუდებამაქს. გამრუდებამინ. გამრუდებაგამრუდების კვანძიგამრუდებული ხმაურიგამრუდებაგამრუდების ოდენობაგამრუდების ბადეგამრუდების მოდელიკამერის ლინზებისთვის გამოყენებყული დისტორსიის მოდელიგამრუდება ანამორფული ლინზის ბოკეს სიმულაციისთვისგამოთვლისთვის გამოსაყენებელი გამრუდებაწერტილების ბადეში გადანაწილებაგაანაწილე წერტილები მოცულობაშიწერტილების განაწილება წახნაგებზეგაჩერებების თანაბრად გადანაწილებაგაჩერებების გადანაწილება მარცხნიდანგაანაწილე მეხსიერება მოწყობილობებს შორისკამერასთან ახლოს მეტი ნიმუში გაანაწილეგაანაწილე წერტილები მოცულობის შიგნით შემთხვევითადშემთხვევითობის პრინციპით გადაანაწილე წერტილები ზედაპირზეგაანაწილე წერტილები მოცულობის შიგნით ბადის ფაქტურაშიშემთხვევითად გადაანაწილე წერტილები ზედაპირზე წერტილთა შორის მინიმალური მანძილის გათვალისწინებითგანაწილებაგანაწილების ნიღაბიგადანაწილების მეთოდიგადანაწილების ფორმაგანაწილების ტიპიდიზერინგიდიზერინგის ინტენსიურობადიზერინგითდივერგენციაგაყოფაგაყოფის რეჟიმიგაყავი წვეროთა ჯგუფ A-ქ წონები წვეროთა ჯგუფ B-საზეგაყოფა და შედეგის მეტობით დამრგვალება, უმცირესი მთელი რიცხვი, რომელიც A-ზე მეტია, ან უდრის მასგაყოფა და შედეგის ნაკლებობით დამრგვალება, უდიდესი მთელი რიცხვი, რომელიც A-ზე ნაკლებია, ან უდრის მასგაყავი და შედეგი ნულისკენ დაამრგვალეფორმისა და მოცულობის შეუცვლელად გაყავი მეშის წახნაგები უფრო მცირე ნაწილებად, ახალი წვეროების განსათავსებლად წრფივი ინტერპოლაციის გამოყენებითდაყავი მეშის წახნაგები, რათა დააფორმირო გლუვი ზედაპირი, კატმულ-კლარკის დაყოფის მეთოდის გამოყენებითგაყავი კადრის ინტერვალი ამდენ ნაბიჯადწირის თითოეული სეგმენტის გაყოფა ნაწილების განსაზღვრულ რაოდენობადდამყოფი დისტორსიის მოდელი, რომელიც უკეთ წარმოადგენს ფართო კუთხიან კამერებსდანაყოფებიძველებური ჩანაცვლების განხორციელებაანიმაციების არ შერწყმაგადღაბნაჩაატარე რეგისტრზე დამოკიდებული შედარებაყველა შუალედი მიმდინარე კადრის მარჯვნივუკუსვლით მიადევნე თვალიშეაქვთ თუ არა არხებს წვლილი შედეგში (გადართე არ჎იქ ჩახშობა)განახორციელე ხმის წაფენა ორ მონიშნულ ხმოვან ლენტს შორისმოახდინე მიმდინარე და მომდევნო კადრებს შორის წაფენით შეზავებადაამატე კადრები სცენის კადრებს შორის, თანაბარი მოძრაობის უზრუნველსაყოფადარ იმოქმედო არამრავალსახეობრივ კიდეების წიბოებზეარ იმოქმედო მწვერვალების წვეროებზე, ზედაპირის სიმრუდის მიხედვითარ იმოქმედო წვეროებზე, რომლებიც წახნაგთა ნაკრების ზღუდეს მიეკუთვნებაარ იმოქმედო წვეროებზე ნაპრალებში, ზედაპირის სიმრუდის მიხედვითარ დაუშვა დაცერობებული წიბოების/წვეროების ერთმანეთზე პირგადადებაარ დაუშვა დეფორმაცია X ღერძის გასწვრივარ დაუშვა დეფორმაცია Y ღერძის გასწვრივარ დაუშვა დეფორმაცია Z ღერძის გასწვრივნუ შეცვლი მონიშვნას, თუ კურსორს ქვეშ მყოფი საგანი უკვე მონიშნულია, მხოლოდ გაააქტიურე იგინუ ჩაშლი წირებს თითო წერტილებად, თუ მოცემულ სიგრძეზე უფრო მოკლეებია. ჩაშლა თავსებადობისთვის არსებობს.ნუ შექმნი blend-იქ გადახედვებსნუ შექმნი ძვლების ფორმებსმონასმის ხატვისას არ ასახო შევსების ფერინუ დააექსპორტირებ ფერის ატრიბუტებსნუ დააექსპორტებ მასალებს, და დააკომბინირე მეშის პრიმიტიული ჯგუფები, მასალის სლოტის ინფორმაციის დაკარგვითნუ დააექსპორტენ მასალებს, მაგრამ ჩაწერე ყოველ მეშზე რამდენიმე პრიმიტიული ჯგუფი, მასალის სლოტის შესახებ ინფორმაციის შენარჩუნებითნუ დააექსპორტებ წვეროს ფერსნუ ამოატრიალებ მრავალკუთხედებს, როცა მათი ნორმალები მათსავე ახლად გამოთვლილ მორგებულ წვეროთა ნორმალებს არ შეესაბამებანუ მიჰყვები დახატვის ტრაექტორიას, ნურც ობიექტის ბრუნვას და შეინარჩუნე სარკმლის მიმართ სწორებანუ დააიმპორტირებ USD-ქ მორგებულ ატრიბუტებსნუ დააიმპორტირებ ფერის ატრიბუტებსნუ დააიმპორტირებ უხილავ USD პრიმიტივებს. ეხება მხოლოდ პრიმიტივებს არაანიმირებული ხილულობის ატრიბუტით. პრიმიტივები ანიმირებული ხილულობით ყოველთვის იმპორტირდებანუ დააიმპორტირებ/დააექსპორტირებ ფერთა ატრიბუტებსარ ჩატვირთო მონაცემები ამ შრიდანარ დაამოდიფიცირო გამოსახულება მხატვრულადარ ჩაატარო არანაირი ფერის გარდაქმნა მონიტორზე, ასახვისთვის გამოიყენე არა-ფერული ტექნიკაჩატვირთვისას არ ჩაატარო ფერის არანაირი გარდაქმნა, ფერებს ისე მოეპყარი, როგორც უკვე სცენის წრფივ სივრცეში მყოფებსნუ შეინარჩუნებ ობიექტის მშობელ-შვილობილის ურთიერთკავშირსნურცერთ შეტყობინებას ნუ გაავრცელებ აღმავალი მიმართულებითარ მოაცილო მოდიფიკატორი სტეკიდანნუ დაარენდერებ ამ კოლექციასნუ გაიმეორებ ტექსტურას და ჩაიჭირე მხოლოდ ერთ ინსტანციაზეარ აბრუნო სეგმენტი მასშტაბის დეფორმირების რეჟიმის გამოყენებისასარ დააყენო წახნაგების სიძლიერენუ დააყენებ მკვეთრ წიბოებს წახნაგზეთუ კურსორის პოზიცია გამოიყენება, დაკავშირებულ ლენტებს ნუ გაასრიალებნუ დაასინქრონირებ, დაუკარი ყოველი კადრინუ გამოიყენებ კუმშვასნუ გამოიყენებ გამომთვლელ მოწყობილობასსემპლირებისთვის ნუ გამოიყენებ ამ ზედაპირს, როგორც სინათლესგანახორციელე თვითგაერთიანება, ან თვითგადაკვეთაგსურს, დააინსტალირო შემდეგი {:s}?დოკ. IDდოკუმენტებიგაბაცების რეჟიმიშეაქვს თუ არა F-჏ირქ წვლილი შედეგშიარ აქვს ინდივიდუალური სათავეების ბრუნვის ცენტრად გამოყენების მხარდაჭერაარაფერს აკეთებს, ხელს უშლის ნამდვილი უკუგდებების დამატებას (გამოუყენებელი)იყენებს თუ არა ეს ხელსაწყო სახატავ ტილოსDolby Digital ATRAC 3ურიკაურიკით წინსვლა/უკუსვლა ხედშისამოქმედო არეალისამოქმედო არეალის ობიექტისამოქმედო არეალის ანაწყობებისამოქმედო არეალის ზომასამოქმედო არეალის ტიპისამოქმედო არეალისა და გეომეტრიის ტიპის კომბინაცია მხარდაუჭერელიასამოქმედო არეალის მონაცემებიატრიბუტის სამოქმედო არეალისამოქმედო არეალი, რომელზეც გამოითვლება ველისამოქმედო არეალი, რომელშიც ველი გამოითვლებასამოქმედო არეალი, რომელზეც უნდა გამოითვალოს ველისამოქმედო არეალი მხარდაუჭერელია "%s" ატრიბუტისთვისარ შენახვანუ დაამატებ აქტივის მეტა-მონაცემებს, ან ტეგებს მონაცემთა ორიგინალი ბლოკიდანნუ დაამატებ ახალ ბორკილებსნუ მისცემ საშუალებას კადრს, იყოს თაგვით მონიშნული კადრთა დიაპაზონის გარეთარ გამოთვალო სისუფთავეები ამოზნექილი არეებისთვისნუ შეასწორებ ახალი ლენტების პირგადადებასნუ ასახავ მოცულობას მავთულბადის რეჟიმშინურცერთი ხმის ლენტისთვის ნუ ასახავ ტალღის ფორმასნურაფერს იზამნუ დააექსპორტირებ გამოსახულებებსსაერთოდ არ შეავსონუ შეავსებ წახნაგებს რედაქტირებისასნუ დააიმპორტირებ ტექსტურებსნუ გაავრცელებ გახლეჩას დაკავშირებულ ლენტებზენუ მოაცილებ მკვეთრ წიბოებს, რომლებიც გლუვად შეფერადებულ წახნაგებთან უსარგებლოანუ მოაცილებ მკვეთრ წიბოებს. ტეგიანი წიბოები მკვეთრი დარჩებაარ დაამრგვალო პიქსელებამდენუ აიღებ ფონის ნიმუშს, უფრო ქ჏რაფია, მაგრამ შეიძლება, გამოიწვიოს ხმაური არამყარი ფონებისთვისარ დაამასშტაბირო Y ღერძზეარ დაამასშტაბირო X და Z ღერძებინუ აჩვენებ გადაფარებას მოსმის დროსნუ აჩვენებ შენატანის მნიშვნელობას გეომეტრიული კვანძების მოდიფიკატორის ინტერფეისშინუ მიაკრავ დამალულ ლენტებზენუ მიაკრავ ხმის ლენტებზენუ გაწელავ ობიექტსარ გამოიყენო კუთხეზე არცერთი იქარი/სტილინუ გამოიყენებ რომელიმე ფიქსირებულ სწორებას, შეავსე ხელმისაწვდომი სივრცეარ გამოიყენო ეს კოლექცია ლაინ არტშინუ გამოიყენებ ამ ობიექტს ლაინ არტიქ დასარენდერებლადნუ გამოიყენებ დამხმარე გადავლებს განხმაურებისთვისარ ჩაწერო სიღრმის ბუფერშისაექსპოზიციო ფურცელისაექსპოზიციო ფურცლის გადაფარებებისაექსპოზიციო ფურცლის სივრცის მონაცემებისაექსპოზიციო ფურცლის ხედი თვალის დევნების მონაცემთათვისსაექსპოზიციო ფურცელი/დროის ზოლისაექსპოზიციო ფურცლის დალაგების ველიდოპლერის კოეფიციენტიდოპლერის სისწრაფეწერტილიწერტილ ტირესკალარული ნამრავლიწერტილებიორმაგიორმაგი დაწკაპუნებაორჯერ დაწკაპუნების სისწრაფეორმაგი დაწკაპუნების ტაიმაუტიორმაგ კიდიანი ნიღაბიორმაგი ვექტორიორმაგი სიზუსტეორმაგი სიმკვრივექვევითჩამოტვირთე და დააინსტალირე გაფართოებაჩამოტვირთული პაკეტის ფაილები დაყენების შემდეგ იშლებაიტვირთება "{:s}"იტვირთება...ჩამოტვირთვებიDraco-ქ მეშის კომპრესირებაწინაღობაგათრევის ოპერატორიგათრევის დასაწყისიგათრევის მიჯნაგათრევა დაწკაპუნების მოვლენებს ხელსაწყოში გავლის საშუალებას აძლევს, მცირე დაყოვნების დამატებითანკერის გადათრევა წიბოდან წიბოზეგაათრიე და დააგდე ელემენტი სხვაგანგაათრიე და დააგდე მონაცემთა ნაკრებზე, ან საგანზე მონაცემთა ნაკრებშისიჩქარის კვადრატის პროპორციული წინაღობის კომპონენტისიჩქარის პროპორციული წინაღობის კომპონენტიწინაღობის ეფექტორის წონაგადაათრიე მასალა თვისებებში მასალების სლოტებზედააგდე მასალა ობიექტზე მონახაზშიგაათრიე ობიექტი მონახაზში სცენისკენგაათრიე მონახაზიდან მშობლის ამოსაშლელადგაათრიე სემპლირების გასაგრძელებლად, აუშვი, როცა დაამთავრებგადაათრიე კოლექცია მონახაზში გადასაადგილებლადგადაათრიე მონახაზში მშობელთან{} ფაილის გათრევადრეინიდრეინის ფაზის ფუნქციები, უმეტესწილად გამოიყენება ვარსკვლავთშორის მტვერში სინათლის გაბნევისთვისდახატვამკვეთი ხაზის დახატვადახაზე F-წირები განკბილვის გამოყენებით (გათიშე უკეთესი მუშაობისთვის)თავისუფლად ხატვაგრიზ ფენსილის დახატვახატვის რეჟიმინორმალების დახატვაპოლი-ხაზის ხატვამონაკვეთის გამოსახვამონაკვეთის გამოსახვა და გაცვლასწორი ხაზების ხატვამონასმების დახატვა უკანა მხარეზეფანჯრის გამოსახვაფანჯრის გამოსახვა და გაცვლადახაზე სქემა წრიული კონტურული შტრიხების გამოყენებითდახაზე სქემა ოვალური კონტურული შტრიხების გამოყენებითდახაზე სქემა კვადრატული კონტურული შტრიხების გამოყენებითდახაზე მართკუთხედი ლენტების იმ ნაწილების გარშემო, რომელთა მოჭრაც გინდადახატე ჏ირი თავისუფლადდახატე სფლაინი თავისუფლადდახატე ხაზი მონიშნულ წვეროებზე წონის გრადიენტის გამოსაყენებლადგაავლე ხაზი მონიშნული მონასმებისთვის შემავსებელი მასალის გრადიენტის დასაყენებლადდახატე ხაზი დაშორების მიხედვით დაცალკევებული მოსმებითდახატე ახალი მონასმი გრიზ ფენსილის აჼტიურ ობიექტშიწირის დახაზვადახატე მუქი კონტროლერიდახატე მუქი კონტროლერი მიზნის ღერძის სხივითდახატე თავისუფალი ხელით მონასმ(ებ)იდახატე სარკმელთან გასწორებულ სიბრტყეშიდახატე ზედაპირის მართობულ სიბრტყეშიზედაპირის სიბრტყეში ხატვადახატე ნათელი კონტროლერიდახატე ნათელი კონტროლერი მიზნის ღერძის სხივითდახატე ხაზები დაყოვნებით, მონასმების დასაგლუვებლად (ხატვის დროს უკუგდებისთვის დააჭირე Shift კლავიშს)დახატეწვეროთა ფერებზე გრიზ ფენსილის აჼტიურ ობიექტშიგამოსახე მონაკვეთიმონაკვეთის გამოსახვა და გაცვლადახატე სწორი ხაზის სეგმენტ(ებ)იდახატე მონასმი 3D კურსორის მდებარეობის ადგილასდახატე მონასმი ობიექტის სათავესთანდახატე მონასმები უწყვეტი ხაზის გამოყენებითდახატე მონასმები დაცალკევებული წერტილების გამოყენებითდახატე მონასმები დაცალკევებული კვადრატების გამოყენებითდახატე შტრიხები ტექსტურის გამოყენებითდახატე მონასმები მყარი ფერითდახატე სტილიზებული მონასმები Freestyle-იქ გამოყენებითგამოსახე მენიუს ბუდე, როგორც გახსნილი, ჩამოსაშლელი მენიუდახატე ურთიერთკავშირის ხაზი მშობლის თავიდან შვილობილის თავამდედახატე ურთიერთკავშირის ხაზი მშობლის კუდიდან შვილობილის თავამდედახატე წონა მონასმის წერტილებზე გრიზ ფენსილის აჼტიურ ობიექტშიფანჯრის გამოსახვაფანჯრის გამოსახვა და გაცვლადახატვა:ხაზვასახატავი სიბრტყეხაზვის ტიპიწვეთამართე ამ თვისების ყველა კომპონენტი არჩეული სამიზნის გამოყენებითატარე უდრეკი სხეული ღერძის ირგვლივ, ან გასწვრივმართე ამ თვისების ეს კომპონენტი არჩეული სამიზნის გამოყენებითმართულიმართული თვისებადრაივერით მართული თვისება:მართული მონიშნულიდრაივერიდრაივერი '%s[%d]' უკვე არსებობსდრაივერის სამიზნედრაივერის მნიშვნელობა:დრაივერის ცვლადიდრაივერის შეფასება წარსულში ვერ მოხერხდა, ამიტომ გამოტოვებული უნდა იქნასდრაივერი გარე მნიშვნელობაზე დაფუძნებული ანაწყობის მნიშვნელობისთვისდრაივერს დასაკოპირებელი ცვლადები არ აქვსამ ანიმაციის მონაცემებში დრაივერი ვერ მოიძებნადრაივერის ტიპიდრაივერის ცვლადის ტიპიდრაივერი:დრაივერი: {:s} ({:s})დრაივერებიდრაივერები:დრონიდაგდება X-ზედაგდება Y-ზეჩააგდე სცენაში სამყაროდაყარე ფერები ღილაკებზეგამოტოვე კადრები, თუ დაკვრა მეტისმეტად ნელიაგამოტოვე კადრები კადრთა ქი჎შირიქ შესანარჩუნებლადდააგდე სახელი ღილაკზედააგდე {} სლოტზე {} (აჼტიური სლოტი) {}-დანდააგდე {} სლოტზე {} ({}-იქ ჩანაცვლებით) {}-დანდააგდე {} სლოტზე {} {}-დანდააგდე {} {}-ზე (სლოტი {})დააგდე {} {}-ზე (სლოტი {}, {}-იქ ჩანაცვლებით)შრობაშრობის დროორმაგი მეშიNLA სტეკის მოწყობის გამო {:d} საკვანძო ფაზა არ ჩასმულა.ანაწყობის 'ჩასვი მხოლო საჭირო' გამო {:d} საკვანძო ფაზა არ ჩასმულა.ფუჭიდუოტონიდუბლიკაციაქმედების დუბლიკაციაარმატურის დუბლიკაციაკამერის დუბლიკაციაწირის დუბლიკაციაწირების დუბლიკაციაელემენტების დუბლირებაგრიზ ფენსილის დუბლიკაციათმის წირების დუბლიკაციაინდექსის დუბლიკაციასაკვანძო ფაზების დუბლირებაგისოსების დუბლიკაციასინათლის დუბლიკაციასინათლის ზონდის დუბლიკაციადაადუბლირე დაკავშირებული მონიშნული NLA ლენტები, ახალ ბილიკ(ებ)ზე ახალი ლენტების დამატებითნიღბის დუბლირებამასალის დუბლიკაციამეშის დუბლიკაციამეტაბურთის დუბლიკაციამეტაბურთის ელემენტთა დუბლიკაციაკვანძოვანი ჎იქ დუბლიკაციაკვანძების დუბლიკაციაობიექტების დუბლიკაციანაწილაკის დუბლიკაციაწერტილოვანი ღრუბლის დუბლიკაციამონიშნული ძვლ(ებ)იქ დუბლირებაანაწყობების დუბლიკაციასპიკერის დუბლიკაციალენტების დუბლიკაციაზედაპირის დუბლიკაციატექსტის დუბლიკაციამოცულობის დუბლიკაციადაადუბლირე ყველა შრიქ აჼტიური საკვანძო ფაზებიყველას დუბლირებადაადუბლირე და ამოიყვანე მონიშნული წვეროები, წიბოები, ან წახნაგები თაგვის კურსორის მიმართულებითდაადუბლირე და ლოკალურ X ღერძზე სარკისებურად არეკლე მონიშნული ნაწილაკებიდაადუბლირე ფერის ატრიბუტიდაადუბლირე ბორკილი სტეკში იმავე პოზიციაზედაადუბლირე ჏ირი და გადააადგილედაადუბლირე ეფექტი სტეკში იმავე პოზიციაზედაადუბლირე ინდექსი %d vertex_indices_set-შიდუბლიკაცია ფანჯარაშიდუბლიკატი სოლებიდაადუბლირე ნიღაბი და გადააადგილედაადუბლირე და გადაიტანე მეშიდაადუბლირე მეში ნაწილაკების მდებარეობაზედაადუბლირე მეშის წიბოები და გაწყვიტე კავშირები გარშემომყოფ წახნაგებთანდაადუბლირე მოდიფიკატორი სტეკში იმავე პოზიციაზედაადუბლირე კვანძი, მაგრამ არა კვანძოვანი ხეები, დაკავშირებული ორიგინალ მონაცემებთანდაადუბლირე ობიექტი, მაგრამ არა ობიექტის მონაცემები, დაკავშირებული ორიგინალ მონაცემებთანდაადუბლირე ნაწილაკთა სისტემა აჼტიური ობიექტის ფარგლებშიდაადუბლირე მონიშნული NLA ლენტები, ახალ ბილიკ(ებ)ზე ახალი ლენტების დამატებითმოახდინე არჩეული არეს ახალ ფანჯარში დუბლირებადაადუბლირე მონიშნული სამართავი წერტილებიდაადუბლირე მონიშნული სამართავი წერტილები და მათ შორის მდებარე სეგმენტებიდაადუბლირე მონიშნული მეტაბურთის ელემენტ(ებ)იდაადუბლირე მონიშნული კვანძებიდაადუბლირე მონიშნული კვანძები და გადააადგილე ისინიდაადუბლირე მონიშნული კვანძები შემავალი ბმულების შენარჩუნებით და გადააადგილედაადუბლირე მონიშნული კვანძები, მაგრამ არა მათი კვანძოვანი ხეები, და გადააადგილე ისინიმოახდინე არჩეული ობიექტების დუბლირებადაადუბლირე მონიშნული ლენტები და გადააადგილედაადუბლირე მონიშნული ლენტები, მაგრამ არა მათი მონაცემები, და გადააადგილე ისინიდაადუბლირე მონიშნული დროის მარკერ(ებ)იდაადუბლირე მონიშნული წვეროები, წიბოები და წახნაგებიდაადუბლირე ანაწყობებიც, რათა ნაწილაკთა ახალმა სისტემამ საკუთარი ანაწყობები გამოიყენოსდაადუბლირე ობიექტი, მაგრამ არა ობიექტის მონაცემები, ორიგინალ მონაცემებთან კავშირითდაადუბლირე მონასმები მასივშიმონასმების სარკისებური გამეორებაშექმენი გეომეტრიის კვანძთა აჼტიური ჯგუფის დუბლიკატი და მიაკუთვნე აჼტიურ მოდიფიკატორსშექმენი აჼტიური ფორმის სოლის დუბლიკატიდაადუბლირე ამჟამინდელი ინსტანციის ობიექტიდაადუბლირე მიმდინარე ხაზიგააკეთე ამ დროისთვის მიკუთვნებული მაკომპოზიტირებელ კვანძთა ჯგუფის დუბლიკატი.დაადუბლირე მოდიფიკატორი მოდიფიკატორთა სიაშიდაადუბლირე ობიექტი გარკვეული რაოდენობითდაადუბლირე ობიექტი იმდენჯერ, რომ გარკვეულ სიგრძეს მოერგოსდაადუბლირე მონიშნული ობიექტები და გადააადგილედაადუბლირე მონიშნული ობიექტები, მაგრამ არა მათი მონაცემები, და გადააადგილე ისინიდაადუბლირე მონიშნული წერტილებიდაადუბლირე მონიშნული ლენტებიდუბლირებულია %sდუბლირებული საკვანძო ფაზებიდუბლიკატებიგარკვეული რაოდენობით ადუბლირებს თმის წირებს რაიმე რადიუსშიდუბლიკატები: {}ხანგრძლივობაგამოსახულების ხანგრძლივობა (კადრებში) (1, როცა ვიდეო/თანამიმდევრობა არაა)გაყინული კადრის სეგმენტის ხანგრძლივობაქრობის ხანგრძლივობა წამებშიხანგრძლივობა: %s (კადრი %i/%i)მონაცემთა ბლოკების %s ხელახალი სინქრონიზაციისას %d არარეკომენდირებული უკუგდებები, რომლებსაც ლოკალური ცვლილებები ჰქონდა განსაზღვრული მომხმარებლის მიერ, წაიშალაწახნაგის ატრიბუტების შესწორებისას გააერთიანე ერთსა და იმავე წვეროსთან დაკავშირებული ატრიბუტებიგარდაქმნების დროს 3D ხედში ნავიგაციისთვის გამოიყენე Alt. გაითვალისწინე, რომ თუ გათიშულია, პროპორციული რედაქტირების, ავტომატური ბორკილებისა და ავტომატური შ.კ. ჯაჭვის სიგრძის ცხელი კლავიშები Alt-იქ დაჭერას მოითხოვსნიდერლანდური - Nederlandsკვდომადინამიკურიდინამიკური BVHდინამიკური ძირითადი მეშიდინამიკური ბადის ზომადინამიკური მეშიდინამიკური რეჟიმიდინამიკური ხატვადინამიკური ხატვის მოდიფიკატორიდინამიკური ხატვის ტილოს ანაწყობებიდინამიკური ხატვის მოდიფიკატორიდინამიკური ტოპოლოგიური ძერწვანაპოვნია დინამიკური ტოპოლოგია: %s, გათიშულიადინამიკური ბადედინამიკური ტოპოლოგია ძერწვისას ცვლის მეშის ტოპოლოგიასდინამიკური ხატვა: ცხობა დასრულებულია! (%.2f)დინამიკური ხატვა: ცხობა წარუმატებელია: %sდინამიკურად დამალე წვეროები წვეროთა ჯგუფზე, ან არმატურაზე დაყრდნობითდინამიკადინტოპოდინტოპო არ შეინარჩუნებს ფერებს, UV-ქ, ან სხვა ატრიბუტებსEEVEEEEVEE-ქ ხარვეზების აღმოფხვრაEEVEE-ქ სხივთა მიდევნების ვარიანტებიEEVEE-ქ ანაწყობებიEEVEE-ქ ანაწყობები სცენისთვისEEVEE-ქ ანაწყობები ანარეკლების მიდევნებისთვისEQCurveMappingDataშეცდომა: დრაივერი გამოუსადეგარია შეყვანილი მონაცემების გარეშეშეცდომა: Python-იქ უვარგისი გამოსახულებაშეცდომა: უვარგისი სამიზნე არ჎(ებ)იშეცდომა: ტიპი "{:s}" არ არსებობს!ESC/მარჯვენა ღილაკი გასაუქმებლად, Enter/მარცხენა ღილაკი დასადასტურებლად, გორგოლაჭი/გამოძრავება კოეფიციენტის დასარეგულირებლადთითოეული არ჎ი დარენდერდება მონოფაილშითითოეული კოლექცია (მონაცემთა ბლოკისა) ფაილად, არ მოიცავს შვილობილი კოლექციების შიგთავსსაქტიური სცენის თითოეული კოლექცია (მათ შორის მთავარი, არა მონაცემთა ბლოკის ტიპის) ფაილად, მათ შორის შიგთავსი შვილობილი კოლექციებიდანთითოეული სცენის თითოეული კოლექცია (მათ შორის მთავარი, არა მონაცემთა ბლოკის ტიპები) ფაილად, მათ შორის შვილობილ კოლექციათა შიგთავსითითოეული სამართავი წერტილის ინდექსი თავის სფლაინზეთითოეული წახნაგი მასალათა მაკავშირებლად ითვლება. სწორ შედეგებს იძლევა მრავალსახეობრივი გეომეტრიისთვის, რომელიც შინაგან ნაწილებს არ შეიცავს.თითოეული წახნაგის წახნაგთა ნაკრების ძერწვის მნიშვნელობათთოეული შემავალი გეომეტრია ცალკეულ ინსტანციად იქცევაყოველი გამონატანის ველი უნდა შეესაბამებოდეს თავის ზემოთ მდებარე გეომეტრიასთითოეული სცენა ფაილადაჩქარების წირიაჩქარებააჩქარება და შენელებაშენელებააჩქარება-შენელებააჩქარების მრუდის ტიპი ავტომატურად ირჩევა გამოყენებული ინტერპოლაციის ტიპის მიხედვით (მაგ.: აჩქარება გარდამავალი ტიპებისთვის და შენელება დინამიკური ეფექტებისთვის)აღმოსავლეთიექსცენტრიულობაწიბოწიბოს კუთხეწიბოს კუთხის ტექსტიწიბოს ცენტრიწიბოს შეჯახებაწიბოს კუთხეების რიცხვიწიბოს ღირებულებაწიბოების რიცხვიწიბოს ნაკეციწიბოს მონაცემებიწიბოს მონაცემთა ტიპებიწიბოს მონაცემები:წიბოს აღმოჩენაწიბოს ასახვის ტიპიწიბოს ინდექსიწიბოს სიგრძეწიბოს სიგრძის რეჟიმიწიბოს სიგრძის ტექსტიწიბოთა დატანაგვერდის ნიშანიწიბოს აღნიშვნებიწიბოს რეჟიმის მონიშვნაწიბოს მეზობელთა სათვალავის ველიწიბოს მეზობლებიკიდეების პანორამირებაწიბოთა გზები წირებადწიბოთა გზები მონიშვნადწიბოს მართობიწიბოს პოზიციის ველიკიდეს მიყოლაზომის კიდიდან შეცვლაწიბოთა რგოლის დელიმიტირებაწიბოს მონიშვნაწიბოთა მონიშვნაწიბოს სიმკვეთრეწიბოს გაცურებაწიბოს გაცურება: წიბოთა გახლეჩაწიბოს ტეგიწიბოს შეფერილობაწიბოს ტიპიწიბოების ტიპების კომბინაციაწიბოების ტიპების უარყოფაწიბოთა ტიპებიწიბოს წვეროებიწიბოს წვეროთა ველიწიბოს წონაწიბოს სიმსხვილეწიბოს დაცერობების წონა, რომელიც კიდეებს უნდა დაემატოსწიბო მეშის მონაცემთა ბლოკშიწიბოს ინდექსიწიბო არ უკავშირდება არცერთ წახნაგსწიბოს სიგრძე UV სივრცეშიოთხკუთხა მონიშვნის გვერდის სიგრძეწვეროს კიდეწიბოს მონიშვნა - Shift-დაწკაპუნება რამდენიმე რეჟიმისთვის, Ctrl-დაწკაპუნება აფართოვებს/აპატარავებს მონიშვნას მიმდინარე რეჟიმის მიხედვითწიბოთა მონიშვნის რეჟიმიწიბოს გაპობის მოდიფიკატორი მკვეთრი წიბოების შესაქმნელადწიბოს დრეკადობის ხახუნიწიბოს დრეკადობის გახევება, როცა უძრაობის სიგრძეზე უფრო გრძელიაწიბოს დრეკადობის გახევება, როცა უძრაობის სიგრძეზე უფრო მოკლეაკიდის მიჯნაკიდე კიდესთანწიბოს წონა გამოყენებული ცერობის მოდიფიკატორის მიერწიბოთა რგოლების წყვილი დაუკავშირებელიაწიბოთა რგოლები დაკავშირებული არააწიბოდან წიბოზეწიბოსხლეჩაწიბოს გაპობის მოდიფიკატორიწიბოებიწიბოთა მონაცემები:წახნაგთა შორის მდებარე წიბოები, რომლებიც მონაცვლეობითი მიმართულებებით იყურებიანწიბოები შეიცვალა %d-დან %d-ზეწიბოების ეჯახებაკუთხის წიბოებიწვეროს წიბოებიმეშის წიბოებიწიბოები წინაღობის ძალას იღებს გარეშემო მედიისგანგარემომცველ მასალაში გავლისას კიდეები ამწევ ძალის ზემოქმედებას იღებსორზე მეტი წახნაგის საზიარო წიბოებიწიბოები წახნაგთა ჯგუფებადწირებად დასაკონვერტირებელი წიბოებიმოსანიშნი წიბოები, სადაც მეში "გაჭრილია" გადაძრობისთვისწახნაგების ცალცალკე ჯგუფებად გაყოფისთვის გამოყენებული წიბოებირედაქტირებარედაქტირებადი ძვალირედაქტირებადი ძვლის მატრიცარედაქტირებადი ძვლ(ებ)ირედაქტირებადი ძვლებიწირის რუკის რედაქტირებაფორმატის რედაქტირებაგრიზ ფენსილის რედაქტირებაგრიზ ფენსილის მონასმების რედაქტირებამარედაქტირებელი ხაზებიმეტამონაცემების რედაქტირებარედაქტირების მეთოდებირედაქტირების რეჟიმირედაქტირების რეჟიმის გლუვი მავთულებიტრაექტორიის რედაქტირებასტუდიური განათების რედაქტირებატექსტურული სივრცის რედაქტირებარედაქტირებადი ხედაარედაქტირე აჼტიური ღილაკის UI წყაროს კოდიდაარედაქტირე Python-იქ მნიშვნელობა პირდაპირ, თვისებათა მხარდაუჭერელი ტიპებისთვისდაარედაქტირე ბორკილი აჼტიურ ძვალზედაარედაქტირე ბორკილი აჼტიურ ობიექტზედაარედაქტირე სარკმლის ანაბეჭდი 3D სარკმელში, გამოსახულების გარეგან რედაქტორშიდაარედაქტირე სცენაში არსებული ყველა საკვანძო ფაზადაარედაქტირე და შეინახე გაფართოებებიდან დაინსტალირებული თემები2D წირებად ასახული ანიმაციის/საკვანძო ფაზების დამუშავებადაარედაქტირე გეომეტრიის კვანძთა ნებისმიერი ჯგუფი ოპერატორის სახით გამოსაყენებლადდაარედაქტირე აქტივის ინფორმაცია, როგორიცაა კატალოგი, გადახედვის გამოსახულება, ტეგები, ან ავტორიდაარედაქტირე კომპოზიტირების კვანძთა ჯგუფი სეკვენსერის ლენტის მოდიფიკატორებისთვისდაარედაქტირე კომპოზიტირების კვანძთა ჯგუფი მიმდინარე სცენისთვისდრაივერებისა და საკვანძო ფაზების ინტერპოლაციის რედაქტირებადაარედაქტირე გამოსახულება გარე აპლიკაციაშიდაარედაქტირე საკვანძო ფაზები აჼტიური ობიექტის ობიექტის-დონის ქმედებაშიდაარედაქტირე საკვანძო ფაზები აჼტიური ობიექტის ფორმის სოლების ქმედებაშიდაარედაქტირე მასალები, სინათლეები და სამყაროს შეფერადება კვანძების მეშვეობითარმატურის მონაცემთა ბლოკის ძვალი რედაქტირების რეჟიმშიდაარედაქტირე კვანძთა ჯგუფიდაარედაქტირე კვანძთა ჯგუფი აჼტიური ობიექტის აჼტიური მიდიფიკატორიდანდაარედაქტირე ობიექტის მონაცემთა ტექსტურული სივრცეკონფიგურაციის მუდმივი ანაწყობების რედაქტირებააქტიური ობიექტისა და მასთან დაკავშირებული მონაცემთა ბლოკების თვისებათა რედაქტირებასკრიპტებისა და ფაილ-შიდა დოკუმენტაციის რედაქტირებადაარედაქტირე მონიშნული გრიზ ფენსილის მონასმებიდაარედაქტირე იერფერის კვანძები ხაზის სტილიდანდაარედაქტირე იერფერის კვანძები ობიექტიდანდაარედაქტირე იერფერის კვანძები სამყაროდანდაარედაქტირე ტეგები ტექსტურის ავტომატური აღმოჩენისთვის პრინციპული BSDF-იქ სტრუქტურაშიდაარედაქტირე ტექსტურის კვანძები ფუნჯიდანდაარედაქტირე ტექტურის კვანძები ხაზის სტილიდანდაარედაქტირე ტექსტურის კვანძები სამყაროდანდაარედაქტირე ტექსტურები კვანძების მეშვეობითდაარედაქტირე დრაივერები დაკავშირებული თვისებისთვის, რომელიც წარმოდგენილია გამოყოფილი ღილაკითდაარედაქტირე ფაილიდაარედაქტირე მორგებული თვისების მნიშვნელობადაარედაქტირე ამჟამინდელი მეშის ხილულობადაარედაქტირე წვეროთა წონები ჯგუფშიდაარედაქტირე დროში განაწილება ქეშის ფაილის მონაცემთა ბლოკისთვისდაარედაქტირე დროში განაწილება ნიღბის რედაქტორის სფლაინებისთვისდაარედაქტირე დროში განაწილება გრიზ ფენსილის ყველა სკეჩისთვის ფაილშიდაარედაქტირე მომხმარებლის სასურველი პარამეტრები და სისტემის ანაწყობებირედაქტირება: {}, {}, {}NLA ლენტების რედაქტირებადობა ამ ბილიკისთვისსაკვანძო ფაზების რედაქტირებადობა ამ არხისთვისრედაქტირებადიჩაღრმავების რედაქტირებადი წირიმილევის რედაქტირებადი წირირედაქტირებულიდარედაქტირებული ობიექტირედაქტირებადამუშავების ტიპიასახული რედაქტირების კონტექსტითმის რედაქტირებაასონიშნის ფორმატირების რედაქტირების ანაწყობებირედაქტირების რეჯიმის გისოსები ჯერჯერობით მხარდაუჭერელიარედაქტორირედაქტორის საზღვარირედაქტორის მოხაზულობარედაქტორის ტიპირედაქტორი კვანძებზე დაფუძნებული შეფერადებისა და კომპოზიტირების ხელსაწყოთათვისრედაქტორის კოლონტიტული, რომელიც UI ელემენტებს მოიცავსრედაქტორის მენიუ, რომელიც ღილაკებს შეიცავსრედაქტორებიარედაქტირებს წახნაგთა აჼტიურ ჯგუფსEevee-ქ მასალის კონვერტაციის პრობლემა. შეცდომა კონსოლშიეფექტიეფექტი '%s' არ არიქ ობიექტში '%s'ეფექტის გამქრობიეფექტის გამქრობის პოზიციაეფექტის გაუმჭვირვალობაეფექტის მტკიცე რადიუსიეფექტების ლენტიეფექტის ლენტის ფერიეფექტის ტიპიგრიზ ფენსილის ობიექტზე გავლენის მქონე ეფექტიეფექტი ვერ დაემატება ობიექტს '%s'ეფექტი სრულად, ან მხოლოდ დადებითი/უარყოფითი Z მიმართულებითეფექტის რეჟიმიეფექტის სახელიეფექტი თავად სოლზეეფექტი მარცხენა სახელურზეეფექტი მარჯვენა სახელურზეეფექტი კვლებზე, რომელთა თვალის დევნება ხდება კადრების მითითებულ რაოდენობაზე ნაკლებადეფექტი კვლებზე, რომლებსაც ხელახალი პროეცირების შედარებით დიდი ხარვეზი აქვთეფექტი/დაკავშირებულიეფექტური დიაპაზონიპრაქტიკული ხილულობაეფექტური, მაგრამ ნელი კუმშვაფაქტიურად გადაიყვანე ფილმი გამოსახულებათა თანამიმდევრობაში, დაუსრულებელი, ან ჩავარდნილი კადრებისა და კადრთა სიხშირეში ცვლილებების იგნორირებითეფექტურობაეფექტორიეფექტორის ოდენობაეფექტორების კოლექციაეფექტორთა რიცხვიეფექტორის ანაწყობებიეფექტორის ტიპიეფექტორის წონებიეფექტორ(ებ)იქ წონები ფიზიკის სიმულაციისთვისეფექტებიობიექტის ასახვაზე მოქმედი ეფექტებიან ჏ირიქ, ან ინსტანციის მონიშვნაწირების დამატება, ან წაშლა, კურსორის ქვეშ მყოფი წირების მინიმალური მანძილის მიხედვითან შესატანი მნიშვნელობა შეიყვანე, ან სათადარიგო მნიშვნელობა გამოიტანეან უბრალოდ წირები, ან წირთა ინსტანციებიან ქა჏ყიქი კადრი (დადებითი სისწრაფისთვის), ან ბოლო კადრი (უარყოფით სისწრაფისთვის)რეზინიდრეკადობის ლიმიტიელემენტიელემენტის ინდექსიელემენტი, რომელიც განსაზღვრავს მოცემულ პოზიციაზე მყოფ ფერს ფერთა გრადაციაშიელემენტი ელემენტთა კოლექციაში ვერ მოიძებნა, ან ბოლო ელემენტიაწირის ელემენტი, ან NURBS-ი, ან ბეზიე, ან პოლიხაზი, ანდა ასონიშანი ტექსტური ობიექტებითდამთვალიერებლის მისამართის ელემენტიკვანძთა სივრცის ჎იქ მისამართის ელემენტისამიზნე გეომეტრიის ელემენტი, რომლიდანაც მანძილი უნდა გამოითვალოსელემენტის ტიპი გარდაქმნისთვისყოველი ელემენტიელემენტებიელემენტები ოთხკუთხედის შიგნითოვალიოვალური ნიღაბიოვალებიელიფსოიდიტექსტურების ჩაშენებაჩააშენე ტექსტურები FBX ბინარულ ფაილში (მხოლოდ მისამართის "კოპირების" რეჟიმისთვის!)ჩაშენებული მონაცემებიEmbreeEmbree GPU-ზეEmbree GPU-ზე რთავს მოწყობილობით სხივების მიდევნების გამოყენებას Intel GPU-ებზე, იძლევა რა ზოგადად მეტ ეფექტურობასგამოცემაგამოცემის კოეფიციენტებიგამოცემის ფერიგამოცემის სიძლიერეგამოცემის დროგამოცემის დროის კოეფიციენტიგამოცემის მდებარეობები თითოეულ წახნაგზე (0 = ავტომატურს)გამომცემი იერფერიგამოცემული ფერიგამოცემაგამომცემიგამოეცი დენადი ნივთიერება მეშის ზედაპირიდან, ან მოცულობიდანგამოეცი ელემენტების შემთხვევითი თანმიმდევრობითგამოეცი ნაწილაკები მოდიფიკატორებგამოყენებული მეშიდან (სწორი შედეგებისთვის უნდა იყენებდეს ქვედანაყოფებიანი ზედაპირის ერთსა და იმავე დონეს სარკმელსა და რენდერში)გამოეცი კვამლი ნაწილაკებიდანგამოსხივება თითოეულ ფერის არხზე, რომელიც ემატება სხივს ყოველ ერთეულოვან მანძილზეგამომცემიგამომცემის მანძილიხაზი გაუსვი საკვანძო ფაზების მდებარეობას მოძრაობის ტრაექტორიებზეცარიელებიცარიელიცარიელის ასახვის ზომაცარიელი დისპლეის ზომა: %.3fცარიელის ასახვის ტიპიცარიელის შევსებაცარიელი ბადეცარიელი გამოსახულების სიღრმეცარიელი საკვანძო ფაზებიცარიელი მასალაცარიელი სცენაცარიელი სივრცეცარიელი იდენტიფიკატორის გამოყენება შეუძლებელია, როცა უწინ მკაფიო იდენტიფიკატორი იქნა გამოყენებული. მაგალითად, "{} {x}" გამოდგება, ხოლო "{x} {}" - არა.3 ღილაკის მიბაძვის მოდიფიკატორი3 ღილაკიანი თაგვის ემულაციამოახდინე თაგვის შუა ღილაკის ემულაცია Alt+მარცხენა ღილაკითციფრული კლავიატურის ემულაციაჩართვაჩართე 'სოლო' NLA ბილიკზე, რომელიც აჼტიურ ლენტს შეიცავს, რათა დაარედაქტირო იგი NLA სტეკის ეფექტების უნახავადდანამატის ჩართვაჩართე აქტივთა ბრაუზერის რედაქტორი და ოპერატორები, რათა ჩვეულებრივი მონაცემთა ბლოკებიც აქტივებად მართო და არა მხოლოდ პოზებიძვლის ვარიანტების ჩართვამიეცი ძვალს გეომეტრიის დეფორმირების უფლებაშეჯახების ჩართვაCycles-იქ გამოსაყენებლად ჩართე სარენდერო ძრავა Cyclesჩართე Cycles-იქ ხარვეზების აღმოფხვრის ვარიანტები დეველოპერებისთვისდეაქტივაციის ჩართვაჩართე EEVEE-ქ ხარვეზების აღმოფხვრა დეველოპერებისთვისჩართე f-჏ირიქ მოდიფიკატორის შეფასებაჩართე F-წირების მოდიფიკატორებიჩართე GPU დაჩქარება სტეკში ქვედანაყოფებიანი ზედაპირის ბოლო მოდიფიკატორების გამოთვლისთვისჩართე ბადის ასახვა დიაპაზონის გამოყოფის გამოსაყენებლად!ჯერ მიმმართველები ჩართე! ნაგულისხმები დაბრუნება დენადი ნივთიერების სიჩქარეზეშ.კ. გაწელვის ჩართვაჩართე MetalRT გადაკვეთის გამოთხოვნებისთვისმრავალ-ხედის ჩართვაგამოტანის ჩართვაჩართე Python-იქ გამოთვლა მონიშნული ფაილებისთვისთვითშეჯახების ჩართვართავს ფრენელის ეფექტს მეშის რედაქტირების გადაფარებაზე. აუმჯობესებს ფორმის აღქმადობას ძალიან მჭიდრო მეშებზე, მაგრამ ზრდის თვალის გადაღლას უფრო დაბალი პოლოგონალური მოდელირების დროსჩართე დანამატი სამუშაო სივრცისთვისჩართე დამატებითი მახასიათებლები ახალი წირების მონაცემთა ბლოკისთვისჩართე დაინსტალირების შემდეგჩართე კუთხური ძრავაჩართე ღერძის სარკეჩართე ბმა-კავშირები HP Reverb G2 კონტროლერებისთვის. გაითვალისწინე, რომ შესაძლოა, ამას ყველა OpenXR გარემოთა მიერჩართე ბმა-კავშირები HTC Vive Cosmos კონტროლერებისთვის. გაითვალისწინე, რომ შესაძლოა, ამას ყველა OpenXR გარემოთა მიერჩართე ბმა-კავშირები HTC Vive Focus 3 კონტროლერებისთვის. გაითვალისწინე, რომ შესაძლოა, ამას ყველა OpenXR გარემოთა მიერჩართე ბმა-კავშირები ჰუავეის კონტროლერებისთვის. გაითვალისწინე, რომ შესაძლოა, ამას ყველა OpenXR გარემოთა მიერჩართე კატალოგი, რაც მასში მოთავსებულ აქტივებს ხილულს გახდის აქტივთა თაროსთვისჩართე ჯაჭვის წყვეტა მრუდწირული 2D სიგრძის მიხედვითჩართე ჯაჭვის წყვეტა წყვეტილი ხაზის ფაქტურების მიხედვითჩართე შტრიხების ხაზების გადაჯაჭვაჩართე კოლექციის ინსტანცირებაძერწვისას გამოიყენე ზედაპირთან შეჯახებაჩართე შეჯახებები სამოქმედო არეალის უკანა საზღვართანჩართე შეჯახებები სამოქმედო არეალის ქვედა საზღვართანჩართე შეჯახებები სამოქმედო არეალის წინა საზღვართანჩართე შეჯახებები სამოქმედო არეალის მარცხენა საზღვართანჩართე შეჯახებები სხვა ობიექტებთანჩართე შეჯახებები სამოქმედო არეალის მარჯვენა საზღვართანჩართე შეჯახებები სამოქმედო არეალის ზედა საზღვართანჩართე ფერთა დიაპაზონი გამოყენებული წონების ხატვის რეჟიმში წონის ვიზუალიზაციისთვისჩაურთე პარალაქსის შემასწორებელ მოცულობას მორგებული ანაწყობებიჩართე მოკვეცის მორგებული ქა჏ყიქი და დამასრულებელი მანძილები მოცულობის გამოსათვლელადჩართე ციკლურობა მონასმის ინდივიდუალურ შტრიხებზეჩართე უძრავი უდრეკი სხეულების დეაქტივაცია (ზრდის მწარმოებლურობასა და სტაბილურობას, მაგრამ შეიძლება, მოულოდნელი ხარვეზები გამოიწვიოს)ჩართე ნაგულისხმები VR კონტროლერის ქმედებები, კონტროლერის პოზებისა და ტაქტილურების ჩათვლითჩართე გადანაცვლება X ნორმალის გასწვრივჩართე გადანაცვლება Y ნორმალის გასწვრივჩართე გადანაცვლება Z ნორმალის გასწვრივშესაძლებელი გახადე მონიშნული მონაცემთა ბლოკის აქტივთა ბრუზერის საშუალებით უფრო იოლი ხელახალი გამოყენება, მორგებადი მეტამონაცემების (როგორებიცაა გადახედვა, აღწერილობა და ტეგები) დახმარებითშესაძლებელი გახადე მონიშნული მონაცემთა ბლოკების აქტივთა ბრუზერის საშუალებით უფრო იოლი ხელახალი გამოყენება, მორგებადი მეტამონაცემების (როგორებიცაა გადახედვა, აღწერილობა და ტეგები) დახმარებითჩართე წიბოს მონაცემთა გადატანაჩართე წიბოს პანორამირება 2D ხედშიჩართე რედაქტირების რეჟიმის კიდეების დაგლუვება, დაკბილვის შესამცირებლად (ჭირდება გადატვირთვა)ჩართე წახნაგის კუთხის მონაცემთა გადატანაჩართე წახნაგის მონაცემთა გადატანაჩართე ფაილის კომპრესირება, როცა .blend ფაილებს ინახავჩართე ფაილების გაფილტრვაჩართე ფაილების გაფილტრვა ფაილების ბრაუზერშიჩართე დენადი გარემოს დიფუზიის ანაწყობები (მაგ.: წებოვნება, ზედაპირული დაჭიმულობა)გამოიყენე დენადი გარემოს მიმართვაჩართე დენადი მეში (ამპლიფიკაციის გამოყენებით)ჩართე დენადი გარემოს ხმაური (ამპლიფიკაციის გამოყენება)ჩართე თმის დინამიკა ქსოვილის სიმულაციის გამოყენებითჩართვა ახალ სცენებშიჩართე რყევიანი ჩრდილები სარკმელზე (რყევიანი ჩრდილები ყოველთვის ჩართულია საბოლოო რენდერებისთვის).ჩართე რყევებიანი რბილი ჩრდილები, რათა გაზარდო ჩრდილის სიზუსტე (სარკმელში გათიშულია, თუ რენდერის ანაწყობებიდან არ ჩაირთო). ძლიერი ზემოქმედება აქვს მუშაობაზე.ჩართე წრფივი ძრავაჩართე მასალის ზღუდეებიჩართე მეშის სიმეტრია X ღერძზეჩართე მეშის სიმეტრია Y ღერძზეჩართე მეშის სიმეტრია Z ღერძზეჩართე მრავალკადრიანი რედაქტირებაჩართე წვეროთა სფეროების სადა თვითშეჯახებაჩართე ახალი ქიიქ ტიპები და კვანძებიჩართე კვანძები სინათლეზეჩართე ხმაურის შემცირების ტექნიკები სხივმიდევნებული ეფექტებისთვისაცდენის ჩართვაჩართვა დაინსტალირებისასჩართე ონლაინ წვდომა სისტემის სასურველ პარამეტრებშიჩართე, ან გათიშე ყველა ტეგიჩართე, ან გათიშე წყვეტილი ხაზიჩართე, ან გათიშე ძვლების პოზირება/მონიშვნაჩართე, ან გათიშე ამ ხედის შრიქ დარენდერებაჩართე, ან გათიშე ტექსტურირებული მონასმებიჩართე, ან გათიშე ეს ხაზთა ნაკრები შტრი჎იქ რენდერისასჩართე, ან გათიშე ეს მოდიფიკატორი შტრი჎იქ რენდერისასჩართე, ან გათიშე სტილის ეს მოდული შტრი჎იქ რენდერისასჩართე გადაფარებული გლუვი მავთულები, დაკბილვის შესამცირებლადჩართე ხატვისა და ძერწვის ხარვეზების აღმოფხვრის ვარიანტები დეველოპერებისთვისჩართე ქედები და ვაკეებიჩართე სკრიპტებიჩართე მონიშნული მარკერებიჩართე მონიშნული პროქსი ყველა მონიშნულ ვიდეო და გამოსახულების ლენტაზეჩართე თვითშეჯახებებიჩართე ჩრდილის დაცემა სინათლეებისგანგამოიყენე სცენის გამარტივება უფრო ქ჏რაფი გადახედვების რენდერებისთვისჩართე მიკვრაჩართე მიმმართველებზე მიკვრის კუთხის, ან დაშორების ვარიანტებიჩართე მიკვრა საკვანძო ფაზების გარდაქმნისასდრაივერების რედაქტორში საკვანძო ფაზების გარდაქმნისას ჩართე მიკვრაჩართე რამდენიმე ექსტრა ველი აქტივთა ბრაუზერში ხარვეზების აღმოფხვრაში დასახმარებლადგანსაზღვრული ანაწყობის ჩართვა ანიმაციის ყველა მონიშნულ არხზეჩართე ქ჏რაფი მიმმართველებიჩართე ზამბარა X ღერძზეჩართე ზამბარა ბრუნვის X ღერძზეჩართე ზამბარა Y ღერძზეჩართე ზამბარა ბრუნვის Y ღერძზეჩართე ზამბარა Z ღერძზეჩართე ზამბარა ბრუნვის Z ღერძზეჩართე სავარაუდო კონტურებიჩართე მზის მიერ ჩრდილის დაგდებასიმეტრიის ჩართვა X ღერძშისიმეტრიის ჩართვა Y ღერძშისიმეტრიის ჩართვა Z ღერძშიჩართე პლანშეტის ზეწოლისადმი მგრძნობელობა არეალის რადიუსისთვისჩართე პლანშეტის ზეწოლისადმი მგრძნობელობა რყევისთვისჩართე პლანშეტის ზეწოლისადმი მგრძნობელობა აცდენისთვისჩართე პლანშეტის ზეწოლის მგრძნობელობით ზომის რეგულირებაჩართე პლანშეტის ზეწოლისადმი მგრძნობელობა დაშორებისთვისჩართე პლანშეტის ზეწოლისადმი მგრძნობელობა სიძლიერისთვისპირველ რიგში ფერთა გრადაცია ჩართეჩართე აქტივთა ბიბლიოთეკაჩართე კომპოზიტირების კვანძთა ჯგუფი.საშუალება მიეცი ჏ირქ, გახდეს გადაადგილების ტრაექტორიაჩართე სხივების მიდევნების მოდულიგაააქტიურე საცავიჩართე საცავი და კიდევ სცადე.ჩართე მონიშვნის რეჟიმიჩართე ჯაჭვების მონიშვნა მაქსიმალური 2D სიგრძის მიხედვითჩართე ჯაჭვების მონიშვნა მინიმალური 2D სიგრძის მიხედვითჩართე პირველი N ჯაჭვის მონიშვნაბუდის ჩართვაჩართე სინათლეების გამოყენება მონასმისა და შევსების მასალებზეჩართე ეს ბორკილიჩართე ეს სინათლე მყარი შეფერადების რეჟიმშიჩართე ეს მოდიფიკატორინება დართე ობიექტს, იყოს კოლაიდერი ფიზიკის სისტემებისთვისეს ჩართე ექსპორტის ფონურად გასაშვებად, გათიშე ექსპორტის დროს Blender-იქ დასაბლოკად. ეს ვარიანტი არარეკომენდირებულია; გაუშვი ეს ოპერატორი წინა პლანზე სამუშაოდ და გამოიძახე უკანა პლანზე სამუშაოდეს ჩართე იმპორტის ფონურად გასაშვებად, გათიშე იმპორტის დროს Blender-იქ დასაბლოკად. ეს ვარიანტი არარეკომენდირებულია; გაუშვი ეს ოპერატორი წინა პლანზე სამუშაოდ და გამოიძახე უკანა პლანზე სამუშაოდჩართე, რათა ზედაპირის ცვლილებები დროთა განმავლობაში გააქროჩართე, რათა დროთა განმავლობაში ზედაპირის სისველე გააქროჩართე, რათა კურსორის ქვეშ მდებარე მონაკვეთი მოდალური შესრულებისთვის გამოიყენოჩართე წვეროს მონაცემთა გადატანაჩართე ხედში ნავიგაცია კამერის ხედის ფარგლებშიჩართე სარკმლის ხარვეზების აღმოფხვრის ვარიანტები დეველოპერებისთვის გადაფარებების დამხმარე სარკმელშიჩართე სარკმლის ასახვა ხედების შრეებშიჩართე დროებითი ცვლადების გამოყენებაბორკილის ჩართვა/გათიშვაჩართულიამხოლოდ ჩართული დანამატებიმხოლოდ ჩართულიჩართული ბრუნვის დიაპაზონიგაშვებისას ჩართული, უკუაგდებს სასურველ პარამეტრს.რთავს ფრენის რეჟიმში ნავიგაციას, ოღონდ Ⴭირქ ყურებისას თაგვის ხუფზე წინ მიწოლა კამერის სიმაღლეს არ შეცვლის.რთავს შემომსაზღვრელი ჩარჩოს მაღალი ჎არიქ჎იქ, მაგრამ ნელ გაანგარიშებას ბრუნვიან/მასშტაბირებიან რთული ფორმის მეშებზე სრულყოფილი შედეგებისთვისჩართე გადახედვები იერფერის კვანძების რედაქტორშირთავს 3D თაგვის კამერის მსგავსად გამოყენების ფუნქციას. გადაინაცვლე სცენის სიღრმეში და კამერა სცენაში წინ წაიწევს. სცენაში ისე შედიხარ, თითქოს მასში დაფრინავ. ამ დროს, 2D ხედებისთვის პანორამირებისა და ზუმის შექცევა ხდებაინკაფსულირებული PostScript (.eps)გარს შემოავლე მონიშნული წვეროებს ამოზნექილი მრავალწახნაგადაშიფრვადაშიფრვის სისწრაფესაკვანძო ფაზების ჩასმისას აღმოჩენილი იქნა დაუმუშავებელი შეცდომადასასრულიდასასრული (კოეფიციენტი)დასასრული (სიგრძე)დაბოლოების იქრიქ სტილიდაბოლოების ხუფიდასასრულის კოეფიციენტიდამასრულებელი კადრიბოლო კადრი (UI-დან მანიპულირებული)ბოლო კადრი (დაუმუშავებელი მნიშვნელობა)ბოლო კადრი (როცა კადრთა დიაპაზონის შეზღუდვა ჩართულია)დასასრულის სახელურიდამაბოლოვებელი სახელურის მილევადამაბოლოვებელი სახელურის მასშტაბიდასასრულის მდებარეობადასასრულის დატანის ტიპიდასასრულის აცდენაბოლოწერტილებიდასასრულის რადიუსიდასასრულის ზომაბოლო წვეროკასკადური ჩრდილის რუკის დასრულების მანძილი (მხოლოდ პერსპექტიულ ხედში)მოცულობითი ეფექტის დასასრულის მანძილიდამაბოლოებელი კადრი ფიქსირებულია რენდერის ვარგის დიაპაზონზეაცდენების დადების შემდეგ თანამიმდევრობის რედაქტორიში ასახული დამასრულებელი კადრიდამასრულებელი კადრი ცხობისთვისსაჩვენებელი/გამოსათვლელი ტრაექტორიების დიაპაზონის დამამთავრებელი კადრი (არა 'მიმდინარე კადრის გარშემო' კალკირების მეთოდისთვის)NLA ლენტის ბოლო კადრი. შენიშვნა: ამ მნიშვნელობის შეცვა ლენტის გამეორებების, ან მისი ქმედების ბოლო კადრსაც განაახლებს. თუ მხოლოდ ბოლო კადრია შესაცვლელი, იხილე "frame_end".ექსპორტის დასასრულის კადრი, მიმდინარე სცენის დამაბოლოვებელი კადრის ასაღებად გამოიყენე ნაგულისხმები მნიშვნელობაოკეანის ცხობის დამასრულებელი კადრიშენახული დიაპაზონის დამასრულებელი კადრიდამასრულებელი კადრი საექსპორტოდმონიშვნის დამასრულებელი ხაზიდასასრული კადრზეტრაექტორიის დასასრულის დრობოლოწერტილიბოლო წერტილის მონიშვნაბოლოწერტილის მონიშვნის კვანძიბოლოწერტილი Uბოლოწერტილი Vმთავრდებამტერიძალდატანებით ჩართე სიმეტრია (ფორმისაც და ტოპოლოგიურიც) ღერძის გასწვრივდაამყარე სიმეტრია, შექმენი მონიშვნის ასლები, ან გამოიყენე არსებულიძრავაძრავა '%s' სცენისთვის '%s' მიუწვდომელია (შეიძლება, დანამატს ინსტალირება, ან ჩართვა ჭირდებოდეს)დასარენდერებლად გამოსაყენებელი ძრავაინგლისური (გაერთიანებული სამეფო)ინგლისური (აშშ)დეტალების დახვეწადახვეწე მაღალი ქი჎შირიქ ზედაპირის დეტალებიდახვეწე ზედაპირის დეტალებიაუმჯობესებს კონტრასტს, ფერს, სიცხადესა და სიმკვეთრეს.მოდიფიკატორის უზრუნველყოფადარწმუნდი, რომ წონის ხატვისას, ან წვეროებზე მიკუთვნებისას ძვლის მადეფორმირებელი ყველა წვეროთა ჯგუფის ჯამი 1.0-ქ უდრისდარწმუნდი, რომ მონაცემთა ბლოკი შეინახება მაშინაც კი, თუ იქ არ გამოიყენება (მაგ.: მოძრაობისა და მასალების ბიბლიოთეკებისთვის)ზრუნვა იმაზე, რომ მონაცემთა ბლოკის გადახედვები ხელმისაწვდომი და განახლებული იყოს (.blend ფაილში შესანახად, მხოლოდ ზოგიერთი ტიპისთვის, როგორიცაა მასალები, ტექსტურები და სხვ.)იზრუნე, რომ მონიშნული საკვანძო ფაზების სახელურებს აქვთ თანაბარი სიგრძე, ნებაყოფლობით გაათარაზულე ისინი. ავტომატური, ავტომატური ჩაჭერილი, ან ვექტორული სახელურის ტიპები კონვერტირდება გასწორებულებადდარწმუნდი, რომ მონაცემები ვარგისია (როცა გათიშულია, მონაცემები შეიძლება, დაიმპორტდეს, რაც ასახვის, ან რედაქტირების დროს ფატალურ შეფერხებებს იწვევს)იზრუნე იმაზე, რომ მონაცემთა ბლოკი შენახული იყოს, მაშინაც კი, როცა აქტივად მონიშნული ა჌არააEnterრედაქტირების რეჟიმში გადასვლაშეიყვანე უნიკოდის კოდის პოზიციის ჰექსადეციმალური მნიშვნელობაავტომატურად შედი რედაქტირების რეჟიმში ახალი ობიექტის დამატებისასამ ობიექტის დამატებისას გადადი რედაქტირების რეჟიმშიკვანძთა ჯგუფში შეყვანა, ან იქიდან გამოყვანა, კურსორის მდებარეობის მიხედვითგადადი გადაკეთების რეჟიმში აჼტიური ლენტის მიერ მითითებული ქმედებისთვის, მისი საკვანძო ფაზების დასარედაქტირებლადშედი/გამოდი ხატვის რეჟიმიდან გრიზ ფენსილის მონასმებისთვისშედი/გამოდი ძერწვის რეჟიმიდან გრიზ ფენსილის მონასმებისთვისშედი/გამოდი ძერწვის რეჟიმიდან წირებისთვისგადადი/გამოდი წვეროთა მოხატვის რეჟიმში/რეჟიმიდან გრიზ ფენსილის მონასმებისთვისშედი/გამოდი წონის ხატვის რეჟიმში/რეჟიმიდან გრიზ ფენსილის მონასმებისთვისმთლიანი მასივიჩანაწერის ინდექსიელემენტის მხრივ აბსოლუტურიელემენტის მხრივ მეტობით დამრგვალებაელემენტის მხრივ cos(A)ელემენტის მხრივ გაყოფაელემენტის მხრივ ნაკლებობით დამრგვალებაელემენტის მხრივ მაქსიმუმიელემენტის მხრივ მინიმუმიელემენტის მხრივ მოდულიანი, fmod(A,B)-ითელემენტის მხრივ გამრავლებაელემენტისმიერი ხარისხიელემენტის მხრივი დამრგვალება უახლოეს მთელ რიცხვამდე. თუ წილადი ნაწილი 0,5-ქ აღემატება, მეტობით დაამრგვალეელემენტისმიერი ნიშანიელემენტის მხრივ sin(A)ელემენტის მხრივ tan(A)ელემენტის მხრივ wrap(A,B)ჩამოთვლადის განსაზღვრება (არარეკომენდირებული)ჩამოთვლადის განმსაზღვრელი საგნებიჩამოთვლების დროშაEnum საგანიჩამოთვლების საგნის განსაზღვრადანომრვაჩამოთვლაჩამოთვლადები სტრიქონებადგარსიგარსის საკონტროლო წერტილიგარსით დეფორმირების მანძილიგარსით დეფორმირების წონაგარსის მანძილიგარსის F-მოდიფიკატორიგარსის თავის რადიუსიგარსის გამრავლებაგარსის კუდის რადიუსიგარსის წონაგარსის მონასმის ეფექტის მოდიფიკატორიგარსი: %3fგარსი: %sგარემოგარემოს ტექსტურაეფსილონიუდრისტოლი ღერძებიუდრისრადიუსების გათანაბრებააუდიოს გათანაბრებაგაათანაბრე საკვანძო ფაზის ორივე სახელურიგაათანაბრე მონიშნული საკვანძო ფაზების მარცხენა სახელურებიგაათანაბრე მონიშნული საკვანძო ფაზების მარჯვენა სახელურებიტოლკუთხატოლკუთხა კუბრუკის წახნაგიკარტოგრაფიულიკარტოგრაფიული, ან განედ-გრძედიანი პროეცირებაწაშლადამატების ნაცვლად წაშალე / მოაცილე საღებავიანოტაციის მონასმების წაშლამრავალგარჩევადობის გადანაცვლების წაშლასაღებავის წაშლახატვისას წაშალე ალფამთელი მონასმების წაშლაწაშალე მხოლოდ ხილული მონასმები და არა დახშულებიწაშალე წერტილები მართკუთხედის მონაკვეთშიწაშალე წერტილები ქამანდის მონაკვეთშიმონასმის წერტილების წაშლამონასმების წაშლა, მათი წერტილების სიძლიერისა და ქიქჼიქ მინავლებითსაშლელისაშლელი ფუნჯის აქტივის მითითებასაშლელის რეჟიმისაშლელის რადიუსიშეცდომაშეცდომა (იხილე კონსოლი)შეცდომის ხატულას ზედაპირიშეცდომის ლიმიტიხარვეზის მიჯნაშეტყობინება შეცდომის შესახებშეცდომა ობიექტიდან "%s" ცხობის დროსშეცდომა ფაილის '%s' შექმნის დროსშეცდომა '%s'-იქ წაშლისას (იგნორირებულია)შეცდომის მანძილის ზღურბლი (ობიექტის ერთეულებში)შეცდომა "%s"-ისთვის ფაილის ჩაწერის დროსშეცდომა ციფრიქ შეფასებისას, დეტალებისთვის იხილე ინფო რედაქტორიშეცდომა მონიშნული ობიექტების დამუშავების დროსშეცდომა აუდიო სტრიმის ინიციალიზაციისასშეცდომა ვიდეო სტრიმის ინიციალიზაციისასშეცდომა მეშის ნიმუშის კითხვისას; დანარჩენი დეტალები კონსოლზეშეცდომა წერტილების ნიმუშის კითხვისას; დანარჩენი დეტალები კონსოლზეკვანძის ხელსაწყო "%s"-იქ დარეგისტრირებისას მოხდა შეცდომა, არსებობს %d დუბლიკატიკვანძის ხელსაწყო "%s"-იქ დარეგისტრირებისას მოხდა შეცდომა, %sკვანძის ხელსაწყო "%s"-იქ დარეგისტრირებისას მოხდა შეცდომა, ოპერატორი უკვე რეგისტრირებულიაშეცდომა სცენა %s-იქ გადახედვის დროს: %s.შეცდომა დროებითი ფაილის აღდგენის დროს (შეამოწმე ფაილები '%s' '%s')შეცდომა ფაილის '%s' ჩაწერის დროსშეცდომა კადრის ჩაწერისასშეცდომა რენდერის შედეგის ჩაწერისას, %s (იხილე კონსოლი)შეცდომა დანიშნულების აქტივში %s ჩაწერის დროსშეცდომა:შეცდომა: გამოსხივების თავმოყრის ტექსტურის გამოყოფა ვერ მოხერხდაშეცდომა: ჩრდილთა ატლასის განკუთნება ვერ მოხდა. სავარაუდოდ GPU მეხსიერება ამოიწურა.შეცდომა: წირების ობიექტი მეტისმეტად ბევრ წერტილს შეიცავს. ამ პრობლემის მოსაგვარებლად შეამცირე წირების გარჩევადობა, ან რიცხვი.შეცდომა: გამოსხივების ბადის გამოყოფა წარუმატებელი იყოშეცდომა: გამოსხივების ბადის დამახინჯებული მონაცემებიშეცდომა: მეხსიერება არასაკმარისია ცხობისთვის {}.შეცდომა: მიღწეულია ჩრდილის განახლებების მაქსიმუმი.შეცდომა: ჩრდილის ბუფერი სავსეა, შეიძლება, დაკარგული ჩრდილები და მუშაობის დაბალი ეფექტურობა გამოიწვიოს. ({} / {})შეცდომა: მეტისმეტად ბევრი AOVშეცდომა: მეტისმეტად ბევრი ბადე ჩანსშეცდომა: გამოსხივების მეტისმეტად ბევრი ბადეა სცენაშიშეცდომა: მეტისმეტად ბევრი სინათლეა სცენაში.შეცდომა: ჩრდილის ზედმეტი განახლებები, ზოგი ჩრდილი, შესაძლოა, არასწორი იყოს.შეცდომა: {:.5f .. {.5f} (ქაშ. {:.5f})შეცდომა: {:s}შეცდომებიშეცდომები და გაფრთხილებებიშეცდომები დარენდერების დროს. მეტი ინფორმაციისთვის იხილე სისტემური კონსოლი.Escესპერანტო - Esperantoაუცილებელიჩამოყალიბებული ოკეანეჩამოყალიბებული ოკეანე (მახვილი პიკები)სავარაუდო გარდაქმნებინავარაუდები კვლებისავარაუდო ბრუნვის მატრიცასავარაუდო მასშტაბის მატრიცაევკლიდურიევკლიდური მანძილიეილერიეილერი (მკვიდრი)ეილერი (XYZ)ეილერი (XZY)ეილერი (YXZ)ეილერი (YZX)ეილერი (ZXY)ეილერი (ZYX)ეილერის თანმიმდევრობაეილერის ბრუნვაეილერის ბრუნვის F-჏ირქ უვარგისი ინდექსი აქვს (ID='%s', მისამართი='%s', ინდექსი=%d)ეილერის ბრუნვის კუთხეები რადიანებშიშრის ეილერის ბრუნვაეილერი ბრუნვადეილერი ბრუნვის XYZ თანმიმდევრობის გამოყენებითეილერი ბრუნვის XZY თანმიმდევრობის გამოყენებითეილერი ბრუნვის YXZ თანმიმდევრობის გამოყენებითეილერი ბრუნვის YZX თანმიმდევრობის გამოყენებითეილერი ბრუნვის ZXY თანმიმდევრობის გამოყენებითეილერი ბრუნვის ZYX თანმიმდევრობის გამოყენებითეილერი ბრუნვის ნაგულისხმები თანმიმდევრობის გამოყენებითეილერი, რომელიც იყენებს სამიზნის ბრუნვების თანმიმდევრობასჩაკეტვის შეფასებაკვანძის ID-ქ შეფასებაზემოთა სტეკის შეფასებაგამოთვლა ინდექსთანგამოთვლა სამოქმედო არეალზეგამოთვალე წყაროსა და დანიშნულების მეშები გლობალურ სივრცეშიშეაფასე სახელთა სივრცეში კურსორამდე და წარმოადგინე ვარიანტების ქია, ან დაასრულე სახელი, თუ იგი უკვე არსებობსჩაკეტვისშეფასებაგამოთვლილიშეფასებული ველის მნიშვნელობა ამჟამინდელი ელემენტისთვისძვლის გამოთვლილი საბოლოო გარდაქმნა არმატურის სივრცეშიგამოთვლილი გეომეტრია მოდიფიკატორიდან არ შეიცავს გრიზ ფენსილის გეომეტრიასგამოთვლილი გეომეტრია მოდიფიკატორიდან არ შეიცავს მეშსგამოთვლილი გეომეტრია მოდიფიკატორიდან არ შეიცავს წერტილთა ღრუბელსგამოთვლილი გეომეტრია მოდიფიკატორიდან არ შეიცავს წირებსშეფასებული ობიექტი, რომელზეც მიუთითებს ოპერატორიშეფასებული ობიექტი, რომლის ინსტანცირებაც ხდება ამ იტერატორის მიერშეფასებული ობიექტები დამოკიდებულებათა გრაფიკშიშეფასებული ნაწილაკოვანი სისტემა, რომლისგანაც ინსტანცირდა ეს ობიექტიგამოთვლილი ზედაპირის მეში ცარიელიაშეფასებულ ზედაპირს აკლია UV რუკა: "{}"შეფასებულ ზედაპირს აკლია ატრიბუტი: "rest_position"გამოთვლაშეფასების კოეფიციენტიშეფასების კადრიშეფასების დროშეფასების რეჟიმიშეფასების დრო აბსოლუტური ფორმის სოლებისთვისშეფასების დრო წამებშითანაბარითანაბარი განაწილებათანაბარი დანაყოფებიწიბოთა თანაბარი მანძილითანაბარი სისქეთანაბარი ქიქჼიქ შებრუნებალუწი ჭადრაკული ფილებიწარმატებული განხორციელებისასაც კი, გადაეცი მოვლენა სხვა ოპერატორებს, რათა მათაც განახორციელონ იგითანაბარი ქიქჼიქ გამოთვლა, რომელიც წახნაგთა შორის კუთხეს ითვალისწინებსლუწი-კენტიყოველი წერტილიყოველ წერტილზე ზემოქმედებს რამოდენიმე ზამბარათვალის დევნების ყოველ ციკლში ხდება კადრების ამ რიცხვის თვალის დევნებაზუსტიზუსტი დამთხვევაზუსტი ფორმაზუსტი ფორმა (ჩაზნექილი)გაბნეული ინსტანციების ზუსტი რიცხვი შენიღბვამდეზუსტი ამომხსნელი, უფრო ნელი, მეტ შემთხვევას ამუშავებსგააზვიადე, ან დააკნინე მონიშნული სოლების მნიშვნელობაგააზვიადე მიმდინარე პოზა შუალა პოზასთან მიმართებაშიგამორიცხვაშუალების გამორიცხვაპირველის გამორიცხვაუკანასკნელის გამორიცხვამოდალური გამორიცხვაარამრავალსახეობის გამორიცხვაშეურჩევადის გამორიცხვაგამორიცხე უკუმხრის გეომეტრია მიკვრიდანგამორიცხე საზღვრის გვერდებიგამორიცხე კოლექცია აჼტიურ ხედის შრიდანგამორიცხე კონტურებიგამორიცხე ნაკეცის გვერდებიგამორიცხე გვერდების ნიშნებიგამორიცხე გვერდები მასალის საზღვრებთანგამორიცხე შუალა საკვანძო ფაზები, როგორც ინტერპოლაციის კიდური წევრებიგამორიცხე გარეთა კონტურებიგამორიცხვა ხედის შრიდანგამორიცხვა ხედის შრიდანგამორიცხე არამრავალსახეობის პოლუსებიგამორიცხე ქედები და ვაკეებიგამორიცხე მონიშნული ბლოკერები აჼტიური გამომცემის მიერ ჩრდილის დაგდებიდანგამორიცხე მონიშნული მიმღებები აჼტიური გამომცემისგან სინათლის მიღებიდანგამორიცხე სილუეტის წიბოებიგამორიცხე სავარაუდო კონტურებიგაშემთხვევითებისას გამოტოვე პირველი (ორიგინალი) ასლიგაშემთხვევითებისას გამოტოვე ბოლო ასლიგამორიცხული მისამართებიგამორიცხული მისამართი ვარგისი აღარაასასაზღვრო წვეროებს დაგლუვებაში არ ათვლისგამორიცხვაგამომრიცხავიგამომრიცხავი 'ან' (Or)შესრულების ღილაკებიგანახორციელე ბულის ოპერაცია მეშსა და მრავალკუთხოვან ფიგურაზე, რომელიც კურსორით დგინდებაგანახორციელე ბულის ოპერაცია მეშსა და კურსორის მიერ განსაზღვრულ მართკუთხედზეგანახორციელე ბულის ოპერაცია მეშსა და კურსორით განსაზღვრულ ფიგურაზეგაუშვი მოცემული ჩაკეტვაგაუშვი კვანძები გამეორებების დინამიკური რაოდენობითგაუშვი ოპერატორები ღილაკზე დაჭერისას (მხოლოდ არამოდალური ოპერატორები)გაუშვი ოპერატორი ღილაკის აშვებისას (მხოლოდ არამოდალური ოპერატორები)გაუშვი მონიშნული ფაილიგაუშვი კონსოლის მიმდინარე ხაზი, როგორც Python-იქ გამოსახულებაგაშვების დრომიმმართველთა არსებული რუკაარსებობსგამოსვლაგამოდი Blender-იდან შენახვის შემდეგგამოდი გადაკეთების რეჟიმიდან აჼტიური ლენტის მიერ მითითებული ქმედებისთვისგაფართოებაგაშალე (გახსენი) ყველა მონიშნული გაფართოებადი ანიმაციის არხიგააფართოვე წრფივი მილევის გამოყენებითგაშალე ყველა არ჎ი (არა მხოლოდ მონიშნულები)ჩამოშალე ყველა ჩანაწერი თითო დონითგააფართოვე და შეკუმშე ნიღბებიჩამოშალე, ან აკეცე კოლონტიტულის ჩამოსაწევი მენიუებიგაფართოვე, ან შეკუმშე ჏ირიქ მონიშნული წერტილების რადიუსიგააფართოვე ეს ჩარჩო პრინციპული ტექსტურის აწყობისთვის განკუთვნილი ყველა სახელდების ტეგის სიამდეგააფართოვე ეს ჩარჩო ამ დანამატის ფუნქციებისთვის განკუთვნილი ცხელი კლავიშების სიადგაავრცელე/ჩაშალე ყველა საგანიგავრცელება/შეკუმშვაჩამოშალე/აკეცე ყველა ჩანაწერი თითო დონითგაავრცელე/შეკუმშე წონებიგაფართოებულიგანვრცობილი მრავალწევრიგაფართოებულია გრაფიკების რედაქტორშიგანვრცობილია მომხმარებლის ინტერფეისშისლოტის განვრცობილი მდგომარეობაგანავრცობს ქსოვილის ზომებსელოდე ფაილის ფერებს წრფივ ფერით სივრცეშიელოდე ფაილის ფერებს sRGB ფერით სივრცეშიმოსალოდნელი პოზიციამოსალოდნელი ბრუნვამოსალოდნელი მასშტაბიმოსალოდნელი იყო რიცხვიაქტიური დროის ზოლი/ანიმაციის არე აჼტიური უნდა ყოფილიყომოსალოდნელი იყო ხედი3გ მონაკვეთიმოსალოდნელი იყო ხედი3გ-იქ მონაკვეთი და რედაქტირებადი წირიმოსალოდნელი იყო ხედი3გ-იქ მონაკვეთი და რედაქტირებადი მეშიმოსალოდნელი იყო zip-ფაილი {!r}მოსალოდნელი იყო მონახაზის მონაკვეთიმოსალოდნელი იყო აჼტიური მონახაზიმოსალოდნელი იყო აჼტიური რედაქტირებადი შრიფტიქ ობიექტიმოსალოდნელი იყო, რომ ანიმაციის არე აჼტიური ყოფილიყომოსალოდნელი იყო რიცხვების მასივი: [n, n, ...]მოსალოდნელი იყო კიდევ ერთი მეშის ობიექტი დასაკოპირებლადექსპერიმენტალურიექსპერიმენტალური მახასიათებლებიზუსტად დაამასშტბირე შედეგად მიღებული კადრი ორიგინალის ზუმის კომპენსირებისთვისნათლად განსაზღვრე ეილერის ბრუნვის თანმიმდევრობამკაფიოდ დააზუსტე ეილერის ბრუნვების თანმიმდევრობის შედეგიაფეთქებააფეთქების ქრობააფეთქების მოდიფიკატორიაფეთქების სტილიაფეთქების ქრობაგეომეტრიული მონაცემების კვლევა ცხრილშიაფეთქების ეფექტის მოდიფიკატორი ნაწილაკთა სისტემის მიხედვითექსპონენტიექსპონენტის რეჟიმიექსპონენტურიექსპონენტური ჩაჭერილიექსპონენტური განაწილებაექსპონენტური ნიმუშის აღებამანძილის ექსპონენტური მოდელიექსპონენტური მანძილის მოდელი ჩაჭერითექსპონენტური აჩქარება (დრამატული)ექსპონენციალურად კლებადი პარაბოლური ხტუნვა, როგორც ობიექტების ურთიერთშეჯახებისასექსპონენციალურად შემცირებადი სინუსური ტალღა, როგორც დარეზინებული ზონარიექსპორტიდააექსპორტირე (წარმოქმენი) POT ფაილიცდააექსპორტირე .srt ფაილის შემცველი ტექსტის ლენტებიაქტიური წვეროს ფერის ექსპორტი, როცა მასალა არააწვეროთა ყველა ფერის ექსპორტიანიმაციის ექსპორტიანიმაციის მიმთითებლის ექსპორტი (ექსპერიმენტალური)ანიმაციის ექსპორტის რეჟიმიატრიბუტების ექსპორტი (ქვედა ტირეთი დაწყებისას)ფერების ექსპორტიწირების ექსპორტი NURBS-ადმორგებული თვისებების ექსპორტიდააექსპორტირე მხოლოდ დეფორმირების ძვლებიდააექსპორტირე მხოლოდ დეფორმირების ძვლებიწახნაგების ექსპორტიდააექსპორტე გეომეტრიული კვანძების ინსტანციათა მეშებიგრიზ ფენსილიის ექსპორტი PDF-ადდააექსპორტირე გრიზ ფენსილი SVG-დთმის ექსპორტიექსპორტის დამმუშავებლებიდააექსპორტირე კოლექციისთვის კონფიგურირებული დამმუშავებლებიდააექსპორტირე ჩასოლვის ნაკრები Python-იქ სკრიპტშიდააექსპორტირე MTL ბიბლიოთეკა PBR გაფართოებების გამოყენებით (სიხეშეშე, ლითონურობა, ბრწყინვა, ლაქი, ანიზოტროპია, გადაცემა)დააექსპორტე MTL ბიბლიოთეკა. უნდა არსებობდეს პრინციპული BSDF-იქ კვანძი, ტექსტურული გამოსახულების MTL ფაილად რომ დაექსპორტდესMantaflow სკრიპტის ექსპორტიმასალების ჯგუფების ექსპორტიმასალების ექსპორტიმასალების PBR გაფართოებებითექსპორტის მეთოდინორმალების ექსპორტიობიექტთა ჯგუფების ექსპორტიექსპორტის ვარიანტებიორიგინალი PBR სპეკულარულის ექსპორტიPOT-იქ ექსპორტინაწილაკების ექსპორტიდააექსპორტირე პრიმიტივები საზიარო აქსესორების გამოყენებით ატრიბუტებისთვისექსპორტის თვისებებიდააექსპორტირე სცენა, როგორც სარკმელში ჩანს, მაგრამ ანიმაცია გახლიჩე ობიექტების მიხედვითმონიშნული ობიექტების ექსპორტისიგლუვის ჯგუფების ექსპორტიდააექსპორტირე ქვედანაყოფებიანი ზედაპირიდააექსპორტე TRS და წონები ანიმაციის მიმთითებლად. გაფართოების "KHR_animation_pointer" გამოყენებითტექსტურების ექსპორტიფილების ექსპორტიგასამკუთხედებული მეშის ექსპორტიUV კოორდინატების ექსპორტიდააექსპორტირე UV განლაგება ფაილშიUV-ქ ექსპორტიდააექსპორტირე UV-ები (ტექსტურის კოორდინატები) მეშებთან ერთადწვეროთა ატრიბუტების ექსპორტიწვეროთა ფერების ექსპორტიწვეროთა ჯგუფების ექსპორტიწვეროთა ნორმალების ექსპორტიდააექსპორტე ქმედებები (აქტიურები და NLA ბილიკებზე მყოფები), როგორც ცალკეული ანიმაციებიდააექსპორტირე მხოლოდ აჼტიური სცენადააექსპორტირე აჼტიური წვეროს ფერიდააექსპორტირე დამატებითი ანიმაციები. ეს მახასიათებელი არასტანდარტულია და glTF ფაილში გარე გაფართოების ჩართვას საჭიროებსარმატურის ყველა ქმედების ექსპორტიდააექსპორტირე ამ მეშის ყველა UV (არა მხოლოდ ხილული)დააექსპორტირე ყველა ქმედება, მიჯაჭვული ერთ არმატურას. ფრთხილად: ამ ვარიანტს არ აქვს ექსპორტების, მათ შორის რამოდენიმე არმატურის, მხარდაჭერადააექსპორტირე ყველა კამერადააექსპორტირე ყველა წირიდააექსპორტირე ყველა კადრი რენდერის კადრთა დიაპაზონში და არა მხოლოდ მიმდინარე კადრიდააექსპორტირე ყველა სინათლედაექსპორტირე ყველა მასალა გამოყენებული ჩათვლილი ობიექტების მიერდააექსპორტირე ყველა მეშიდააექსპორტირე ყველა წერტილოვანი ღრუბელიდააექსპორტე წვეროთა ყველა ფერი, თუნდაც არცერთი მასალა არ იყენებდეს მათ. თუ წვეროთა ფერი მეშის მასალებში არ გამოიყენება, ყალბი COLOR_0 შეიქმნება, რათა მასალა უცვლელი დარჩესდააექსპორტირე ყველა მოცულობადააექსპორტირე არმატურები და არმატურის მოდიფიკატორის მქონე მეშები USD ჩონჩხებად და გარეკანიან მეშებადდააექსპორტირე არმატურები, რომლებიც უძრაობის პოზიციას სახსრების უძრაობის პოზად იყენებენ. როცა გამორთულია, მიმდინარე კადრის პოზა გამოიყენება უძრაობის პოზადექსპორტი კოლექციის ცენტრთანდააექსპორტე კოლექციის ძირეულ ობიექტთა მასის ცენტრთანდააექსპორტირე გამოცხობილი საკვანძო ფაზებიანი ანიმაციადააექსპორტე გამოცხობილი სცენა ერთ ანიმაციადდააექსპორტირე კამერებიდააექსპორტირე ფერის ატრიბუტებიდააექსპორტე ფერები წრფივი ფერით სივრცეშიდააექსპორტირე ფერები sRGB ფერით სივრცეშიმიმდინარე სცენის ექსპორტირება USD არქივშიმიმდინარე სცენის ექსპორტი Alembic არქივშიდააექსპორტირე წირები და NURBS ზედაპირები მეშებადდააექსპორტირე წირები პარამეტრული ფორმით და არა მეშადდააექსპორტირე მორგებული თვისებებიდააექსპორტირე მორგებული თვისებები USD ატრიბუტებადდააექსპორტირე მორგებული თვისებები, როგორც glTF დამატებებიდაექსპორტირე მორგებული თვისებები Alembic-იქ .userProperties-ადდააექსპორტირე წვეროთა მორგებული ატრიბუტებიდააექსპორტირე დუბლირებულ ობიექტთა მონაცემები Alembic ინსტანციებად; აჩქარებს ექსპორტს და შეიძლება, გაითიშოს სხვა პროგრამებთან თავსებადობისთვისდააექსპორტირე მიმართულებითი, წერტილოვანი და პროჟექტორის ტიპის სინათლეები. იყენებს "KHR_lights_punctual" glTF გაფართოებასდააექსპორტე თითოეული ქმედება, როგორც ცაკლეული FBX-იქ 'AnimStack', სცენის გლობალური ანიმაციის მაგივრად (გაითვალისწინე, რომ ანიმირებული ობიექტები მიიღებენ მათთან თავსებად ყველა ქმედებას, დანარჩენებს საერთოდ არ ექნებათ ანიმაცია)დააექსპორტე თითოეული ჩაუხშობელი NLA ლენტი, როგორც განცალკევებული FBX-იქ AnimStack, თუ არსებობს, სცენის გლობალური ანიმაციის მაგივრადდააექსპორტე თითოეული ობიექტი ცალკეულ ფაილადდააექსპორტირე წახნაგები შევსებულ მონასმებადდააექსპორტირე ფაილი ASCII ფორმატში, სხვა შემთხვევაში დააექსპორტირე ბინარულადდააექსპორტე სრული იერარქია, მათო შორის შუალედური კოლექციებიდააექსპორტირე მოცემული დანამატის თარგმანის მონაცემები PO ფაილებადდააექსპორტირე თმების ნაწილაკთა სისტემები USD წირებადდააექსპორტე ტექსტურული გამოსახულებების კვანძები, რომლებიც არცერთ მასალაზე არაა მიკუთვნებული. ეს მახასიათებელი არასტანდარტულია და გარე გაფართოება ჭირდება, რათა glTF ფაილში მოხვდესსაექსპორტო გამოსახულებები არცერთ მასალას არ მიეკუთვნებადააექსპორტე ინდივიდუალური NLA ბილიკები ცალკეულ ანიმაციადდააექსპორტირე ინსტანცირებული ობიექტები მითითებებად USD-ში და არა ნამდვილ ობიექტებადდააექსპორტირე კლავიშების კონფიგურაცია Python-იქ სკრიპტადდააექსპორტირე დაუმაგრებელი წიბოები (ორ-წვეროიან წახნაგებად)დააექსპორტირე დაუმაგრებელი წიბოები ხაზებად, მასალების პირველ სლოტში მყოფი მასალის გამოყენებითდააექსპორტირე დაუმაგრებელი წერტილები glTF წერტილებად, მასალების პირველ სლოტში მყოფი მასალის გამოყენებითდააექსპორტირე მასალა, სინათლე & კამერის ანიმაცია, როგორც ანიმაციის მიმთითებელი. ხელმისაწვდომია მხოლოდ გამოცხობილი ანიმაციის რეჟიმებისთვის 'NLA ბილიკი' და 'სცენა'დააექსპორტე მასალებიდააექსპორტე მატრიცის ოპერატორიდააექსპორტირე მეშები Alembic-იქ დაყოფის სქემის გამოყენებითდააექსპორტირე მინიმალური მასალები ისე, როგორც სარკმელში ასახვის თვისებებშია განსაზღვრულიდააექსპორტირე მრავალი კადრი და არა მხოლოდ მიმდინარენორმალების ექსპორტიდააექსპორტირე ობიექტები ისე, როგორც რენდერში ჩანანდაექსპორტირე ობიექტები ისე, როგორც სარკმელში ჩანანდააექსპორტირე მხოლოდ ობიექტები აჼტიურ კოლექციაშიდააექსპორტე მხოლოდ [0, 1] დიაპაზონში მყოფი UVროცა ანიმაციის ნიმუშის აღება არ მიმდინარეობს, მხოლოდ დეფორმაციის ძვლების ექსპორტირება შეუძლებელიადააექსპორტირე მხოლოდ ნორმალები, ნაცვლად წიბოს, ან წახნაგის დაგლუვების მონაცემების ჩაწერისადააექსპორტე მხოლოდ ობიექტები აჼტიური კოლექციიდან (და მისი შვილობილებიდან)დააექსპორტე მხოლოდ ობიექტები ამ კოლექციიდან (და მისი შვილობილები)დააექსპორტირე მხოლოდ მონიშნული ობიექტებიდააექსპორტირე მხოლოდ მონიშნული ობიექტები და არა ყველა მხარდაჭერილი ობიექტიდააექსპორტე ორიგინალი glTF PBR სპეკულარობა, და არა Blender-იქ პრინციპული იერფერის სპეკულარობადააექსპორტირე თითო წახნაგზე შეფერადების ჯგუფის მიკუთვნებებიდააექსპორტირე ნორმალები ყოველ წახნაგზე, თუ წახნაგი ბრტყლად შეფერადებულია, და ნორმალები ყოველ წახნაგის კუთხეზე - თუ გლუვად შეფერადებულიადააექსპორტირე თითოეული წვეროს ფერიდააექსპორტირე მრავალკუთხედები (ოთხკუთხედები და n-კუთხედები) სამკუთხედებადდააექსპორტირე მხოლოდ დარენდერებადი ობიექტებისცენის ექსპორტი glTF 2.0 ფაილადდააექსპორტირე სცენა USD ფაილის მეშვეობით, აკურატული შედარებისთვის USD ფაილის ექსპორტთანდააექსპორტირე მხოლოდ მონიშნული და ხილული ობიექტებიდააექსპორტირე მხოლოდ მონიშნული ობიექტებიექსპორტის ანაწყობთა კატეგორიებიდააექსპორტირე ფორმის სოლები (მორფის სამიზნეები)დააექსპორტირე ფორმის სოლების ანიმაციები (მორფის სამიზნეები)დააექსპორტირე ფორმის სოლები, როგორც USD შესაზავებელი ფორმებიდააექსპორტირე გარეკანიანობის (არმატურის) მონაცემებიდააექსპორტირე დაგლუვების ინფორმაცია (ვარიანტი 'მხოლოდ ნორმალები' უმჯობესია, თუ სამიზნე იმპორტიორს გახლეჩილი ნორმალები ესმის)თუ შესაძლებელია, დააექსპორტირე კონკრეტული წვეროთა ნორმალები, წინააღმდეგ შემთხვევაში დააექსპორტირე გამოთვლილი ნორმალებიდააექსპორტირე მონასმები ჩართული შევსებითდააექსპორტირე მონასმები ერთგვაროვანი სისქითდააექსპორტირე ქვედანაყოფებიანი ზედაპირები მეშებადდააექსპორტირე ტექსტურები 'textures' საქაღალდეში USD ფაილთანUV განლაგების ექსპორტი 2D გრაფიკადდააექსპორტირე UV განლაგება bitmap გამოსახულებადდააექსპორტირე UV განლაგება ვექტორულ EPS ფაილადდააექსპორტირე UV განლაგება ვექტორულ SVG ფაილადდააექსპორტე ბოლო კატმულ-რომის დაყოფის მოდიფიკატორი FBX დაყოფად (არ იყენებს მოდიფიკატორს მაშინაც კი, თუ 'გამოიყენე მოდიფიკატორები' ჩართულიადააექსპორტირე წახნაგის წვეროთა ჯგუფის სახელი. მისი აპროქსიმაცია ხდება წახნაგის წვეროთა შორის ყველაზე მეტი წევრის მქონე წვეროთა ჯგუფის არჩევითდააექსპორტირე სცენა ანიმაციის მიმდინარე კადრში. როცა გამორთულია, კადრი 0 გამოიყენება, როგორც უძრაობის გარდაქმნები ობიექტებისთვისდააექსპორტე ფილები UDIM-ქ დანომრვის სქემით: 1001 + u_tile + 10*v_tileდააექსპორტე ფილები UVTILE-იქ დანომრვის სქემით: u(u_tile + 1)_v(v_tile + 1)დააექსპორტირე არადეფორმირებული მეშის წვეროების კოორდინატებიდააექსპორტე EXT_mesh_gpu_instancing-იქ გამოყენებით. შეზღუდულია მოცემული ცარიელის შვილობილებზე. რამდენიმე მასალა შეიძლება, გამოტოვებული იყოსდააექსპორტირე glTF კონვენციის გამოყენებით, +Y ზევითდააექსპორტირე წვეროთა ფერის ატრიბუტებიდააექსპორტე წვეროს ფერი, როცა მასალა იყენებს მასდააექსპორტე წვეროთა ფერი ამ სახელითდააექსპორტირე წვეროს ნორმალები მეშებთან ერთადდააექსპორტირე წვეროს ნორმალები ფორმის სოლებით (მორფის სამიზნეები)დააექსპორტირე წვეროთა მხებები მეშებთან ერთადდააექსპორტირე წვეროს მხებები ფორმის სოლებით (მორფის სამიზნეები)დააექსპორტირე მასალების სარკმლის ანაწყობები USD გადახედვის მასალებად და დააექსპორტირე მასალის მიკუთვნებები გეომეტრიის ქვეწყებებადდააექსპორტირე მხოლოდ ხილული ობიექტებიდააექსპორტე გადაადგილების, ორიენტირების კვატერნიონისა და მასშტაბის Xform ოპერატორებთან ერთადდააექსპორტე გადაადგილების, ბრუნვისა და მასშტაბის Xform ოპერატორებთან ერთადექსპორტირდა %d ფაილი %d კოლექციიდანექსპორტირდა %d ფაილი კოლექციიდან '%s'ექსპორტირებულია '%s'ექსპორტერის ინდექსიექსპორტერებიAlembic-იქ ექსპორტი...USD-ქ ექსპორტი...აექსპორტირებს UV-ებს მოდიფიცირებული მეშიდანაექსპორტირებს ერთ ფაილს, სადაც ყველა მონაცემია JSON-შია მოთავსებული. ნაკლებად ეფექტურია, ვიდრე ბინარული, მაგრამ უფრო იოლია მოგვიანებით რედაქტირებააექსპორტირებს ერთ ფაილს, რომელშიც ყველა მონაცემი ბინარული ფორმითაა მოთავსებული. ყველაზე ეფექტური და პორტაბელური ვარიანტია, მაგრამ მოგვიანებით რედაქტირება უფრო რთულიააექსპორტებს აჼტიურ ქმედებებსა და NLA ბილიკებს, როგორც glTF ანიმაციებსაექსპორტირებს თმის ნაწილაკთა სისტემებს ანიმირებულ წირებადაექსპორტირებს რამდენიმე ფაილს, განცალკევებული JSON-იქ, ბინარული და ტექსტურული მონაცემებით. ყველაზე იოლია მოგვიანებით დასარედაქტირებლადდააექსპორტირე არა-თმის ნაწილაკთა სისტემებიგამოავლინე დაკავშირებული მონაცემები კვანძთა ჯგუფის შიგნიდან, როგორც მისი ინტერფეისის შენატანებიგამოავლინე გადასაკეთებელ სამართავებზე განვრცობილი მასშტაბი და/ან მოგრეხვა, რომელიც წებომ, ან სხვა ჯაჭვებმა, რომლებიც 'შერწყი მშობლის ბრუნვა და მასშტაბი'-ქ იყენებენ, უნდა აღიქვან მშობლის მოძრაობად. წინააღმდეგ შემთხვევაში იგი მხოლოდ შინაგანად გავრცელდება ამ ჯაჭვშიექსპოზიციაექსპოზიცია (სტოპები) გამოყენებული დისპლეის გარდაქმნამდე, გამრავლება 2^ექსპოზიციაზეექსპოზიცია მოძრაობის გადღაბნისთვის, როგორც FPS-იქ მამრავლიგამოსახულებაგამოსახულება დასკრიპტული გამოსახულებისათვისგამოსახულება:გამოსახულება: {:s}გამოსახულება: {}განვრცობაზღუდეების განვრცობაექსტრაპოლირებული განვრცობათარაზული განვრცობადიაპაზონის განვრცობამონიშვნის განვრცობამონიშვნის განვრცობაწვეროების განვრცობაგანავრცე საზღვრისეული პიქსელები გარეთკენგანავრცე გამოსახულების საზღვრები გამჭვირვალე, ან შენიღბულ მონაკვეთებზეგანავრცე გამოსახულების კიდის პიქსელების გამეორებითგანავრცე მიმდინარე ხილული კოლექციებიარსებული მონიშვნის განვრცობაგანავრცე მარყუჟი ბოლოწერტილების ირგვლივგანავრცე მოხატვა წახნაგების UV-იქ მიღმა, ნაკერების რაოდენობის შესამცირებლად (პიქსელებში, უფრო ნელია)განავრცე პატაკების მონიშვნამონიშვნის განვრცობაგანავრცე მონიშვნა აქტივაციისათვისგანავრცე მონიშვნა პირველ რიგში ყველაფრის მონიშვნის გაუქმების მაგივრადგანავრცე მონიშვნა სიარულზეგანავრცე მონიშვნა არსებული მონიშვნის გასუფთავების მაგივრადმონასმების განვრცობა სწორ ხაზებადგააფართოვე კუთხოვანი დიაპაზონი მილევის გრადიენტითგანავრცე არსებული მონიშვნაგანავრცე სცენის ხანგრძლივობა BVH ხანგრძლივობამდე (არასოდეს ამოკლებს სცენას)განავრცე მონიშვნაგანავრცე წვეროები კურსორთან ყველაზე ახლოს მყოფი წიბოს გასწვრივგანავრცე წვეროები და გადააადგილე შედეგიგანავრცე ხილულობააქტივების გაფართოებული ბრაუზერიგანვრცობილი ინფორმაცია დამოკიდებულებათა გრაფიკის ობიექტის იტერატორის შესახებ (ფრთხილად: აჼ ყველა მონაცემი 'შეფასებული'-ა, და არა ორიგინალი .blend-იქ ID-ები)ავრცელებს ფუნქციონალურობას ოპერატორებზე, რომლებიც ფაილთა მენეჯმენტს აწარმოებს, როგორიცაა გათრევისა და დაგდების მხარდაჭერის დამატებაგანავრცობს გამოცხობილ შედეგს თანამდევი დამუშავების ფილტრითგაფართოებაგაფართოების ფილტრიგაფართოების საგანიგაფართოების საცავებიგაფართოების საცავიგაფართოების ანაწყობებიგაფართოების ტეგებიხელმისაწვდომია გაფართოების განახლება ({:d}){:s}ხელმისაწვდომი გაფართოებათა განახლებები ({:d}){:s}გაფართოება Xგაფართოება Yგაფართოების ოპერატორი ვერ მოიძებნა "%s"გაფართოებათა საცავი ვერ მოიძებნაგაფართოებათა საცავის მხარდაჭერა დისტანციური საცავებისთვისგაფართოებებიდაბლოკილი გაფართოებებიგაფართოებების ხარვეზების აღმოფხვრაგაფართოებების პლატფორმაგაფართოებათა ტეგები და საცავის ფილტრის ანაწყობებიგაფართოებების განახლებებისიდიდეX განფენილობაY განფენილობაZ განფენილობაგარეთა რადიუსიგარეთა/შიდაგარეგარე .blend ფაილი, რომლიდანაც მონაცემები ბმულითაა დაკავშირებულიგარე კონტურიგარე მონაცემებიგარე ფაილი ჩადებული .blend ფაილშიგარე ბიბლიოთეკის მონაცემებიგარე ბიბლიოთეკის მონაცემები არარედაქტირებადიაგარე იერფერის სკრიპტს უნდა ჰქონდეს .osl, ან .oso გაფართოება, ან მოდულის სახელი უნდა იყოსექსტინქციაექსტრადამატებითი ანიმაციებიდამატებითი სამართავიდამატებითი დეფორმაციადასასრულის დამატებითი სამართავებიდამატებითი პ.კ.-იქ სამართავებიშ.კ.-იქ დამატებითი სამართავიშ.კ.-იქ დამატებითი შრეებიდამატებითი ვარიანტებიშეფერადების სექტორული მენიუს დამატებითი საგნებისაწყისის დამატებითი სამართავებიდამატებითი საფეხურებიდამატებითი მომხმარებელიდამატებითი ინფორმაცია ხარვეზების აღმოსაფხვრელად და სადეველოპერო მხარდაჭერის უტილიტები გაფართოებებისთვისობიექტის ბრუნვას მიმატებული დამატებითი ბრუნვა (როცა ეილერის ბრუნვები გამოიყენება)ობიექტის ბრუნვას მიმატებული დამატებითი ბრუნვა (როცა კვატერნიონის ბრუნვები გამოიყენება)ობიექტის მასშტაბს მიმატებული დამატებითი მასშტაბირებადამატებითი საფეხურები დახვევის განსაკუთრებული მახასიათებლების გარჩევადობისთვისობიექტის მდებარეობას მიმატებული დამატებითი გადაადგილებაგამოტანაგამოიყვანე გრიზ ფენსილის მონასმები გამოსახულებიდანამოიღა სტრიქონული სეგმენტი უფრო დიდი სტრიქონიდანგამოიტანე გამოსახულებაში გამოყენებული ყველა ფერი და შექმენი პალიტრაგამოტანა, როგორც მყარისგამოიტანე ნიღაბი მყარ ობიექტად გამყარების მოდიფიკატორითექსტრაპოლაციამოძრაობის ექსტრაპოლაციადიაპაზონების ექსტრაპოლაციამოახდინე ჏ირიქ ექსტრაპოლირება, ან განავრცე იგი თარაზულადექსტრაპოლაციადამატებებიუკიდურესობაუკიდურესი საკვანძო ფაზაუკიდურესი საკვანძო ფაზა მონიშნულიამოყვანაამოყვანის კონტექსტიამოყვანილი სახელურის ტიპიინდივიდუალური წახნაგების ამოყვანამეშის ამოყვანაამოყვანის რეჟიმიმხოლოდ წიბოების ამოყვანამხოლოდ წვეროების ამოყვანაწერტილის ამოყვანამონაკვეთის ამოყვანამონასმის წერტილთა ამოყვანაამოიყვანე ჏ირი და გადააადგილე შედეგიგამოიყვანე ინდივიდუალური წახნაგები ლოკალური ნორმალების გასწვრივ ცალცალკეამოიყვანე წიბოები და გადააადგილე შედეგითავისუფლად, ან ღერძის გასწვრივ ამოყვანაამოიყვანე მხოლოდ ინდივიდუალური წიბოებიამოიყვანე მხოლოდ ინდივიდუალური წახნაგებიამოიყვანე მხოლოდ ინდივიდუალური წვეროებიამოიყვანე მრავალსახეობრივი მონაკვეთი ნორმალების გასწვრივამოიგვანე მონაკვეთი და გადააადგილე შედეგიამოიყვანე წახნაგების მონაკვეთიგამოიყვანე რეგიონი ერთად ლოკალური ნორმალების გასწვრივამოიყვანე მონაკვეთი ერთიანად საშუალო ნორმალის გასწვრივამოიყვანე მონიშნული ზღუდის რიგი ბრუნვის ცენტრის წერტილისა და მიმდინარე ხედის ღერძის გარშემოამოიყვანე მონიშნული სამართავი წერტილ(ებ)იამოიყვანე მონიშნული წერტილები და გადააადგილეამოიყვანე მონიშნული წვეროები კურსორის გარშემო წრეზე მითითებულ სარკმელშიამოიყვანე მონიშნული წვეროები ხრახნისებურ ბრუნვაში კურსორის გარშემო მითითებულ სარკმელშიამოიყვანე მონიშნული წვეროები, წიბოები და წახნაგები განმეორებითამოიყვანე მონიშნულიამოიყვანე მონიშნული წერტილებიამოიყვანე წვეროები და გადააადგილე შედეგიამოყვანა, აქარწყლებს წიბოებს, რომელთა წახნაგებიც ქმნიან ბრტყელ ზედაპირს და გადაკვეთენ ახალ წიბოებსამოყვანა: %.3fამოყვანათვალის კაკლისა და ფერადი გარსის დეფორმირებებიპიპეტიქუთუთოების მოძრობის ვარიანტიქუთუთოები მიმაგრებულია{}ქუთუთოების ნაგულისხმები მიყოლაქუთუთოები მიჰყვება{}თვალებიF-჏ირიF-჏ირი '%s[%d]' უკვე არსებობს ამ channelbag-ისთვისF-჏ირიქ დაჯგუფებაF-წირთა დაჯგუფებებიF-჏ირიქ მაღალ ჎არიქ჎ში ხაზვაF-჏ირიქ მოდიფიკატორის ტიპიF-჏ირიქ მოდიფიკატორს აქვს უვარგისი ანაწყობები და არ შეფასდებაF-჏ირიქ მოდიფიკატორი გამოიყენება მხოლოდ კადრთა განსაზღვრულ დიაპაზონში, რაც გვეხმარება ჯაჭვურობისას ეფექტების შენიღბვაშიF-჏ირიქ მოდიფიკატორის სახელიF-჏ირიქ მოდიფიკატორის ეფექტები შერბილდება ნაგულისხმები კოეფიციენტითF-჏ირიქ მოდიფიკატორის პანელი განვრცობილია მომხმარებლის ინტერფეისშიF-წირების მოდიფიკატორებიF-჏ირიქ სახელების ფილტრიF-჏ირიქ ნიმუშიF-჏ირქ საკვანძო ფაზები უკვე აქვსF-჏ირქ უკვე აქვს ნიმუშის წერტილებიF-჏ირი და მისი საკვანძო ფაზები დამალულია გრაფიკების რედაქტორის გრაფებშიF-჏ირიქ მონაცემთა მისამართი ცარიელია, უვარგისი არგუმენტიF-჏ირი, რომელიც განსაზღვრავს დროის მონაკვეთის მნიშვნელობებსF-჏ირქ არ აქვს საკვანძო ფაზები, რადგან მხოლოდ სემპლირებულ წერტილებს შეიცავსF-჏ირქ საკვანძო ფაზები არ აქვსF-჏ირქ არ აქვს ნიმუშის წერტილებიF-჏ირი მონიშნულია რედაქტირებისთვისF-჏ირიქ ნამდვილ დროში გაფილტვრის სტრიქონიF-჏ირიქ მოდიფიკატორი '%s' F-჏ირში ვერ მოიძებნაF-჏ირიქ მოდიფიკატორი '%s[%d]'-ზე დაკარგულია, რადგან უცნობი ტიპისააF-჏ირიქ მოდიფიკატორი ანაწყობებს რედაქტორში აჩვენებსF-჏ირი ვერ მოიძებნაF-჏ირქ მხოლოდ F-მოდიფიკატორები აქვსF-჏ირიქ ხილულობა გრაფიკების რედაქტორშიF-჏ირიქ ანაწყობების რედაქტირება შეუძლებელიაF-წირებიF-წირები ლენტის გავლენისა და დროში განაწილების გასაკონტროლებლადF-წირებს ვარგისი ზომა არ აქვთF-წირები ამ ჯგუფშიF-მოდიფიკატორიF-მოდიფიკატორებს მათთვისაც შეუძლიათ წირების წარმოქმნადიაფრაგმის ზომადიაფრაგმის ფარდობითი ზომა (უფრო პატარა რიცხვები ნაკლებ ფოკუსს იძლევა, ხოლო უფრო მაღალი რიცხვები - უფრო მკვეთრ გამოსახულებას)F1F2F82 შეფერილობაFBX ყველაFBX მორგებული მასშტაბიFBX IO მეშები, UV-ები, წვეროთა ფერები, მასალები, ტექსტურები, კამერები, ლამპრები და ქმედებებიFBX იმპორტი: შეუძლებელია, დაიმპორტირდეს ფაილი '%s': :%s'FBX იმპორტი: ფაილ '%s'-იქ გახსნა შეუძლებელიაFBX ერთეულების მასშტაბიFBX ფორმატიკვანძის (ობიექტის) FBX ტიპი გამოყენებული Blender-იქ არმატურების წარმოსადგენად (თუ სხვა აპლიკაციასთან პრობლემები არ გექმნება, ნულოვანი ტიპი გამოიყენე, რადგან სხვა ვარიანტები შესაძლოა, Blender-ში უნაკლოდ არ დაიმპორტდეს...)FFmpeg წინასწარი კონფიგურაციებიFFmpeg ანაწყობებიFFmpeg ვიდეოგამოსაყენებელი FFmpeg აუდიო კოდეკინაწარმი ვიდეოსთვის გამოსაყენებელი FFmpeg კოდეკიFFmpeg-ქ DV-სთვის მხოლოდ 48კჰც-იქ / სტერეო აუდიოს მხარდაჭერა აქვს!FFmpeg-თან დაკავშირებული ანაწყობები სცენისთვისFFmpeg ვიდეო კოდეკი #1FILTER_ITEMპ.კ. სამართავებიFLACFLIPFLIP ფარდობაFPSFPS საშუალო ნიმუშებიFPS ბაზაკოეფ.წახნაგიწახნაგის დახრილობის კუთხეწახნაგის კუთხის ტექსტიწახნაგის დახრის კუთხეებიწახნაგის ფართობიწახნაგის ფართობი და დახრილობის კუთხეწახნაგის არეს ველიწახნაგის ფართობის ტექსტიკამერის პირისპირწახნაგის ცენტრიწახნაგის შეჯახებაწახნაგის კუთხეწახნაგის კუთხის დახრილობაწახნაგის კუთხეების რიცხვიწახნაგის კუთხის მონაცემებიწახნაგის კუთხის მონაცემთა ტიპებიწახნაგის კუთხის ასახვაწახნაგთა სათვალავიწახნაგების რაოდენობა: %sწახნაგების გამოხშირვაწახნაგების მონაცემებიწახნაგის წერტილის ზომაწახნაგთა ჯგუფის საზღვრებიწახნაგთა ჯგუფის IDწახნაგის ინდექსიწახნაგის გავლენაწახნაგების მარყუჟის დელიმიტირებაწახნაგთა დატანაწახნაგის ნიშნის პირობაწახნაგის აღნიშვნის გაფილტრვაწახნაგის ნიშნის გამორიცხვაწახნაგის ნიშნებიწახნაგის რეჟიმის მონიშვნაწახნაგის უახლოესზეწახნაგის უახლოესის ნაბიჯებიკუნძულის ინდექსიწახნაგის მეზობლებიწახნაგის ნორმალიწახნაგის ორიენტაციაწახნაგის ორიენტირება ზურგისკენწახნაგის ორიენტირება წინისკენპროეცირება წახნაგზეწახნაგის რეტოპოლოგიაწახნაგის მონიშვნაწახნაგების ნაკრებიწახნაგთა ნაკრები მთელი მეშითწახნაგთა ნაკრები რედაქტირების რეჟიმში მონიშნულისგანწახნაგთა ნაკრები შენიღბულისგანწახნაგთა ნაკრები ხილულისგანწახნაგების ნაკრებებიწახნაგების ნაკრებთა ზღვარიწახნაგთა ნაკრების ზღუდის ავტომატური შენიღბვაწახნაგების ნაკრებთა რედაქტირებაწახნაგთა ნაკრებების პ.კ.წახნაგთა ნაკრების ინიციალიზაციაწახნაგთა ნაკრები ცერობის წონისგანწახნაგტა ნაკრებები წიბოების ნაკეცებისგანწახნაგთა ნაკრებები წახნაგთა ნაკრების ზღუდეებისგანწახნაგთა ნაკრებები დაუმაგრებელი ნაწილებისგანწახნაგთა ნაკრებები მასალის სლოტებისგანწახნაგთა ნაკრებები მეშის ნორმალებისგანწახნაგთა ნაკრებები მკვეთრი წიბოებისგანწახნაგთა ნაკრებები UV ნაკერებისგანწახნაგების ნაკრებების გადაფარების გაუმჭვირვალობა ამჟამად 0-ზეა დაყენებულიწახნაგის სიმკვეთრეწახნაგის სიგლუვეწახნაგის გახლეჩაწახნაგის საფეხურიწახნაგების დასაფეხურებაწახნაგების სიძლიერეწახნაგების სიძლიერის რეჟიმიწახნაგის დახრილობის ლიმიტიწახნაგის არე UV სივრცეშიწახნაგის ზღუდეთა ცენტრიწახნაგის მიმართულება, განსაზღვრული საათის იქრიქ, ან მისი საწინააღმდეგო მიმართულებით (წაღმა მხარე მაღლა, ან დაბლა)კუთხის წახნაგიწახნაგის მონიშვნა - Shift-დაწკაპუნება რამდენიმე რეჟიმისთვის, Ctrl-დაწკაპუნება აფართოვებს მონიშვნასწახნაგების მონიშვნის შენიღბვა ხატვისთვისწახნაგთა მონიშვნის რეჟიმიწახნაგებიწვეროთა მიმდებარე წახნაგები და წიბოებიწახნაგები მაკავშირებლად რგოლად ითვლება მხოლოდ მაშინ, როცა სხვადასხვა თანმიმდევრული მიმართულებები აქვთ. სწორ შედეგს იძლევა სხივების მაქსიმალური სიღრმის გადაჭარბებამდე. ქ჏რაფ მეთოდთან შედარებით მეხსიერების მნიშვნელოვანი გადახარჯვა აქვს.წიბოთა მიმდებარე წახნაგებიწახნაგებიც ეჯახება, შეიძლება, ძალიან ნელი იყოსკუნძულების ჩარიგებისას გასათვალისწინებელი წახნაგებიწახნაგები, რომლებიც გადაძრობის ოპერაციაში მონაწილეობას მიიღებსამ მასალიანი წახნაგები ისე იქცევიან, თითქოს წინაღობაში შრეთა დადგენილი რაოდენობა აქვსფაცეტის ნორმალებიბრუნიბრუნის წანაცვლებამიტრიალება კამერისკენუარყოფითი X-იქ პირისპირუარყოფითი Y-ქ პირისპირუარყოფითი Z-იქ პირისპირდადებითი X-იქ პირისპირდადებითი Y-ქ პირისპირდადებითი Z-იქ პირისპირმიტრიალება კამერის დომინანტი ღერძისკენკოეფიციენტიკოეფიციენტი (არაერთგვაროვანი)ლურჯის კოეფიციენტიმამრავლისეული სიმკვრივეკოეფიციენტის ასახვის ტიპიდასასრულის კოეფიციენტიმწვანეს კოეფიციენტიშუქციმების კოეფიციენტიმაქს. კოეფიციენტიმინ. კოეფიციენტიკოეფიციენტის რეჟიმიმამრავლისეული რადიუსიწითლის კოეფიციენტიმამრავლი განზიდვამამრავლისეული უძრაობის სიგრძეჩრდილების კოეფიციენტიფაქტორის დასაწყისიმამრავლისეული გახევებული წებოვნებარადიუსის ზომასთან შეფარდებული დამატებითი კოეფიციენტი, რომელიც ზღუდავს ქსოვილის სიმულაციის ეფექტებსსიხშირეზე გამოყენებული კოეფიციენტი წირების განაწილებისთვისსარკმლისმიერ სიხშირეზე გამოყენებული კოეფიციენტიკოეფიციენტი მოცულობის ვარიაციასა და გაწელვას შორისკოეფიციენტი, რომლითაც ხდება აუდიოს ბგერის სიმაღლის მასშტაბირება.კოეფიციენტი, რომლითაც უნდა შეიკუმშოს ქსოვილიკუნძულებთან მოპყრობის სიზუსტის მაკონტროლირებელი კოეფიციენტი (რაც უფრო დიდია, მით უკეთესია შედეგები)კუნძულთა დამუშავების სიზუსტის მაკონტროლებელი კოეფიციენტი (როგორც წესი, 0.1 უნდა ეყოს, უფრო დიდ მნიშვნელობებს შენელების გამოწვევა შეუძლია)კოეფიციენტი გარემომცველი წინაღობის შეზავებისთვისშევსების ზღუდეების სიზუსტის კოეფიციენტი, უფრო მაღალი მნიშვნელობები უფრო ზუსტია, მაგრამ უფრო ნელიცკოეფიციენტი ღრმულების ქედებისთვისკოეფიციენტი ღრმულების ვაკეებისთვისკოეფიციენტი სიმრუდის ქედებისთვისკოეფიციენტი სიმრუდის ვაკეებისთვისკოეფიციენტი რადიუსისთვის კულულის დასასრულთანკოეფიციენტი რადიუსისთვის კულულის დასაწყისთანკოეფიციენტი შეფერვისთვისგაბუნდოვნების კოეფიციენტიგამარტივების კოეფიციენტიგამარტივების კოეფიციენტი ადაპტირებადი ალგორითმის გამოყენებისასგაუმჭვირვალობის კოეფიციენტიმონასმის სიმკვეთრის კოეფიციენტინაწნავების მაქსიმალური რადიუსის კოეფიციენტინაწნავების მინიმალური რადიუსის კოეფიციენტირადიუსის კოეფიციენტი მაქსიმუმზერადიუსის კოეფიციენტი მინიმუმზეშეფერვის ფერის კოეფიციენტიგადანაცვლების მამრავლიკოეფიციენტი აგურის სიგანის დასარეგულირებლად კონკრეტული რიგებისთვის, რომლებიც აცდენის ქი჎შირიქ მიერ განისაზღვრებასაერთო ეფექტის შეზავების კოეფიციენტიმოძრაობის გადღაბნის მაკონტროლებელი კოეფიციენტიკოეფიციენტი იმის განსასაზღვრად, თუ რამხელა გავლენა უნდა ჰქონდეს ინდივიდუალური სეგმენტების სიგრძეს საბოლოო გამოთვლილ მოხრილობაზე. უფრო მაღალი კოეფიციენტებით მცირე სეგმენტებს ნაკლები გავლენა აქვს მთელ მოხრილობაზე.კოეფიციენტი ბრუნვის კუთხეზე ზემოქმედების მოსახდენადსისქის მამრავლიკოეფიციენტი, რომლითაც უნდა დამასშტაბირდეს ფუნჯის ზომაზოგადი გადანაცვლების მასშტაბირების კოეფიციენტიUV-ების დამასშტაბირების კოეფიციენტიმონაცემების დანიშნულების პუნქტზე გამოყენების დროს გამოსაყენებელი კოეფიციენტი (ზუსტი ქცევა დამოკიდებულია შერევის რეჟიმზე)დანიშნულების პუნქტზე მონაცემების დასადებად გამოყენებელი კოეფიციენტი (ზუსტი ქცევა დამოკიდებულია შერევის რეჟიმზე, განსაზღვრის შემთხვევაში გადამრავლებულზე წონებთან წვეროთა ჯგუფიდან)საბოლოო ფერის მისაღებად წვეროს ფერის შერევისთვის გამოყენებული კოეფიციენტიფაქტორიზებული მრავალწევრიქარხნული გაშვებამხოლოდ აპლიკაციის ქარხნული გაშვების შაბლონიმინავლებაქრობის მანძილიქრობის ხანგრძლივობაქრობის კოეფიციენტიგეომეტრიის მინავლებაგრიზ ფენსილის ობიექტების მინავლებამიანავლე გრიზ ფენსილის ობიექტები, გარდა აქტიურისაამონათებაამონათება და ჩაქრობაარააქტიური გეომეტრიის მინავლებაარააქტიური შრეების მინავლებაარააქტიური ობიექტების მინავლებაშრეების მინავლებაობიექტების მინავლებაჩაქრობაგაქრობის დროქრობის ტიპიმიანავლე სარკმლის ყველა ობიექტი სრული ფერის შრით, რათა გააუმჯობესო ხილვადობამინავლების ცენტრიქრობის ეფექტი ჩაშენებული ნაგულისხმების გამოყენებით (ჩვეულებრივ, გარდასვლას იმავე სიგრძეს ანიჭებს, რამსიგრძეც ეფექტის ლენტაა)მინავლების კოეფიციენტიქრობა დროის კურსორის ქვეშ მდებარე ლენტების დასაწყისიდან მიმდინარე კადრამდექრობა დროის კურსორიდან პირგადადებული ლენტების ბოლოსკენთანდათანობით ამოანათე მონიშნული ლენტებიამონათება, ჩაქრობა, ამონათებაც და ჩაქრობაც, მიმდინარე კადრისკენ, ან მისგან. ნაგულისხმებია ამონათებაც და ჩაქრობაცმიანავლე არააჼტიური ობიექტები სარკმლის ფონის ფერის გამოყენებითმიანავლე გავლენა მონასმის გაუმჭვირვალობაზემიანავლე გავლენა მონასმის სისქეზემიანავლე თვალთაშორისი მანძილის 0-მდე მოცემული ჩამოჭრის კუთხის იქითმიანავლე შრიქ გაუმჭვირვალობა გრიზ ფენსილის შრეებისთვის, აჼტიურიქ გარდასხვა ვიდეოში გარდამავალი ვიდეოს მინავლებათანდათანობით ჩააქრე მონიშნული ლენტებითანდათანობით გააქრე მონასმები პირდაპირ ჩამოჭრის მაგივრადგააქრე ტრაექტორიები და სოლები მიმდინარე კადრიდან მოშორებითამოანათე და ჩააქრე მონიშნული ლენტებიდროთა განმავლობაში გააქრე ნაწილებიმიანავლე მონასმის სისქე ყოველი წარმოქმნილი მონასმისთვისქრობაფარენჰაიტიწარუმატებელი კვლებიდარენდერების შედეგის გამოყოფა წარუმატებელია, მეხსიერება ამოიწურაობიექტიდან "%s" მეშზე წვდომა ვერ განხორციელდა, დარწმუნდი, რომ რენდერის დროს ხილულიაალფას მოდიფიკატორი ვერ დაემატაფერის მოდიფიკატორი ვერ დაემატაგეომეტრიის მოდიფიკატორი ვერ დაემატასისქის მოდიფიკატორი ვერ დაემატამეხსიერების ალოკაცია ვერ მოხერხდაზოგიერთ ობიექტზე ბრუნვა ვერ იქნა გამოყენებულიმნიშვნელობის მიკუთვნება წარუმატებელია: {:s}OpenGL-ისნ ეკრანს მიღმა ბუფერის შექმნა წარუმატებელია, %sOpenGL-იქ ეკრანს მიღმა ბუფერის შექმნა ვერ მოხერხდა: %sსტუდიური განათების მისამართის შექმნა ვერ მოხერხდათანმიმდევრული ასახვის მეთოდთან თავსებადი ფანჯრის შექმნა ვერ მოხერხდაკვად-ბუფერის მხარდაჭერის გარეშე ფანჯრის შექმნა ვერ მოხერხდა, შესაძლოა, მოხდეს ციმციმიაქტივის შესანახად აქტივთა ბიბლიოთეკის დირექტორიის შექმნა ვერ მოხერხდაწინასწარი კონფიგურაციების მისამართის შექმნა წარუმატებელიასტერეო გამოსახულების ბუფერი ვერ შეიქმნაუკუგდების ოპერაციის შექმნა ვერ მოხერხდაფანჯრის შექმნა ვერ მოხერხდააქტივთა ბიბლიოთეკის ფაილის წაშლა ვერ მოხერხდაწინასწარი კონფიგურაციის შესრულება წარუმატებელია: {:s}'%s' ვერ მოიძებნაქმედების სლოტი ვერ მოიძებნა.ანოტაციის მონაცემები, რომლებშიც ჩახატვა უნდა მოხდეს, ვერ მოხერხდამიჯაჭვის ამოხსნა ვერ მოიძებნა (გაიზარდოს სიზუსტე?)სტუდიური განათების მისამართის ამოღება წარუმატებელიადანამატის მისამართის ამოღება წარუმატებელიათემების მისამართის ამოღება წარუმატებელიაF-წირზე სოლების ჩასმა ვერ მოხერხდა მისამართით '%s[%d]', დარწმუნდი, რომ დაბლოკილი, ან სემპლირებული არაა, და სცადე F-მოდიფიკატორების მოცილებააქტივთა ბიბლიოთეკის ჩატვირთვა წარუმატებელიაგამოსახულების ტექსტურის '%s' ჩატვირთვა ვერ მოხერხდაVulkan-იქ გამოყენებით ჩატვირთვა ვერ მოხერხდა, მის ნაცვლად გამოიყენე OpenGL.მოცულობა ვერ ჩაიტვირთა:ანიმაციის შერწყმა ვერ განხორციელდა. გაითვალისწინე, რომ NLA ლენტების შერწყმა შეუძლებელიაფაილი '%s' ვერ გაიხსნაფაილების ბრაუზერი ვერ გაიხსნა!ფანჯრის გახსნა ვერ მოხერხდა!blend ფაილის '%s': %s წაკითხვა ვერ მოხერხდაფაილის '%s' წაკითხვა ვერ მოხერხდა, blend ფაილი არააკადრის წაკითხვა ვერ მოხერხდაბლობის დირექტორია %s ვერ მოცილდამეტამონაცემების დირექტორია %s ვერ შეიქმნათვისების მისამართის მოძიება ვერ მოხერხდა, სცადე, ხელით განსაზღვრო, ჩასოლვის ნაკრების მეშვეობითკადრის ძიება ვერ მოხერხდაგადახედვა ვერ დაყენდა: კონტექსტში ID არ არიქ (არასწორი კონტექსტია?)დროებითი ქმედების დაყენება ვერ მოხერხდაბადის ახალი გარდაქმნა ვერ დაყენდა.მნიშვნელობა ვერ დაყენდასრული ეკრანზე თანმიმდევრულ რეჟიმში გადასვლა ვერ მოხერხდამეშის მონაცემების გადატანა %d ობიექტზე ვერ მოხერხდავერ მოხერხდა .oso ფაილის ჩაწერა გარე .osl-იქ მომდევნოდ {:s}-შიაქტივთა ბიბლიოთეკაში ჩაწერა ვერ მოხერხდაატრიბუტის "{}" ჩაწერა სამოქმედო არეალით "{}" და ტიპით "{}" ვერ მოხერხდაჩავარდნა გარე ფაილის ოპერაციის ჩატარებისას "%s"-ზეჯეროვანი პოზიციებიჯეროვანი მხებობაყალბი მომხმარებელიმონაცემთა ბლოკების შეფუთვის ნაცვლად დაუბრუნდი დანართის გაკეთებასსათადარიგოსათადარიგო ფერისათადარიგო ხელსაწყომილევამილევა ჯაჭვის ჏ირიქ გასწვრივმილევის კუთხემილევის წირიმილევის გრადიენტიმილევის გაუმჭვირვალობამილევის ენერგიამილევის რადიუსიმილევის გრადაციამილევის ფორმამილევის ზომამილევის ტიპიმილევის ჏ირიქ კოეფიციენტი: 0 წრფივია, ხოლო უფრო მაღალ მნიშვნელობებს უფრო ფართო გავლენა აქვს. გავლენის სრულად გასათიშად დააყენე -10-ზემილევის ჏ირი +1-ზე ცდილობს, პარაბოლას მაგივრად წრეწირი მოხაზოსმილევის მანძილი შეგროვების ეფექტისთვის (0 ნიშნავს მილევის არ არსებობას)მილევა გამოითვლება ჯაჭვის ჏ირიქ გასწვრივ, ქა჏ყიქი და ბოლო წერტილების შემაერთებელ ღერძზე პროეცირების ნაცვლადმილევა, რომელიც გამოიყენება ყოველი ჏ირიქ ბოლოდან ძირამდემილევის ტიპი პროპორციული დამუშავების რეჟიმისთვისშემოცვეთის მილევის ტიპიმილევა:მცდარიყალბი ფერიმცდარია, როცა F-჏ირიქ შეფასება წარსულში ვერ მოხერხდა, ასე რომ, შეფასებისას გამოტოვებული უნდა იქნასმცდარია, როცა რაიმე შრე, სლოტი, ან ძველებური F-჏ირი არსებობსმცდარია, როცა ეს თვისება ნებაყოფლობითი არგუმენტია RNA ფუნქციაშიმარაოშორსშორეული სიბრტყეშორი სისქეჩრდილის კამერის შორი მანძილის მოკვეცასწრაფისწრაფი რედაქტირებასწრაფი GI აპროქსიმაციასწრაფი GI მეთოდიგლობალური განათების ქ჏რაფი აპროქსიმაციის მეთოდიგაუსის ქ჏რაფიქ჏რაფი გლობალური განათებაჩქარი მოძრაობასწრაფი ნავიგაციასწრაფი, მაგრამ უფრო ნაკლებად აკურატული ვარიაციასწრაფი ინტერაქტიული რედაქტირება Hydra-ქ დამახასიათებელი ინტეგრაციითსწრაფი დატანა, რომელიც ზოგ ქიტუაციაში კარგია, მაგრამ აიგნორირებს დ-ძვლის უძრაობის პოზის მოხრილობასსწრაფი, თვითგადაკვეთის მხარდაჭერის გარეშეუფრო ქ჏რაფი რენდერიუფრო ქ჏რაფი ამომხსნელი, გარკვეული შეზღუდვებითუსწრაფესიუსწრაფესი ამომხსნელი, რომელიც მხოლოდ მრავალსახეობრივ მეშებზე მუშაობს, მაგრამ უკეთეს შედეგებს იძლევაამჯობინე ან ორიგინალი მონაცემები, ან აჩქარების მრუდიამჯობინე მარცხენა, ან მარჯვენა სოლიშიშის კოეფიციენტიშემოცვეთაშემოცვეთის წერტილებიშემოცვეთის შეკუმშვა/გამსხვილება: %3fშემოცვეთის შეკუმშვა/გამსხვილება: %sშემოცვეთის ზომამახასიათებლების გაცნობიერებამახასიათებლის გამონატანიმახასიათებლების ნაკრებიმახასიათებელთა ნაკრებები:მახასიათებელთა წონებიმახასიათებლების აღმოჩენას ესაჭიროება კლიპის ვარგისი კადრიმახასიათებელთა ნაკრების დირექტორია უკვე არსებობს: '{:s}'უკუკავშირიუკუკავშირის კოეფიციენტი შეცდომების გასასწორებლად, პასუხის საშუალო დროა 1/უკუკავშირიფუტიფუტი წამშიფუტი წამში კვადრატშიქარიანობის მანძილიველიველის შთანთქმაველის საშუალოველის კოეფიციენტიველის მინიმუმი და მაქსიმუმიველის ანაწყობებიველის სხვაობაველის წონებიველის დამოკიდებულება:მხედველობის არეფართოკუთხიანი ობიექტივის მხედველობის არეძალა მომდინარეობს ობიექტის ყველა წვეროდანველი მომდინარეობს ობიექტის ლოკალური XY სიბრტყიდანველი მომდინარეობს ობიექტის ლოკალური Z ღერძიდანველი მომდინარეობს ობიექტის ცენტრიდანველი მომდინარეობს ობიექტის ზედაპირიდანველის ანაწყობები ფიზიკის სიმულაციაში მყოფი ობიექტისათვისველი, რომლის შეფასებაც ხდება იტერაციის სამოქმედო არეალზეველი, რომელიც ზემოთა გეომეტრიაზე ატრიბუტის სახით შეინახებაველი ბადედველი ბადედ კვანძის ელემენტიველი სიადველი ქიიქ საგნადველებიბრძოლასაბრძოლო მანძილიფაილიფაილი '%s' ვერ იხსნებაფაილი '%s' ვერ ჩაიტვირთაფაილი '{:s}' ვერ მოიძებნაფაილის ძირიფაილების ბრაუზერიფაილების ბრაუზერის ასახვის ტიპიფაილების ბრაუზერის რეჟიმიფაილი წაიშალა Blender-იქ გარეთფაილის გაფართოებებიფაილის საქაღალდეებიფაილის ფორმატიფაილის დამმუშავებლის ტიპიფაილს აქვს შეუნახავი ცვლილებებიფაილის მოდიფიკაციის თარიღიფაილი მოდიფიცირებულია Blender-იქ გარეთფაილი მოდიფიცირებულია Blender-იქ გარეთ და შიგნითფაილის სახელიფაილების სახელთა კონფლიქტიფაილი ვერ მოიძებნანაწარმი ფაილიგამომავალი ფაილის ელემენტიფაილის მისამართიფაილის მისამართი:ფაილების მისამართებიფაილის გადახედვის ტიპიფაილზე მითითებაფაილის ასარჩევი ფილტრი აქტივებისთვისფაილის მონიშვნის ჩანაწერიფაილის ასარჩევი ID ფილტრიფაილის მონიშვნის პარამეტრებიფაილის ზომაფაილის ბოლოსართიფაილის თავიფაილი უკვე დაინსტალირებულია {!r}-შიფაილის ასოცირებას ამუშავებს პაკეტის მენეჯერიფაილის ასოცირება რეგისტრირებულიაფაილის ასოცირება დაურეგისტრირებელიააბსოლუტურიავტომატურიკოპირებამორგებული დირექტორიადირექტორიაშევსებამისადაგებამისამართიმისამართის რეჟიმიშეფარდებითილენტიURLმოცულობებიფაილების ბრაუზერის სივრცის მონაცემებიფაილი უვარგის UTF-8 სიმბოლოებს შეიცავსფაილის წაკითხვა ვერ მოხერხდა, აღმოჩენილია მონაცემების კრიტიკული დაზიანებაფაილი არ არსებობსფაილი წარმატებით დაექსპორტდაფაილის ფორმატიფაილის ფორმატი წრფივ ფერით სივრცეს მოითხოვსფაილის ფორმატს ფაილში "%s" მხარდაჭერა არ აქვსფაილის ფორმატი, რომელშიც უნდა დაექსპორტირდეს UV განლაგებადარენდერებული გამოსახულებების შესანახი ფაილის ფორმატიფაილის ფორმატის ვერსია, რომლითაც .blend ფაილი იქნა შენახულიფაილის დამამუშავებელი '%s' ვერ მოიძებნაფაილის დამამუშავებელი ვერ მოიძებნაფაილის დამმუშავებელი ოპერატორი '%s' ნაპოვნი არააფაილი შენახულიაფაილის სახელიფაილის სახელი, გადააწერე არსებულსფაილი ვერ მოიძებნაფაილი ვერ მოიძებნა '%s'ფაილის მისამართიფაილის მისამართი "%s" უვარგისიაფაილის მისამართი '%s' ვარგისი ფაილი არააფაილის მისამართი განსახმაურებელი გამოსახულებისთვის. თუ მითითებული არაა, იყენებს რენდერის ფაილის მისამართსა და კადრთა დიაპაზონს სცენიდანფაილის მისამართი შესარწყამი გამოსახულებისთვისფაილის მისამართი შერწყმული გამოსახულებისთვისფაილის მისამართის თვისება დაუყენებელიაფაილის მისამართი არ დაყენდაფაილი უფრო ახალ Blender-შია შენახული ({}), მოსალოდნელია მონაცემების დაკარგვაფაილების დალაგების რეჟიმიფაილი მეტისმეტად გრძელია %sფაილი ჩაწერილია Blender-იქ უფრო ახალი ბინარულით (%d.%d), მოსალოდნელია მონაცემთა დაკარგვა!ფაილი {!r} ვერ მოიძებნაფაილების/აქტივების ბრაუზერიფაილი:ფაილი: %sფაილი: *{:s} (შეუნახავი)ფაილი: {:s}ფაილის დამმუშავებლის id სახელიფაილბრაუზერის პარამეტრიფაილის სახელიფაილის სახელი '%s' მეტისმეტად გრძელია (მაქს. სიგრძეა %zu, იყო %zu)ვიდეოს, ან თანამიმდევრობის ფაილის სახელიტექსტური ფაილის სახელიმხოლოდ ფაილის სახელიფაილის მისამართიფაილის მისამართი დაუყენებელიაფაილის ექსპორტირებისთვის გამოყენებული მისამართიფაილის იმპორტირებისთვის გამოყენებული მისამართიფაილებიშევსებახუფების ამოვსებაშევსების ფერიფერით შევსების უკუგდების მისამართიფერით შევსების უკუგდების ტესტიფერით შევსების მისამართიწირის შევსებახვრელების ამოვსებაშევსების რეჟიმიშევსების აცდენამხოლოდ შევსებაშევსების გაუმჭვირვალობამონაკვეთის შევსებაფერსოს შევსებაშევსების ბრუნვაშევსების წესიშევსების მასშტაბიშევსების სეგმენტებიუნდა იყოს შევსების 1 სეგმენტი მაინცშევსების გამომთვლელიშევსების მიჯნაფილის შევსება წარმოქმნილი გამოსახულებითშევსების ტიპიშეავსე მონიშნული წიბოთა მარყუჟი წახნაგებითშეავსე არე ფერთა გრადიენტითშეავსე არე გამოსახულებიანი ტექსტურითშეავსე არე რადიალური გრადიენტითშეავსე არე მყარი ფერითშეავსე კამერის კადრი, ჩარჩოს გარეთ გადაცილებითხუფების ამოვსება დაცერობებული წირებისთვისშევსების ფერი წარმოქმნილი გამოსახულებისთვისშეავსე ბადე ორი მარყუჟიდანამოავსე ხვრელები ნიღბის გაჭრის შემდეგამოავსე ხვრელები (ზღუდის წიბოთა მარყუჟები)შეავსე ნიღაბი, თუ ჯერ არაფერია შენიღბულიშეავსე გადანაჭერიშეავსე შიდა არეშეავსე შებრუნებული არეშევსება სრულიად გამჭვირვალეაშეავსე ახალი ფილა წარმოქმნილი გამოსახულებითშეავსე მხოლოდ სარკმელში ხილვადი არეებიშევსების წესი დელონეს შევსების გამომთვლელისთვისშეავსე მინ./მაქს. დიაპაზონის ჩანაწერები მინ./მაქს. მანძილით მონიშნულ მეშის ობიექტსა და წყაროს ობიექტს შორის (ან მომხმარებლის მიერ განსაზღვრული ობიექტი, ან აჼტიური კამერა)შეავსე აჼტიური წვეროს ფერის შრე მიმდინარე სახატავი ფერითშეავსე აჼტიური წვეროთა ჯგუფი ხატვის მიმდინარე წონითშეავსე მიმდინარე ფილა წარმოქმნილი გამოსახულებითშეავსე მილაკების დაბოლოებების ხვრელები ჎უფიქ გეომეტრიითშეავსე გამოსახულება ბადით UV რუკის დასატესტადამოავსე გარღვეული რეგიონიშეავსე მთელი ნიღაბი მოცემული მნიშვნელობით, ან შეაქციე მისი მნიშვნელობებიშევსების ხელსაწყოს აჼტიური მასალა სჭირდებაშეავსე კონკრეტული ფერითშეავსე მონასმების მიერ შექმნილი ფორმა ფერითწირის მომრგვალებაშევსებებიტილოს კიდითკიდემდე ავსებს, თუ საჭიროა, ჩამოჭრის, და ამავდროულად, ინარჩუნებს პროპორციულ თანაფარდობასფირიფილმურიFilmic Logფილმისებრი sRGBფირისმაგვარიფილტრიგაფილტრე .blend ფაილებიქმედებების გაფილტრვაგაფილტრე დასაექსპორტებელი ქმედებებიდანამატების გაფილტრვაგაფილტრე Alembic ფაილებიკუთხის გაფილტრვააქტივების ტიპების გაფილტრვაBlender-იქ გაფილტრვაBlender-იქ სათადარიგო ფაილების გაფილტრვაგაფილტრე Blender-იქ ID-ებიფუნჯების გაფილტრვა ხელსაწყოს მიხედვითგაფართოებების გაფილტრვაგაფართოებების გაფილტრვა ტეგებისა და საცავის მიხედვითწახნაგების ნიშნების გაფილტრვაფაილების გაფილტრვასაქაღალდის გაფილტრვასაქაღალდეების გაფილტრვაშრიფტების გაფილტრვაპრიალის გაფილტრვაფილტრის ID-ების ტიპებიგამოსახულებების გაფილტრვაფილტრის დამთხვევაფილმების გაფილტრვაფილტრის კვანძიგაფილტრე OBJ ფაილებიობიექტების გაფილტრვაგაფილტრე OpenVDB მოცულობითი ფაილებიგაფილტრვის თანმიმდევრობაგაფილტრე Python-იგაფილტრე Python-იქ ფაილებისკრიპტების გაფილტრვაფილტრის ანაწყობებიფილტრის ზომახმის გაფილტრვაფილტრის წყაროტექსტის გაფილტრვაფილტრის ზღურბლი პრობლემატური კვლებისთვისფილტრის ტიპიგაფილტრე USD ფაილებიგაფილტრე წვეროთა ჯგუფები ასახვისთვისმოცულობის გაფილტრვასიგანის გაფილტრვაგაფილტრე დანამატები კატეგორიების მიხედვითგაფილტრე არქივის ფაილებიგაფილტრე აქტივები სახელის მიხედვითგაფილტრე სათადარიგო .blend ფაილებიკლავიშების ბმა-კავშირებზე დაფუძნებული ფილტრიოპერატორის სახელზე დამოკიდებული ფილტრიგაფილტრე btx ფაილებიგაფილტრვა სახელითგაფილტრვა საცავის მიხედვითგაფილტრვა ტიპის მიხედვითგაფილტრვა ტიპის მიხედვით:გაფილტრე დანამატის სახელის, ავტორისა და კატეგორიის მიხედვითგაფილტრე გაფართოების სახელის, ავტორისა და კატეგორიის მიხედვითგაფილტრე შრეების ჯგუფთა სახელების მიხედვითსახელით, ან ტეგით გაფილტრვა, აქვს '*' დროებითი ცვლადის მხარდაჭერაგაფილტრე გაფართოებები საცავის მიხედვითნაკვთოვანი ხაზების გაფილტრვა წახნაგების ნიშნების ზღუდეების მიხედვითგაფილტრე ნაკვთების ხაზები Freestyle-იქ წახნაგთა აღნიშვნების გამოყენებითგაფილტრე საქაღალდეებიგაფილტრე შრიფტიქ ფაილებიგაფილტრე გამოსახულების ფაილებიფილტრის კერნელის რადიუსი ვოქსელებშიგაფილტრვის მეთოდიგაფილტრე ვიდეო ფაილებიხილულობის გაბუნდოვნების ფილტრის ზომა (არარეკომენდირებული)გაფილტრე ხმოვანი ფაილებიფილტრის სიძლიერეგაფილტრე ტექსტიგაფილტრე ტექსტური ფაილებიფილტრი, რომელიც იქნება გამოყენებული ნიღაბზეგაფილტრე UI ტეგების მიხედვითგაფილტრე კომბინირებული, დიფუზიური, პრიალის, გავლისა და ზედაპირქვეშა გადავლებისთვისგაფილტრე კვლები, რომლებსაც უცნაური შესახედაობის შვერილები აქვს მოძრაობის წირებშიფილტრის სიგანე პიქსელებში, გამოიყენება ამობურცულობის განაწილების მიმართულების გამოსათვლელად. ტექსტურათა უმეტესობისათვის ნაგულისხმები მნიშვნელობა 0.1 რთავს ქვეპქსელურ ფილტრაციას, სტაბილური შედეგების მისაღწევად. საფეხუროვანი ტექსტურებისთვის შესაძლებელია უფრო განიერი ფილტრის გამოყენება, რომლის მეშვეობითაც კიდეებზე ცერობისებური ეფექტის მიღება შეიძლებაგაფილტრვის კოლექციაფილტრებიფილტრები ასახული მონაცემებიდან რიგების მოსაშორებლადსაბოლოოსაბოლოო 4×4 მატრიცა ბორკილებისა და დრაივერების გამოყენების შემდეგ, არმატურის ობიექტის სივრცეშიქეშის საბოლოო ზომასაბოლოო გამოსახულებებისაბოლოო ხარისხისაბოლოო რენდერისაბოლოო სამყაროს მატრიცანიღბის ბოლო კადრი (სეკვენსერისთვის)უკანასკნელი კადრი დაკვრის/რენდერის დიაპაზონშიდიაპაზონის უკანასკნელი კადრიკლავიშების საბოლოო კონფიგურაცია, რომელიც ახდენს კლავიშრუკების კომბინაციას აჼტიური და დანამატისეული კონფიგურაციებიდან და შეიძლება, რედაქტირდეს მომხმარებლის მიერობიექტის, ან ძვლის საბოლოო გარდაქმნის მნიშვნელობასკრიპტის დაბოლოვებაძიებამოძიება და ჩანაცვლებაყველას მოძიებაფაილის ძიებაბმულის ოპერაციების პოვნატექსტის ძიებაგადატანის ძიებამოიძიე ყველა ფაილი ძიების მისამართში (არა მხოლოდ დაკარგული)მოძებნე შეუვსებელი მონაკვეთის ზღუდე და არა შევსებულისაიპოვე წიბოები საზიარო ID მნიშვნელობის მქონე წახნაგთა ჯგუფებს შორის მიჯნაზეიპოვე ამ მანძილზე უფრო ახლა მყოფი წვეროთა ჯგუფები და შერწყიძიება საქაღალდეშისტრიქონში მოძიებაიპოვე ნიმუშების პოზიციები წირზე მის დასაწყისამდე მანძილის გამოყენებითიპოვე ნიმუშების პოზიციები წირზე მისი ჯამური სიგრძის მამრავლის მეშვეობითიპოვე მითითებული ტექსტიიპოვე მითითებული ტექსტი და დააყენე მონიშნულადმოძებნე უახლოესი წერტილი ზედაპირზე ყოველი ჏ირიქ Ⴭირიქ წერტილისთვის და გადაიტანე Ⴭირი იქიპოვე სამართავი ძვლის ბოლოს მდებარეობასთან და გამოიყენე, რათა თავიდან დააკავშირო სამიზნე, ან ნებისმიერი ბორკილები მიკუთვნებული ქვესამიზნის, ან სპეც. ხელახალი დაკავშირების გარეშეიპოვე გარკვეულ პოზიციასთან ყველაზე ახლოს მდებარე ელემენტი. წააგავს კვანძს "უახლოესი ინდექსი"იპოვე ბოლოწერტილთა პოზიციები თითოეული სფლაინის სიგრძის მამრავლის გამოყენებითიპოვე ბოლოწერტილთა პოზიციები თითოეული სფლაინის დასაწყისიდან სიგრძის გამოყენებითიპოვე საფეხურთა მინიმალური რიცხვი, სივრცული მანძილის იგნორირებითიპოვე ჯგუფში უახლოესი ელემენტი. ჰგავს კვანძს "უახლოესის ნიმუში"გაარკვიე, რამდენჯერ გვხვდება მოცემული სტრიქონი სხვა სტრიქონში და მოძებნე პირველი დამთხვევის პოზიციაიპოვე უმოკლესი გზები მეშის წიბოების გაყოლებაზე მონიშნულ დამაბოლოებელ წვეროებამდე, მორგებადი ხარჯით ყოველ წიბოზეძიება/ჩანაცვლებაწვრილიტექსტურის დატანის X, Y და Z მდებარეობების გაუმჯობესებადაასრულე ოპერაცია კლავიშის აშვებისასმთავრდებასასრული მოცულობაფინური - Suomiცეცხლიცეცხლი + კვამლიპირველიპირველი ნაპოვნიპირველი სახელურის ტიპიპირველ წერტილსპირველი წერტილის ინდექსიპირველი QI მნიშვნელობა QI დიაპაზონშიპირველი შესაბორკი უდრეკი სხეულის ობიექტიპირველი და ბოლო ასლიბრაუნ-კონრადის მეოთხე რიგის რადიალური გამრუდების პირველი კოეფიციენტიბრაუნ-კონრადის მეორე რიგის რადიალური გამრუდების პირველი კოეფიციენტიმეორე რიგის Nuke-იქ გამრუდების პირველი კოეფიციენტიმეორე რიგის დამყოფი გამრუდების პირველი კოეფიციენტიNuke-იქ ტანგენციური გამრუდების პირველი კოეფიციენტიმესამე რიგის მრავალწევრიანი რადიალური გამრუდების პირველი კოეფიციენტიპირველი ფერი გამოყენებული ეფექტისთვისპირველი სამართავი წერტილების პოზიციები ახალი ინტერპოლირებული წირებისთვისპირველი კუბური სფლაინის სამართავი წერტილი მინ./მაქს. სისწრაფეებს შორისგამოსაყენებელი პირველი კადრი ქმედებიდანტრაექტორიის ანიმაციის პირველი კადრიქმედების პირველი გამოსაყენებელი კადრიქმედების დროითი ზოლის პირველი კადრინიღბის პირველი კადრი (სეკვენსერისთვის)დაკვრის/რენდერის დიაპაზონის პირველი კადრიდიაპაზონის პირველი კადრისეგმენტის პირველი კადრიპირველი გადასატანი კადრიპირველი შენატანი ეფექტის ლენტისთვისრეკონსტრუირების ინიციალიზაციისთვის გამოყენებული პირველი საკვანძო ფაზაგამოსახულების პირველი შეფუთული ფაილიეკრანის ანაბეჭდის პირველი წერტილი ეკრანის სივრცეშიპირველ რიგში სცადე, წვეროს მაგივრად შემოცვეთა გააცუროწვეროთა პირველი ჯგუფის სახელითევზის თვალი ეკვიდისტანციურითევზის თვალის ტოლსხეულითევზის თვალის ლინზათევზის თვალის მრავალწევრა ლინზათევზის თვალის მრავალწევრი K0თევზის თვალის მრავალწევრი K1თევზის თვალის მრავალწევრი K2თევზის თვალის მრავალწევრი K3თევზის თვალის მრავალწევრი K4მორგებაწირზე მორგებასიგრძეზე მორგებამორგების მეთოდიმორგების ტიპიხედში ჩატევამოაქციე მთლიანი გამოსახულება კამერის ჩარჩოშიჩაატიე კადრი სარკმელშიჩაატიე ფონის გამოსახულება ხედშიმოარგე დუბლირებული ობიექტები წირსმონიშნულზე მორგებამოარგე სენსორის სიმაღლესმოარგე სენსორის სიგანესმოარგე სენსორის სიგანე, ან სიმაღლე, გამოსახულების გარჩევადობის მიხედვითგამოსახულების საზღვრებს ტილოს ფარგლებში აქცევს, თავიდან იცილებს ჩამოჭრას და ამავდროულად, ინარჩუნებს პროპორციულ თანაფარდობასმორგებაპოლუსების შესწორებაძვრის შესწორებაშეასწორე დიდი ნახტომები და შეტრიალებები მონიშნულ ეილერის ბრუნვის F-წირებში, რაც ფიზიკის ცხობისას ბრუნვის მნიშვნელობების მოკვეციდან გამომდინარეობსფიქსაცია კამერაზეფიქსირებულიფიქსირებული მონაცვლეობაფიქსირებული პროპორციებიფიქსირებული რიცხვიფიქსირებული კადრიფიქსირებული პოზიციაფიქსირებული დანაყოფებიგამოსწორდა მეში პრიმიტივისთვის: %sფიქსირებული/სცენისდენადი ნივთიერების სამოქმედო არეალის დროშების ბადედროშებიალიალის ბადეალის სიხშირეალის კვამლიალის ველისაფარებიგაფართოების სიგრძეგაფართოების გაშლაგაფართოების პარამეტრიFlashბლიცი გადატანისასFlash ვიდეოგააკეთე სამიზნე ობიექტის ბლიცი რეჟიმის გადატანისასბრტყელიკუთხის ბრტყელი ნორმალებიბრტყელი წახნაგებიბრტყელი შეფერადებაბრტყელი XY სიბრტყეღია პერიმეტრის ბრტყელი ფიგურასიბრტყელეგათანასწორებაგააერთსაფეხუროვნე ძვლების იერარქიაგააერთსაფეხუროვნე ძვლების იერარქია. გამოსადეგია გარდაქმნის დაუშლადი მატრიცის შემთხვევაშისახელურების გათანასწორებაიერარქიის გაერთსაფეხუროვნებადააბრტყელე ობიექტის იერარქიაგააერთსაფეხუროვნე ობიექტის იერარქია. სასარგებლოა ტრანსფორმაციის დაუშლადი მატრიცის შემთხვევაშიდააბრტყელე მონიშნული წერტილების კუთხეებიდააბრტყელე მონიშნული წვეროების კუთხეებიგაათანასწორე სახელურები უფრო თანაბარი გადასვლისთვისდააბრტყელე მონიშნული წახნაგებიგაქცევის მანძილიგაიქეცი ამ მანძილზეშეტრიალებაღერძების შეტრიალებაღერძის შეტრიალებაფერთა გრადაციის შეტრიალებაფერების შეტრიალებაშეტრიალების ეფექტიწახნაგების ამოტრიალებაჯგუფთა სახელების შეტრიალებაშეტრიალება თარაზულადშეატრიალე ფიჼქ-მასალაშეტრიალების რეჟიმისახელების შეტრიალებანორმალების ამოტრიალებაპოზის შეტრიალებაშეტრიალების აცდენა U-ზეUDIM-იქ შეტრიალებაშეტრიალების აცდენა V-ზეშეატრიალე შვეულადX-იქ შეტრიალებაY-ქ შეტრიალებაშეატრიალე ასლების ნაწილი თავიანთი ინდივიდუალური ღერძების გასწვრივშეატრიალე ინსტანციების ნაწილი თავთავიანთი ინდივიდუალური ღერძების გასწვრივშეატრიალე მატრიცა თავის დიაგონალზე, სვეტების რიგებად გადაქცევით და პირიქითშეატრიალე გამოსახულება განსაზღვრული ღერძის გასწვრივშეატრიალე UV კოორდინატთა მიმართულება წახნაგების შიგნითშეატრიალე წახნაგის კუთხის ფერის ატრიბუტი წახნაგების შიგნითშეტრიალების ეფექტიშეატრიალე შემავსებელი ფერებიშეატრიალე გამოსახულებაშეატრიალე გამოსახულება თარაზულადშეატრიალე გამოსახულება შვეულადამოატრიალე გამოხარატებული წახნაგების ნორმალებიშეატრიალე X ღერძზეშეატრიალე Y ღერძზეშეატრიალე კვატერნიონის მნიშვნელონები სასურველი ბრუნვების მისაღწევად, ამასთან ერთად შეინარჩუნე იგივე ორიენტაციებიშეატრიალე მონიშნული საკვანძო ფაზები მონიშნულ სარკის ხაზის მეორე მხარესშეატრიალე ფონური გამოსახულება თარაზულადშეატრიალე ფონური გამოსახულება შვეულადამოატრიალე მონიშნულ წახნაგთა (და მათ წვეროთა) ნორმალების მიმართულებაშეატრიალე გამოსახულებაშეატრიალე გამოსახულება თარაზულადშეატრიალე გამოსახულება შვეულადშეატრიალე ტექსტურის X და Y ღერძებიშეაბრუნე მონიშნულ საკვანძო ფაზათა დროები მიმდინარე კადრის სარკის ხაზად გამოყენებითშეატრიალე მონიშნულ საკვანძო ფაზათა დროები პირველი მონიშნული მარკერის გამოყენებით მითითების წერტილადშეატრიალე მონიშნული საკვანძო ფაზების დროები, რაც უკუღმა ალაგებს მათ თანმიმდევრობასშეტრიალება ქვევითშეტრიალება მარცხნივშეატრიალე მარჯვნივშეტრიალება ზევითშეატრიალე მონიშნულ საკვანძო ფაზათა მნიშვნელობები (ე.ი. უარყოფითი მნიშვნელობები დადებითად იქცევა და პირიქით)შეატრიალე მონიშნული საკვანძო ფაზების მნიშვნელობები კურსორის მნიშვნელობის (Y/თარაზული კომპონენტი) სარკის ხაზზეშეატრიალე წვეროთა ჯგუფების სახელებიშეტრიალებულიშეტრიალებული X-ღერძზეშეტრიალებამონაკვეთების შეტრიალება ზედა ზოლში ნებადართული არააატრიალებს (და ასწორებს) მონიშნულ ძვალთა სახელების ღერძისმიერ სუფიქსებსატრიალებს განაჭერის მიმართულებასატრიალებს მონიშნული ოთხკუთხედების დამოზაიკებაწილადნიშნაწილადნიშნა (სრული)წილადნიშნა (ნახევარი)წილადნიშნების მასივიწილადნიშნა ატრიბუტიწილადნიშნა ატრიბუტის მნიშვნელობაწილადნიშნა ბუფერიწილადნიშნა ფერიწილადნიშნა ფერიანი ატრიბუტიწილადნიშნა ფერის ატრიბუტის მნიშვნელობაწილადნიშნა წირიწილადნიშნა ველიხატულას წილადნიშნა პიქსელებიგამოსახულების წილადნიშნა პიქსელებიკვანძის წილადნიშნა ბუდეწილადნიშნა კვანძის ბუდის ინტერფეისიწილადნიშნას მიჯნაწილადნიშნა მნიშვნელობაწილადნიშნა ვექტორის ატრიბუტიწილადნიშნა ვექტორის ატრიბუტის მნიშვნელობაწილადნიშნა ქმედება, რომელიც ციფრულ, ან ანალოგურ ღილაკს წარმოადგენსწილადნიშნა მთელადწილადნიშნა მნიშვნელობაFloat2წილადნიშნა2 ატრიბუტიწილადნიშნა2 ატრიბუტის მნიშვნელობაFloat3მცოცავი მონაკვეთიწილადნიშნა მატრიცაკვატერნიონის წილადნიშნა ბრუნვაწილადნიშნა რიცხვის ბუდე კვანძშიწილადნიშნა სიდიდეწილადნიშნა სიდიდე გეომეტრიის ატრიბუტშიშეგუნდებაჩაღვრით შეავსე მეში მონიშნული დეტალის ანაწყობითიატაკიიატაკის ბორკილიიატაკის მდებარეობანაკლებობით დამრგვალების რეჟიმიდინებადინების ქცევადინების ანაწყობებიდინების წყაროდინების ტიპიდენადი ნივთიერებადენადი ნივთიერებების კოლექციადენადი ნივთიერების სისქედენადი ნივთიერების დინებადენადი ნივთიერების დინების ეფექტორის წონადენადი ნივთიერების ურთიერთქმედებადენადი ნივთიერების დონის სიმრავლედენადი ნივთიერების მოდიფიკატორიდენადი ნივთიერების წინასწარი კონფიგურაციებიდენადი გარემოს სიჩქარედენადი ნივთიერების სამოქმედო არეალის ანაწყობებიდენადი გარემოს დინების ანაწყობებიდენად გარემოს აქვს გარკვეული ქა჏ყიქი სიჩქარე, როცა გამოიცემადენადი ნივთიერების ურთიერთქმედების რადიუსიდენადი ნივთიერების უძრაობის სიმკვრივედენადი ნივთიერების სიმულაციის მოდიფიკატორიდენადი ნივთიერება: %s გაუქმდა კადრზე %d!დენადი ნივთიერება: %s დასრულებულია (%.2fs)დენადი ნივთიერება: %s მარცხით დასრულდა კადრზე %d: %sდენადი ნივთიერება: ქეშის დირექტორია '%s' ვერ შეიქმნა, დაბრუნდი ნაგულისხმებზე '%s'დენადი ნივთიერება: ქეშის ნაგულისხმები დირექტორია '%s' ვერ შეიქმნა, თუ შეიძლება, ხელით განსაზღვრე ქეშის ვარგისი მისამართიდენადი ნივთიერება: დააცარიელე ქეშის მისამართი, დაბრუნდი ნაგულისხმებზე '%s'თანაბარი სწორებამოასუფთავე რედაქტირების მონაცემები რედაქტირების აჼტიური რეჟიმებიდანფრენაფრენა და სიარულიფრენის სიჩქარეფრენის ქიქ჏რაფიქ კოეფიციენტიფრენის რეჟიმიფრენის რეჟიმი ხელების გაცვლის დროსფრენის სისწრაფე ერთეულით მეტრი წამშიქაფიქაფი + ბუშტებიქაფის დაფარვაქაფის ქრობაქაფის შრიქ სახელიქაფისა და ბუშტების ნაწილაკები ერთსა და იმავე ნაწილაკთა სისტემაში შეინახებაფოკუსური მანძილიფოკუსისაფოკუსო ძვალიფოკუსის მანძილიფოკუსური მანძილი: %.3fფოკუსის რეჟიმიფოკუსის ობიექტიფოკუსის მონაკვეთიფოკუსირება ძვალზეფოკუსირება ობიექტზენისლის ელვარებანისლის მოცულობატექსტურული ფაილების მოსათავსებელი საქაღალდე. .gltf ფაილთან მიმართებაშისაქაღალდე, რომელშიც გამოსახულების ფაილები უნდა მოიძებნოსსაქაღალდეებიმიყოლად-ძვალს მიყოლამიმდინარე კადრს მიყოლაწირს მიყოლალიდერს მიყოლატრაექტორიას მიყოლატრაექტორიას მიყოლის ბორკილიბორკილი 'მიყევი ტრაექტორიას' ვერ მოიძებნასასურველ პარამეტრებს მიყოლასცენას მიყოლაზედაპირის ნორმალის მიყოლატრაექტორიის მიყოლატრაექტორიას მიყოლის ბორკილიმიჰყევი UV-ქ აჼტიური ოთხკუთხედებიდან წახნაგთა უწყვეტი მარყუჟების გასწვრივX-ქ მიყოლაZ-ქ მიყოლამიჰყევი ბოიდს, ან მოკუთვნებულ ობიექტსმიჰყევი მორგებულ გარდაქმნას, რათა განსაზღვრო VR ხედის ძირითადი პოზამიჰყევი მიმდინარე კადრს რედაქტორებშიმიჰყევი განტოტებებს მშობლის ჯაჭვშიმიჰყევი ლიდერს მწკრივადთაგვის კურსორს მიყოლამიჰყევი თაგვის კურსორის პოზიციასმიჰყევი მხოლოდ ობიექტის ბრუნვასთავის/კუდის პოზიციის გამოთვლისას მიჰყევი დ-ძვლის სეგმენტების ფორმასმიჰყევი მონასმის ხატვის ტრაექტორიასა და ობიექტის ბრუნვასმიჰყევი აჼტიურ სცენის კამერას, რათა განსაზღვრო VR ხედის ძირითადი პოზამიჰყევი მონასმის მოხრილობასმიჰყევი ობიექტის გარდაქმნას, რათა განსაზღვრო VR ხედის ძირითადი პოზაბოიდის მაგივრად ამ ობიექტს მიჰყევიშრიფტიმსხვილი შრიფტიმსხვილი, დახრილი შრიფტიშრიფტიქ ფაილებიდახრილი შრიფტიშრიფტიქ ბუდე კვანძშიშრიფტის ბუდის ინტერფეისი კვანძშიშრიფტის ზომაშრიფტის სტილიშრიფტი არარედაქტირებადიაშრიფტი შეფუთული არააშრიფტი მითითებული არაატექსტის შრიფტი. სათადარიგოდ ნაგულისხმები აქვს UI შრიფტი.შრიფტიქ ზომა წერტილებშიჭდის ასასახად გამოსაყენებელი შრიფტიქ ზომატექსტის ასახვისთვის გამოსაყენებელი შრიფტიქ ზომაშრიფტის ბუდე კვანძშიშრიფტებიშრიფტების დირექტორიატერფის ბრუნვის ღერძივიდეოჩანაწერივიდეოჩანაწერის ანაწყობებიქვედა კოლონტიტულიყველა მომხმარებლისთვისთითოეული ელემენტისთვისთითოეული ელემენტისთვის {} წარმოქმნილითითოეული ელემენტისთვის {} მთავარითითოეული გეომეტრიული ელემენტისთვისFor Each გეომეტრიის ელემენტის შენატანითითოეული გეომეტრიული ელემენტის საგნისთვისFor Each გეომეტრიის ელემენტის გამონატანითითოეული გეომეტრიული ელემენტის ზონისთვისგრიზ ფენსილის ობიექტებისთვის, გამოიყენე მოდიფიკატორი ყველა საკვანძო ფაზაზეპარალელოგრამისთვის, შეფარდებითი X სხვაობა ზედა და ქვედა წიბოებს შორის. ტრაპეციისთვის, ზედა წიბოს გადაადგილების ოდენობა დადებით X ღერძზეპოზის ძვლების ტრაექტორიებისთვის, გამოიყენე ძვლის თავის მდებარეობა ამ ტრაექტორიის გამოთვლისასRGB წირებისთვის, ფერი, რომელზეც შავია განაწილებულიRGB წირებისთვის, ფერი, რომელზეც თეთრია განაწილებულიშ.კ.-იერარქიისთვის: ორიენტაციის კონტროლის წონა ამ სამიზნისთვისშ.კ.-იერარქიისთვის: პოზიციის კონტროლის წონა ამ სამიზნისთვისმოცემული ვარდნილი ვექტორისთვის A, ზედაპირის ნორმალისთვის B და გარდატეხის ინდექსების თანაფარდობისთვის, ior, გარდატეხა აბრუნებს გარდატეხის ვექტორს, Rყველა WebP ტექსტურისთვის შექმენი სათადარიგო PNG ტექსტურამხოლოდ უკუთავსებადობისთვისძვალთა მოძრაობის ტრაექტორიებისთვის, მოძებნე საკვანძო ფაზები მთელ ქმედებაში და არა ჯგუფში მხოლოდ სახელის დამთხვევით (უფრო ნელია)კოლოფისებრი პროექციისთვის, გვერდებს შორის გამოსაყენებელი შეზავების ოდენობაარხებისთვის ციკლური ექსტრაპოლაციით, საკვანძო ფაზების ჩასმა ავტომატურად განაწილდება ციკლის დროის დიაპაზონში და დაბოლოებებს ასინქრონირებს. ქმედებებზე კადრთა მორგებული დიაპაზონითა და ციკლური ანიმაციით ახლად დამატებული წირები ავტომატურად ციკლურდება.ფიზიკის სიმულაციაში მონაწილე კოლაიდერებისთვის აკონტროლე, თუ მოდიფიკატორების სტეკის რომელი დონე გამოიყენება შეჯახების ზედაპირადბორკილებისთვის, რომელთა სახელები შემდეგნაირად ფორმირდება: 'base@bonename', გამოიყენე '@'-იქ მომდევნო ნაწილი, როგორც ქვესამიზნე ყველა ძვლის შექმნის შემდეგ. წინსართის უბრალოდ ჩასანაცვლებლად '@CTRL', '@DEF', ან '@MCH' გამოიყენეზღუდეების გამოთვლისას წირების, წერტილთა ღრუბლებისა და გრიზ ფენსილისთვის მხედველობაში იქონიე რადიუსის ატრიბუტი.ქმედების თითოეული სლოტისთვის, ქია ანიმაციის არხებისა, რომლებიც ამ სლოტისთვისაა განკუთვნილირამდენიმე ვიდეო ნაკადიანი ფაილებისთვის გამოიყენე მოცემულ ინდექსიანი ნაკადიბიბლიოთეკებისთვის, რომელთაც უკუგდებები აქვთ შექმნილი, აჩვენე უკუგდებული მნიშვნელობები, რომლებიც ავტომატურად განისაზღვრება/კონტროლდება (მაგ.: რომ უკუგდებული მონაცემთა ბლოკის მომხმარებლებმა უკუგდებულ მონაცემებზე მიუთითონ და არა ორიგინალ დაკავშირებულ მონაცემებზე)მეშის ობიექტებისთვის, ზოგ მოდიფიკატორში არსებული უზუსტობებისთვის ანგარიშგასაწევად შერწყი UV კოორდინატები, რომლებსაც საზიარო წვერო აქვთმოდიფიკატორ გამოყენებული მეშებისთვის, მადეფორმირებელი მოდიფიკატორის არ მქონე წვეროს კოორდინატი, როგორც გამოიყენება გენერირებული ტექსტურული კოორდინატებისთვისმეშებისთვის, შედეგად მორგებული ნორმალების ატრიბუტთა გაუთვალისწინებლად იქმნება ნორმალებიმრავალგარჩევადობისთვის, ხედში ნავიგაციის დროს აჩვენე დაბალი გარჩევადობაკვანძებზე დაფუძნებული ტექსტურებისთვის, რომელი გამომავალი კვანძი იქნას გამოყენებულიწერტილებისთვის, მანძილი სამართავი წერტილის სფლაინის გასწვრივ, სფლაინებისთვის, მანძილი მთელი ჏ირიქ გასწვრივწერტილებისთვის, სფლაინის მთელი სიგრძის პორცია სამართავ წერტილთან. სფლაინებისთვის, იმ სფლაინის შემადგენელი ნაწილი მთელ წირშირეაქტორი სისტემებისთვის, ინდექსი ნაწილაკთა სისტემისა სამიზნე ობიექტზერეაქტორი სისტემებისთვის, ობიექტი, რომელსაც აქვს ნაწილაკთა სამიზნე სისტემა (ცარიელი, თუ იგივე ობიექტია)უსაფრთხოებისთვის ამ ფაილში Python-იქ სკრიპტების ავტომატური გაშვება გაითიშა:მონიშნული საკვანძო ფაზებისთვის, მონიშნე/გააუქმე მონიშვნა თავად სოლისა და მისი სახელურების ნებისმიერი კომბინაციისაშაბლონებისთვის, მომხმარებელს ხელს უშლის წინასწარ განსაზღვრული ოპერაციის მოცილებაში (გამოუყენებელი)გამჭვირვალე გავლისთვის, დატოვე ზედაპირები გაუმჭვირვალობის მიჯნაზე მაღალი ხეშეშობითძალაძალის ღერძიუკუმხრების იძულებით გამოხშირვაძალების კოლექციაშვილობილების იძულებით დაკავშირებაიძულებით წაშლაძალის მილევაძალის ველიძალის ველი 1ძალის ველი 2ძალის ველის ანაწყობებიძალოვანი ველებიიძულებითი გადაკვეთაარხების იძულებით შენარჩუნება ობიექტებისთვისარხების იძულებით შენარჩუნება ძვლებისთვისიძულებითი ხელახალი ჩატვირთვაიძულებითი კვადრატიდასაწყისის/დასასრულის იძულებითი ჩასოლვაიძულებით მოახდინე UI თარგმანის სრული გადატვირთვაიძულებით დააკავშირე შვილობილი ძვლები თავიანთ მშობელთან, თუნდაც მათი გამოთვლილი თავის/ბოლოს პოზიციები არ ემთხვეოდეს (შეიძლება, გამოსადეგი იყოს სუფთად-სახსრების-ტიპის არმატურებთან)ძალის ეფექტორის წონამოახდინე ანიმაციის იძულებითი ექსპორტი ყოველ ობიექტზე. შეიძლება, გამოსადეგი იყოს ბორკილების, ან დრაივერის გამოყენებისას. ასევე გამოსადეგია მხოლო მონიშნულის ექსპორტისასიძულებით მოახდინე თუნდაც ერთი სოლის ექსპორტირება ყველა ძვლის ანიმაციისთვის (ზოგიერთი სამიზნე აპლიკაციისთვისაა საჭირო, მაგ.: UE4-ისთვის)ძალის ველი დაფუძნებული ტექსტურაზედენადი გარემოს სამოქმედო არეალის ძალის ველიძალა შთაინთქმება დამჯახებელი ობიექტების მიერიძულებით დაადე ჩატვირთულ ID-ქ არაპირდაპირ დაკავშირებულის ტეგი (გამოიყენება მხოლოდ ხელახლა ჩატვირთვის კონტექსტში)იძულებით გადატვირთე გამისახულება, თუ იგი უკვე გახსნილია Blender-ში სხვაგანაიძულე ჏ირიქ ხედი, დადგენილ საზღვრებში მოექცესაიძულე ტრაექტორიის ხედი, მითითებულ საზღვრებს მოერგოსიძულებითი განბლოკვა წარუმატებელია: {:s}იძულებითი განბლოკვა შესაძლოა, აუცილებელი იყოს ფატალური შეფერხების, ან ენერგიის მიუწოდებლობის შემთხვევაში,იძულებით განაახლე დამოკიდებულებები - გამოიყენე მხოლოდ იმ შემთხვევაში, თუ დრაივერები სწორად არ ახლდებაიძულებით მოახდინე ამ ცენტრის მნიშვნელობის (როცა დაყენებულია) გამოყენებაძალის ველი დაფუძნებული ლენნარდ-ჯოუნსის პოტენციალზეძალის ველი დამოკიდებულია ნაწილაკების სისწრაფეზეძალებიაიძულებს Rigify-ქ, წაშალოს და ხელახლა ააგოს რიგირ ვიჯეტის ყველა ობიექტი. ნაგულისხმებად უკვე არსებული ვიჯეტები ხელახლა გამოიყენება როგორც არიქ, ხელით რედაქტირების გასაიოლებლადაიძულებს ყველა ბმულით დაკავშირებულ მონაცემს, პირდაპირ დაკავშირებულად ჩაითვალოს. გადაჭრის შემოვლითი გზაა მიმდინარე პრობლემებისთვის/შეზღუდვებისთვის BAT-ში (Blender studio pipeline tool - Blender-იქ სტუდიური ფაიფლაინის ხელსაწყო)იძულებით ახდენს ავტო შერწყმისა და გახლეჩის გამოყენებასწინა პლანიხარვეზთა აღმოფხვრის ხატულას ზედაპირის ფერიშეცდომის ხატულას ზედაპირის ფერიინფოს ხატულას ზედაპირის ფერიოპერატორის ხატულას ზედაპირის ფერითვისების ხატულას ზედაპირის ფერიგაფრთხილების ხატულას ზედაპირის ფერიგანტოტებულიწირების ფორმაფორმატისაგნების ფორმატირებაფორმატის წინასწარი კონფიგურაციებისტრიქონის ფორმატირებასტრიქონის ფორმატირების საგანიფორმატი შეიცავს მხარდაუჭერელ "{}" სიმბოლოს: "{}"მრავალხედიანი მედია ფორმატიასახული დროის კოდირების ფორმატი, როცა დროში განაწილება კადრებად არ აისახებაფორმატის განმსაზღვრელი დაუხურავია: "{}"დააფორმატე სტრიქონული ელემენტი Python-ქა და მისამართის შაბლონთან თავსებადი სინტაქსის მეშვეობით. მაგალითად, "Count: {}" ჩაანაცვლებს {}-ქ პირველი შემავალი მნიშვნელობით.ამ ფაილის ხელახლა შენახვისთვის გამოყენებული ფორმატიფორმატი მოწოდებულზე მეტ შენატანს იყენებს.ფაილების გაფართოებათა ფორმატირებული წყება, მხარდაჭერილი ფაილის დამმუშავებლის მიერ, თითოეული გაფართოება უნდა დაიწყოს "."-ით და გამოიყოს ";"-ით. მაგალითად: ``".blend;.ble"``ბედი (შეიძლება, უკეთ გამოიყურებოდეს, ნაკლებად აკურატულია)წინწინ ღერძიგზების პირდაპირი მიდევნებაგადაუშვი სიმულაციის შენატანის კვანძის შედეგი პირდაპირ გამონატანის კვანძში და დააიგნორირე კვანძები სიმულაციის ზონაშიწინ/უკანნაპოვნია შეკვრების ურთიერთშეუთავსებელი სიგნატურებინაპოვნია ჩაკეტვების ურთიერთშეუთავსებელი სიგნატურებიფურნიე-ფორენდიფურნიე-ფორენდის ფაზის ფუნქცია, გამოიყენება წყალქვეშა გარემოში სინათლის გაბნევისთვისმეოთხებრაუნ-კონრადის მეოთხე რიგის რადიალური გამრუდების მეოთხე კოეფიციენტიFoveon (Sigma)ფრაქტალიფრაქტალის ბრაუნის მოძრაობა, გამოიყენე ბრაუნის ხმაური საფუძვლადფრაქტალური ხმაურის ალგორითმიფრაქტალის შემთხვევითობის კოეფიციენტიწილადიწილადის რეჟიმისინათლის მონაკვეთი, რომელიც უკუმიმართულებით გაიბნევაფეომელანინის წილი მელანინში იძლევა ფერებს მოყვითალოდან მოწითალომდე, ეუმელანინის მოყავისფრო და შავი ფერებისგან განსხვავებითდანაწევრებული დაბრკოლებებიდანაწევრებული დაბრკოლებები აუმჯობესებს და ათანაბრებს დენად გარემოსა და დაბრკოლებას შორის ზღვარსკადრიკადრი %dკადრი %d / %dკადრი %d: %sკადრი '%s' ვერ მოიძებნა, ანიმაცია სრული უნდა იყოსკადრზე დამოკიდებული სისწრაფეკადრების სათვალავიკადრების ჩაგდებაკადრის დასასრულიკადრის ფაილის მისამართიკადრის ინტერპოლაციაკადრი დაბლოკილიაკადრებზე განაწილება ახალიკადრებზე განაწილება ძველიმოჩარჩოების მეთოდიკვანძების ჩარჩოკადრის ნომერიკადრთა ნომრებიკადრის აცდენაკადრის გადაფარებაკადრების დიაპაზონიკადრთა დიაპაზონი წინკადრთა დიაპაზონის დასაწყისიკადრების სიხშირეკადრების წინასწარ დაყენებული სიხშირეებიკადრთან მიმართებაშიკადრის მასშტაბიმონიშნულის მოქცევა ჩარჩოშიმონიშნული კვანძების ჩარჩოში მოქცევაკადრის მონიშვნა საექსპოზიციო ფურცელშისაწყისი კადრიკადრის ნაბიჯიკადრის ტიპიკადრზე ნომერი %d კადრი უკვე არსებობსამ ნომერ %d კადრზე უკვე არსებობს კადრიკადრი, რომელზეც მთავრდება სიმულაციებიკადრი, რომელზეც იწყება სიმულაციებიამ შრისთვის ამჟამად ასახული კადრიეს კადრი ნომერ %d კადრზე არ არსებობსკადრი აბსოლუტური სოლებისთვისკადრი მონიშნულია საექსპოზიციო ფურცელში რედაქტირებისთვისანოტაციის შრეში კადრი ვერ მოიძებნაკადრის ნომრის მარკერს საკვანძო ფაზა ადევსშენატანი ლენტის კადრის ნომერიზუსტად მიმდინარე კადრის მომდევნო საკვანძო ფაზის ნომერიზუსტად მიმდინარე კადრის წინა საკვანძო ფაზის ნომერიშენატანი ლენტის კადრის ნომერიიმ კადრის ნომერი, რომელზეც მოცულობის ბადეები ჩაიტვირთება, სცენის დროისა და მოცულობის პარამეტრების საფუძველზეიმ კადრის ნომერი, რომელზეც ნაწილაკების გამოცემა უნდა დაიწყოსიმ კადრის ნომერი, რომელზეც ნაწილაკების გამოცემა უნდა შეწყდესმითითებული ქმედების გამოსათვლელი კადრიკადრის აცდენა, რომელიც გამოიყენება სიმულაციის ქეშიდან ჩატვირთვისას. სიმულაციის ცხობისას იგი მხედველობაში არ მიიღება, მხოლოდ ჩატვირთვისას.კადრი, რომელზეც სიმულაცია იწყებაკადრი, რომელზეც იწყება სიმულაცია (პირველი გამოცხობილი კადრი)კადრი, რომელზეც ჩერდება სიმულაციაკადრი, რომელზეც ჩერდება სიმულაცია (ბოლოს გამოცხობილი კადრი)კადრების დამკვრელი IRIDAS-ისგანკადრების დამკვრელი Tweak Software-ისგანკადრის დასაწყისი/დასასრული, მითითებული არაანიმაციურ რენდერშიკადრი, რომლითაც მთავრდება მოდიფიკატორის ზეგავლენა (თუ კადრების დიაპაზონის შეზღუდვა გამოიყენება)კადრი, რომლითაც სრულდება მოდიფიკატორის ზეგავლენა (თუ შესაძლებელია)კადრი, რომლითაც იწყება მოდიფიკატორის ზეგავლენა (თუ კადრების დიაპაზონის შეზღუდვა გამოიყენება)კადრი, რომლითაც იწყება მოდიფიკატორის ზეგავლენა (თუ შესაძლებელია)მოაჩარჩოვე თვისება კურსორის ქვეშ გრაფიკების რედაქტორშიდააჩარჩოვე მთლიანად მასივის თვისება და არა მხოლოდ კურსორის ქვეშ მოქცეული ინდექსიკადრი, რომელზეც ეს საკონტროლო წერტილი ჩნდებაკადრი, რომელზეც ანიმაციის დარენდერება უნდა დამთავრდეს. თუ მითითებული არაა, სცენის დამასრულებელი კადრი იქნება გამოყენებული. ამის მითითება მხოლოდ ანიმაციის დარენდერებისთვისაა საჭიროკადრი, რომელზეც უნდა დაისვას საკვანძო ფაზაკადრი, რომელზეც ანიმაციის დარენდერება უნდა დაიწყოს. თუ მითითებული არაა, სცენის ქა჏ყიქი კადრი იქნება გამოყენებული. ამის მითითება მხოლოდ ანიმაციის დარენდერებისთვისაა საჭიროკადრი, რომელზეც კადრების გავრცელება უნდა შეწყდეს ('კადრის წინ' რეჟიმისთვის)კადრი, რომელზეც სოლი დაემატებაკადრი, რომელზეც მონიშნული ლენტები მიეკრობაკადრი, რომელშიც მონიშნული ლენტები გაიპობაკადრი, სადაც ცხობა მთავრდებაკადრი, სადაც ცხობა იწყებაკადრი:კადრი: %dკადრი: %d / %dკადრი: - / %dკადრი: {:d} ({:s})FrameCyclerკადრთა ქი჎შირიქ ბაზაკადრთა სიხშირე, გამოხატული კადრებში წამზეკადრებიმომდევნო კადრებიწინმსწრები კადრებიკადრების ლიმიტიკადრები სცენის კადრის აბსოლუტურ დიაპაზონშიკადრები გრიზ ფენსილის საკვანძო ფაზების შეფარდებით დიაპაზონშიკადრები წამშიმიმდინარე ლენტის შემდეგ ჩასასმელი კადრებიკადრები {} - {}კადრები: {}თავისუფალითავისუფალი ღერძიდენადი ნივთიერების მთელი სიმულაცის გათავისუფლებადენადი ნივთიერების მონაცემების გათავისუფლებადენადი ნივთიერების მიმართვის გათავისუფლებადენადი ნივთიერების მეშის გათავისუფლებადენადი ნივთიერების ხმაურის გათავისუფლებადენადი ნივთიერების ნაწილაკების გათავისუფლებათავისუფალი სახელურითავისუფალი სახელური მონიშნულიათავისუფალი მიმოხედვათავისუფალი უდანაკარგო აუდიო კოდეკიგაათავისუფლე ცხობა წარმოქმნის მაგივრადთავისუფალი ანოტაციის ესკიზების რვეულითავისუფალი ჏ირი, რომელიც ჩანახატის ნაწილს განსაზღვრავსთავისუფალი მოსმის წირები, რომლებიც განსაზღვრავენ ჩანახატს ამ კადრშიდენადი ნივთიერების გამოთავისუფლება...FreestyleFreestyle-იქ ალფაFreestyle-იქ ანიმაციაFreestyle-იქ ფერიFreestyle-იქ გეომეტრიაFreestyle-იქ ხაზიFreestyle-იქ ხაზთა ნაკრებიFreestyle-იქ ხაზის სტილიFreestyle-იქ ხაზების სტილებიFreestyle-იქ ნიშანიFreestyle-იქ მოდულიFreestyle-იქ ანაწყობებიFreestyle-იქ მონასმებიFreestyle-იქ ტექსტურაFreestyle-იქ სისქეFreestyle-იქ ხაზის სტილი, მრავალჯერ გამოყენებადი სხვადასხვა ხაზთა ნაკრებებისთვისFreestyle-იქ ანაწყობები ხედშრის მონაცემთა ბლოკისათვისFreestyle: მეშის ჩატვირთვაFreestyle: მონასმის რენდერიFreestyleი: ხედის რუკის შექმნაახალიგლუვიგამოხშირვის გაყინვაოპერატორის გაყინვაგაყინე ხედის გამოხშირვის ზღუდეებიფრანგული - Françaisსიხშირესიხშირის მოკვეცა (ჰც)ნაწნავების ქი჎შირიქ კოეფიციენტიკულულების ქი჎შირიქ კოეფიციენტიპერლინის ხმაურის სიხშირეჰაპტიკური ვიბრაციის სიხშირე ჰერცებში. 0.0 აკონკრეტებს OpenXR-იქ შესრულების ნაგულისხმებ სიხშირეს.ფრენელიფრენელის ტიპიფრენელის გამტარი ყოველი ფერის არ჎იქ რთული გარდატეხის ინდექსზე დაყრდნობითლითონის შესაფერად გამოყენებული ფრენელის მეთოდიFribidi ბიბლიოთეკახახუნიხახუნის კოეფიციენტიხახუნი ქსოვილის შეჯახებებისთვისხახუნის ძალა, თუ შეჯახება მოხდა (უფრო მაღალი = ნაკლებ მოძრაობას)ხახუნი საკუთარ თავთან კონტაქტისასმეგობარიაწეწვათმის წირების აწეწვა-დანაქტიურიდანმიმდინარე კადრიდანგარსებიდანმაინსტანცირებლიდანმარცხნიდანმაქსიმუმიდანმაქსიმალური X-იდანმაქსიმალური Y-იდანმაქსიმალური Z-იდანმინიმუმიდანმინიმალური X-იდანმინიმალური Y-იდანმინიმალური Z-იდანმიქსიდანრეჟიმიდანკვანძიდანმარჯვნიდანჩრდილიდანბუდიდანაქტიური კვანძიდანელიფსოიდისგან (ფორმას განსაზღვრავს მზღუდავი ჩარჩოს პროპორციები, სამიზნე არასავალდებულოა)კვანძიდანკვანძიდან დაკავშირებული მონიშნულ კვანძთანბუდიდანბუდიდან დაკავშირებული მონიშნულ კვანძთანპირველი საკვანძო ფაზიდან უკანასკნელამდეპირველი მონიშნული საკვანძო ფაზიდან უკანასკნელამდეწინწინა (X-Z)მხოლოდ წაღმა წახნაგებიწინა ორთოგრაფიულიწინა პერსპექტიულიწახნაგის წაღმა მხრის მილევაწინ/უკანსაწვავისაწვავის ველისრულიკოლექციის სრული იერარქიასრული ასლისრული გლობალური განათებასრული ID სახელი ბიბლიოთეკის .blend ფაილში (ორი წამყვანი 'id ტიპის' ასონიშნის ჩათვლით)ბიბლიოთეკის სრული მისამართისრული სახელისრული მისამართისრული SMPTE დროის კოდირება (ფორმატია HH:MM:SS:FF)სრული ნიმუშისრული შერწყმა მანძილის მიხედვითBlender-იქ აჼტიური აქტივის შემცველი ფაილის სრული მისამართისრული სიზუსტესრული სიზუსტე საბოლოო რენდერებისათვის, სხვა შემთხვევაში - სანახევრო სიზუსტესრული გარჩევადობასრული კადრიფუნქციის კვანძიბეწვის მასალაფურლონგებიარამკაფიოობა შეჯახების დროს, მაღალი მნიშვნელობები შეჯახების დამუშავებას აჩქარებს, მაგრამ ნაკლებად სტაბილურიაბუნდოვანიGGXGGX დამატებითი კორექციით, რათა აანაზღაუროს მრავალჯერადი გაბნევა, შეინარჩუნოს ენერგია და თავიდან აიცილოს ჩამუქება მაღალ სიხეშეშეზეGL ტექსტურის ლიმიტიGLSLGPUGPU ბექენდიGPU-თი გამოთვლაGPU ინსტანციებიGPU დაყოფაგამოსაყენებელი GPU ბექენდი (ცვლილებების ძალაში შესასვლელად Blender-იქ გადატვირთვას საჭიროებს)GP_შრეGP_პალიტრაშეკრებითიაეროგრაფიყველაჩამაგრებულიავტომატური აჩქარებაუკანორივეხტუნვაზღვარიშუალაფუნჯის ტიპიხუფების ტიპიჩრდილის დაგდებაწრიულიკლონირებაჩაკეტვის რეჟიმითანადროულიკუბურიწირიმორგებულიგაქრობაშუაში განქარწყლებამოუნიშნავის განქარწყლებაწერტილებიგასათრევი წერტილიდინამიკური ეფექტებიაჩქარებააჩქარება და შენელებაშენელებააჩქარების მრუდიმილევა (სიძლიერის მიხედვით)ელასტიკურიექსპონენტურიგანვრცობაუკიდურესიშევსებაშევსების სტილიგაფილტრვა ტიპის მიხედვითბრტყელიჯი-ფენსილიწარმოქმნილიბღაუჭაგრადიენტიგანათებულიგანათებული (დახურული ფორმები)ინტერპოლაციარყევასაკვანძო ფაზასაკვანძო ფაზის ტიპისაკვანძო ფაზებიმწკრივილაინარტიწრფივიმასალის რეჟიმიშერევარეჟიმიმოძრაობის დაკავებაახალიარაფერიჩქმეტაწერტილიმიწოლაკვადრატულიმეოთხე რიგისმეხუთე რიგისრადიუსიგაშემთხვევითებამრგვალითანმიმდევრობითიმოჩრდილულიჩრდილის მონაკვეთის ფილტრაციასინუსოიდურიდაგლუვებამყარიგამოტოვებასაფეხურებისიძლიერემონასმიმონასმის მეთოდიმონასმის რეჟიმიშტრიხის სტილისჲუზენიტექსტურასისქემოგრეხვატიპიტალღაჯი-ფენსილის ინტერპოლაცია: ჯი-ფენსილის ძერწვის ანაწყობებიგაბორის ტექსტურაგაძლიერებაგეიმპადიგამაგამა კორექტირებულიგამის წაფენის ლენტიგამაკორექტირებულიტონების გადანაწილების შემდეგ დადებული გამა კორექციის კოეფიციენტიგამა კორექციის მნიშვნელობა, გამოიყენება, როგორც ფერი^გამა. გამა აკონტროლებს შუა ტონების ინტენსიურობას სრულ შავსა და სრულ თეთრთან შედარებაშიწყვეტანაპრალი 1ნაპრალი 2ნაპრალი 3ნაპრალის ამოვსებაშუალედი თანმიმდევრულ სიხშირეებს შორისწყვეტა თანმიმდევრობით სიხშირეებს შორის. ამისგან ეფექტის მისაღებად სიღრმე 0-ქ უნდა აღემატებოდესნაგავინაგვის შეგროვების სიხშირეამოკლების ნიღაბიაირიგაუსისგაუსის გაბუნდოვნების ეფექტიგაუსის გაბუნდოვნების ლენტიგაუსის გაბუნდოვნების ეფექტიგაუსის ფილტრიზოგადიზოგადი ინფორმაციაზოგადი მასის სიდიდეზოგადი უკუგდებამონაცემთა ბლოკის მენეჯმენტის ზოგადი ოპერაციებიზოგადი მედიის ხახუნი წერტილთა მოძრაობისთვისზოგადი თვისებები გრიზ ფენსილის მონასმის საძერწი ხელსაწყოებისათვისზოგადი ანაწყობებიატრიბუტის ზოგადი ტიპიწარმოქმნაგრიზ ფენსილის კადრების გლუვი ინტერპოლაიცისთვის წარმოქმენი 'შუალედები'წარმოქმენი 'შიდა' გადახედვები (მასალები, ტექსტურები, გამოსახულებები და სხვ.)კონტროლის წარმოქმნამონაცემთა შრეების წარმოქმნადეფორმირების ძვლის წარმოქმნაქაფის წარმოქმნაწარმოქმები გაბორის ხმაურითმის წირების წარმოქმნაწარმოქმენი ლაინ არტი სცენის გეომეტრიებისგანწარმოქმენი ლაინ არტიქ მონასმები მონიშნული წყაროსგანნორმალების წარმოქმნაგარეკანის წარმოქმნაშხეფების რუკის წარმოქმნაწარმოქმენი UV ატრიბუტის მონაცემები ჏ირიქ გეომეტრიაზეUV-ქ წარმოქმნაწარმოქმენი უორლის ხმაური შემთხვევით წერტილებამდე მანძილზე დაყრდნობით. როგორც წესი, გამოიყენება ისეთი ტექსტურების წარმოსაქმნელად, როგორიცაა ქვები, წყალი, ან ბიოლოგიური უჯრედებიწამორქმენი 2D ბეზიეს ჏ირი მოცემული სამართავი წერტილებისა და სახელურებისგანწარმოქმენი მასალების MaterialX ქსელისმიერი რეპრეზენტაციაწარმოქმენი UV რუკა ნაკერიანი წიბოების მიხედვითცარიელი გამოსახულების წარმოქმნაწარმოქმენი დეფოკუსირების მსგავსი, ბოკეს ტიპის გაბუნდოვნება. დეფოკუსირებისგან განსხვავებით, ფოკუსში მოქცეული მონაკვეთი კომპოზიტორის მიერაა განსაზღვრულიწარმოქმენი ჭადრაკული ტექსტურაწარმოქმენი წიბოების წრიული რგოლიკონუსური მეშის წარმოქმნაწარმოქმენი კუბისებრი მეში გვერდების ცვლადი სიგრძეებითა და დანაყოფებითწირის წარმოქმნა მეშისგანწარმოქმენი ჏ირი ფაქტორიზებული, ან განვრცობილი მრავალწევრის გამოყენებითწარმოქმენი ჏ირი ისეთი სტანდარტული მათემატიკური ფუნქციების გამოყენებით, როგორებიცაა სინუსი და კოსინუსიცილინდრული მეშის წარმოქმნაწარმოქმენი ნაგულისხმები UV რუკაწარმოქმენი მკვრივი მოცულობა ველით, რომელიც ბადის თითოეულ ვოქსელთან აკონტროლებს სიმკვრივეს, პოზიციის მიხედვითწარმოქმენი ჭუჭყიქ რუკის გრადიენტი ჩაღრმავების მიხედვითწარმოქმენი კოეფიციენტის მნიშვნელობა (0.0-დან 1.0-მდე) სცენის ქა჏ყიქ და დასასრულის დროებს შორის, ჏ირიქ განაწილების მეშვეობითწარმოქმენი ნისლის მოცულობის სფერო ყოველი წერტილის ირგვლივწარმოქმენი შემავალი კვანძის ბუდეწარმოქმენი მეში მოცულობის "ზედაპირზე"წარმოქმენი მეში მოცულობითი ბადის "ზედაპირზე"წარმოქმენი მეში XY სიბრტყეზე, შემავალ წირებს შიგნით წახნაგებითწარმოქმენი მეშის წვერო თითოეული წერტილისთვის წერტილთა ღრუბელშიწარმოქმენი კრიპტოკაშეს უფრო აკურატული გადავლაწარმოქმენი ოკეანის მოძრავი ზედაპირიწარმოქმენი ახალი ზედაპირი რეგულარული ტოპოლოგიით, რომელიც შენატანი მეშის ფორმას მიუყვებაწარმოქმენი ნორმალის ვექტორი და სკალარული ნამრავლიწარმოქმენი გამომავალი კვანძის ბუდეწარმოქმენი ტექსტის აბზაცი კონკრეტული შრიფტით, ჏ირიქ ინსტანციის გამოყენებით თითოეული ასონიშნის შესანახადამობურცულობის რუკისთვის წარმოქმენი არეული ნორმალი სიმაღლის ტექსტურისგან. როგორც წესი, გამოიყენება ზედმიწევნით დეტალიზებული ზედაპირებისთვისწარმოქმენი არეული ნორმალი RGB ნორმალების რუკის გამოსახულებისგან. როგორც წესი, გამოიყენება მაღალი დეტალიზების ზედაპირის ყალბი შესახედაობისთვისწარმოქმენი დროებით ჩამნაცვლებელი (ცარიელი ID), თუ ვერცერთი ბიბლიოთეკის ფაილში ვერ მოიძებნაწარმოქმენი სიბრტყული მეში XY სიბრტყეზეწარმოქმენი წერტილთა ღრუბელი წირების გაყოლებაზე პოზიციების სემპლირების გზითწერტილთა ღრუბლის წარმოქმნა მეშის წვეროებისგანწარმოქმენი წერტილთა ღრუბელი მოცულობითი ბადის აჼტიური ვოქსელებისგანწარმოქმენი წერტილთა ღრუბელი ველების მიერ განსაზღვრული პოზიციებითა და რადიუსებითწარმოქმენი პოლისფლაინის რკალიწარმოქმენი პოლისფლაინის წრეწირიწარმოქმენი პოლი სფლაინი თითოეული შემავალი სფლაინისთვისწარმოქმენი პოლი სფლაინი პარაბოლას ფორმით, სამართავ წერტილთა პოზიციებითწარმოქმენი სპირალური ფორმის პოლი სფლაინიწარმოქმენი პოლი სფლაინი ვარსკვლავის ფაქტურით, ორი წრეწირის წერტილთა მონაცვლეობითი შეერთების გზითწარმოქმენი პოლი სფლაინი ორი წერტილითწარმოქმენი მრავალკუთხედი ოთხი წერტილითპროცედურული ციქ ტექსტურის წარმოქმნაწარმოქმენი პროცედურული ტექსტურა აგურების შესაქმნელადწარმოქმენი ფსიქედელიკური ფერადი ტექსტურაწარმოქმენი შემთხვევითი მთელი რიცხვი მოცემული შემავალი მნიშვნელობის პირველსაწყისად გამოყენებითწარმოქმენი მითითება გეომეტრიაზე თითოეულ შემავალ წერტილთან, მისი საფუძვლის მონაცემების დუბლიკაციის გარეშეწარმოქმენი რიგი მეტარიგის აჼტიური არმატურისგანწარმოქმენი შ.კ.-იქ ფეხის თითის ცალკეული სამართავი შ.კ-იქ/პ.კ.-იქ უკეთესი მიკვრისთვისწარმოქმენი ცოცია მუხლის ტრიალის თითის წვერის გარშემო განსათავსებლად და არა თითის ძირთანწარმოქმენი სფერული მეში, რომელიც თანაბარი ზომის სამკუთხედებისგან შედგებაწარმოქმენი სფერული მეში ოთხკუთხედებით, ზემოთა და ქვემოთა სამკუთხედების გამოკლებითწარმოქმენი მოცემული შემავალი მნიშვნელობის სტრიქონული რეპრეზენტაციაწარმოქმენი მხების მიმართულება ანიზოტროპიული BSDF-ისთვისპ.კ.-იქ მართვის ჯაჭვის წარმოქმნაწარმოქმენი პირდაპირი კინემატიკის სამართავი ჯაჭვი საცეცისთვისწარმოქმენი OBJ ჯგუფი გეომეტრიის ყოველი ნაწილისთვის, რომელიც სხვა მასალას იყენებსწარმოქმენი OSL იერფერი ფაილიდან, ან ტექსტურ მონაცემთა ბლოკიდან. შენიშვნა: OSL იერფერებს ყველა GPU ბექენდზე არ აქვს მხარდაჭერაწარმოქმენი პრინციპული BSDF-იქ კვანძის ქსელის USD გადახედვის ზედაპირის იერფერისმიერი მიახლოებითი რეპრეზენტაციაწარმოქმენი თითოეული მონიშნული შემავალი ელემენტის ასლების პირობითი რაოდენობაწარმოქმენი და დააექსპორტე Mantaflow სკრიპტი მიმდინარე სამოქმედო არეალის ანაწყობებიდან ცხობის დროს. ეს მხოლოდ მაშინაა საჭირო, თუ ქეშის ანალიზს გეგმავ (მაგ.: ბადეების, ქი჊ჼარიქ ვექტორების, ნაწილაკების ნახვა) უშუალოდ Mantaflow-ში (Blender-იქ გარეთ) სიმულაციის გამოცხობის შემდეგ.წარმოქმენი მიახლოებითი კაუსტიკა გარდამტეხი ზედაპირების ჩრდილებში. ამის ჩასართავად სინათლეებს, გამომცემ და მიმღებ ობიექტებს ჩრდილის კაუსტიკის ვარიანტები დაყენებული უნდა ჰქონდეთწარმოქმენი კოლექციების გადახედვებიწარმოქმენი კუთხის მოხრილობის მიხედვით შეწონილი ნორმალებიწერტილ-ტირეანი სტილის მონასმების წარმოქმნაწარმოქმენი წახნაგის ფართობის მიხედვით შეწონილი ნორმალებინაკვთური ხაზების წარმოქმნა ამ კოლექციისთვისნაკვთების ხაზების წარმოქმნა ამ ობიექტის მონაცემებისგანწარმოქმენი წილადნიშნა ბუფერიწარმოქმენი ჼაფიქ ნიღაბი, როგორც წვეროს ფერის არხიფრაქტალური პერლინის ხმაურის წარმოქმნაწარმოქმენი მაგარი ხმაური (მკვეთრი გარდასვლები)წარმოქმენი გამოსახულება ბოკეს ფორმით, ბოკეს გაბუნდოვნების ფილტრის კვანძთან გამოსაყენებლადწარმოქმენი ინტერპოლირებული ფერისა და ინტენსიურობის მნიშვნელობები შემავალ ვექტორზე დაყრდნობითწარმოქმენი გადაკვეთის ხაზები იმ ობიექტებთანაც კი, რომლებსაც გადალვეთა გათიშული აქვსწარმოქმენი სინათლის/ჩრდილის განმაცალკევებელი ხაზები მითითების სინათლის ობიექტისგანწარმოქმენი შხეფების მიმართულების რუკა, როგორც წვეროთა ფერების არხიწარმოქმენი კაშე ინდივიდუალური ობიექტებისთვისა და მასალებისთვის, კრიპტოკაშეს რენდერის გადავლების გამოყენებითწარმოქმენი მოძრაობის ტრაექტორიები მონიშნული ობიექტებისთვისწარმოქმენი რამდენიმე მონასმი ორიგინალი მონასმების გარშემოერთი მონასმისგან რამდენიმე მონასმის წარმოქმნაწარმოქმენი ახალი წირები წერტილებზე, არსებულ წირთა შორის ინტერპოლაციის მეშვეობითწარმოქმენი ახალი სოლები მონიშნული ობიექტების/ძვლების კამერაზე ფიქსირებისთვის არასაკვანძო კადრებშიწარმოქმენი ახალი მეშის ტოპოლოგია ახლანდელი ფორმის საფუძველზეწარმოქმენი ახალი წვეროები, წიბოები, ან წახნაგები მონიშნული ელემენტებისგან და გადაიტანე ისინი აცდენაზე დაყრდნობით, თან თავიანთი მიჯნით დაკავშირებული დატოვეწარმოქმენი ხმაურის რხევა გრიზ ფენსილის მონასმებშიწარმოქმენი ობიექტების გადახედვებიწარმოქმენი ოკეანის ზედაპირის გეომეტრია დადგენილი გარჩევადობითწარმოქმენი წერტილები ინსტანციების სათავეებთან. შენიშვნა: ჩადგმული ინსტანციები ამ კვანძის ზემოქმედებას არ განიცდისწერტილების წარმოქმნა მოცულობის შიგნითწარმოქმენი წერტილები მოცულობითი ბადის შიგნითწარმოქმენი მეშის ზედაპირზე გაშლილი წერტილებიწარმოქმენი პროცედურული ზოლები, ან რგოლები ხმაურითწარმოქმენი სცენების გადახედვებიარჩეული .blend ფაილის გადახედვების გენერირებაწარმოქმენი დაქანებული კუთხეები მეშის წიბოების, ან წვეროებისთვის გეომეტრიის დამატების მეშვეობითნაგულისხმებად წარმოქმენი სიგლუვის ჯგუფების იდენტიფიკატორი გლუვ წახნაგთა თითოეული ჯგუფისთვის, როგორც უნიკალური მთელი სიდიდეწარმოქმენი რბილი ხმაური (თანაბარი გარდასვლა)წარმოქმენი მონასმები Freestyle-ისად აღნიშნული წიბოებისგანწარმოქმენი მონასმები წინაღობის დონეებისგანწარმოქმენი მონასმები მასალებს შორის არსებული საზღვრებისგანმონასმების წარმოქმნა კონტურული ხაზებისგანმონასმების წარმოქმნა ნაკეციანი კიდეებისგანმონასმების წარმოქმნა გადაკვეთებისგანწარმოქმენი მონასმები დაუმაგრებელი წიბოებისგანმონასმების წარმოქმნა ამ კოლექციის ობიექტებისგანმონასმების წარმოქმნა ამ ობიექტისგანტექსტურ ფაილში შენახული სისტემური ინფორმაციის წარმოქმნაწარმოქმენი მხები მიმართულებები UV რუკაზე დაყრდნობითწარმოქმენი მნიშვნელობები ჩაშენებული ფუნქციის გამოყენებითწარმოქმენი წვეროთა წონები ობიექტამდე მანძილის მიხედვითწარმოქმენი წვეროთა წონები მონასმის კუთხის მიხედვითწარმოქმენი წვეროები მწკრივში და წიბოებით დააკავშირეწარმოქმნილიწარმოქმნილი კოორდინატებიწარმოქმნილი გეომეტრიაწარმოქმნილი სიმაღლეწარმოქმნილი საკვანძო ფაზაწარმოქმნილი საკვანძო ფაზა, მონიშნულიწარმოქმნილი მატრიცაწარმოქმნილი ტიპიწარმოქმნილი სიგანეწარმოქმნილი კოორდინატები ცენტრირებული დინების ობიექტზეწარმოქმნილი კოორდინატები მშობელი ობიექტის სივრცეშიწარმოქმნილი ბადე UV გადანაწილების დასატესტადწარმოქმნილი გამოსახულებაწარმოქმნილი გამოსახულების სიმაღლეწარმოქმნილი გამოსახულების ტიპიწარმოქმნილი გამოსახულების სიგანეწარმოქმნილი გაუმჯობესებული UV ბადე UV გადანაწილების დასატესტადწარმოქმნილი შუალედური წერტილები თაგვის ძალიან ქ჏რაფი მოძრაობებისთვის (გასათიშად დააყენე 0-ზე)წარმოქმენი წახნაგის ფართობისა და ასევე, დახრილობის მიხედვით შეწონილი ნორმალებიგარდაქმნის წარმოქმნილი მატრიცა სამყაროსეულ სივრცეშისარკმელში წახნაგების ნაკრებთა დასარენდერებლად წარმოქმნის შემთხვევით ფერთა ახალ ნაკრებსწარმოქმნის სიმეტრიულ მეშს მეშის სიმეტრიის კონფიგურაციის გამოყენებითზედაპირის მეშზე წარმოქმნის თმის ახალ წირებსწარმოქმნის მომრგვალებულ კუთხეებიან ნორმალებს. შენიშვნა: მხოლოდ Cycles-ში აქვს მხარდაჭერა და შეიძლება, დარენდერება შეანელოსწარმოიმნება Cycles/EEVEE-სთან თავსებადი მასალა, მაგრამ {:s} ძრავაში ხილული არ იქნებასტუდიური განათების ხატულის წარმოქმნა...ხატულის გადახედვის წარმოქმნა...იერფერის გადახედვის წარმოქმნა...იერფერთა გადახედვების წარმოქმნა...ლენტების გადახედვათა წარმოქმნა...ლენტების მიკროასლების წარმოქმნა...წარმოქმნაწარმოქმნის საგნებიწარმოქმნამ გამონაკლისი ამოაგდო: წარმომქმნელი მოდიფიკატორები აღმოჩენილია!გენერატორის F-მოდიფიკატორიზოგადი ტიპისზოგადი დაკვანტვის ბიტებიზოგადი დრეკადობაზოგადი მონაცემები, რომლებიც ფერი არაა, არ მოახდენს ფერის გარდაქმნას (მაგ.: ნორმალების რუკები)ზოგადი ტიპის ძერწვის განვრცობის ოპერატორიგეოდეზიურიგეოდეზიური საფეხურიზედაპირების გეომეტრიული სისქე ქ჏რაფი გლობალური განათებისა და გარემომცველი წინაღობის გამოთვლისას. ამცირებს სინათლის გაჟონვასა და დაკარგულ კონტაქტურ წინაღობას.გეომეტრიები, რომლებიც თავიანთი ელემენტების კონკატენაციის გზით უნდა შეუერთდნენ ერთმანეთსგეომეტრიაგეომეტრიის ატრიბუტიგეომეტრიის ატრიბუტის ბორკილიგეომეტრიის კომპონენტიგეომეტრიის მორგებული ჯგუფიგეომეტრიული მონაცემებიგეომეტრიის დასასრულის კოეფიციენტიგეომეტრიული შენატანიგეომეტრიული საგნის ტიპიგეომეტრიის მოდიფიკატორებიგეომეტრიის კვანძიგეომეტრიის კვანძების რედაქტორიკვანძის გეომეტრიის ბუდეგეომეტრიის კვანძის ბუდის ინტერფეისიგეომეტრიის კვანძოვანი ხეგეომეტრიის კვანძებიგეომეტრიული კვანძების ინსტანციები (ექსპერიმენტალური)გეომეტრიის კვანძთა სიებიგეომეტრიის აცდენაგეომეტრიის პროცესირებაგეომეტრიის სიახლოვეგეომეტრიის ნიმუშებიგეომეტრიული წყებაგეომეტრიის სივრცეგეომეტრიის დასაწყისის კოეფიციენტიგეომეტრიის მიჯნაგეომეტრიის ატრიბუტიგეომეტრიის ატრიბუტი, რომელიც ინახავს 2D მთელ სიდიდეებსგეომეტრიის ატრიბუტი, რომელიც ინახავს 8-ბიტიან მთელ რიცხვებსგეომეტრიის ატრიბუტი, რომელიც ინახავს RGBA ფერებს წილადნიშნა სიდიდეებად, თითო არხზე 32-ბიტის გამოყენებითგეომეტრიის ატრიბუტი, რომელიც ინახავს RGBA ფერებს, როგორც დადებით მთელ რიცხვებიან სიდიდეებს თითო არხზე 8-ბიტის გამოყენებითგეომეტრიის ატრიბუტი, რომელიც 4 4-ზე წილადნიშნა მატრიცას ინახავსგეომეტრიის ატრიბუტი, რომელიც ინახავს ბულის მნიშვნელობებსგეომეტრიის ატრიბუტი რომელიც ინახავს წილადნიშნა 2D ვექტორებსგეომეტრიის ატრიბუტი, რომელიც ინახავს წილადნიშნა 3D ვექტორებსგეომეტრიის ატრიბუტი რომელიც ინახავს წილადნიშნა მნიშვნელობებსგეომეტრიის ატრიბუტი, რომელიც ინახავს მთელ სიდიდეებსგეომეტრიის ატრიბუტი, რომელიც ბრუნვას ინახავსგეომეტრიის ატრიბუტი, რომელიც სტრიქონებს ინახავსგეომეტრიის ატრიბუტებიგეომეტრიის აღება თავად რედაქტირებული ობიექტიდან შეუძლებელიაგეომეტრიის აღება მოდიფიკატორის ობიექტიდან შეუძლებელიაგეომეტრიის ფერის ატრიბუტებიგეომეტრიის კომპონენტები:გეომეტრიის არე, რომელზეც ხდება იტერაციაგეომეტრიული ელემენტის ტიპი, რომელზეც ინსტანცია უნდა შეიქმნასმიმდინარე იტერაციაში წარმოქმნილი გეომეტრია. შეუერთდება გეომეტრიებს ყველა სხვა იტერაციიდანგეომეტრიის მოდიფიკატორი '%s' ვერ მოცილდაგეომეტრიის მოდიფიკატორები ხაზის გეომეტრიის შესაცვლელადგეომეტრიის კვანძებიგადანაცვლების თითოეული ქაფ჎ურიქ შემდეგ გამოსაყენებელი გეომეტრიული პროცესიგეომეტრიის ბუდე კვანძშიგეომეტრია, რომელიც ინსტანცირებულია წერტილებზეგეომეტრია, რომელიც ინსტანცირებულია გაბნეულ წერტილებზეგეომეტრია ინსტანციადგეომეტრია სათავესთანთითოეული ჏ირიქ ბოლოში დასამატებელი გეომეტრიათითოეული ჏ირიქ დასაწყისში დასამატებელი გეომეტრიაგეომეტრია, რომელსაც უნდა მიეკუთვნოს მასალაგეომეტრია, რომელსაც უნდა დაეცეს სხივებიგეომეტრია რომლის შემომსაზღვრელი ჩარჩოც უნდა გამოითვალოს. შემომსაზღვრელი ჩარჩოს სრულად გამოთვლამდე ინსტანციები უნდა რეალიზდესგეომეტრია, რომლიდანაც უნდა წაიშალოს ელემენტებიგეომეტრია, რომლის ელემენტების დუბლიკაციაც უნდა მოხდესგეომეტრია, რომელზეც უნდა შეფასდეს მოცემული ველები და შეინახოს შედეგად მიღებული ატრიბუტები. გეომეტრიის ყველა ტიპი მხარდაჭერილიაგეომეტრია, რომელზეც უახლოესი წერტილი უნდა მოიძებნოსგეომეტრია, რომლის შეკვრაც უნდა იქნას აღებულიგეომეტრია, რომლის სამოქმედო არეალის ზომებიც უნდა იქნას მოპოვებული. განიხილება მხოლოდ ძირეული გეომეტრია და არა ქვეწყობილი ინსტანციებიგეომეტრია, რომლიდანაც სტატისტიკა უნდა იქნას აღებულიგეომეტრია, რომლის შეკვრაც უკუგდებული უნდა იქნასგეომეტრია, რომლის სახელიც უკუგდებული უნდა იქნასგეომეტრია, რომელსაც უნდა მოსცილდეს ატრიბუტებიგეომეტრია, რომელზეც უნდა განთავსდეს მასალებიგეომეტრია, რომელზეც მნიშვნელობის სინჯი უნდა იქნას ღებულიგეომეტრია, რომლის ელემენტებიც უნდა დამასშტაბირდესგეომეტრია, რომელსაც სიგლუვე უნდა დაუყენდესგეომეტრია, რომლის ელემენტებიც უნდა დალაგდესინსტანციებად გასაყოფი გეომეტრიაცალკეულ კომპონენტებად დასაყოფი გეომეტრიაორ ნაწილად გასაყოფი გეომეტრიაგეომეტრია იმ ახალი ატრიბუტის შესანახად, რომელსაც მოცემული სახელი აქვსგარდასაქმნელი გეომეტრიაგეომეტრია, რომელზეც ID ატრიბუტი უნდა განახლდესგეომეტრია, რომელზეც მასალების ინდექსები უნდა განახლდესგეომეტრია, რომლის მონიშვნაც უნდა განახლდესთმის რეზინის ინსტანციისთვის გამოყენებული გეომეტრია (პრიორიტეტული)გეომეტრია, რომლის ელემენტებზეც ხდება იტერაციაგეომეტრია, რომლის ინსტანციებიც (ნაწილობრივ) რეალიზებულიაგეომეტრიის კვანძებიქართული - ქართულიგერმანული - Deutschშეკვრის საგნის გამოტანაგაფართოებების მოპოვებაგეომეტრიის შეკვრის აღებამოიძიე ქიიქ ელემენტისახელდარქმეული ბადის აღებამოშორდი მოკუთვნებულ ობიექტს, ან სიგნალის ყველაზე ხმამაღალ მოკუთვნებულ წყაროსაიღე გეომეტრიის ბადეაიღე კვანძოვანი ჎იქ მისამართი სტრიქონადაიღე მოცულობის ბადე მოცულობის გეომეტრიიდან მითითებული სახელითდაწყებალანდილანდებიგიგავატებიგიმბალიდაუშვი წვდომა ამ მოდალური კლავიშრუკის საგნების შესაძლო მოვლენების მნიშვნელობებზე (#KeyMapItem.propvalue), API ინტროსპექციისთვისდაბადე არარეაგირებული ნაწილაკები დროთა განმავლობაშიმიეცი ტრაექტორიის სიგრძეს შემთხვევითი ვარიაციამიანიჭე მოდიფიცირებულ F-჏ირქ შემთხვევითობამიეცი ნაწილაკის დღეგრძელობას შემთხვევითი ვარიაციამიეცი ნაწილაკების ზომას შემთხვევითი ვარიაციამიეცი ქა჏ყიქ სიჩქარეს შემთხვევითი ვარიაციაგიზმოგიზმო Aგიზმო Bგიზმო ჯგუფის თვისებებიგიზმოს გამოყოფაპირველადი გიზმოგიზმოს თვისებებიმეორეხარისხოვანი გიზმოგიზმოს ზომახედთან მისადაგების გიზმოგიზმოთა ჯგუფს '%s' დაყენებული აქვს ვარიანტი 'PERSISTENT'!გიზმოთა ჯგუფი '%s' ვერ მოიძებნა!გიზმოების ჯგუფი, რომლის წევრიცაა ეს გიზმოგიზმოთა ჯგუფის ტიპი '%s' ვერ მოიძებნა!გიზმოს სამიზნე '%s.%s' ელის '%s'-ქ, '%s.'%s' არიქ '%s'გიზმოს სამიზნე თვისება '%s.%s' ელის მასივს სიგრძით %dგიზმოს სამიზნე თვისება '%s.%s' ელის მასივს სიგრძით %d, ნაპოვნია %dგიზმოს სამიზნე თვისება '%s.%s' ვერ მოიძებნაგიზმოს სამიზნე თვისება '%s.%s', ინდექსი %d უნდა იყოს %d-იქ ქვეშგიზმო კამერის ფოკუსური მანძილის, ან ორთოგრაფიული მასშტაბის შესაცვლელადგიზმო კამერის ფოკუსის მანძილის შესაცვლელად (დამოკიდებულია ლიმიტების ასახვაზე)გიზმო გამოსახულების ზომისა და მდებარეობის შესაცვლელადგიზმო მდებარეობის დასარეგულირებლადგიზმო ბრუნვის დასარეგულირებლადგიზმო მასშტაბირების დასარეგულირებლადგიზმო პროჟექტორისა და არეალის ზომების შესაცვლელადგიზმო სინათლის მიმართულების შესაცვლელადგიზმო ძალოვანი ველის შესაცვლელადგიზმოს ტიპი '%s' 3D გიზმო-ჯგუფისთვისაა. გამოძახება 'draw_select' ყენდება, სადაც მხოლოდ 'test_select' იქნება გამოყენებული.მანიპულატორის ტიპი '%s' უცნობიაგიზმოებიგიზმოები აჼტიური მოდიფიკატორისთვისამ ხედში დამალული გიზმოებიგიზმოები:კაშკაშიმინა (დამტვრეული)მინა (მთელი)მინის BSDFმინისებრი იერფერი, რომელიც გარდატეხასა და არეკლვას შეურევს განაპირა არეს კუთხეებთანGlob ფილტრიგლობალურიგლობალური +X მხებიგლობალური +Y მხებიგლობალური +Z მხებიგლობალური -X მხებიგლობალური -Y მხებიგლობალური -Z მხებიგლობალური კოორდინატებიგლობალური გრავიტაციაგლობალური თმაგლობალური განათებაგლობალური ზეგავლენა:გლობალური გარდაქმნაგლობალური ტიპიგლობალური გაუქმებაგლობალური Xგლობალური Yგლობალური Zეკრანის Ⴭირში მდებარე გლობალური ზოლი ზოგადი ქტატუქ ინფორმაციისთვისგლობალური ზოლი ეკრანის თავში თითოეული ფანჯრის გლობალური ანაწყობებისთვისგლობალური შვილობილი ნაწილაკების პროცენტიგლობალური შვილობილი ნაწილაკების პროცენტულობა რენდერისასგლობალური გრავიტაციის წონასაგნის გლობალური ინდექსი ინტერფეისის ყველა საგანს შორისმიმდინარე მოდიფიკაციების გლობალური ზეგავლენა წვეროთა ჯგუფზეგლობალური მაქსიმალური დაყოფის დონეგლობალური მაქსიმალური დაყოფის დონზე რენდერის დროსგლობალური სასურველი პარამეტრებიგლობალური სცენის იმ კადრის ნომერი, რომელზეც ეს ვიდეო იწყებს დაკვრას (ზემოქმედებს კლიპთან ასოცირებულ მონაცემებზე)გლობალური დაშორება ასონიშანთა შორისფილმის/თანამიმდევრობის გლობალური ქა჏ყიქი კადრი, ვარაუდით, რომ პირველ სურათს #1 აქვსთანამიმდევრობის გლობალური ქა჏ყიქი კადრი, ვარაუდით, რომ პირველს #1 აქვსგლობალური გაუქმება მუშაობს მეხსიერებაში თავად ფაილის სრული ასლის შენახვის მეშვეობით, ასე რომ, დამატებით მეხსიერებას იყენებსსაფეხურების ავტომატურად ნავარაუდებ ზომასთან ერთად გლობალურად დაარეგულირე მოცულობის დარენდერების დეტალურობაც. მაღალი მნიშვნელობები დარენდერების დროს ამოკლებს, ხოლო დაბლები მეტ დეტალს არენდერებსგლობალურად გათიშე სიბრტყულ სინათლის ზონდებშიგლობალურად გათიშე რენდერებშიგლობალურად გათიშე რენდერებში • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებსა და ობიექტებში დასაყენებლადგლობალურად გათიშე რენდერებში • Shift შვილობილების დასაყენებლადგლობალურად გათიშე სფერულ სინათლის ზონდებშიგლობალურად გათიშე სარკმლებშიგლობალურად გათიშე სარკმლებში • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებსა და ობიექტებში დასაყენებლადგლობალურად გათიშე სარკმლებში • Shift შვილობილების დასაყენებლადგლობალურად გათიშე მოცულობის ზონდებშიპრიალიპრიალაპრიალა BSDFპრიალის ასხლტომებიპრიალა ფერისიგლუვის სიღრმეპრიალა პირდაპირიპრიალა ირიბიხილულობა პრიალისთვისპრიალა გარდატეხა მკვეთრი, ან მიკროფაცეტური გადანაწილებით, როგორც წესი, გამოიყენება სინათლის გამტარი მასალებისთვისელვარებაელვარების ფერიელვარების ეფექტიელვარების ლენტიელვარება ქვეშელვარების ეფექტიელვარების რეჟიმიააელვარე მხოლოდ ალფას მქონე არეები (ჩვეულებრივი შეზავების რეჟიმში მხარდაუჭერელია)წებოს რეჟიმიმიაწებე უდრეკი სხეულები ერთმანეთსწადი მოკუთვნებულ ობიექტთან, ან სიგნალის ყველაზე ხმამაღალ მოკუთვნებულ წყაროსთანგაემართე უახლოესი მტრისკენ და როცა გავლენის არეში იქნება, თავს დაესხიგადადი მშობელ კვანძოვან ხეზეპოზის ძვლის ფერების დასაკოპირებლად წადი პოზის რეჟიმშიმიზანიგანზრახული (წვეროთა სასურველი პოზიცია) ხახუნიგანზრახული (წვეროთა ჯგუფის პოზიცია) ზამბარის გახევებაგანზრახული დემპფირებანაგულისხმები მიზანიგანზრახული მაქსიმუმიგანზრახული მინიმუმიგანზრახული გახევებაგანზრახული წვეროთა ჯგუფიწირების ძირთა შორის განზრახული მანძილი ქი჎შირიქ ფუნჯისთვისგანზრახული მაქსიმუმი, წვეროების ჯგუფთა წონები მასშტაბირდება ისე, რომ ამ დიაპაზონს დაემთხვესგანზრახული მაქსიმუმი, წვეროს წონები მასშტაბირდება, რომ ამ დიაპაზონს დაემთხვესგანზრახული მინიმუმი, წვეროების ჯგუფთა წონები მასშტაბირდება ისე, რომ ამ დიაპაზონს დაემთხვესგანზრახული მინიმუმი, წვეროს წონები მასშტაბირდება, რომ ამ დიაპაზონს დაემთხვესსამიზნე ობიექტიოქროოქროსოქროს კვეთაოქროს სამკუთხედი Aოქროს სამკუთხედი Bკარგიკარგია Blender-იდან დაექსპორტებული glTF-ების ხელახალი იმპორტისთვის, და glTF-ების glTFs-ებში ექსპორტისთვის Blender-ში რედაქტირების შემდეგ. ძვლის წვეტები მოთავსდებიან თავიანთ ლოკალურ +Y ღერძზე (glTF სივრცეში)კარგი სითანაბრე და სისწრაფეჯი-ფენსილის ანაწყობებიბღაუჭაჩაბღაუჭება აჼტიურ წვეროზეკურსორზე ჩაბღაუჭებაჩაბღაუჭება სილუეტზეჩაბღაუჭება UV-ზებღაუჭა ცდილობს, ავტომატურად შენიღბოს ობიექტის სილუეტიგრადიენტიგრადიენტის ფერიგრადიენტული შევსების რეჟიმიგრადიენტის ზედა/შორიგრადიენტის ქვედაგრადიენტის დატანაგრადიენტის დაშორებაგრადიენტული მონასმის რეჟიმიგრადიენტული ტექსტურაგრადიენტის ტიპიგრადიენტის სიგანეგრადიენტი წერტილოვანი და მართკუთხა მონასმების ცენტრიდან (მყარი მონასმისთვის დააყენე 1-ზე)შეფერვის გრადიენტიგრამებიგრანიტი (დამტვრეული)გრანიტი (მთელი)გრაფიკების რედაქტორიგრაფიკების რედაქტორის 2D-მნიშვნელობის კურსორი - X-მნიშვნელობის კომპონენტიგრაფიკების რედაქტორის 2D-მნიშვნელობის კურსორი - Y-მნიშვნელობის კომპონენტიგრაფიკების რედაქტორის ინსტანციას გარკვეული რაოდენობის ლანდი წირები აქვს შენახულიგრაფიკების რედაქტორის სივრცის მონაცემებიგრაფიკების რედაქტორი/დრაივერებიგრაფიკული მკაფიოობის გათანაბრებაგრაფიკული განსაზღვრა 2 განყოფილებაშიგრაფიკული განსაზღვრა 3 განყოფილებაშიგრაფიკული დრაივერისა და ოპერაციული სისტემის ანაწყობებიგრაფიკებიგრავის / ტილდას ქმედებახრეშიმიზიდულობაგრავიტაციამიზიდულობის კოეფიციენტიგრავიტაციის მილევაგრავიტაცია X, Y და Z მიმართულებებითგრავიტაცია, ან გარეგანი ძალის ვექტორინაცრისფერი სკალანაცრისფერი სკალაგაბნეული ინსტანციების მოსაცილებლად გამოყენებული შავ-თეთრი ტექსტურაგრიზ ფენსილიგრიზ ფენსილის ფუნჯის ანაწყობებიგრიზ ფენსილის ფერიგრიზ ფენსილის ფერის მოდიფიკატორიგრიზ ფენსილის შტრი჎იქ მოდიფიკატორიგრიზ ფენსილის ხატვაგრიზ ფენსილის ნახატიგრიზ ფენსილის რედაქტირების რეჟიმიგრიზ ფენსილის გარსის მოდიფიკატორიგრიზ ფენსილის საშლელის რადიუსიგრიზ ფენსილის ევკლიდური მანძილიგრიზ ფენსილის კადრიგრიზ ფენსილის კადრებიგრიზ ფენსილის ჯგუფიგრიზ ფენსილის ინტერპოლაციაგრიზ ფენსილის ინტერპოლაციის ანაწყობებიგრიზ ფენსილის საკვანძო ფაზაგრიზ ფენსილის გისოსების მოდიფიკატორიგრიზ ფენსილის შრეგრიზ ფენსილის შრეთა ჯგუფიგრიზ ფენსილის შრეებიგრიზ ფენსილის მანჰეტენის მანძილიგრიზ ფენსილის ნიღბის შრეებიგრიზ ფენსილის შენიღბვის შრეებიგრიზ ფენსილის მასალის სლოტებიგრიზ ფენსილის გასარკისებურების მოდიფიკატორიგრიზ ფენსილის ხმაურის მოდიფიკატორიგრიზ ფენსილის ობიექტს არ აქვს სათავის დაყენების ამ ოპერაციის მხარდაჭერაგრიზ ფენსილის ობიექტებიგრიზ ფენსილის აცდენის მოდიფიკატორიგრიზ ფენსილის გაუმჭვირვალობაგრიზ ფენსილის გაუმჭვირვალობის მოდიფიკატორიგრიზ ფენსილის ვარიანტებიგრიზ ფენსილით ხატვაგრიზ ფენსილის რენდერიგრიზ ფენსილის ძერწვაგრიზ ფენსილის ძერწვის მიმმართველიგრიზ ფენსილის ძერწვის რეჟიმიგრიზ ფენსილის ძერწვის მოხატვაგრიზ ფენსილის ანაწყობებიგრიზ ფენსილის ტექსტურის მოდიფიკატორიგრიზ ფენსილის ქიქჼიქ მოდიფიკატორიგრიზ ფენსილის დროის მოდიფიკატორებიგრიზ ფენსილის შეფერილობის მოდიფიკატორებიგრიზ ფენსილის წვეროგრიზ ფენსილის წვეროთა მოხატვაგრიზ ფენსილის წვეროთა მოხატვის მონასმებიგრიზ ფენსილის წვეროს მონიშვნაგრიზ ფენსილის წვეროს ზომაგრიზ ფენსილის წონის ხატვაგრიზ ფენსილის წონის ხატვის მონასმებიგრიზ ფენსილის ბადის რედაქტირებაგრიზ ფენსილის აგების მოდიფიკატორიგრიზ ფენსილის ფერის ანაწყობები მასალისთვისგრიზ ფენსილის კომპონენტი, რომელიც შრეებსა და წირების მონაცემებს შეიცავსწირებად დასაკონვერტირებელი გრიზ ფენსილის მონაცემებიმონაცემები გრიზ ფენსილისა, რომლის შრეებიც უნდა შეერთდესგრიზ ფენსილის მონაცემთა ბლოკიგრიზ ფენსილის მონაცემთა ბლოკებიგრიზ ფენსილის კადრებიგრიზ ფენსილი წირიდან, ან მეშის ობიექტებიდანგრიზ ფენსილის შრეთა ჯგუფებიგრიზ ფენსილის შრე ხილულია სარკმელშიგრიზ ფენსილის შრე, რომელსაც უნდა მიეკუთვნოს წარმოქმნილ მონასმებსგრიზ ფენსილის შრეებიგრიზ ფენსილის სიგრძის მოდიფიკატორიგრიზ ფენსილის მასალა მიკუთვნებული წარმოქმნილ მონასმებსგრიზ ფენსილის კვანძი შრეების ხეში. შრე, ან ჯგუფიგრიზ ფენსილის ანაწყობები სცენისთვისგრიზ ფენსილის დაყოფის მოდიფიკატორიგრიზ ფენსილი წირებადგრიზ ფენსილი, რომლის ფერიც უნდა შეიცვალოსგრიზ ფენსილი, რომლის სიღრმის თანმიმდევრობაც უნდა დაყენდესგრიზ ფენსილი, რომლის სიგლუვეც უნდა დაყენდესგრიზ ფენსილის მავთულბადის ფერი რედაქტირების რეჟიმშიგრიზ ფენსილ(ებ)იგრიზ ფენსილი: {} შრეGreasePencil-იმეტიმეტი, ვიდრემეტობის რეჟიმიმეტი, ან ტოლიბერძნული - Ελληνικάმწვანემწვანე არხიმწვანე არხიფერის ველის მწვანე კომპონენტიმწვანე-ყოჩივარდისფერიმწვანე:ნაცრისფერინაცრისფერი სკალაბადებადე 1ბადე 2ბადის ფერიბადის დახვევაბადის გაგანიერება და მილევაბადის ასახვაბადის დივერგენციაბადით შევსებაბადის გრადიენტიბადის ინფორმაციალაპლასის ბადებადის დონეებიბადის ხაზებიბადის საშუალობადის მედიანურიბადის სახელიბადე გამოსახულების ზემოდანბადის შემთხვევითობაბადის მასშტაბიბადის მასშტაბის ერთეულიბადის ფორმის წყარობადის ქვედანაყოფებიბადე უსწორდება პიქსელებს გამოსახულებიდანბადით დაშვებულია თარაზული და შვეული ხაზებიბადით დაშვებულია იზომეტრიული და შვეული ხაზებიბადის უჯრედის ზომა, მასშტაბირებული სცენის ერთეულთა სისტემის ანაწყობების მიერბადე მოცულობის ობიექტში, რომელიც მეშად გადაიქცევაბადე მეშადბადე წერტილებადბადის ხე ჩატვირთულია მეხსიერებაშიბადის ტიპი მხარდაუჭერელიაბადის ხაზებიბადეებიმიწის ალბედომიწის ფერი, რომელიც ოდნავ ირეკლება ცაშიჯგუფიჯგუფი '{}' ({})ჯგუფზე დამატებაჯგუფის IDჯგუფის ინდექსიჯგუფის შემავალიჯგუფის სახელიჯგუფური კვანძიჯგუფის გამონატანიჯგუფიდან ამოღებაჯგუფის ბუდის კვანძიჯგუფის ბუდეებიდაჯგუფება NLA ბილიკის მიხედვითდააჯგუფე წახნაგები მონიშნული საზღვრის წიბოებით გარშემორტყმულ მონაკვეთებადგრიზ ფენსილის შრეთა ჯგუფიID თვისებათა ჯგუფიგეომეტრიის ატრიბუტების ჯგუფიწვეროთა ჯგუფი, გამოყენებული არმატურის დეფორმირებისა და სხვა დანიშნულებებისთვისდააჯგუფე მონიშნული ლენტები მეტა-ლენტადდაჯგუფებადაჯგუფების მეთოდიF-წირების დაჯგუფებები ასახვისთვის, მაგ.: საექსპოზიციო ფურცელსა და გრაფიკების რედაქტორშიჯგუფებიF-წირების ჯგუფებიგაზრდაწახნაგთა ნაკრების გაზრდანიღბის გაზრდახილულობის გაზრდაწირების გაზრდა, ან შეკუმშვა მათი ზომების თანაბრად შეცვლით, მოკრეჭისა და ექსტრაპოლაციის გამოყენების ნაცვლადგაზარდე მონიშვნა ერთი წერტილითთითო წახნაგით გაზარდე ხილულობა მეშის ტოპოლოგიის მიხედვითმეშის ტოპოლოგიაზე დაყრდნობით, ერთი წახნაგით ზრდის წახნაგთა ნაკრების საზღვრებსორიგინალი მიჯაჭვის პოზის გამოცნობამიმმართველიმიმმართველი წირებიპირდაპირი სინათლეს მიმართვამიმმართველის მანძილიმიმმართველთა ჯგუფის IDმიმმართველი თმებიმიმმართველის ინდექსიმიმმართველთა რუკამიმმართველის ნიღაბიმიმმართველების რეჟიმიმიმმართველი მშობელიმიმმართველთა მონიშვნამიმმართველის ზევით მიმართულებამიმმართველის სიჩქარემიმმართველი წირები, ან მიმმართველ წირთა მოსანიშნად გამოყენებული წერტილებიმიმმართველთა ინდექსების რუკა, რომელიც გამოყენებული იყო ოპერაციისთვისმიმმართველთა ინდექსების რუკა, რომელიც უნდა იქნას გამოყენებული. ეს შენატანი პრიორიტეტულიამიმმართველების დაშორებადენადი გარემოს სამოქმედო არეალის მიმმართველის ქი჊ჼარიქ ველიუნიშნულო დრო ნაწილაკის სიცოცხლის დასასრულიდანმიმართული დიფუზიური BSDF კომპონენტი დაფუძნებული შემომავალი სინათლის დისტრიბუციასა და კოსინუსის ნაწარმზე (ჩაკეტილი ფორმის ნაწარმი)ნიშნულებიმიმმართველები სახატავადმიმართვამიმართვის დისტრიბუციის ტიპიმიმართვის ხაზებიმიმართვის ხეშეშობის მიჯნამიმართვის რეჟიმიმიმართვის ზომა (უფრო მაღალ მნიშვნელობას უფრო დიდი გრიგალები მოჰყვება)მიმართვის წყარომიმართვის ქი჊ჼარიქ კოეფიციენტი (უფრო მაღალ მნიშვნელობებს მოჰყვება მიმართვის მეტი სიჩქარე)მიმართვის წონა (უფრო მაღალ მნიშვნელობას უფრო მეტი ჩამორჩენა მოჰყვება)HH.264H.265 / HEVCH264 MP4-შიH264 Matroska-შიH264 Matroska-ში დასკრაბვისთვისHDRHDR დისპლეი მხარდაუჭერელიაHDR-ქ ესაჭიროება 10, ან 12 ბიტიHDR-ქ ესაჭიროება H.265, ან AV1HDRI-ებიHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT რთავს AMD აპარატურის სხივების მიდევნებას RDNA2-ზე და ზევითHP Reverb G2HSLHSVHSV (ელფერი, სიხასხასე, მნიშვნელობა) ფერის სივრცეHSV ლიმიტის არ჎იHTC Vive CosmosHTC Vive FocusHTJ2Kთმათმის დანართის ინფოთმის BSDFთმის BSDF კომპონენტი გამოსაყენებლადთმის წირებითმის წირების ხმაურითმის დინამიკათმის დინამიკის წინასწარი კონფიგურაციათმის ბადის მაქსიმუმითმის ბადის მინიმუმითმის ბადის გარჩევადობათმის სიგრძეთმის მასალათმის რადიუსითმის ფორმათმის რეზინათმის რეზინის შენატანის ტიპითმის რეზინის მასშტაბითმის წირების მონაცემთა ბლოკებითმის მონაცემთა ბლოკი თმის წირებისთვისთმის დინამიკა გათიშულიათმის სოლები გლობალური კოორდინატების სივრცეშიათმის პიგმენტი. მიუთითე მისი აბსოლუტური რაოდენობა 0-ქა და 1-ქ შორისთმის სიხეშეშე. დაბალი მნიშვნელობით ლითონური იერი მიიღებათმის გახევება ეფექტორებისთვისთმის ღერებინახევარინახევრად ზუსტი წილადნიშნაშარავანდედისახელურისახელური 1სახელური 1-იქ მდებარეობასახელური 1-იქ ტიპისახელური 1 მონიშნულიასახელური 1-იქ მონიშნულობის სტატუსისახელური 2სახელური 2-იქ მდებარეობასახელური 2-იქ ტიპისახელური 2 მონიშნულიასახელური 2-იქ მონიშნულობის სტატუსიყველა მოვლენის მართვასახელურის სიგრძეპირგადადებული გვერდების მიხედვასახელურის დაგლუვებასახელურის ტიპისახელურის ტიპის მონიშვნასახელურის ტიპის მონიშვნის კვანძისახელურის წვეროსახელურის წვეროს მონიშვნასახელურის წვეროს ზომადაამუშავე არეს ქმედების ზონები თაგვის ქმედებებისთვის/ჟესტებისთვისდაამუშავე დაწკაპუნებები NLA ლენტების მოსანიშნადდაამუშავე დაწკაპუნებები NLA ბილიკების მოსანიშნადიზრუნე გაფართოების URL-იქ ჩაგდებაზეყოველი პიქსელის ფერს ისე მოეპყარი, როგორც ინდივიდუალურ ვექტორს გადანაცვლებისთვის (მხოლოდ არეს სიბრტყის დატანასთან)დაამუშავე თაგვით დაწკაპუნებები ანიმაციის არხებზედაამუშავე თაგვის დაწკაპუნებები საგნების მოსანიშნად და გასააქტიურებლადმიხედე ტექსტის ქცევას, როცა იგი ტექსტურ ველში ა჌არ ეტევასახელურის ტიპისახელურის ტიპი ახალი საკვანძო ფაზების სახელურებისთვისსახელურთა ტიპებისახელურებიჰაპტიკური ამპლიტუდაჰაპტიკური ხანგრძლივობაჰაპტიკური სიხშირეჰაპტიკური დამთხვევის მომხმარებლის გზებიჰაპტიკურის სახელიჰაპტიკური გამოყენების რეჟიმიჰაპტიკურის ხანგრძლივობა წამებში. 0.0 არიქ მინიმალური მხარდაჭერილი ხანგრძლივობა.ჰაპტიკური რეჟიმიჰაპტიკური ვიბრაციის ნაწარმის ქმედება, გამოყენებულ უნდა იქნას ხანგრძლივობასთან, სიხშირესა და ამპლიტუდასთანმაგარიმაგარი შუქიმყარი კოდირებული არა-წრფივი, გამა:1.7გამაგრებანორმალების გამაგრებასიმკვეთრესიმკვეთრის კოეფიციენტიჰარმონიულიჰარმონიული დემპფირებაჰარმონიული ეფექტორის წონაჰარმონიული სამკუთხედი Aჰარმონიული სამკუთხედი Bჰარმონიააქვს აკუმულაციააქვს ალფააქვს ავტომატური დაგლუვებააქვს ავტოდაგლუვება ზეწოლისგანაქვს შეკვრააქვს ფერიაქვს ნაკეცის/ჩქმეტის კოეფიციენტიაქვს მორგებული ნორმალებიაქვს მონაცემებიაქვს მონაცემთა ბლოკიაქვს მიმართულებააქვს დინტოპოაქვს ლანდი წირებიაქვს გრავიტაციააქვს სიმკვეთრეაქვს სიმკვეთრე ზეწოლისგანაქვს სიმაღლეაქვს შ.კ.აქვს რყევააქვს შრეებიაქვს წრფივი ფერითი სივრცეაქვს მაქსიმუმიაქვს მინიმუმიაქვს მოძრაობის ტრაექტორიებიგააჩნია მეზობელიაქვს ნორმალის რადიუსიაქვს გადაფარებააქვს სიმტკიცეაქვს ჩქმეტის კოეფიციენტიაქვს სიბრტყის სიღრმეაქვს სიბრტყის სიმაღლეაქვს სიბრტყის აცდენააქვს რადიუსიაქვს ფოცხის კოეფიციენტიაქვს ტექსტურის შემთხვევითი კუთხეაქვს ძერწვის სიბრტყეაქვს მეორეხარისხოვანი ფერიაქვს ზომა ზეწოლისგანაქვს გლუვი მონასმიაქვს სივრცითი შესუსტებააქვს გამოტოვებააქვს სპეკულარული შუქციმიაქვს ძალისმიერი ზეწოლააქვს ტექსტურის კუთხის წყაროაქვს დაქანებააქვს ტოპოლოგიური ფოცხიაქვს ხედიაქვს წონააქვს ექსპორტის კოლექციებიშენახულია თუ არა მიმდინარე სესია დისკზე .blend ფაილადაქვს შეუნახავი ცვლილებებიჰეშიჰეშის მნიშვნელობადააჰეშირე, ან დააკომპილირე ბაიტური კოდი, ტოლობის სწრაფად შესამოწმებლადმორგებული იერფერის კომპილირებული ბაიტური კოდის ჰეში, ტოლობის სწრაფად შესამოწმებლადჰეშ ცხრილი, რომელიც კვანძის ინსტანციის მონაცემებს შეიცავსჰეში: {:s}შენახულია თუ არა ბოლოდროინდელი ცვლილებები დისკზეთავითავის მონიშვნათავი/კუდიკოლონტიტულიკოლონტიტულის ფონიკოლონტიტულის პოზიციაკოლონტიტულის ტექსტიკოლონტიტულის ტექსტის გამოყოფაკოლონტიტულისა და გვერდითა ზოლების ხილულობის გადამრთველებიკოლონტიტულის ძიება წარუმატებელიათავებიჯანმრთელობასიცხეგახურების ბადეებრაული - תירִבְעִჰექტოგრამებიქუსლის შ.კ.-იქ გავლენასიმაღლედენადი ნივთიერების გამოცემის სიმაღლე (სამოქმედო არეალის ბადის ერთეულებში) მეშის ზედაპირის ზევით. რაც უფრო მაღალია მნიშვნელობა, მით უფრო შორს გაიფრქვევა ნივთიერება მეშის ზედაპირისგან. თუ ეს მნიშვნელობა და გამომცემის ზომა სამოქმედო არეალის ბადის ერთეულს ჩამოუვარდება, მაშინ დენადი ნივთიერება არ შეიქმნებასიმაღლის მინ.სიმაღლე ზედაპირს ზემოთ. დააკავშირე სიმაღლის რუკის ტექსტურა ამ შენატანთანზღვის დონიდან სიმაღლემარკერის ფაჼტურიქ სიმაღლე ეკრანის კოორდინატებშიმარკერის ძიების სიმაღლე ეკრანის კოორდინატებშიწარმოქმნილი სიბრტყის სიმაღლეწარმოქმნილი კონუსის სიმაღლეკვანძის სიმაღლეტალღის სიმაღლესიმაღლე:შვეულმფრენის რეჟიმიდახმარებაგლუვი და სუფთა ხაზების დასახატი დამხმარე ხელსაწყო. შებრუნების ეფექტისთვის დააჭირე Shift-ქ (გინდაც ეს ვარიანტი აჼტიური არ იყოს)დამხმარეებიჰენიეი-გრინშტაინიჰენიეი-გრინშტაინი, ნაგულისხმები ფაზის ფუნქცია სინათლის გაბნევისთვისჰეპტაგონურიჰერციჰეტერო მიდამოევრისტიკა ძვლების განსათავსებლად. ცდილობს, ძვლები შეალამაზოსჰექს.ჰექსადეციმალური სამტყუპი ფერისთვის (#RRGGBB).ჰექსადეციმალური სამტყუპი ალფას მქონე ფერისთვის (#RRGGBBAA).ჰექსაგონურიექვსკუთხოვანი ბადედამალულიდამალული %dდამალვადამალე მოუნიშნავი/მონიშნული UV წვეროებიდამალე მონიშნული/მოუნიშნავი სამართავი წერტილებიდამალე მონიშნული/მოუნიშნავი მეტაბურთის ელემენტ(ებ)იდამალე მონიშნული/მოუნიშნავი წვეროები, წიბოები და წახნაგებიდამალე .blend ფაილების საგნები, რომლებიც არ არიქ აქტივის მეტამონაცემებიანი მონაცემთა ბლოკებიწახნაგების აჼტიური ნაკრების დამალვაცხელი კლავიშების ქიიქ დამალვაკლავიშრუკის დამალვაშრის დამალვაშერევის კვანძების დამალვაოპერატორის თვისებების დამალვაპანელების დამალვამონიშნულის დამალვამნიშვნელობის დამალვადამალე აჼტიური/არააჼტიური გრიზ ფენსილის მასალა/მასალებიდამალე ყველა ამ კოლექციისა და მისი მშობლების გარდადამალე წახნაგთა ყველა ნაკრები აჼტიურიქ გარდადამალე ყველა ობიექტი და კოლექცია კოლექციაშიდამალე ყველა პანელი (ფოკუსის რეჟიმი)ელემენტის დამალვადამალე გაფილტვრის ვარიანტებიდამალე კადრები კადრთა მითითებულ დიაპაზონს მიღმადამალვა მოდიფიკატორშიდამალვა სარკმლიდანდამალე არააჼტიური მასალები, აჼტიურიქ მაგივრადდამალე, ან აჩვენე წვეროები მონიშვნის შიგნითდამალე, ან აჩვენე წვეროები მონიშვნის გარეთდამალე, ან გამოაჩინე მონაკვეთიწერტილების დამალვა ყოველი მონასმის დასასრულიდან დასაწყისამდე (მაგ.: ხაზების წაშლის პროცესის ანიმაციისთვის)წერტილების დამალვა იმ თანმიმდევრობით, რომლითაც ისინი ჩნდებიან თითოეულ მონასმში (მაგ.: დახატვის შემდეგ მელნის გახუნების, ან გაუჩინარების ანიმაციისთვის)დამალე მონიშნული წირები გრაფიკების რედაქტორის ხედიდანდამალე მონიშნული წახნაგებიდამალე მონიშნული ობიექტები და კოლექციებიდამალე მონიშნული ნაწილაკებიდამალე მონიშნული კვლებიდამალე მონიშნული წვეროებიდამალე მონიშნული/მოუნიშნავი გრიზ ფენსილის შრეებიდამალე პატარა გეომეტრიული პრიმიტივები მწარმოებლურობის გასაუმჯობესებლადდამალე წახნაგების აჼტიური ნაკრებიდამალე კოლექცია ამ ხედის შრეშიბუდის დამალვაბუდის შემავალი მნიშვნელობის დამალვადამალე ბუდის შენატანის მნიშვნელობა მაშინაც კი, როცა ბუდე დაკავშირებული არაადამალე მყარი მეში და ააცდინე გადაფარება ხედის მიმართულებით. მონიშვნა დაფარულია არააჼტიური გეომეტრიის მიერ, თუ რენტგენი არაა ჩართულიდამალე ეს ჏ირი რედაქტირების რეჟიმშიდამალე მოუნიშნავი და არა მონიშნულიდამალე მოუნიშნავი და არა მონიშნული წირებიდამალე მოუნიშნავი და არა მონიშნული შრეებიდამალე მოუნიშნავი ობიექტები და არა მონიშნულებიდამალე მოუნიშნავი და არა მონიშნული წვეროებირენდერის დამალვის დროშის დაყენებით დამალე რენდერის მოუნიშნავი ობიექტები, რომლებიც იმავე ტიპის არიან, რომლისაცაა აქტიურიდამალე მოუნიშნავი კვლებიდამალე წვეროებიდამალე/აჩვენე ყველა შენიღბული წვერო ზღვარს ზემოთდამალე/გამოაჩინე ყველა წვეროდამალე/გამოაჩინე ზოგიერთი წვერომალავს ყველა F-჏ირქ, გარდა ჩარჩოში მოქცეულებისაიერარქიებიიერარქიაიერარქიის Ⴭირიქ IDმაღალიმაღალი ფერიმაღალი კონტრასტიმაღალი სიზუსტემაღალი ხარისხიმაღალი ჎არიქ჎იქ ნორმალებიმაღალი წებოვანების ამომხსნელიმაღალი მწარმოებლურობამაღალი ხარისხიპიქსელთა მაღალი ჎არიქ჎იქ ინტერპოლაციაზედა ზღვარი დროის საფეხურისთვის წამში, ავტომატური ქვესაფეხურების შემთხვევაშიუფრო მაღალი ქი჎შირიქ კონტრასტი, რომელიც არამკვეთრ ნიღაბს იყენებსუფრო მაღალი მნიშვნელობა ზრდის გარჩევადობას თვალთახედვის წერტილის მიმართუფრო მაღალი მნიშვნელობები უფრო გლუვ მონასმებს იძლევაუფრო მაღალი მნიშვნელობები ცვლილებებს უფრო უეცარს ხდისუფრო მაღალი მნიშვნელობები ქი჎შირიქ უფრო მკვეთრ მოჭრას ქმნისუმაღლესიუმაღლესი განზომილებაუმაღლესი სიხშირეუმაღლესი დასაშვები X სიდიდეუმაღლესი დასაშვები Y სიდიდეუმაღლესი დასაშვები Z სიდიდეუმაღლესი ფრაქტალური განზომილებანაწილაკის უდიდესი შესაძლო დღეგრძელობაგამოყოფაშუქციმის კუთხესაკვანძო ფაზების გამოყოფახაზის გამოყოფაგამოყოფის დიაპაზონიგამოყავი მხოლოდ ცარიელის ტიპის უჯრედებიგამოყავი მხოლოდ დენადი ნივთიერების ტიპის უჯრედებიგამოყავი მხოლოდ შემოდინების ტიპის უჯრედებიგამოყავი მხოლოდ დაბრკოლების ტიპის უჯრედებიგამოყავი მხოლოდ გადინების ტიპის უჯრედებიგამოყავი მონიშნული ფაილ(ებ)იგამოყავი უჯრედები მათი ტიპის მიუხედავადგამოყავი ახლანდელი ხაზიგამოყავი ვოქსელები ფერის რუკით განაწილებული ველის მნიშვნელობებით დიაპაზონშიშუქციმებიჰინდი - हिन्दीანჯამამინიშნებაჰისტოგრამაჰისტოგრამა გამოსახულების სტატისტიკის დასათვალიერებლადისტორიამოხვედრის ფერიმოხვედრის მანძილიმოხვედრის ნორმალიმოხვედრის მდებარეობადაკავებააქტიური ხელსაწყოს გამოსაყენებლად დაიჭირე Alt, როცა ჩვეულებრივ, გიზმო იქნებოდა საჭირო შეუთავსებელია შენატანის სასურველ პარამეტრთან "მიბაძე 3 ღილაკიან თაგვს", როცა "Alt" კლავიში გამოიყენებადაიჭირე Alt-მარცხენა-ღილაკი კურსორის განსათავსებლად (მარხენა-ღილაკის მაგივრად), ხელსაწყოებს დაჭერისას აქტივაციის საშუალებას აძლევს, გათრევისას აქტივაციის მაგივრად. შეუთავსებელია შენატანის სასურველ პარამეტრთან "მიბაძე 3 ღილაკიან თაგვს", როცა "Alt" კლავიში გამოიყენებადაკავება წინთითოეული ინტერპოლირებული მნიშვნელობა F-წირიდან დაიკავე რამდენიმე კადრის განმავლობაში დროში განაწილების შეუცვლელადდაიკავე პირველი კადრი, თუ ბილიკში წინა ლენტი არაა, და ყოველთვის დაიკავე უკანასკნელი კადრიდაიკავე ეს მოდიფიკატორი თაგვის შუა ღილაკის ემულაციისთვისშეინარჩუნე ბოლო წერტილის საკვანძო ფაზების მნიშვნელობებიალაგმულიგაჩერებებიხვრელებისადმი ტოლერანტულიხვრელებიშინთაფლიკაუჭიკაუჭის შუაგულიკაუჭის მოდიფიკატორიკაუჭის მოდიფიკატორი მონასმის წერტილთა მდებარეობის მოდიფიკაციისთვისკაუჭის მოდიფიკატორი წვეროთა მდებარეობის მოდიფიცირებისთვისგამოსდე მონიშნული წვეროები ახალშექმნილ ობიექტსგამოსდე მონიშნული წვეროები პირველ მონიშნულ ობიექტსკაუჭებითარაზულითარაზული განლაგებათარაზული მანძილი Z ღერძიდან სპირალის ბოლოშითარაზული მანძილი Z ღერძიდან სპირალის დასაწყისშითარაზული FOVთარაზული სიათარაზული გაყოფათარაზული პროპორციული თანაფარდობა (გამოიყენება მხოლოდ კამერის პროექტორებისთვის)თარაზული პროპორციული თანაფარდობა - ანამორფული, ან არაკვადრატული პიქსელური გამონატანისთვისცხობადი რუკის თარაზული განზომილებაგამოცხობის რუკის თარაზული განზომილება (მხოლოდ გარეგანი)ფანჯრის თარაზული მდებარეობაჰორიზონტალური აცდენა ობიექტის სათავედანტექსტური ველის თარაზული პოზიცია მდებარეობასთან შეფარდებითსფეროს თარაზული გარჩევადობათარაზული მასშტაბი (გამოიყენება მხოლოდ კამერის პროექტორებისთვის)გამოსახულების სენსორის არეს თარაზული ზომა მილიმეტრებშიტექსტის თარაზული განლაგებაჰორიზონტალურად ამრუდებს გამოსახულებას, რათა შექმნას არ჎იქ/ფერის გადაწევის ეფექტიჰოშეკი / უილკიჰოშეკი / უილკი 2012 (ძველებური)ჰოსტის სახელისაათებიროგორ აისახება ტალღის ფორმებიროგორ ორიენტირდება ანოტაციის მონასმები 3D სივრცეშიროგორ ანიმირდება მონასმები (ანუ ჩნდება, თუ ქრება)რამდენად ახლოს უნდა იყოს წილადნიშნა სიდიდეები გასატოლებლადფუნჯის კიდესთან რამდენად ახლოს იწყება ფუნჯის მილევაროგორ ხდება დომინანტი შუქციმების შედარება ჩრდილებთანროგორ აისახება კოეფიციენტის მნიშვნელობებირა მანძილზე სამართავი წერტილი თავისი ჏ირიქ გასწვრივრამდენად შორს ააცდინოს კადრებში ანიმაციარამდენად შორს წაიყვანს ოპერატორი საკვანძო მნიშვნელობების გასაშუალებას თითოეულ გვერდზერამდენად სწრაფად ზავდება ფერები სველ საღებავშირამდენად სწრაფად მოძრაობს კუმშვის ეფექტი ტილოს ზედაპირზერამდენად სწრაფად მოძრაობს გავრცელების ეფექტი ტილოს ზედაპირზერამდენად სწრაფად შემთხვევითდება ქი჊ჼარიქ მიმართულებარამდენად ბრტყელია თმებირამდენად არაკუმშვადია დენადი ნივთიერება (სისწრაფე და ხმა)რამდენად ინტენსიურია (კაშკაშაა) სპეკულარული ანარეკლირამდენად მაღალია ხმარამდენი ბოიდია მწკრივშირამდენ ძვალს მოიცავს შ.კ. ეფექტი - 0 იყენებს ყველა ძვალსრამდენი ძვალი შედის ჯაჭვშიშეჯახების რამდენი იტერაცია უნდა მოხდეს (მეტი უკეთესი ჎არიქ჎იქაა, მაგრამ უფრო ნელია)მონასმების რამდენი ასლი აისახოსრამდენი გრადუსით უნდა მოუხვიოს ტრაექტორიამ, რომ ახალი სარენდერო სეგმენტი შექმნასრამდენ კადრს გასტანს 'განაწილება ძველი'რამდენ კადრში გაქრესრამდენი სოლით შეიქმნას ახალი ნაწილაკებირამდენი ნაწილაკია ეფექტორი (0 ყველა ნაწილაკია)რამდენი პიქსელი უნდა დაფაროს ტრაექტორიამ, რომ ახალი სარენდერო სეგმენტი შექმნასრამდენი ნიმუში გამოითვალოს ყოველ კადრზე, ქვეკადრის მონაცემებს ეხმარებათითო ვოქსელზე რამდენი განაჭერი უნდა წარმოიქმნასრამდენი საფეხურით აისახება ტრაექტორიები (ხარისხად 2)რამდენი საფეხურით რენდერდება ტრაექტორიები (ხარისხად 2)რამდენი საფეხურით აისახოს ტრაექტორიარამდენი ფილა დაემატოსრამდენი ფილა იქნება ნაჩვენები ფონზერამდენჯერ ეცდება ქი჎შირიქ ფუნჯი ახალი ჏ირიქ დამატებასრამდენჯერ გაუბუნდოვანდეს მნიშვნელობები ყველა საგანსრამდენჯერ გამეორდეს ფილტრირამდენჯერ გამეორდეს დაგლუვებარამდენად ახდებს ნიღბის წარმოქმნაზე გავლენას ფერის ცვლილებარამდენად ზემოქმედებს გროვა დახვევის ამპლიტუდაზერამდენად ინტენსიურდება ნაკეცები და ვაკეებირამდენი ჼაფი გროვდება დროთა განმავლობაში (მხოლოდ ნაცხობი ოკეანე)რა ოდენობის მიტაცება მოჰყვება კურსორის ბრუნვასრამდენად მოქაჩავს ბღაუჭა ჩაბღაუჭების დროს წვეროებს ზედაპირიდანრამხელა გავლენა აქვს წონის რუკას შეწონილ პარამეტრიზაციაზე, 0 ნიშნავს გავლენის არ ქონასრამდენად იკუმშება/ფართოვდება შუალედური ახალი წიბოებიეფექტორის ძალის რა ოდენობა იკარგება ამ ობიექტთან შეჯახებისას (პროცენტებში)წარმოქმნილი ნორმალების რა ოდენობა შეერიოს არსებულებსრამდენად შენარჩუნდება ორიგინალი ფორმა დაგლუვების დროსრამდენად გლუვია შედეგად მიღებული ფორმა, მაღალი ქი჎შირიქ დეტალების იგნორირებითრა ოდენობის დაგლუვება გამოიყენება გაპრიალებულ ზედაპირებზერამხელა სიძლიერეს უმატებს ქრობა მონასმის გაუმჭვირვალობასრა ოდენობის სიძლიერეს უმატებს ქრობა მონასმის სისქესრამდენად უნდა იმოქმედოს ზედაპირისეულმა აჩქარებამ წვეთაზერამდენად მოქმედებს ზედაპირის სიჩქარე წვეთაზერა მანძილზე ხდება გამოყენებული ძალების გადაცემა ქსოვილშირამდენად ინარჩუნებს ქსოვილი ორიგინალ ფორმას, რბილ სხეულად ქცევისასრამდენად იჩქმიტება ნაკეცის ფუნჯირამდენად მცირდება ძალა, როცა ზედაპირის, მაგ.: ქსოვილის პარალელურად მოქმედებსრამდენად ეწინააღმდეგება მასალა დრეკასრამდენად ეწინააღმდეგება მასალა შეკუმშვასრამდენად უძალიანდება მასალა ძვრასრამდენად ეწინააღმდეგება მასალა გაწელვასრამდენად შეუძლია ახალ, დეციმირებულ ჏ირქ, გადაუხვიოს ორიგინალსრამდენს 'იწონის' ობიექტი მიზიდულობის ძალისგან დამოუკიდებლადრამხელა ზეგავლენას ახდენს საბოლოო შედეგზე თითოეული ინდივიდუალური წვეროს პოზიციარამდენად შეუძლია შიდა წერტილების დამაკავშირებელ სხივებს, გადაუხვიოს წვეროთა ნორმალებიდანრამდენად არიქ დრეკადობის ზამბარა გაჭიმული/შეკუმშული, რათა მისი უძრაობის სიგრძე შეიცვალოსრამდენად შეუძლია დრეკადობის ზამბარის უძრაობის სიგრძეს, შეიცვალოს მას შემდეგ, რაც ელასტიკურობის ლიმიტი გადაილახებარამდენად მოახდენს კალმის დახრილობა გავლენას ფუნჯზე. უარყოფითი სიდიდეები დახრის მიმართულებების ინვერსიას ნიშნავს.რამდენად მწკრივდება ტალღები ერთმანეთის მიმართდამდენად შეეზავოს ნაგულისხმებ მნიშვნელობასრამდენად შეზავდეს დაგლუვებულ წირთანრამდენად პრიორიტეტული იყოს ოთხკუთხედების რეგულარული ბადეები, და ასევე ოთხკუთხედები, რომლებიც არსებულ ოთხკუთხედებს ეხებარამდენად გამარტივდეს გამოცხობილი მნიშვნელობები (0.0 გასათიშად, რაც უფრო მაღალია, მით უფრო გამარტივებულია)ქი჊ჼარიქ z-კომპონენტის რა ოდენობა რჩება უცვლელადროგორ გამოითვლება ნორმალები იმპორტისასრამდენად ხშირად ხდება რიგების აცდენა. მნიშვნელობა 2 რიგების თანაბარ/არათანაბარ ფაჼტურაქ იძლევა.რამდენად ხშირად შედგება რიგები "გაჭყლეტილი" აგურებისგანრამდენად ხშირად გამოითვალოს ანიმირებული მნიშვნელობები (კადრებში)როგორ აისახება ნაწილაკები სარკმელშიროგორ რენდერდება ნაწილაკებირა მოპყრობას იღებენ ნაწილაკები, რომლებიც სამოქმედო არეალს ტოვებენროგორ ორიენტირდება სიბრტყეები ერთმანეთის ლოკალურ ღერძებთან მიმართებაშირამდენად ძლიერია ფუნჯის ეფექტი გამოყენებისასრამდენად სწრაფად ილევა სიძლიერე ძალის ველისგან დაშორებისასროგორ გამოითვლება დაგვერდების კუთხეროგორ დაიწყოს მონასმებმა გაჩენა/გაქრობარამდენად თანაბარია გარდასვლა კასკადებს შორისრამდენად რბილად ეშვებიან ბოიდები მიწაზერამდენად სტაბილურია სიბრტყის ცენტრი ფუნჯის მოსმის განმავლობაში. მნიშვნელობა 0 ახლანდელი ცენტრის გამოყენებას შეესატყვისება, ხოლო 1 - თავდაპირველი ცენტრისას.რამდენად სტაბილურია სიბრტყის ნორმალი ფუნჯის მოსმის განმავლობაში. მნიშვნელობა 0 ახლანდელი ნორმალის გამოყენებას შეესატყვისება, ხოლო 1 - თავდაპირველი ნორმალისას.როგორ იწყობა მონასმებირამდენად ძლიერი უნდა იყოს ძალა, რომ ხმელეთზე მყოფ ბოიდებზე გავლენა იქონიოსრამდენად ძლიერია მანძილის გავლენა ხმის სიძლიერეზე, მანძილის მოდელის მიხედვითრამდენად მძლავრად ცდილობს დენადი ნივთიერება, კლასტერი არ შექმნას (გახევების მამრავლი)როგორ აირჩევა მოსაცილებელი ატრიბუტებიროგორ გამოიყენება ფუნჯის მილევა ზღუდის გასწვრივროგორ უნდა გამოჩნდეს ჎უფიქ გეომეტრიის შენატანიროგორ იმოქმედებს ფუნჯის დეფორმაცია ობიექტზეროგორ ერგება ვიდეო მასალა კამერაშიროგორ უნდა გამოჩნდეს შემავალი გეომეტრიაროგორ ექცევა გამოსახულება კამერის ჩარჩოშიროგორ ხდება გამოსახულების ექსტრაპოლაცია ორიგინალ ზღუდეებს მიღმაროგორ უნდა გამოჩნდეს ინსტანცირებული გეომეტრიის მონაცემთა ბლოკიროგორ უნდა გამოჩნდეს ინსტანციის გეომეტრიის შენატანიროგორ დაიყოფა მეში ახალი დონის შესაქმნელადროგორ უნდა გამოჩნდეს პროფილის გეომეტრიის შენატანიროგორ შეფასდება წესები სიაშიროგორ იმართება საცეცის გაწელვაროგორ გამოითვლება ტექსტურის ეფექტი (RGB-ქა და კულულას სჭირდება RGB ტექსტურა, წინააღმდეგ შემთხვევაში მის ნაცვლად გამოიყენება გრადიენტი)როგორ იქნება გარდაქმნა გამოყენებული სამიზნეზეროგორ განისაზღვრება გარდაქმნაროგორ ხდება ვოქსელური ზომის დადგენაროგორ დამუშავდა საგანი მიმაგრების ოპერაციის მიერ. დააყენე მხოლოდ მაშინ, როცა მონაცემი მიმაგრდაროგორ დაიყოს მეში ადაპტირებადი მეთოდითროგორ მოხდეს ზეგავლენა (წარმოიქმნას) ნორმალებიროგორ იმოქმედოს წყაროს მნიშვნელობებმა დანიშნულების ელემენტებზეროგორ გასწორდეს სიბრტყეებიროგორ იქნას მორგებული და ერთეულების მასშტაბირებები გამოყენებული წარმოქმნილ FBX ფაილში (იმპორტირებისას ერთეულების აღმოსაჩენად Blender-ი იყენებს FBX მასშტაბს, მაგრამ ბევრი სხვა აპლიკაცია სხვანაირად მუშაობს)როგორ შეირჩეს წვეროთა რიცხვი მომრგვალებაზეროგორ შევქმნათ მიმმართველი სიჩქარეებიროგორ განისაზღვროს კოორდინატები, რომლისკენაც უნდა მიეშვიროს ნორმალებიროგორ დადგილნდეს ბრუნვა პოლუსის ირგვლივროგორ აისახოს ობიექტი სარკმელშიროგორ განაწილდეს ნაწილაკები მონიშნულ ელემენტებზეროგორ დაექსპორტირდეს Blender-იქ სცენა Hydra სარენდერო ძრავაშიროგორ დაექსპორტდეს წვეროს ფერიროგორ მოიძიება ბოლოწერტილების პოზიციები მოკრეჭილი სფლაინისთვისროგორ მოიძებნოს მისამაგრებელი წერტილი ზედაპირზეროგორ წარმოიქმნას წერტილები შემავალი წირისგანროგორ წარმოიქმნას ფაილიროგორ მოხდეს პოლუსებთან მდებარე წახნაგებთან მოპყრობაროგორ დამუშავდეს სახელების შეუთავსებლობა მასალების იმპორტირებისასროგორ ინტერპოლირდეს მეზობელ ვოქსელთა მნიშვნელობებიროგორ მოხდეს წყაროსა და დანიშნულების შრეების დამთხვევაროგორ შეერიოს წარმოქმნილი ნორმალები არსებულებსროგორ გადაწყდეს პირგადადების საკითხი გარდაქმნის შემდეგროგორ იქნას ფონის სინათლის ნიმუში აღებულიროგორ გამარტივდეს მონასმიროგორ მოგვარდეს შიდა და გარე ტექსტებს შორის განსხვავების მიერ გამოწვეული კონფლიქტიროგორ დაზუსტდეს დეტალების ოდენობა ახალი მეშისთვისროგორ იქნას ნიმუშების რაოდენობა მითითებულიროგორ იქნას სინჯების რაოდენობა მითითებულიროგორ იქნას ამ პროექტის პროქსები შენახულიროგორ დაიყოს ოთხკუთხედების კუთხეები (სწორი გაკვეთის გარდა ყველაფერი n-კუთხედებს აირიდებს)როგორ დასინქრონირდეს დაკვრაროგორ ამოვალაგოთროგორ გამოიყენება თითო შრეზე ნიმუშების ანაწყობებიროგორ გამოიყენებოდეს ეს ობიექტი ლაინ არტიქ გამოანგარიშებისთვისროგორ გამოიყენებოდეს ეს ობიექტი ლაინ არტიქ გამოანგარიშებაშიროგორ გადანაწილდება წონები თავთავიანთ ახალ მნიშვნელობებზეროგორ ზემოქმედებს წვეროთა ჯგუფ B-ქ წონები წვეროთა ჯგუფ A-ქ წონებზერამდენად ფართოდ იშლება გამოცემული სინათლე, როგორც ცხაურიანი სოფტბოქსის შემთხვევაშიროგორ ფოკუსირდება კადრის დაზუმვა მიმდინარე კადრის გარშემოჰუანგიHuaweiელფერიელფერის შესწორებაელფერის რყევაელფერის რეჟიმიელფერის შესწორების მოდიფიკატორი თანამიმდევრობის ლენტისთვისელფერის დონეელფერის ბრუნვის აცდენა, 0-დან (-180°) 1-მდე (+180°). გაითვალისწინე, რომ 0-ქა და 1-ქ ერთი და იგივე შედეგი აქვსელფერი, სიხასხასე, სიბაცეელფერი, სიხასხასე, მნიშვნელობაელფერი/სიხასხასეელფერი/სიხასხასე/მნიშვნელობაელფერი:HuffYUVქერქის შეცდომაადამიანისთვის წაკითხვადი სახელიუნგრული - Magyarჰიბრიდული მულტიფრაქტალიHydraHydra-ქ ხარვეზების აღმოფხვრაHydra სარენდერო ძრავაHydra StormHydra Storm-იქ თვისებებიHydra Storm სარენდერო ძრავაHydra ანაწყობები სცენისთვისHypჰიპერიჰიპერ კლავიში დაჭერილია, -1 ნებისმიერი მდგომარეობისთვისჰიპერ კოლავიში დაჭერილია. შესაძლებელია დამატებითი მოდიფიკატორის კონფიგურირება Linux-ზე, როგორც წესი, CapsLock-იქ ჩანაცვლებითჰიპერბოლური კოსინუსის რეჟიმიჰიპერბოლური სინუსის რეჟიმიჰიპერბოლური ტანგენსის რეჟიმიI18n განშტოებებიI18n თარგმანის განახლებააჲკო სფეროIDქმედებაქმედების კლიპებიარმატურაარმატურებიგაბუნდოვნებაძვალიძვლის ბორკილებიძვლებიფუნჯიფუნჯებიქეშ ფაილიკამერაკამერებიკოლექციაკოლექციებიგაფერადებაბორკილებიწირიწირებიმონაცემებიმონაცემთა ბლოკის ტიპიეფექტებიცარიელიგაფილტრვა ტიპის მიხედვითშეტრიალებაშრიფტიელვარებაგრიზ ფენსილიგრიზ ფენსილი v3გრიზ ფენსილებითმის წირებიID ტიპიგამოსახულებასოლიგისოსებიგისოსებიბიბლიოთეკასინათლესინათლის ზონდისინათლის ზონდებისინათლეებიხაზის სტილინიღაბიმასალამასალებიმეშიმეშებიმეტაბურთიმეტაბურთებიმოდიფიკატორებივიდეო კლიპიკვანძოვანი ხეკვანძებიობიექტიობიექტებიგამონატანიდასახატი წირიპალიტრანაწილაკინაწილაკებიფიზიკაპიქსელირებაწერტილების ღრუბელირენდერიფერსოსცენასცენებიეკრანითანამიმდევრობის ლენტებიიერფერის ტიპიჩრდილიხმასპიკერისპიკერებილენტილენტის მოდიფიკატორებიზედაპირიხვეულასასურველი ID-ქ ტიპიტექსტიტექსტურატექსტურის ტიპიხელსაწყოტიპიდაუზუსტებელიხედის შრემოცულობამოცულობის გაბნევამოცულობებიტალღოვანი გამრუდებაფანჯრის მენეჯერისამუშაო სივრცესამყაროID %s-ქ შეუსაბამო lib მიმთითებელი აქვს!ID %s-ქ ნულოვანი lib მიმთითებელი აქვს, როცა ბიბლიოთეკაში %s-ა!ID %s ლოკალურ მონაცემთა ბაზაშია, როცა ბმულით დაკავშირებულია ბიბლიოთეკიდან %s!ID %s ბიბლიოთეკაში %s ა჌არ იძებნება!ID %s იყენებს ფორმის სოლს %s, მაგრამ მისი 'from' მიმთითებელი გამოუსადეგარია (%p), სწორდება...ID '%s' ბმულით დაკავშირებულია, მისი უკუგდებები ვერ რედაქტირდებაID '%s' უკუგდება არააID / ინდექსიID მონაცემებიID მონაცემთა ოპერაციაID აქედანID საგანი იყენებს ID მიმთითებელსID ბიბლიოთეკის უკუგდებაID ბიბლიოთეკის უკუგდების თვისებაოპერაცია ID ბიბლიოთეკის უკუგდების თვისებაზეID ნიღაბიID მასალებიID სახელიID თვისებაID თვისებების ჯგუფიID ტიპიID დაკავშირებული დარჩაID სახელისაგნის ID სახელიიმ მენიუს ID სახელი, რომლიდანაც მოხდა გამოძახებათითოეული ჏ირიქ IDწასაშლელი კატალოგის IDსაგნის IDID, ან ინდექსიID-ქ, ან ინდექსის ველიID წირების ერთად დასაჯგუფებლად მიმმართველთა რუკის შექმნისათვისID ტიპი '%s' ვარგისი ობიექტი არაასაგნის ID ტიპიID მნიშვნელობაID-ბლოკიID-ბლოკი, რომელიც წარმოადგენს წყაროს მონაცემებს, ჩვეულებრივ ID_SCE (ე.ი. სცენა)ID-ბლოკი, რომელსაც ჩასოლვის ნაკრებისთვის განკუთვნილი საკვანძო ფაზები უნდა დაემატოს (მხოლოდ აბსოლუტური ჩასოლვის ნაკრებებისთვის)ID-ბლოკი:ID-ბლოკი, რომლიდანაც შეიძლება კონკრეტული გამოყენებული თვისების პოვნა (ჯერ id_type თვისება უნდა დაყენდეს)ID-ბლოკი, რომელსაც, ან რომლის თვისებასაც დაექვემდებარებოდა შენიღბვის ელემენტიID-ებიIES ტექსტიIES ტექსტურაIES სინათლის მისამართიშ.კ.შ.კ.-იქ მართვაშ.კ.-იქ წრფივი წონაშ.კ.-იქ წრფივი კონტროლიშ.კ.-იქ ლოკალური მდებარეობაშ. კ. პარამეტრებიშ.კ.-იქ ბრუნვის კონტროლიშ.კ. ბრუნვის წონაშ.კ ამომხსნელიშ.კ. გაწელვაშ.კ.-იქ ტიპიშ.კ.-იქ მაჯის ბრუნვის ცენტრიშ.კ.-იქ X-იქ ლიმიტიშ.კ. X-იქ დაბლოკვაშ.კ. X-იქ მაქსიმუმიშ.კ. X-იქ მინიმუმიშ.კ. X-იქ გახევებაშ.კ.-იქ Y-იქ ლიმიტიშ.კ. Y-იქ დაბლოკვაშ.კ. Y-იქ მაქსიმუმიშ.კ. Y-იქ მინიმუმიშ.კ. Y-იქ გახევებაშ.კ.-იქ Z-იქ ლიმიტიშ.კ. Z-იქ დაბლოკვაშ.კ. Z-იქ მაქსიმუმიშ.კ. Z-იქ მინიმუმიშ.კ. Z-იქ გახევებაშ.კ. ამომხსნელი, რომლისთვისაც ეს პარამეტრები განისაზღვრაშ.კ. გახევება ღერძის X გარშემოშ.კ. გახევება Y ღერძის გარშემოშ.კ. გახევება Z ღერძის გარშემოშ.კ.->პ.კ. ({:s})IORIOR დონეIRISISO კოდი (მაგ.: "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709ყინული (დამსხვრეული)ყინული (მთელი)იკო სფეროხატულახატულას ალფახატულას ჩარჩოხატულების ფერებიხატულას IDხატულას პიქსელებიხატულას სიხასხასეხატულას ზომახატულა ხილულიახატულის პიქსელების კომპონენტები, წილადნიშნებად (შეერთებული RGBA მნიშვნელობები)ხატულის პიქსელები, ბაიტებად (ყოველთვის 32-ბიტიანი RGBA)იდეალურია სრულგუმბათებისთვის, სენსორის ზომები იგნორირდებაიდენტიფიცირებულია {:d} პრობლემატური ბილიკიიდენტიფიკატორიიდენტიფიკატორი (არაა აუცილებელი, უნიკალური იყოს) აქტივთა ბიბლიოთეკისთვისსათადარიგო იდენტიფიკატორიიდენტიფიკატორი არხთა ნაკრებისთვის ამ ქმედებაში, რომელიც შეიძლება გამოყენებულ იქნას მონაცემთა ბლოკის მიერ იმის დასაზუსტებლად, თუ რაქ შეუძლია მისი ანიმირებაიდენტიფიკატორი Python-იქ სკრიპტების დირექტორიისთვისაქტივების კატალოგის იდენტიფიკატორი, რომელსაც Blender-ი იყენებს აქტივის კატალოგის მისამართის მოსაძებნად. UUID აუცილებლად უნდა იყოს RFC4122-იქ მიხედვით.ამ ცხობის იდენტიფიკატორი, რომელიც უცვლელია მაშინაც კი, როცა ცხობის კვანძი იძენს ახალ სახელს, დაჯგუფდება, ან განჯგუფდებაგამომძახებლის იდენტიფიკატორი (დანამატის მიერ ამ ექსპორტიორის გამოძახების შემთხვევისთვის). შესაძლოა, გამოსადეგი იყოს სხვა დანამატების მიერ განვრცობის დამატებისასქმედების მოვლენაზე გასაშვები ოპერატორის იდენტიფიკატორიმონაცემთა შეყვანის მოვლენის დროს გამოსაძახებელი ოპერატორის იდენტიფიკატორიაქტივთა აქაქა჎ი თაროს იდენტიფიკატორიმოსაშორებელი საგნის იდენტიფიკატორიაღსადგენი საგნის იდენტიფიკატორისიის იდენტიფიკატორი, თუ რომელიმე მიეწოდა "template_list()"-იქ "list_id" პარამეტრსბუდის იდენტიფიკატორიხელსაწყოს ინდეტიფიკატორიგაშემთხვევითებისთვის გამოყენებული იდენტიფიკატორი თითოეულ ელემენტზეიდენტიფიკატორი აქტივების ბიბლიოთეკაში გადასამისამართებლადID ბლოკის იდენტიფიკატორის ტიპითუ 0-ია - გლობალური; თუ 1 - პიქსელური ინტენსიურობის მიხედვითთუ 0-ია, ყველა არხისთვის იგივე; თუ 1 - თითოეული დამოუკიდებელიათუ იმავე სახელის მქონე ფაილი უკვე არსებობს, გამოიყენე იგი კოპირების მაგივრადთუ იმავე სახელის მქონე მასალა უკვე არსებობს, იმპორტირების მაგივრად მიუთითე მასზეთუ ტექსტურა WebP ფორმატში არსებობს, WebP ტექსტურას ტვირთავს სათადარიგო PNG/JPEG-იქ მაგივრადთუ წვერო აცდენის სიბრტყიდან ამაზე უფრო შორსაა, მაშინ იგი ზემოქმედებას არ განიცდისთუ ობიექტის გარდაქმნებისთვის ყველა საკვანძო ფაზა იდენტურია, იძულებით შეინარჩუნე მინიმალური ანიმაციათუ რიგში ყველა საკვანძო ფაზა იდენტურია, იძულებით დატოვე მინიმალური ანიმაცია. როცა ეს გამორთულია, ძვლებისთვის ყველა შესაძლო არ჎ი დაექსპორტირდება, ცარიელიც რომ იყოს (მინიმალური ანიმაცია, 2 საკვანძო ფაზა)თუ არსებობს, აჩვენე მარკერები ცალკე რიგში რედაქტორის ძირასთუ აღნიშნულია, განაახლე სცენის ქა჏ყიქი და დამასრულებელი კადრები, რათა შეუთავსო Alembic არქივისასთუ ჩართულია, თვალთახედვის მიღმა მყოფი წიბოები იგნორირდებათუ ჩართულია, სცენის ქა჏ყიქი და დამასრულებელი კადრები გამოყენებული იქნება ცხობის დიაპაზონის განსასაზღვრადთუ ჩართულია, ეკრანის ანაბეჭდს სიმაღლე და სიგანე ერთი და იგივე ექნებათუ ჩართულია, შესაძლებელია თითოეული არხისთვის სიჭარბის სიძლიერის მითითება. თუ გათიშულია, სიჭარბის არ჎ქ ერთეულოვანი მასშტაბი ექნება, ხოლო სხვა არხებს - ნულოვანისიგლუვის ჯგუფთა ექსპორტისას, უნიკალური მთელი სიდიდეების ნაცვლად წარმოქმენი ჯგუფებისთვის 'ბიტური ინდიკატორების' მნიშვნელობები. იგივე ბიტური ინდიკატორის მნიშვნელობა შეიძლება, ხელახლა იქნას გამოყენებული გლუვ წახნაგთა სხვა ჯგუფებისთვის, თუ საერთო მკვეთრი წიბოები, ან წვეროები არ გააჩნიათთუ მცდარია, წახნაგების მონიშვნა მოიხსნებათუ მცდარია, წვეროების მონიშვნა მოიხსნებათუ ნულზე ნაკლებია, გამოსახულებას ამუქებს; წინააღმდეგ შემთხვევაში ანათებსთუ ბადეების ჩატვირთვა წარუმატებელია, შეცდომის შეტყობინება დეტალებითთუ არანულოვანია, მაქსიმალური მანძილი, რომელზეც სხვა ზედაპირები ქ჏რაფი გლობალური განათების აპროქსიმაციაში წვლილს შეიტანენთუ არანულოვანია, მაქსიმალური მნიშვნელობა პირდაპირი ნიმუშიდან, უფრო მაღალი მნიშვნელობები ჩამომასშტაბირდება ზედმეტი ხმაურისა და ნელი კონვერგენციის ასარიდებლად აკურატულობის ხარჯზეთუ არანულოვანია, მაქსიმალური მნიშვნელობა ირიბი ნიმუშიდან, უფრო მაღალი მნიშვნელობები ჩამომასშტაბირდება ზედმეტი ხმაურისა და ნელი კონვერგენციის ასარიდებლად აკურატულობის ხარჯზეთუ არანულოვანია, მაქსიმალური მნიშვნელობა მოცულობებში ირიბი განათებისთვის. შედარებით მაღალი მნიშვნელობების მასშტაბი შემცირდება, რათა თავიდან იქნას აცილებული ზედმეტი ხმაური და ნელი კონვერგენცია აკურატულობის ხარჯზე. გამოიყენება სინათლის ზონდების მიერ.თუ არანულოვანია, მაქსიმალური მნიშვნელობა ზედაპირზე ირიბი განათებისთვის. შედარებით მაღალი მნიშვნელობების მასშტაბი შემცირდება, რათა თავინდა იქნას აცილებული ზედმეტი ხმაური და ნელი კონვერგენცია აკურატულობის ხარჯზე. გამოიყენება სხივების მიდევნებისა და სინათლის ზონდების მიერ.თუ არანულოვანია, მაქსიმალური მნიშვნელობა მოცულობებში სინათლეთა წვლილისთვის. შედარებით მაღალი მნიშვნელობების მასშტაბი შემცირდება რათა თავიდან იქნას აცილებული ზედმეტი ხმაური და ნელი კონვერგენცია აკურატულობის ხარჯზე. გამოიყენება სინათლის ობიექტების მიერ.თუ არანულოვანია, მაქსიმალური მნიშვნელობა ზედაპირზე სინათლეების წვლილისთვის. შედარებით მაღალი მნიშვნელობების მასშტაბი შემცირდება, რათა თავინდა იქნას აცილებული ზედმეტი ხმაური და ნელი კონვერგენცია აკურატულობის ხარჯზე. გამოიყენება სინათლის ობიექტების მიერ.თუ ნული არაა, მაქსიმალური მნიშვნელობა სამყაროსეული სინათლის ზონდის შიგნით ჩაწერილი სამყაროსეული წვლილისთვის. ჭარბი წვლილი დაკონვერტირდება მზის სინათლედ. ეს ამცირებს ძალიან კაშკაშა სინათლის წყაროების მიზეზით წარმოქმნილ სინათლის ჟონვას.ობიექტის ინსტანცირების მეთოდი, თუ არცერთი-ზე არაა დაყენებულითუ მიუთითებელია, რენდერები ადგილზე განხმაურდებათუ არ გამოიყენება, დააყენე 1-ზეთუ ნულს არ უდრის, UI პანელის რიგი, რომელშიც ამ კოლექციის ღილაკია ნაჩვენებითუ ნული არაა, მანძილი კაუჭიდან, სადაც ზეგავლენა მთავრდებათუ ეს მოცემულია, ყველა გამონატანი, რომელსაც სხვანაირი სახელი დაერქვა, დაიმალებაკავშირგაწყვეტილი ნაწილების მოცილებისას კომპონენტების მინიმალური ზომა უდიდეს კომპონენტში მრავალკუთხედთა რიცხვის თანაფარდობის სახით შესანახადთუ დაყენებულია, დაამატე გარდაქმნის პრიმიტივი მოცემული გზით სცენისკენ, როგორც ყველა დაექსპორტებული მონაცემის მშობელითუ დაყენებულია, დაამატე მოცემული სახელთა სივრცე ექსპორტირებულ მორგებულ თვისებათა სახელებს წინსართად. ეს მხოლოდ იმ თვისებათა სახელებს ეხება, რომლებსაც წინსართუ ჯერ არ გააჩნია (მაგ.: მიესადაგება სახელს 'bar', მაგრამ არა სახელს 'foo:bar') და არ ეხება Blender-იქ ობიექტსა და მონაცემების სახელებს, რომლებიც ყოველთვის ექსპორტირდება 'userProperties:blender' სახელთა სივრცეშითუ დაყენებულია, სამართავის ორიენტაცია მითითებული ძვლისგან აიღებათუ ვარიანტი 'დააიმპორტირე USD-იქ გადახედვა' ჩართულია, მასალის შეზავების მეთოდი ავტომატურად დაყენდება იერფერის გაუმჭვირვალობისა და გაუმჭვირვალობის ზღვრის შემავალი მონაცემების მიხედვითთუ კუთხე ფერსა და საკვანძო ფერს შორის CrCb სივრცეში ამ მაქსიმალურ კუთხეს აღემატება, ე.ი ჩასოლილიათუ კუთხე ფერსა და საკვანძო ფერს შორის CrCb სივრცეში ამ მინიმალურ კუთხეს ჩამოუვარდება, ე.ი ჩასოლილიათუ ორ გამოსახულებას შორის საშუალო ფერთა სხვაობა ამ მიჯნაზე ქვემოთაა, ე.ი. ჩასოლილიათუ ორ გამოსახულებას შორის ქაშ. ფერთა სხვაობა ამ მიჯნაზე ქვემოთაა, ნაწილობრივ ჩასოლილია, წინააღმდეგ შემთხვევაში - ჩასოლილი არაათუ ელფერში სხვაობა ფერსა და საკვანძო ფერს შორის ამ მიჯნაზე ქვემოთაა, ე.ი. ჩასოლილიათუ სიხასხასეში სხვაობა ფერსა და საკვანძო ფერს შორის ამ მიჯნაზე ქვემოთაა, ე.ი. ჩასოლილიათუ მნიშვნელობაში სხვაობა ფერსა და საკვანძო ფერს შორის ამ მიჯნაზე ქვემოთაა, ე.ი ჩასოლილიათუ მანძილი ფერსა და საკვანძო ფერს შორის მოცემულ ფერის სივრცეში ამ მიჯნაზე ქვემოთაა, ე.ი. ჩასოლილიათუ მანძილი ფერსა და საკვანძო ფერს შორის მოცემულ ფერის სივრცეში ამ მიჯნაზე ქვემოთაა, ნაწილობრივ ჩასოლილია, წინააღმდეგ შემთხვევაში - ჩასოლილი არაათუ ფაილი რამოდენიმე აუდიო არ჎ქ შეიცავს, ისინი ერთ ცალად რენდერდებათუ ობიექტი ინსტანციაა, მშობელი ობიექტი, რომელმაც წარმოქმნა იგითუ პროფილის სფლაინი ციკლურია, შეავსე წარმოქმნილი მეშის ბოლოები N-კუთხედებთანუნდა ბრუნავდეს თუ არა მონიშვნა კურსორის შესაბამისადმთლიანად უნდა მიეკრას მონიშნული, თუ ყოველი ობიექტის ცენტრითთუ ხელსაწყო იყენებს ფუნჯებს და შეზღუდულია ფუნჯების სპეციფიური ტიპით, ფუნჯის ტიპის იდენტიფიკატორითუ არსებობს მეზობელი წიბო, რომლის კონტრასტის სიდიდე ამჟამინდელი წიბოსა და კონტრასტის ლიმიტის ნამრავლის ტოლია, მაშინ ამჟამინდელი წიბო ჩამოიწერება. ეს ცრუ მკვეთი წიბოების მოსპობის საშუალებას იძლევათუ ეს დაყენებულია, მაშინ ჩასოლვის ნაკრები მორგებულ ID-ქ მიიღებს, სხვა შემთხვევაში ჩასოლვის ნაკრების განსასაზღვრად გამოყენებული კლასის სახელს იღებს (მაგალითად, თუ კლასის სახელია "BUILTIN_KSI_location", და bl_idname სკრიპტს არ დაუყენებია, მაშინ bl_idname = "BUILTIN_KSI_location")თუ ეს დაყენებულია, აქტივი იღებს მორგებულ ID-ქ, წინააღმდეგ შემთხვევაში იღებს აქტივის განსაზღვრისთვის გამოყენებული კლასის სახელს (მაგალითად, თუ კლასის სახელია "OBJECT_AST_hello", და bl_idname არაა დაყენებული სკრიპტის მიერ, მაშინ bl_idname = "OBJECT_AST_hello")თუ ეს დაყენებულია, ფაილის დამმუშავებელი იღებს მორგებულ ID-ქ, წინააღმდეგ შემთხვევაში იღებს ფაილის დამმუშავებლის განსაზღვრისთვის გამოყენებული კლასის სახელს (მაგალითად, თუ კლასის სახელია "OBJECT_FH_hello", და bl_idname არაა დაყენებული სკრიპტის მიერ, მაშინ bl_idname = "OBJECT_FH_hello")თუ ეს დაყენებულია, ui ქია მორგებულ ID-ქ იღებს, სხვა შემთხვევაში იღებს იმ კლასის სახელს, რომელიც გამოიყენება ui ქიიქ განსასაზღვრად (მაგალითად, თუ კლასის სახელია "OBJECT_UL_vgroups", და bl_idname არაა სკრიპტის მიერ დაყენებული, მაშინ bl_idname = "OBJECT_UL_vgroups")იყოს თუ არა ეს ენა გამოყენებული ახლანდელ ოპერატორშითუ ჭეშმარიტია, შტრიხების ხაზები წყდება მასალების ზღუდეებთანთუ ჭეშმარიტზეა დაყენებული, მხოლო ერთი და იგივე ობიექტის შტრიხების წიბოები შეერთდებათუ ჭეშმარიტია, მოხდება სილურჯის არ჎იქ შესწორებათუ ჭეშმარიტია, მოხდება სიმწვანის არ჎იქ შესწორებათუ ჭეშმარიტია, მოხდება სიწითლის არ჎იქ შესწორებათუ ჭეშმარიტია, ნამდვილი გიზმო აისახება ეკრანის სივრცეში. წინააღმდეგ შემთხვევაში იგი ობიექტის სივრცეშიათუ ჭეშმარიტია, ინტერფეისი ამჟამად დაბლოკილია მიმდინარე სამუშაოს მიერ და მონაცემები არ უნდა მოდიფიცირდეს აპლიკაციის წამმზომებისგან. სხვა შემთხვევაში მიმდინარე სამუშაო, შესაძლოა, კონფლიქტში შევიდეს დამმუშავებელთან და მოულოდნელი შედეგები, ან სრული კრახი გამოიწვიოს.თუ ჭეშმარიტია, სივრცული ხმაური არანაირ კოჰერენტულობას არ აჩვენებსთუ ეს ჭეშმარიტია, სივრცული ხმაური გლუვიათუ წვერის აქვს რამოდენიმე მომიჯნავე წიბო, ისინი პირდაპირ გადაიფარებათუ მის წყაროს ენდობი, დაამატე საცავი და კიდევ სცადე.თუ გინდა, VC გამოიყენო წვეროს ფერის გარდა ნებისმიერი სხვა დანიშნულებით, მორგებული ატრიბუტები უნდა გამოიყენო.იგნორირებაფონზე დაწკაპუნების იგნორირებაკავშირების იგნორირებაფოთლისებრი ძვლების იგნორირებამასალის დაბლოკვის იგნორირებაჩახშობილი ლენტების იგნორირებამონიშვნის იგნორირებასიმკვეთრის იგნორირებამიკვრის იგნორირებადააიგნორირე ხმის ლენტებიგამჭვირვალობის იგნორირებადააიგნორირე ფაილის ალფა არ჎ი და გახადე გამოსახულება სრულიად გაუმჭვირვალიდააიგნორირე წახნაგები, რომლებიც ხედის საპირისპირო მიმართულებით იყურება (უფრო ქ჏რაფია)დააიგნორირე გადახედვის დიაპაზონს გარეთ მდებარე კადრებიდააიგნორირე წარმოქმნილი დროის კოდირება, ეძებე გამოთვლილ დროის შტამპზე დაფუძნებულ ვიდეო ნაკადშიმშობლის მასშტაბირებას იგნორირება გაუკეთე მშობლის ძვრის კომპენსაციის გარეშე. იმეორებს ორიგინალი 'მასშტაბის მემკვიდრეობით მიღება' უჯრიქ გაუქმების ეფექტს.დააიგნორირე თითი რენდერის შრეზე ნიმუშების რაოდენობაფორმის ექსტრაპოლაციის განსაზღვრისას დააიგნორირე მონასმის იქ წერტილები, რომლებიც მეზობლებისგან ამ კუთხეზე უფრო მეტ დევიაციას განიცდიანდააიგნორირე ღერძის მიმართულება, გასასწორებლად გამოიყენე უმოკლესი ბრუნვადააიგნორირე ამ გიზმოს კლავიშრუკადააიგნორირე ბოლო ძვალი ყოველი ჯაჭვის ბოლოში (გამოიყენება წინა ძვლის სიგრძის აღსანიშნად)წირზე მორგებისას დააიგნორირე ძვლების ფარდობითი სიგრძეებიდააიგნორირე მონიშვნის ქმედება, როცა ელემენტი უკვე მონიშნულიაიგნორირებული გამონატანებიდაიგნორირდა {}დაიგნორირდა {} (იმავე ტიპისა არაა, რომლისაც {})მანათებელი Aმანათებელი Bმანათებელი Cმანათებელი D50მანათებელი D55მანათებელი D65მანათებელი D75მანათებელი D93მანათებელი Eმანათებელი F1მანათებელი F10მანათებელი F11მანათებელი F12მანათებელი F2მანათებელი F3მანათებელი F4მანათებელი F5მანათებელი F6მანათებელი F7მანათებელი F8მანათებელი F9მანათებელი LED-B1მანათებელი LED-B2მანათებელი LED-B3მანათებელი LED-B4მანათებელი LED-B5მანათებელი LED-BH1მანათებელი LED-RGB1მანათებელი LED-V1მანათებელი LED-V2განათების გაფილტრვაგამოსახულებაუკუღმაორივეკოლოფიჭადრაკულიმოკვეცაკუბად მოკვეცაკუბიკიდეებიცარიელი გამოსახულების მხარეგანვრცობაგაფართოებაშევსებაბრტყელიშეტრიალებაწაღმაწარმოქმნილიგამოსახულებათა თანამიმდევრობადატანაგასარკისებურებაშერევაფილმიახალიახალი...პროექციაგამეორებაცალი გამოსახულებაწყაროსფერომილაკიUDIM ფილებიმაჩვენებელიგამოსახულება '%s' ვერ იქნა შენახული '%s'-შიგამოსახულებას '%s' გამოსახულების მონაცემები არ აქვსგამოსახულებამ '%s' გამოსახულების ბუფერი ვერ ჩატვირთაგამოსახულება '%s' გამოტოვებულ იქნა, ვიდეობის, ან გამოსახულებათა თანამიმდევრობების შეფუთვა მხარდაუჭერელიაგამოსახულება 1გამოსახულება 2გამოსახულების ჩარჩოგამოსახულების ზღუდის მოკრეჭაგამოსახულების კოორდინატებიგამოსახულების ასახვის მეთოდიგამოსახულების კიდეებიგამოსახულების რედაქტორიგამოსახულების რედაქტორი ნაპოვნი არააგამოსახულების რედაქტორებიგამოსახულებიანი ფაილებიგამოსახულების ფორმატიგამოსახულების IDგამოსახულების ინფოგამოსახულების ნიღაბიგამოსახულების სახელიკვანძის გამოსახულების ბუდეგამოსახულების კვანძის ბუდის ინტერფეისიგამოსახულების გამჭვირვალობაგამოსახულების მოხაზულობაგამოსახულების ხატვაგამოსახულების ხატვის შესაძლებლობებიგამოსახულების ხატვას არ აქვს ტრაფარეტიგამოსახულების ხატვას არ აქვს ტექსტურა, რომელზეც დახატავდაგამოსახულების ჩამაგრებაგამოსახულების პიქსელებიგამოსახულების გადახედვაგამოსახულების ხარისხიგამოსახულების ძიებაგამოსახულებების თანამიმდევრობაგამოსახულების ზომასურათის ლენტიტექსტურული გამოსახულებატექსტურული გამოსახულებებიგამოსახულების მიჯნაგამოსახულების ფილებიგამოსახულების მომხმარებელიგამოსახულებისა და UV რედაქტორის სივრცის მონაცემებიგამოსახულება და ანაწყობები 3D ხედის ფონისთვისგამოსახულების ბიტური სიღრმეგამოსახულების სიკაშკაშის მასშტაბიგამოსახულების ბუფერის პიქსელები წილადნიშნა მნიშვნელობებშიგამოსახულება ვერ შეინახება, ფაილის მისამართი უვარგისია: "%s"გამოსახულება ვერ შეინახება, ფაილის სხვა ფორმატი გამოიყენე: "%s"გამოსახულების პოვნა ვერ მოხერხდაგამოსახულების მონაცემთა პოვნა ვერ მოხერხდაგამოსახულების მონაცემთა ბლოკის სახელიამოსალაგებელი გამოსახულების მონაცემთა ბლოკის სახელიგამოსახულების მონაცემთა ბლოკი, რომელიც მიუთითებს გარე, ან შეფუთულ გამოსახულებაზეგამოსახულებების მონაცემთა ბლოკებიგამოსახულება, რომელიც აისახება და რედაქტირდება ამ სივრცეშიკლიპების რედაქტორში რედაქტირებისას ბილიკში ასახული გამოსახულებაგამოსახულების რედაქტორი ვერ გაეშვა, დარწმუნდი, რომ მისამართი მომხმარებლის სასურველი პარამეტრები > ფაილი-ში ვარგისია, და რომ Blender-ქ მისი გაშვების უფლება აქვსგამოსახულების ფაილის მისამართი გარეთ შენახვისას გამოსაყენებლადგამოსახულების ფორმატი ვიდეო ფორმატი არააგამოსახულება შეიცვალა და არ შენახულაგამოსახულებას მარცხენა და მარჯვენა ხედები აქვსგამოსახულებას ერთზე მეტი ხედი აქვსგამოსახულების სიმაღლეგამოსახულება არარედაქტირებადიაგამოსახულება შეფუთულია, ამოალაგე რედაქტირებამდეგამოსახულება ბრტყლად პროეცირდება ტექსტურის ვექტორის X და Y კოორდინატების მეშვეობითგამოსახულება მილაკიდან პროეცირდება Z ღერძის ცენტრალურად გამოყენებითგამოსახულება სფერულად პროეცირდება Z ღერძის ცენტრალურად გამოყენებითგამოსახულება პროეცირდება ობიექტის სივრცის შემომსაზღვრელი ჩარჩოს თითოეული გვერდისთვის სხვადასხვა კომპონენტის გამოყენებითგამოსახულების კვანძიგამოსახულება შეფუთული არააგამოსახულების ობიექტების დამატება მხოლოდ ობიექტის რეჟიმში შეიძლებაგამოსახულების გაუმჭვირვალობა გამოსახულების შესაზავებლად ფონის ფერთანგამოსახულება, ან ფილმიგამოსახულების მისამართი დაუყენებელიაგამოსახულების მისამართი {!r} არ მოიძებნა, შეიძლება, გამოსახულება შეფუთულია, ან შეუნახავიგამოსახულების პიქსელების კომპონენტები, როგორც წილადნიშნები (შეერთებული RGBA მნიშვნელობები)გამოსახულების პიქსელები, როგორც ბაიტები (ყოველთვის 32-ბიტიანი RGBA)გამოსახულების პროეცირების მონაცემები უვარგისიაგამოსახულება სახატავად 4 ფერის არ჎ქ საჭიროებსგამოსახულება სახატავად 4 ფერის არ჎ქ საჭიროებს: %sგამოსახულების შენახვა ვერ მოხერხდა: უვარგისი ზედაპირიგამოსახულების შენახვა ვერ მოხერხდა: არასაკმარისი თავისუფალი მეხსიერებაგამოსახულების ბუდე კვანძშიგამოსახულების ლენტიგამოსახულება მეტისმეტად პატარაატილოდ გამოყენებული გამოსახულებაკლონირების წყაროდ გამოყენებული გამოსახულებახატვის სამიზნედ გამოყენებული გამოსახულებატრაფარეტად გამოყენებული გამოსახულებაგამოსახულების სიგანეშენატანი გამოსახულება/ფერი, რომელზეც RGB ფერის გარდაქმნა უნდა იქნას გამოყენებულიგამოსახულების/ვიდეო ფაილის სახელიგამოსახულების/ვიდეო ფაილის სახელი (მონაცემთა განახლების გარეშე)გამოსახულების/UV-იქ რედაქტორიგამოსახულებებიგამოსახულებები & ხმებიგამოსახულებები რენდერდება მაქსიმიზებულ გამოსახულების რედაქტორშიგამოსახულებები რენდერდება ახალ ფანჯარაშიგამოსახულებები რენდერდება გამოსახულების რედაქტორშიგამოსახულებები რენდერდება მომხმარებლის ინტერფეისის შეუცვლელადგამოსახულებები შეინახება RGB (ფერის) მონაცემებთან ერთადგამოსახულებები შეინახება RGB და ალფა მონაცემებთან ერთად (თუ მხარდაჭერა აქვს)რენდერის დროს გამოსახულებები ვერ დაკოპირდებაგამოსახულებები 8-ბიტიან ნაცრისფერ სკალაში ინახება (მხოლოდ PNG, JPEG, TGA, TIF)გამტარის გარდატეხის ინდექსის წარმოსახვითი ნაწილი, ხშირად ეწოდება kდაუყოვნებლივიპირდაპირი შვილობილებისაიმპერატოროტიპის არაპირდაპირი კონვერტირება ჩაკეტვის შეფასებისასტიპის არაპირდაპირი კონვერტირება შეკვრის განცალკევების დროსგულისხმობაიმპორტიყველა მასალის იმპორტიანიმაციის იმპორტიიმპორტირება, როგორცCSV-ქ იმპორტიჩამოთვლადების იმპორტი სტრიქონებადდააიმპორტირე FBX ანიმაციაFBX ფაილის იმპორტირება მიმდინარე სცენაშიდააიმპორტირე FBX დაყოფის ინფორმაცია ქვედანაყოფებიანი ზედაპირის მოდიფიკატორებადიმპორტის ინფოიმპორტის მეთოდიOBJ-ქ იმპორტიდააიმპორტირე OBJ ჯგუფები წვეროთა ჯგუფებადდააიმპორტირე OpenVDB მოცულობის ფაილიPLY-ქ იმპორტისაიმპორტო ტრაექტორიებიდააიმპორტირე სასურველი პარამეტრები წინა ვერსიიდანSTL-იქ იმპორტიSVG-იქ იმპორტი წირებადდააიმპორტირე SVG გრიზ ფენსილადდააიმპორტე სცენის დამატებებისცენის იმპორტირება კოლექციადიმპორტის ანაწყობებიდააიმპორტირე დაყოფის სქემატექსტის იმპორტიტექსტურების იმპორტიUSD-ქ გადახედვის იმპორტიდააიმპორტე USD ატრიბუტები 'userProperties' სახელთა სივრცეში Blender-იქ მორგებულ თვისებებად. სახელთა სივრცეს ჩამოეცლება თვისებათა სახელებიდააიმპორტირე USD სცენის გრაფიკის ინსტანციები კოლექციის ინსტანციებადUSD-იქ სცენის იმპორტირება მიმდინარე სცენაშიდააიმპორტირე გამოუყენებელი მასალები და გამოსახულებებიVDB-ქ იმპორტიWebP ტექსტურების იმპორტიდააიმპორტირე მეში STL ფაილიდანდააიმპორტირე წერტილთა ღრუბელი PLY ფაილიდანდააიმპორტირე სტრიქონი ტექსტური ფაილიდანდააიმპორტე ყველა მორგებული USD ატრიბუტი Blender-იქ მორგებულ თვისებად. სახელთა სივრცეები თვისებათა სახელებში შენარჩუნდებადააიმპორტირე ყველა მონიშნული გამოსახულება ერთი თანამიმდევრობის სახით. აუცილებელი არაა, გამოსახულებათა თანამიმდევრობა ბლენდერის დანომრილი თანამიმდევრობის შაბლონს ემთხვეოდეს, ასე რომ, ლოგიკური ვარაუდით დროებითი ჩამნაცვლებლის შექმნა შეუძლებელიადააიმპორტირე PLY ფაილი ობიექტადდააიმპორტირე STL ფაილი ობიექტადდააიმპორტირე მორგებული ნორმალები, თუ ხელმისაწვდომია (წინააღმდეგ შემთხვევაში მათ Blender გამოითვლის)დააიმპორტირე მორგებული ნორმალები, თუ შესაძლებელია (წინააღმდეგ შემთხვევაში მათ Blender-ი გამოთვლის)დააიმპორტირე წვეროთა მორგებული ატრიბუტებიდააიმპორტირე თითოეული FBX მასალა Blender-იქ უნიკალურ მასალადდააიმპორტირე თითოეული OBJ 'g', როგორც ცალკე ობიექტიდააიმპორტირე თითოეული OBJ 'o' ცალკე ობიექტადდააიმპორტირე თითოეული USD მასალა Blender-იქ უნიკალურ მასალადდააიმპორტირე საბოლოო სარენდერო გეომეტრიადააიმპორტირე გეომეტრია CSV ფაილიდანდააიმპორტირე გეომეტრია OBJ ფაილიდანდააიმპორტირე მოცემული დანამატის გარდაქმნის მონაცემები PO ფაილებიდანდააიმპორტე მიმმართველი გეომეტრიადააიმპორტირე კლავიშთა კონფიგურაცია Python-იქ სკრიპტიდანდააიმპოტირე მასალები და გამოსახულებები, რომლებიც არცერთ მეშს არ მიეკუთვნებამხოლოდ განსაზღვრული USD პრიმიტივები დააიმპორტირე. როცა გათიშულია, განუსაზღვრელი USD პრიმიტივების იმპორტირების საშუალებას იძლევა, როგორებიცაა უკუგდების დამაზუსტებლიანი პრიმიტივებიდააიმპორტირე მხოლოდ მოცემულ მისამართზე მყოფი პრიმიტივი და მისი შთამომავლები. მძიმეებით, ან წერტილმძიმეებით გამიჯნულ ქიაში შეიძლება, მრავალი მისამართი იყოს განსაზღვრულიდააიმპორტირე ვარიანტების კატეგორიებიდააიმპორტირე პროქსი გეომეტრიადააიმპორტირე სცენა და დააყენე, როგორც აჼტიური სცენა ფანჯარაშიდააიმპორტირე სცენის დამატებები მორგებულ თვისებებად. გადაეწერება არსებულ მორგებულ თვისებებსდააიმპორტე თანმიმდევრობით დანომრილი გამოსახულებები გამოსახულებათა ანიმაციურ თანამიმდევრობად და არა ცალცალკე სიბრტყეებადდააიმპორტირე სამიზნე ტიპიდააიმპორტირე ტექსტურები შეფუთულ მონაცემებადდააიმპორტირე აქტივი დაკოპირებულ მონაცემთა ბლოკად, ამავდროულად მოერიდე ჩადგმული, ჩვეულებრივ მძიმე მონაცემების რამოდენიმე ასლის გაკეთებას. მაგალითად, მასალის აქტივის ტექსტურების, ან ობიექტის აქტივის მეშის ასლების გაკეთება ამ აქტივის ყოველი იმპორტისას აუცილებელი არაა. ნაცვლად ამისა, აქტივის ინსტანციებს საზიარო მონაცემები აქვთდააიმპორტირე აქტივი დაკოპირებულ მონაცემთა ბლოკად, ორიგინალი აქტივის მონაცემთა ბლოკთან ბმულის გარეშედააიმპორტირე აქტივი დაკავშირებულ მონაცემთა ბლოკად და შეფუთე მიმდინარე ფაილში (უზრუნველყოფს მის უცვლელობას იმ შემთხვევაში, თუ ბიბლიოთეკის მონაცემები მოდიფიცირდება, ხელმიუწვდომელი გახდება და სხვ.)მოახდინე აქტივის იმპორტი დაკოპირებულ მონაცემთა ბლოკად, ამავდროულად მოერიდე ჩადგმული, ჩვეულებრივ მძიმე მონაცემების რამოდენიმე ასლის გაკეთებას. მაგალითად, მასალის აქტივის ტექსტურების, ან ობიექტის აქტივის მეშის ასლების გაკეთება ამ აქტივის ყოველი იმპორტისას აუცილებელი არაა. ნაცვლად ამისა, აქტივის ინსტანციებს საზიარო მონაცემები აქვთ.მოახდინე აქტივების იმპორტი დაკოპირებულ მონაცემთა ბლოკად, ორიგინალის მონაცემთა ბლოკთან ბმულის გარეშემოახდინე აქტივის იმპორტი ბმულით დაკავშირებულ მონაცემთა ბლოკადდააიმპორტირე სცენა კოლექციის სახითდააიმპორტირე მომხმარებლის თვისებები მორგებულ თვისებებადდააიმპორტირე წვეროს ფერის ატრიბუტებიდააიმპორტირე მოცულობის მონაცემები .vdb ფაილიდანდააიმპორტირე {} ფაილიიმპორტ-ექსპორტიდააიმპორტ-ექსპორტირე BVH არმატურის ობიექტებიდანიმპორტ-ექსპორტი glTF 2.0-ადმნიშვნელობის წონებომნიშვნელობის რუკის ზომა არიქ გარჩევადობა x გარჩევადობა/2; უფრო მაღალი მნიშვნელობებმა შესაძლოა, ნაკლები ხმაური წარმოშვას, მეხსიერებისა და ქიქ჏რაფიქ ხარჯზეიმპორტირებული IDAlembic-იქ იმპორტი...USD-ქ იმპორტი...მონაცემთა ბლოკი %s-იქა და მისი დამოკიდებულებების ხელახალი სინქრონირება შეუძლებელია, რადგან მისი დაკავშირებული მითითება დაკარგულიაგააუმჯობესე და დაასტაბილურე დახვეწილი ფორმაგაუმჯობესებული პერლინიიმპულსის ჩაჭერაიმპულსის ზღურბლი, რომელიც მიღწეული უნდა იქნას იმისათვის, რომ ბორკილი დაიმსხვრეს%s-ში: მონახული მისამართი %s მისამართების ბუფერის სიგრძეს აღემატება.აჼტიურ ჯგუფშიჰაერშიწინდიაპაზონშიX ქა჏ყიქიZ საწყისილოკალურ უკუგდების კამერაში, ეს ფონური გამოსახულება ბმულით დაკავშირებული მიმართვის კამერიდან მოდის, თუ ლოკალურია უკუგდებასთან მიმართებაშილოკალური უკუგდების მონაცემებში, მოდის თუ არა ეს NLA ბილიკი დაკავშირებული მითითების მონაცემებიდან, თუ უკუგდების მიმართ ლოკალურიალოკალურ უკუგდების ობიექტში, ეს ბორკილი ბმულით დაკავშირებული მითითების ობიექტიდან მოდის, თუ უკუგდებისთვის ლოკალურიალოკალურ უკუგდების ობიექტში, ეს მოდიფიკატორი ბმულით დაკავშირებული მითითების ობიექტიდან მოდის, თუ უკუგდებისთვის ლოკალურიარედაქტირებადობის გადართვის გარდა მოახდინე გავლენა ხილულობაზეცმართკუთხა ჭრიქ რეჟიმში, შეავსე შუალედები დაჭრილ ლენტებს შორის, იმავე არ჎იქ მომდევნო ლენტების შეერთებითმართკუთხა ჭრიქ რეჟიმში ყველა ლენტი გაჭერი, მოუნიშნავის ჩათვლითდინამიკური ტოპოლოგიის რეჟიმში როგორ გამოითვლება მეშის დეტალის ზომადინამიკური ტოპოლოგიის რეჟიმში როგორ დაემატოს, ან მოცილდეს მეშს დეტალიაცდენის რეჟიმში - მანძილი თითოეულ ბუდეს შორის თითოეულ ღერძზე. ბოლოწერტილების რეჟიმშიო - ბოლო წვეროს პოზიციადამუშავებაშიაგადაკეთ&ების რეჟიმში, აჩვენე გადაკეთების ლენტის ზემოთ მდებარე ბილიკების ეფექტებიშუაშიარააქტიურიდუიმიდუიმებივარდნილიმითვლააქტიურის მითვლაყველა ძვლის ზეგავლენის მითვლარედაქტირებულის მითვლაფოკუსური სიგრძის მითვლასახელურების მითვლაჭდეების მითვლადაკარგული NLA-ქ მითვლაჩადგმული კოლექციების მითვლადაურედაქტირებელის მითვლამოიცავი 'self' ცვლადი სახელის სივრცეში, რათა დრაივერებმა იოლად შეძლონ მითითება მოდიფიცირებულ მონაცემებზე (ობიექტი, ძვალი, და სხვ.)დაურთე მორგებული შენიშვნა გამოსახულების/ვიდეოს მეტამონაცემებშიმოიცავი აჼტიური კოლექცია და ჩადგმული კოლექციებიმოიცავი საკვანძო ფაზების ყველა ტიპიმოიცავი მეშების ყველა UV რუკა ექსპორტშიმოიცავი სცენის ყველა კადრიმოიცავი ყველა ხილული ობიექტიამ ოპერაციაში მეორე შენატანის ალფაც მიათვალემოიცავი ანიმაციის მონაცემთა ბლოკები, რომლებსაც NLA მონაცემები არ გააჩნია (მხოლოდ NLA რედაქტორისთვის)მოიცავი ძვლის კუდი ჯაჭვის უკანასკნელ ელემენტადმოიცავი არხები იმ ობიექტებიდან/ძვლებიდან, რომლებიც უხილავიამიათვალე კოლექცია აჼტიურ ხედის შრეშიმოიცავი დრაივერები, რომლებიც გამოთვლებისთვის ფილტრში "აჩვენე მხოლოდ შეცდომები" ეყრდნობოდა რაიმე სათადარიგო მნიშვნელობებს, თუ დრაივერის გამოთვლა წარმატებული აღმოჩნდამოიცავი ფოკუსური მანძილი წინასწარ კონფიგურაციაშიფარგლების გამოთვლისას მოიცავი საკვანძო ფაზების ბერკეტებიმოიცავი მეშის ფერების ატრიბუტები ექსპორტშიმოიცავი დაექსპორტირებული მეშების ნორმალები ექსპორტშიმოიცავი მხოლოდ აჼტიური კადრიმოიცავი მხოლოდ აჼტიური ობიექტიმოიცავი მონიშნული ბლოკერები აჼტიური გამომცემისგან ჩრდილების დასაგდებლადმოიცავი მონიშნული კადრებიმოიცავი მონიშნული ობიექტებიმოიცავი მონიშნული მიმღებები აჼტიური გამომცემისგან სინათლის მისაღებადდაურთე გამოსახულების/ვიდეოს მეტამონაცემებს .blend ფაილის სახელიდაურთე გამოსახულების მეტამონაცემებს აჼტიური კამერის ლინზადაურთე გამოსახულების/ვიდეოს მეტამონაცემებს ახლანდელი თარიღიდაურთე გამოსახულების მეტამონაცემებს კადრის ნომერიმოიცავი იმ მანქანის ჰოსტის სახელი, რომელმაც კადრი დაარენდერახედის შრიქ რენდერისას ნიღბის შრეებიც მოიცავიდაურთე გამოსახულების მეტამონაცემებს აჼტიური კამერის სახელიდაურთე აჼტიური ობიექტის სახელი და მიმდინარე კადრის ნომერი გადაფარებულ ტექსტურ ინფოშიდაურთე გამოსახულების/ვიდეოს მეტამონაცემებს აჼტიური სცენის სახელიგამოსახულების მეტამონაცემებში წინა პლანის თანამიმდევრობის ლენტის სახელიც შეიყვანედაურთე გამოსახულების მეტამონაცემებს ბოლო მარკერის სახელიდაურთე ხედის ორიენტაციის სახელი გადაფარებულ ტექსტურ ინფოშიმოიცავი კადრთა რაოდენობა ასახული წამში, გადაფარებულ ტექსტურ ინფორმაციაში, სანამ ანიმაცია უკრავსდაურთე გამოსახულების მეტამონაცემებს მეხსიერების გამოყენების პიკიდაურთე გამოსახულების მეტამონაცემებს რენდერის დროდაურთე გამოსახულების/ვიდეოს მეტამონაცემებს დარენდერებულ კადრთა დიაპაზონიმოიცავი დარენდერებული კადრის დროის კოდირება, როგორც სთ:წთ:წმ.კკ გამოსახულების მეტამონაცემებშიგამონატანში მოიცავი თავად მზემოიცავი ეს კოლექცია, მაგრამ არ წარმოქმნა გადაკვეთის ხაზებიმოიცავი ეს ობიექტი, მაგრამ ნუ წარმოქმნი გადაკვეთის ხაზებსმოიცავი მონიშვნის ნაკრები გაცვლის ბუფერში გადაკოირებისას. თუ დაზუსტებული არაფერია, ყველა ნაკრები დაკოპირდება.მოიცავი ხელსაწყოთა ქვეჯგუფებიმოიცავი სამიზნის მშობლების მიერ გამოწვეული გარდაქმნები სამიზნის ლოკალურ სივრცეშიწაშლაში მიათვალე მონაცემთა გამოუყენებელი მიბმული ბლოკებიწაშლაში მიათვალე მონაცემთა ლოკალური ბლოკებიმოიცავი გრიზ ფენსილთან დაკავშირებული ანიმაციის მონაცემებისა და კადრების ვიზუალიზაციამოიცავი ხაზის სტილთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი მოდიფიკატორებზე მიბმულ მონაცემთა ბლოკებთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი არმატურასთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი ქეშის ფაილთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი კამერასთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი წირთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი თმასთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი გისოსებთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი სინათლესთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი სინათლის ზონდთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი მასალასთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი მეშთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი მეტაბურთთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი ვიდეო კლიპთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი კვანძთან დაკავშირებული ანიმაციის მონაცემების ვიზუალიზაციამოიცავი ობიექტის დონის ანიმაციის მონაცემთა ვიზუალიზაცია (უმეტესწილად გარდაქმნები)მოიცავი ნაწილაკებთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი წერტილოვან ღრუბელთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი სცენასთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი ფორმის სოლებთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი სპიკერთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაციამოიცავი ტექსტურასთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაცია"მოიცავი მოცულობასთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაცია"მოიცავი სამყაროსთან დაკავშირებული ანიმაციის მონაცემთა ვიზუალიზაცია"მომცველიშემომავალიშეუთავსებელი გამონატანის კვანძიშეუთავსებადია, უნდა ყოფილიყო %sჩასოლვის არასრული ჩაშენებული ნაკრები, როგორც ჩანს, ტიპის შესახებ ინფორმაცია აკლიაარასწორი არმატურა ტიპისთვის '{:s}'არასწორი არმატურა...არასწორი კონტექსტი მონაცემთა ბლოკის ყალბი მომხმარებლის გადართვის გასაშვებადარასწორი კონტექსტი შრიფტიქ კავშირს გაწყვეტის გასაშვებადარასწორი კონტექსტი ობიექტის მონაცემთა კავშირის გაწყვეტის ოპერაციის გასაშვებადკონტრასტის გაზრდაშერევის კოეფიციენტის გაზრდა 0.01-ითშერევის კოეფიციენტის გაზრდა 0.1-ითაცდენის ერთგვაროვანი მანძილის მომატებაგაზარდე ნახტომის სიმაღლეგაზარდე, ან შეამცირე გადანაცვლების ოდენობაგაზარდე, ან შეამცირე მონიშნული სოლების მნიშვნელობა მეზობლად მდებარეებთან შედარებითმოუმატე სეგმენტებსნაზრდიგაზარდე ნომერი ფაილის სახელშიინკრემენტულიწირის ხელახალი მორგება ინკრემენტული მეთოდით (მაღალი ჎არიქ჎ი)შეწიე მონიშნული ტექსტიშეწიე, ან ავტომატურად დაასრულე მონიშნული ტექსტიშეწიე გამოტოვებების გამოყენებითშეწიე ტაბების გამოყენებითინდექსიინდექსი %d უვარგისიაინდექსის საფუძველზეინდექსის ველიინდექსის შრიქ სახელიგაბნეული ნაწილაკების გარდატეხის ინდექსიინდექსის გადამრთველიინდექსების სვიჩის საგანიმალსახმობის შესატყვისი ინდექსი, მაგ.: ციფრ 1-იქ კლავიში შეესაბამება ინდექსს 1 და ა.შ.ინდექსი წირშიინდექსი წახნაგშიინდექსი ხელსაწყოთა ზოლშიინდექსის ნომერი "ფერის ინდექსის" გადავლისთვისსაინდექსაციო ნომერი "შრიქ ინდექსი" გადავლისთვისინდექსის ნომერი სარენდერო გადავლისთვის "Material Index"ინდექსის ნომერი სარენდერო გადავლა "ობიექტის ინდექსი"-სთვისქეშის ფაილების ინდექს ნომერიწვეროთა ჯგუფის ინდექსის ნომერიინდექსი NLA ქმედების ბილიკისა, რომელზეც უნდა განხორციელდეს pushdown ოპერაციაუახლოესის ინდექსიგარდატეხის ინდექსი (IOR) სპეკულარული არეკვლისა და გავლისთვის. მასალების უმრავლესობისთვის IOR 1.0-ქა (ვაკუუმი და ჰაერი) და 4.0-ქ (გერმანიუმი) შორისაა. ნაგულისხმები სიდიდე 1.5 კარგი მიახლოებითი სიდიდეა მინისთვისგარდატეხის ინდექსი (IOR გამოყენებული სხივებისთვის, რომლებიც ზედაპირქვეშა კომპონენტში აღწევენაქტიური AOV-ქ ინდექსიაქტიური ანოტაციის შრიქ ინდექსიაქტიური სანიშნის ინდექსი (-1, თუ არაფერია)აჼტიური ენის ინდექსი ენების კოლექციაშიაქტიური შრიქ ინდექსი ნიღბის ყველა შრიქ სიაშისინათლეთა აჼტიური ჯგუფის ინდექსიხაზთა ნაკრების აჼტიური სლოტის ინდექსიაქტიური მასალის სლოტის ინდექსიაქტიური ობიექტის ინდექსინაწილაკთა აჼტიური სისტემის სლოტის ინდექსიაქტიური პოზის მარკერის ინდექსიაქტიური ბოლოდროინდელი საქაღალდის ინდექსი (-1, თუ არაფერია)აჼტიური სისტემური სანიშნის ინდექსი (-1, თუ არაფერია)აჼტიური სისტემური საქაღალდის ინდექსი (-1, თუ არაფერია)აჼტიური სახატავი ტექსტურის სლოტის ინდექსიაქტიური ტექსტურის სლოტის ინდექსიაქტიური კვალის ინდექსი ბრუნვის სტაბილიზაციის კვლების ქიაშიაჼტიური კვალის ინდექსი გადაადგილების სტაბილიზაციის კვლების ქიაშიაჼტიური მოცულობის ბადის ინდექსიასონიშნის ინდექსი მონიშვნის დასასრულის შემდეგ მონიშვნის დამასრულებელ ხაზშიკლონირებადი სახატავი ტექსტურის ინდექსიმიმდინარე ტექსტის ხაზის ინდექსი ტექსტის ხაზთა კოლექციაშიმიმდინარე ასონიშნის ინდექსი მიმდინარე ხაზში, ასევე ქა჏ყიქი ასონიშნის ინდექსი მონიშვნაში, თუ ასეთი არსებობსყოველი ჏ირიქ ინდექსიუკანასკნელი ტექსტის ხაზის ინდექსი მონიშვნაშინაწილაკთა რენდერისთვის გამოყენებული მასალის სლოტის ინდექსიმეშის იმ წახნაგის ინდექსი, რომლის ნაწილიცაა ეს სამკუთხედიუახლოესი ელემენტის ინდექსისეგმენტის წინა მეზობელი წერტილის ინდექსითხელი აფსკის გარდატეხის ინდექსი (IOR)გარდატეხის ინდექსი ადგენს, თუ რამდენად იხრება სხივი. 1.0-ზე სხივი პირდაპირ გადის, როგორც გამჭვირვალე მასალაში; მაღალი მნიშვნელობები კუთხის უფრო მეტ გადახრას იწვევს. ნაგულისხმები მნიშვნელობა 1.55-ია (კერატინის IOR)პირველწყარო წონის ინდექსი წვეროთა აჼტიურ ჯგუფშიგრიზ ფენსილის შრიქ ინდექსიაქტიური ელემენტის ინდექსი მითითებულ სამოქმედო არეალშიაქტიური საგნის ინდექსიაქტიური ობიექტის ინდექსისასურველი პარამეტრების UI-ში რედაქტირების პროცესში მყოფი აქტივთა ბიბლიოთეკის ინდექსიუახლოესი მიმმართველი ჏ირიქ ინდექსი თითოეული წარმოქმნილი წირისთვისკოლექციის ინდექსი, რომელსაც მონიშნული ძვლები უნდა მიეკუთვნოს. როცა ოპერატორმა ძვალთა ახალი კოლექცია უნდა შექმნას, კოლექციის სახელის დასადგენად გამოიყენე new_collection_name და ეს პარამეტრი ძვალთა ახალი კოლექციის მშობლის ინდექსზე დააყენეკოლექციის ინდექსი ხილულობის შესაცვლელადინდექსი კოლექციისა, რომელშიც ძვლებია გადასატანი. როცა ოპერატორმა ძვლების ახალი კოლექცია უნდა შექმნას, ნუ მოიცავ ამ პარამეტრს და გაატარე new_collection_nameმიმდინარე იტერაციის ინდექსი. ათვლას ნულიდან იწყებსმონიშვნების ამჟამად აჼტიური ნაკრების ინდექსიელემენტის ინდექსი წყაროს გეომეტრიაში. გაითვალისწინე, რომ ერთდროულად რამოდენიმე კომპონენტზე იტერაციისას შეიძლება, ერთი და იგივე ინდექსი რამდენიმეჯერ ამოვიდესინდექსი გაფართოებების საცავისა, რომელიც რედაქტირდება სასურველი პარამეტრების UI-შითითოეული ზღვრული წიბოს მონაკვეთის შიგნით მდებარე წახნაგთა ჯგუფის ინდექსიამ წახნაგის პირველი მარყუჟის ინდექსითითოეული წერტილისთვის გამოყენებული ინსტანციის ინდექსი. გამოიყენება მხოლოდ მაშინ, როცა ინსტანციების არჩევა ჩართულია. ნაგულისხმევად გამოიყენება წერტილის ინდექსიმთავარი მიმმართველი ჏ირიქ ინდექსი ყოველ წირზემონასმების წარმოსაქმნელად გამოყენებული მასალის ინდექსი (0 დატოვებს ორიგინალ მასალას)პატაკის ინდექსიწირის Ⴭირიქ წერტილის ინდექსიმოსაშორებელი სკრიპტის დირექტორიის ინდექსიმოსაცილებელი სეგმენტის ინდექსიღერის ინდექსი ნაწნავში, რომელსაც თითოეული ჏ირი ეკუთვნისდასარედაქტირებლად გამზადებული ტეგის ინდექსიწირის ბოლოს წერტილის ინდექსიძვალთა ამ კოლექციის ინდექსი მასივში armature.collections_all. გაითვალისწინე, რომ ამ ინდექსის პოვნა ძვლების ყველა კოლექციის სკანირებას საჭიროებს, ამიტომ წვდომისას სიფრთხილე გამოიჩინე.ამ კოლექციის ინდექსი თავისი მშობლის შვილობილთა ქიაში. გაითვალისწინე, რომ ამ ინდექსის პოვნა ძვალთა ყველა კოლექციის სკანირებას საჭიროებს, ასე რომ, წვდომისას სიფრთხილე გამოიჩინე.ამ ჏ირიქ ინდექსიამ წიბოს ინდექსიამ წახნაგის ინდექსიამ მარყუჟის ინდექსიამ მარყუჟის სამკუთხედის ინდექსიამ წერტილის ინდექსიამ წვეროს ინდექსიინდექსი დიაპაზონს მიღმაამოსაცილებელი ინდექსიF-჏ირიქ ზემოქმედების ქვეშ მყოფი კონკრეტული თვისების ინდექსი, თუ შესაძლებელიაკონკრეტული ანაწყობის ინდექსი, შესაფერის შემთხვევებშიინდექსებიმიუთითე, რომ ამ ბუდის ჭდე მისი მნიშვნელობის გასაგებად აუცილებელი არაა. შედეგად შეიძლება, ზოგ შემთხვევაში ჭდე გამოტოვებული იქნასმიუთითე, რომ ეს შემასწორებელი ქმედებაა. შემასწორებელი ქმედებები აქტიურდება ორი სხვა ქმედების აქტივაციის მიხედვით (იყენებს ბოლო კადრს, თუ ორივე შენატანი თავთავიანთ ბოლო კადრებზეა, და ქა჏ყიქქ - თუ რომელიმე ქა჏ყიქ კადრზეა)მიუთითებს, რომ კლავიშების კონფიგურაცია განსაზღვრულ იქნა მომხმარებლის მიერმიუთითებს იმაზე, რომ ოპერატორისთვის, გადაადგილების მოდალური მოვლენებისთვის გამოიყენება კლავიშრუკამიუთითებს იმაზე, რომ ცვლადის ყველაზე ბოლოდროინდელმა გამოთვლამ სათადარიგო მნიშვნელობა გამოიყენამიუთითებს, რომ არსებობს მომხმარებლისთვის ხილული რაიმე ქა჎იქ ცვლილებები, განხორციელებული ფუნჯის იმპორტირების, ან ფაილიდან წაშლის შემდეგმიუთითებს ჟესტის ფაზასმიუთითებს, არიქ თუ არა დამატებითი მომხმარებელი დაყენებული (ძირითადად შიდა/ხარვეზების აღმოსაფხვრელი მომხმარებისთვის)ინდექსებიინდექსები და წონები ერთი და იგივე სიგრძისა უნდა იყოსინდექსებს დუბლიკატები ვერ ექნებაინდექსები დიაპაზონში უნდა ექცეოდესინდექსები ზრდის მიხედვით უნდა იყოს დალაგებულისამკუთხედის შემადგენელი მეშების მარყუჟთა ინდექსებისამკუთხედის წვეროთა ინდექსებიმოდიფიკატორს მიჯაჭვულ წვეროთა ინდექსები. ბეზიეს წირების შემთხვევაში სახელურები დამატებით წვეროებად ითვლება.წვეროთა ინდექსები წვეროს დაქვემდებარების შემთხვევაშიირიბიირიბი სინათლეირიბი სინათლის სიძლიერემხოლოდ ირიბიარაპირდაპირი ბიბლიოთეკის მონაცემთა ბლოკი, Shift + დაწკაპუნება ბიბლიოთეკის უკუგდების იერარქიის შესაქმნელადმხოლოდ ირიბიინდივიდუალურიინდივიდუალური ცენტრებიინდივიდუალური გამოსახულებებიინდივიდუალური სათავეებიინდივიდუალური სილუეტიინდივიდუალური წახნაგების ჩასმაინდივიდუალური ფაილები ყოველი პრეფიქსიანი ხედისთვის, როგორც განსაზღვრულია სცენის ხედების მიერპოზის ინდივიდუალური ძვლები არმატურისთვისინდონეზიური - Bahasa indonesiaინდუსტრიასთან თავსებადისტრუქტურის ნავარაუდები ტიპიგაბერვაგაბერე მეშიგანსაზღვრულ მანძილზე გაბერე აჼტიური ობიექტი გამოსაცხობად. ეს გვეხმარება მონიშნული ობიექტების მეშების გარეთა მხარესთან უფრო ახლომდებარე წერტილებთან მისადაგებაშიგანსაზღვრულ მანძილზე გაბერე აჼტიური ობიექტი გამოსაცხობად. ეს გვეხმარება მონიშნული ობიექტების მეშების გარეთა მხარესთან უფრო ახლომდებარე წერტილებთან მისადაგებაში.ბერავს ქსოვილსშემოდინებაშედინების დონის სიმრავლეზეგავლენაგავლენის მანძილიზეგავლენის მასშტაბიზეგავლენის მიჯნაზეგავლენის მანძილი ობიექტიდანზონდის ზეგავლენის მანძილიზეგავლენის კოეფიციენტი, რომლითაც მოდიფიკატორი ცვლის თვისებასმეტაბურთის ელემენტების ზეგავლენაახლად შექმნილი კვალის ზეგავლენა საბოლოო ამოხსნაზესტაბილიზაციის ალგორითმის ზეგავლენა ვიდეოს მდებარეობაზესტაბილიზაციის ალგორითმის ზეგავლენა ვიდეოს ბრუნვაზესტაბილიზაციის ალგორითმის ზეგავლენა ვიდეოს მასშტაბზესასურველი ქიქჼიქ ზეგავლენა სიმულაციაზედამატებული ბორკილის გავლენადეფორმაციის ზეგავლენაყბის გავლენა ქვედა ტუ჊იქ ჯაჭვებზეყბის გავლენა დაბლოკილ პირზემეორეული შ.კ.-იქ გავლენა ქუსლის სამართავის ბრუნვაზეზუმის ფაქტორის გავლენა გადაფურცლვის სიჩქარეზეამ კვალის ზეგავლენა 2D სტაბილიზაციაზეამ კვალის ზეგავლენა საბოლოო ამოხსნაზეზეგავლენის ანაწყობი არიქ F-჏ირიქ მიერ კონტროლირებული და არა ავტომატურად განსაზღვრულიინფორმაციაინფოს ხატულას ზედაპირიინფორმაცია ქეშის ამჟამინდელი სტატუსზეინფორმაციის სივრცის მონაცემებიინფორმაცია ჩაწერილი %s ტექსტის მონაცემთა ბლოკში!ინფორმაციაინფორმაცია განახლებული ID-იქ შესახებინფორმაცია ობიექტის შესახებ, რომელიც აქტივების სისტემას შესაძლებლობას აძლევს, არსებას მოეპყროს ისე, როგორც აქტივსინფორმაცია blend ფაილში მონაცემთა ბლოკებისთვის გამოყენებული ფერითი სივრცის შესახებმემკვიდრეობით მიღებადაბოლოების ტრიალის მემკვიდრეობით მიღებამემკვიდრეობითი ბრუნვამასშტაბის მემკვიდრეობით მიღებამშობლის მასშტაბირების ყველა ეფექტის მემკვიდრეობით მიღებამემკვიდრეობით მიიღოს მასშტაბირება, მაგრამ მოაცილე შვილობილის ძვრა უძრაობის ორიენტაციაშიმემკვიდრეობით მიიღოს ერთგვაროვანი მასშტაბირება, რომელიც მშობლის მოცულობაში ზოგად ცვლილებას წარმოადგენსინიცირებაInit ანაწყობები i18n ფაილების განახლების ოპერატორებისთვისთავდაპირველითავდაპირველი ფერითავდაპირველი პოზიციათავდაპირველი მოთხოვნათავდაპირველი უძრაობის სიგრძეთავდაპირველი ტემპერატურათავდაპირველი სიჩქარეთავდაპირველი სწორება 2D კურსორზე დაყრდნობითთავდაპირველი სწორება აჼტიურ UDIM-ზე დაყრდნობითთავდაპირველი სწორება UV ფილების ბადის მიხედვითთავდაპირველი სწორება კუნძულთა შემომსაზღვრელ ჩარჩოზე დაყრდნობითბოიდის თავდაპირველი ჯანმრთელობა დაბადებისასზედაპირის თავდაპირველი ფერიგაფართოების ოპერაციის თავდაპირველი მილევათავდაპირველი პოზიცია, რომლიდანაც უნდა დაიწყოს კუნძულთა დალაგებაწახნაგთა ნაკრებების ინიციალიზაციამოაცდინე ლენტის ინიციალიზაცია ამ ფერითახდენს მეშში წახნაგთა ყველა ნაკრების ინიციალიზაციასშიდაშიდა კონუსის კუთხეშიდა კუთხეებიშიდა ნაკეციშიდა ნიღაბიშიდა შეპირაპირებაშიდა სიახლოვეშიდა რადიუსიშიდა მონიშნულიშიდა სისქეშიდა წვეროშიდა წახნაგის სისქე (გამოიყენება მხოლოდ რბილი სხეულების მიერ)ჩახატვაშენატანიშენატანი 1შენატანი 2შემავალი ფერითი სივრცეშეყვანის ველებიშენატანის ფაილის მისამართიშემავალი ელემენტიშემავალი საგნებიშემავალი მატრიცაშემავალი სახელიშენატანის კვანძიშემავალი ნიმუშებიშენატანის ტიპიშეყვანილი თეთრი წერტილიშეიტანე გამოსახულების მონაცემთა ბლოკიშემავალი ფერითი სივრცის ანაწყობებიშენატანი ფერი, რომელიც შავზე უნდა განაწილდესშენატანი ფერი, რომელიც თეთრზე უნდა განაწილდესშენატანის კონფიგურაცია, კლავიშრუკების ჩათვლითშემავალ წირებს არ აქვს ბეზიეს ტიპიშესაყვანი მონაცემები სიმულაციის ზონისთვისატრიბუტი არ არსებობს: "{}"შენატანი იღებს ველს, ან ერთ მნიშვნელობასუნდა შევიდეს სიაუნდა შევიდეს ერთი მნიშვნელობაშენატანი იღებს მოცულობის ბადესშემავალ გეომეტრიას არ გააჩნია ელემენტები იტერაციის სამოქმედო არეალში.შეყვანილ გეომეტრიას მხარდაუჭერელი ტიპი აქვს: შემავალ ბადეებს შეუთავსებადი გარდაქმნები აქვსშემავალი გამოსახულების, ან ვიდეოს ფაილიშეყვანილი გამოსახულება, ან ვიდეო ვიდეოკლიპების მონაცემთა ბლოკიდან, როგორც წესი, გამოიყენება მოძრაობის ადევნებისთვისშემავალი მონაცემების ზოლი ინტერაქტიული კონსოლისათვისშემავალი ნიღაბი ნიღბის მონაცემთა ბლოკიდან, შექმნილი გამოსახულების რედაქტორშიშეიყვანე გადანაცვლების ვექტორის წარმოსაქმნელი მეთოდიშეიყვანე ნორმალების ნორმალიზებული მნიშვნელობები ჎იქ სხვა კვანძებშიშეიყვანე რიცხვითი მნიშვნელობები ჎იქ სხვა კვანძებშიკვანძის შემავალი, ან გამომავალი ბუდეშენატანის, ან გამონატანის ბუდის ტიპიშენატანი მოლოდინში {}გიზმოს შემავალი თვისებებიგიზმო ჯგუფის შემავალი თვისებებიშეიყვანე რენდერის გადავლები სცენის რენდერიდანშენატანის მდგომარეობის ფარგლები ნახტომებით ტრიალების დროსშეიყვანე წიბოს სასურველი სიგრძე ახალ მეშშიშეიყვანე წახნაგთა სასურველი რიცხვი ახალ მეშშიშემავალი ტექსტურის კოორდინატებიშეიყვანე მიმდინარე სცენის დრო წამებში, ან კადრებშიშეიყვანე გეომეტრია ინსტანციის სახით. (დამატებით დამუშავებას, შესაძლოა, არაინსტანცირებული გეომეტრია დასჭირდეს)შენატანის მიჯნა ღილაკის/ღერძის ქმედებებისთვისშენატანის მიჯნა წილადნიშნა/2D ვექტორიანი ქმედებებისთვისბუდის დაუკავშირებლობისას გამოსაყენებელი შენატანი. მოითხოვს "დამალე მნიშვნელობა"-ქ.შენატანის ტიპი გამოსაყენებლი სცენის ლენტისთვისდაუკავშირებელი ბუდისთვის გამოყენებული შემავალი მნიშვნელობაშენატანი ინდექსით {} არ არსებობს. ამჟამად მაქსიმალური შესაძლო ინდექსია {}. {{:{}}} ხომ არ იგულისხმე?შენატანის/გამონატანის ტიპიშემავლებიშემავლები:Insჩასმამომდევნოდ ჩასმაწინ ჩასმასაკვანძო ფაზების ჩასმა - მხოლოდ საჭიროსაკვანძო ფაზების ჩასმა - გარეგნულიჩასვი საკვანძო ფაზები მითითებული ჩასოლვის ნაკრებისთვის, თუ განუსაზღვრელია, ხელმისაწვდომი ჩასოლვის ნაკრების მენიუთისაკვანძო ფაზების ჩასმა ამ რეჟიმისთვის იმპლემენტირებული ჯერ არააჩასვი საკვანძო ფაზები მხოლოდ უკვე ანიმირებული თვისებებისთვისწერტილის ჩასმაჩასვი წერტილი ჏ირიქ სეგმენტშიუნიკოდის ასონიშნის ჩასმაჩასვი ცარიელი კადრი ყველა რედაქტირებად შრეშიჩასვი ცარიელი კადრი მიმდინარე სცენის კადრშიჩასვი საკვანძო ფაზა მასივის ყველა ელემენტისთვისჩასვი საკვანძო ფაზები ყველა თვისებისთვის, რომელსაც სავარაუდოდ ანიმაცია შეეხება პერსონაჟის რიგში (მხოლოდ მონიშნული ძვლები)ჩასვი საკვანძო ფაზა პერსონაჟის რიგში ყველა იმ თვისებისთვის, რომელიც სავარაუდოდ ანიმირებული იქნება (გამოსადეგია გადასაღები კადრის მონახაზის გაკეთებისას)ჩასვი საკვანძო ფაზა მიმდინარე UI-აჼტიური თვისებისთვისჩასვი საკვანძო ფაზა დ-ძვლის ფორმის ყოველი თვისებისთვისჩასვი საკვანძო ფაზა კურსორის წერტილთან მდებარე მონიშნული F-წირებისთვისჩასვი საკვანძო ფაზა კურსორის წერტილთან მდებარე აჼტიური F-წირებისთვისჩასვი საკვანძო ფაზა ყველა ხილულ და რედაქტირებად F-წირზე თითოეული ჏ირიქ მიმდინარე მნიშვნელობის გამოყენებითჩასვი საკვანძო ფაზა ყოველ უკვე არსებულ F-წირშიჩასვი საკვანძო ფაზა მდებარეობისა და ბრუნვის ყოველ არხზეჩასვი საკვანძო ფაზა მდებარეობისა და ბრუნვის ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მდებარეობისა და მასშტაბირების ყოველ არხზეჩასვი საკვანძო ფაზა მდებარეობისა და მასშტაბირების ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მდებარეობის ყოველ არხზეჩასვი საკვანძო ფაზა მდებარეობის ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მდებარეობის, ბრუნვისა და მასშტაბირების ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მდებარეობის, ბრუნვისა და მასშტაბირების ყოველ არხზეჩასვი საკვანძო ფაზა ბრუნვისა და მასშტაბირების ყოველ არხზეჩასვი საკვანძო ფაზა ბრუნვისა და მასშტაბირების ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა ბრუნვის ყოველ არხზეჩასვი საკვანძო ფაზა ბრუნვის ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მასშტაბირების ყოველ არხზეჩასვი საკვანძო ფაზა მასშტაბირების ყოველ არხზე, ბორკილებისა და ურთიერთკავშირების ეფექტების გათვალისწინებითჩასვი საკვანძო ფაზა მონიშნული F-წირებზე თითოეული ჏ირიქ მიმდინარე მნიშვნელობის გამოყენებითჩასვი საკვანძო ფაზა აჼტიურ F-წირზე ჏ირიქ მიმდინარე მნიშვნელობის გამოყენებითჩასვი საკვანძო ფაზა მონიშნულ კვლებში მიმდინარე კადრზეჩასვი ახალი საგანი კოლექციაში subitem_reference_name/_id or _index-ში მითითებულის მერეჩასვი ახალი საგანი კოლექციაში subitem_reference_name/_id or _index-ში მითითებულის მერე (გამოუყენებელი)ჩასვი პანელის შემდეგჩასვი ბუდეს შემდეგჩასვი პანელის წინჩასვი ბუდემდეჩასვი შუალედი მიმდინარე კადრთან მარჯვნივ პირველ ლენტებამდე, ლენტების მონიშვნისა და ბლოკირების მიუხედავადჩასვი პანელშიჩასვი საკვანძო ფაზები 'ვიზუალურ გარდაქმნებზე' დაყრდნობითჩასვი საკვანძო ფაზები მდებარეობის დამატებითი აცდენისთვისჩასვი საკვანძო ფაზები ბრუნვის დამატებითი აცდენისთვისჩასვი საკვანძო ფაზები მასშტაბირების დამატებითი კოეფიციენტისთვისჩასვი საკვანძო ფაზები მითითებული არხებისთვისჩასვი საკვანძო ფაზები მიმდინარე კადრზე აჼტიური ჩასოლვის ნაკრების, ან მომხმარებლის სასურველი პარამეტრების გამოყენებით, თუ ჩასოლვის არცერთი ნაკრები არაა აქტიურიჩასვი ხაზის წყვეტა კურსორის პოზიციაზეჩასვი ნიღბის ფორმის საკვანძო ფაზა აჼტიური ნიღბის შრისთვის მიმდინარე კადრზეახალი საკვანძო ფაზა კურსორის პოზიციაზე ჩაუსვი აჼტიურ F-წირსჩასვი მონიშნული კვანძები კვანძთა ჯგუფშიჩასვი ტექსტი კურსორის პოზიციაზეჩასვი სტრიქონში მნიშვნელობები Python-ქა და მისამართის შაბლონთან თავსებადი ფორმატირების სინტაქსის მეშვეობითსაკვანძო ფაზების ჩასმა წარუმატებელია:სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია დაკარგული ქმედებების სლოტების გამო.სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია, რადგან RNA მისამართი მათთვის უვარგისი იყო.სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია, რადგან სოლების მიღები შემძლებელი შრეები არ არსებობდა.სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია, რადგან სოლების მიღების შემძლებელი ლენტები არ არსებობდა.სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია, რადგან ისინი არარედაქტირებადია.სოლების ჩასმა {:d} მონაცემთა ბლოკზე გამოტოვებულია, რადგან მათი ანიმირება შეუძლებელია.ჩასვი წახნაგის ზღუდეებიჩასვი ახალი წახნაგები მონიშნულ წახნაგებშიჩასვი მონაკვეთი არსებულ წიბოთა გასწვრივშიგნითანოტირებული არეს შიგნითშიდა მინდორიშიდა მანძილი UI-ქ ერთეულებში მონაკვეთის კიდიდან, რომლის ფარგლებშიც უნდა დაიწყოს პანორამირებაშეპირაპირების შიდა მხარე თაღისებურიაშეპირაპირების შიდა მხარე ბასრიადაათვალიერე გამოსახულებები, ან რენდერის შედეგებიინსპექციის ინდექსიინსპექციის ინდექსი დიაპაზონს გარეთაადაინსტალირებადააინსტალირე მომხმარებლის მიერ განსაზღვრული სინათლედანამატის დაინსტალირებააპლიკაციის შაბლონის დაინსტალირებადააინსტალირე მორგებული HDRI-ებიდააინსტალირე მორგებული ფიქსირებული მასალებიმორგებული სტუდიური განათების დაინსტალირებადააინსტალირე გაფართოებები ფაილებიდან ლოკალურად მართულ საცავშიდააინსტალირე ეს ფაილიდაინსტალირებულიკლავიშრუკის დაინსტალირება წარუმატებელია: {:s}ინსტანციაინსტანციის ზღუდეებიკოლექციის ინსტანციაკოლექციის ინსტანციის წონებიკოლექციების ინსტანციებიკოლექციების ინსტანცირება დართვისასკოლექციების ინსტანცირება დაკავშირებისასინსტანციების რიცხვიინსტანციის ცარიელას ზომაინსტანცირებული წახნაგების მასშტაბიინსტანციის ინდექსიინსტანციის მოდიფიკატორიინსტანციის ობიექტიობიექტის მონაცემთა ინსტანცირებაინსტანციის აცდენაინსტანცირებაინსტანციის შემთხვევითი IDინსტანციის ბრუნვაინსტანციის მასშტაბიინსტანციის პირველსაწყისიინსტანციის გარდაქმნაინსტანციის გარდაქმნის ველიინსტანციის ტიპიარსებული კოლექციის ინსტანცირებაგეომეტრიის კოლექციის ინსტანციაინსტანციის გეომეტრიის შენატანიგეომეტრიული ობიექტის ინსტანციაკოლექციის ინსტანცია, ან კოლექციაში მყოფი ყველა შვილობილის ინსტანციებიინსტანცია ელემენტებზეინსტანცია წერტილებზედააინსტანცირე მონიშნული კოლექციები აჼტიურ სცენაშიინსტანცირებული კოლექციაინსტანცირებული ობიექტებიმაინსტანცირებელიინსტანციებიინსტანციები იგნორირდებაინსტანციები შრეებადშეყვანილ გეომეტრიაში ინსტანციები იგნორირდებაინსტანციების რიცხვი '%d' არ ემთხვევა გარდაქმნის ზომა '%d'-სობიექტთა, ან კოლექციათა ინსტანციებიინსტანციები წერტილებადწერტილებად დასაკონვერტირებელი ინსტანციებიინდივიდუალურად საბრუნებელი ინსტანციებიინდივიდუალურად დასამასშტაბირებელი ინსტანციებიინდივიდუალურად გარდასაქმნელი ინსტანციებიინდივიდუალურად გადასაადგილებელი ინსტანციებიინსტანციები: {}ინსტანცირებადააინსტანცირე შვილობილი ობიექტები ყველა წახნაგზედააინსტანცირე შვილობილი ობიექტები ყველა წვეროზედააინსტანცირე კოლექციები ცარიელებად, ნაცვლად მათი ამჟამინდელ ხედის შრესთან დაკავშირებისადააინსტანცირე ობიექტის მონაცემების ID-ები (მაგ.: საჭიროებისას შეუქმენი ობიექტები)თანაბრად ტრიალის მაგივრად დაუყოვნებლივ ატრიალებს კამერას ფიქსირებული კუთხითთითო ფუნჯზე თითო ფერის მაგივრად ფერი საზიაროა ფუნჯებს შორისთითო ფუნჯზე თითო ნიმუშის მაგივრად მნიშვნელობა საზიაროა ფუნჯებს შორისფუნჯებს საზიარო ზომა აქვს და არა თითო ფუნჯზე ინდივიდუალურითითო ფუნჯზე თითო სიძლიერის მაგივრად სიძლიერე საზიაროა ფუნჯებს შორისთითო ფუნჯზე თითო წონის მაგივრად წონა საზიაროა ფუნჯებს შორისთაგვის ღილაკის დაჭერისას მონიშვნის მაგივრად დაელოდე, რომ ნახო, გათრევის მოვლენას თუ ექნება ადგილი. თუ არა, მონიშნე თაგვის აშვებისასმთელიInt 2DInt8მთელი რიცხვიმთელი 64-ბიტიანიმთელი რიცხვების მასივიმთელ რიცხვიანი ატრიბუტიატრიბუტის მთელი სიდიდემთელი მნიშვნელობის ველიოპერაცია მთელ რიცხვებზეკვანძის მთელი რიცხვის ბუდემთელ რიცხვის კვანძის ბუდის ინტერფეისიმთელი მნიშვნელობამთელიანი ვექტორიმთელი რიცხვის ბუდე კვანძშიპიქსელის მთელმნიშვნელობიანი კოორდინატებიმთელ რიცხვიანი მნიშვნელობა გეომეტრიის ატრიბუტშიინტეგრირებამოახდინე ამ მოდიფიკატორის შენატანისგან მიღებული დეფორმაციის ინტეგრირება მეშ-ქეშის კოორდინატებთან (გამოსადეგია ფორმის სოლებისთვის)ინტეგრაციაინტეგრირების სქემაინტეგრაციის ტიპიინტეგრატორის წინასწარი კონფიგურაციებიაღმოჩენილია Intel ბინარული. მოსალოდნელია შესრულების ეფექტურობის შემცირება.დეტალების გაინტენსიურებაინტენსივობაჰაპტიკური ვიბრაციის ინტენსივობა, 0.0-დან 1.0-მდე დიაპაზონშიხმაურის ინტენსიურობაინტენსიურობა ბრწყინვის შრიქა, რომელიც ზედაპირზე პაწია ბოჭკოებს ასიმულირებსინტენსიურობა ვინიეტისა, რომელიც მოძრაობისას ჩნდებაურთიერთქმედების რადიუსიურთიერთქმედების რადიუსი ნაწილაკის 4 * ზომის მამრავლიაინტერაქტიული ნავიგაციაინტერაქტიული Python კონსოლიინტერაქტიული პროგრამული კონსოლი გაფართოებული რედაქტირებისა და სკრიპტების დეველოპმენტისათვისინტერაქტიულად დაამატე პრიმიტიული ობიექტიინტერაქტიულად შეცვალე მიმდინარე კადრის ნომერიინტერაქტიულად განსაზღვრე დასაკრავად გამოყენებული კადრთა დიაპაზონიინტერაქტიულად იფრინე სცენაშიინტერაქტიულად გაიკვლიე გზა სცენაში (იყენებს რეჟიმის (სიარული/ფრენა) სასურველ პარამეტრს)ინტერაქტიულად მიუშვირე კამერები და სინათლეები მდებარეობას (Ctrl გადააადგილებს)ინტერაქტიულად დააყენე მიმდინარე კადრისა და მნიშვნელობისინტერაქტიულად იარე სცენაშიინტერაქტიულად იარე, ან გზა გაიკვლიე სცენაშიგზის გადაჭრაინტერფეისიინტერფეისის შრიფტიინტერფეისის დეკლარაცია ამ კვანძოვანი ხისთვისშიდა ზოლის სიგანეშიდა რადიუსიინტერლეისიინტერლეისის ტიპიმონაცვლეობითიშიდაშინაგანი ატრიბუტებიშიდა შეცდომა - AnimData ბლოკი უვარგისიაშიდა შეცდომა: წიბოთა მასივი არასწორი ზომისაა: %u %u-ქ მაგივრადშიდა შეცდომა: წახნაგთა მასივი არასწორი ზომისაა: %u %u-ქ მაგივრადშიდა შეცდომა: მარყუჟთა მასივი არასწორი ზომისაა: %u %u-ქ მაგივრადშინაგანი ხახუნიშიდა IES ფაილიშიდა ბმულებიშიდა ზამბარის მაქსიმალური გადახვევაშიდა ზამბარის მაქსიმალური სიგრძეშინაგანი ზამბარებიშინაგანი ზამბარების წვეროთა ჯგუფიშიდა გაცვლის ბუფერს პოზა არ აქვსშიდა გაცვლის ბუფერი ცარიელიაშიდა გაცვლის ბუფერი მასალიდან არააშიდა გაცვლის ბუფერი პოზირების რეჟიმიდან არააშინაგანი შეცდომა!შინაგანი შეცდომა, უცნობი მდგომარეობა!{:s}შიდა შენატან-გამონატანის კავშირები ჩახშობისთვისშინაგანი მფლობელიპოზების შიდა ბიბლიოთეკის შეცდომა, ოპერატორი უქმდებაიერფერის შიდა სკრიპტი იერფერის განსასაზღვრადშიდა მოხმარება (დაარედაქტირე თვისების მონაცემთა მისამართი)შინაგანად დაარენდერე გამოსახულების ჩარჩოს მიღმა, რათა თავიდან აიცილო ეკრანული სივრცის ეფექტების გაქრობაონლაინ გაფართოებების დასაინსტალირებლად და განსაახლებლად საჭიროა წვდომა ინტერნეტზე. გაფართოებების ინტერნეტიდან დასაინსტალირებლად საჭიროა ინტერნეტზე წვდომა.ინტერნეტი:თვალთაშორისი მანძილიინტერპოლაციაწირების ინტერპოლაციამოახდინე გრიზ ფენსილის მონასმების ინტერპოლაცია კადრებს შორისთმის წირების ინტერპოლაციასიგრძის ინტერპოლირებაწერტილების რიცხვის ინტერპოლირებარადიუსის ინტერპოლირებაფორმის ინტერპოლირებამოახდინე დანიშნულების წიბოს პროეცირების მიერ მოხვედრილი წყაროს ყველა წიბოს ინტერპოლაცია, თავისივე ნორმალის გასწვრივ (წვეროებიდან)დააინტერპოლირე წყაროს ყველა მრავალკუთხედი, გადაკვეთილი სამიზნე მრავალკუთხედის პროეცირებასთან თავისი ნორმალის გასწვრივინტერპოლირება 2×2 ნიმუშებს შორისმოახდინე ქმედების ქა჏ყიქ და დამასრულებელ კადრებს შორის ინტერპოლაცია, შეფასების დროის ცოციით და არა სამიზნე ობიექტით/ძვლითმოახდინე ინტერპოლაცია ახალსა და ორიგინალ ნორმალებს შორისმოახდინე ინტერპოლაცია ორიგინალსა და ახალ ნორმალებს შორისმოახდინე თმის ინტერპოლირება B-სფლაინების გამოყენებითახალი ნაწილაკების ინტერპოლაცია არსებულებისგანმოახდინე პიქსელების ინტერპოლაცია ფილტრების გამოყენებითმოახდინე მონიშნულ წერტილთა რადიუსების ინტერპოლაციამოახდინე ატრიბუტის ინტერპოლაცია მონახვედრი წახნაგის კუთხეებისგანმოახდინე მონიშნული წერტილების ინტერპოლაციამოახდინე მონიშნული წერტილების წონათა ინტერპოლაციაინტერპოლირებულიახდენს ქმედების ქა჏ყიქ და დასასრულ კადრებს შორის ინტერპოლაციასახდენს მორგებული ნორმალების ინტერპოლაციას ნაწარმ მეშთანახდენს არსებული მიმმართველი წირების ინტერპოლაციას ზედაპირის მეშზეინტერპოლაციაინტერპოლაციის წირიინტერპოლაციის მილევაინტერპოლაციის მიმმართველებიინტერპოლაციის გადახრაინტერპოლაციის ტიპიინტერპოლაციის ტიპი Uინტერპოლაციის ტიპი Vინტერპოლაციის ტიპი Wინტერპოლაცია Uინტერპოლაციის კოეფიციენტი მიმდინარე ფუნჯის წონასა და სოლების წონებს შორისსათადარიგო ინტერპოლაცია სემპლირებული ანიმაციებისთვის, როცა თვისება ჩასოლილი არააინტერპოლაციის მეთოდიინტერპოლაციის მეთოდი გამოსაყენებელი F-჏ირიქ სეგმენტისთვის ამ საკვანძო ფაზიდან მომდევნომდეკვამლის/ცეცხლის მოცულობებისთვის გამოსაყენებელი ინტერპოლაციის მეთოდიინტერპოლაციის მეთოდი, რომელიც უნდა იქნას გამოყენებული კვამლის/ცეცხლის მოცულობებისთვის მყარ რეჟიმშიინტერპოლაციის მეთოდი გამოყენებული მოცულობებისთვისმყარ რეჟიმში ოცულობებისთვის გამოსაყენებელი ინტერპოლაციის მეთოდიინტერპოლაციის გამოსაყენებელი მეთოდი 'მოახდინე თანამიმდევრობის ინტერპოლაცია'-ქ მორიგი გაშვებისასინტერპოლაციის რეჟიმი გამოყენებული პირველი საკვანძო ფაზისთვის ახალდამატებულ F-წირზე (შედეგად მიღებული საკვანძო ფაზები ინტერპოლაციას წინმსწრები საკვანძო ფაზისგან იღებენ)სტაბილიზაციით გამოწვეული ქვე-პიქსელური გადასვლებისა და ბრუნვებისთვის გამოსაყენებლი ინტერპოლაციაინტერპოლაციის ტიპი აბსოლუტური ფორმის სოლებისთვისინტერპოლაცია:გადაკვეთაგადაკვეთის რეჟიმიგადაკვეთე არსებული მონიშვნაგადაკვეთე მონიშნული მოუნიშნავ წახნაგებთანგადამკვეთი წიბოებიგადაკვეთამხოლოდ გადაკვეთაგადაკვეთის პრიორიტეტიგადაკვეთის ტიპიგადაკვეთა კონტურებთანამ კოლექციის მიერ წარმოქმნილ გადაკვეთას ექნება შენიღბვის ეს მნიშვნელობამხოლოდ გადაკვეთაგადაკვეთებიინტერვალი აეროგრაფის შტრიხებს შორისდროის გამრუდების ინტერვალი ნავიგაციის რეჟიმში ტელეპორტირებისასრყევის/შემთხვევითობის შემოტანა მონასმებშიდისტორსიის მოხდენისას შემოაქვს რყევა, რაც შეიძლება, უფრო ქ჏რაფი იყოს, მაგრამ ასევე შეიძლება, გრანულარული, ან ხმაურიანი შედეგები აწარმოოსუვარგისიუვარგისი კონტექსტის შეცდომაუვარგისი მანძილიუვარგისი შემავალი მონაცემებიუვარგისი შენატანის შეცდომაგამონატანის უვარგისი ბმულიმითითებული იყო UDIM ინდექსების უვარგისი დიაპაზონიუვარგისი UID ძველი ქმედებისთვისუვარგისი UV რუკა: UV კუნძულებს პირგადადება არ უნდა ჰქონდესნაპოვნია ('%s') გამოუსადეგარი ანკერი, საჭირო იყო ბიბლიოთეკის უკუგდების შექმნა მონაცემთა ბლოკიდან '%s'გალიის უვარგისი ობიექტი, გალიის მეშს უნდა ჰქონდეს წახნაგთა იგივე რაოდენობა, რაც აჼტიურ ობიექტსფერთა პალიტრის უვარგისი ინდექსი: %dუვარგისი კონტექსტიუვარგისი კონტექსტი ჩასოლვის ნაკრებისთვისუვარგისი კონტექსტი: "%s", %sდამოკიდებულებათა უვარგისი გრაფიკიაღმოჩენილია წახნაგების უვარგისი მონაცემები მეშის '%s'-თვის. ავტომატურად შესწორდება, მაგრამ, სავარაუდოდ, ზოგი მონაცემი დაიკარგებაფორმატის უვარგისი განმსაზღვრელი სტრიქონისთვის: "{}"ფორმატის უვარგისი განმსაზღვრელი: "{}"უვარგისი ფორმატი: "{}"კადრთა უვარგისი დიაპაზონი (%d - %d)კადრთა გამოუსადეგარი დიაპაზონი (%d - %d). ქა჏ყიქი კადრი უფრო დიდი რიგითობისაა, ვიდრე დასასრულის კადრიკადრების ჯამი ვარგისი არააუვარგისი კოლონტიტულინაპოვნია იერარქიის უვარგისი სათავე ('%s'), საჭირო გახდა ბიბლიოთეკის უკუგდების შექმნა მონაცემთა ბლოკისგან '%s'უვარგისი იდენტიფიკატორი: "{}"უვარგისი ინდექსი %d '%s'-იქ დ-ძვლის სეგმენტებისთვის!უვარგისი მეში; დანარჩენი დეტალები კონსოლზეუვარგისი ობიექტი: დაადასტურე ობიექტის მისამართიუვარგისი ძველი/ახალი ქმედების წყვილი ('%s' / '%s')უვარგისი ძველი/ახალი ID წყვილი ('%s' / '%s')უვარგისი ორიგინალი მოდიფიკატორის ინდექსი '%d'პანელის უვარგისი იდენტიფიკატორიმისამართის უვარგისი შაბლონი ფაილის გამონატანის კვანძში. ფაილის ჩაწერა გამოიტოვება.უვარგისი რეგულარული გამოსახულება (მოძებნე): {:s}უვარგისი რეგულარული გამოსახულება (ჩაანაცვლე): {:s}უვარგისი გარჩევადობამონიშნული არე ეკრანის ანაბეჭდისთვის უვარგისიამონიშვნის უვარგისი თანმიმდევრობასლოტის გამოუსადეგარი სახელი '%s': სახელი ცარიელი არ უნდა იყოს.ზედაპირის უვარგისი UV-ები {} წირებზეუვარგისი სამიზნე %r (უნდა იყოს 'ARMATURE', ან 'OBJECT')უვარგისი სამიზნე ანაწყობებიუვარგისი სამიზნე!უვარგისი გარდაქმნა მოცულობის ბადეებისთვისცვლადის უვარგისი სახელი, დეტალების აჼ დააწკაპუნეწვეროთა ჯგუფის უვარგისი ინდექსიწვეროს უვარგისი ინდექსი %d (უნდა ყოფილიყო 0-ქა და %d-ქ შორის)უვარგისი/დაუყენებელი ღერძებიშექცეულიშექცეული ჩაჭერილიშებრუნებული ფერიშექცეული გაძლიერებაშექცეული გამაშექცეული კინემატიკაშექცეული აწევაინვერსიული მატრიცაშექცეული აცდენაინვერსიული მშობელი მატრიცაშექცეული ხარისხიშექცეული კვადრატულიშებრუნებული მასშტაბიშექცეული დაქანებაშექცეული სიგლუვე ზეწოლისგანშექცეული კვადრატული ფესვის რეჟიმიშექცეული კვადრატული მილევამანძილის შექცეული მოდელიმანძილის შექცეული მოდელი ჩაჭერითშრის მშობლის გარდაქმნის მატრიცის ინვერსიული სახეობიექტის მშობელი მატრიცის დაქვემდებარების დროინდელი ვერსიის ინვერსიაშებრუნებული მონიშვნა (როცა ჭეშმარიტია, უკუაგდებს 'მონიშნე ყველა'-ქ)შებრუნების რეჟიმიშებრუნებაალფას შებრუნებარკალის შექცევაკოლექციის შებრუნებაკოლექციის გაფილტრვის შექცევაფერის შებრუნებაგამოხშირვის შებრუნებასიმრუდის შექცევაგადანაცვლების შექცევასაექსპოზიციო ფურცლის დალაგების შებრუნებამილევის შექცევაბადის შებრუნებაშრის შექცევაშრის გადავლის შექცევამასალის შექცევამასალის გადავლის შექცევამატრიცის შექცევაპანორამირების შექცევაპანორამირების ღერძის შექცევატანგაჟის (X) ღერძის შექცევაზეწოლის შექცევა სიმჭიდროვისთვისზეწოლის შექცევა დინებისთვისზეწოლის შექცევა სიმკვეთრისთვისზეწოლის შექცევა სველი შერევისთვისზეწოლის შექცევა სველი სიმტკიცისთვისშეაქციე RGB მნიშვნელობებიდაგვერდების (Z) ღერძის შექცევაბრუნვის შექცევაბრუნვის შექცევამონიშვნის შებრუნებასილუეტის გაფილტრვის შექცევაშხეფების შექცევამოუნიშნავის შექცევაწვეროთა ჯგუფის შებრუნებაწონები A-ქ შექცევაწონები B-ქ შექცევაგორგოლაჭის ზუმის მიმართულების შექცევაX-იქ ინვერსიაX ღერძის შექცევაY-იქ ინვერსიაY ღერძის შექცევაკურსიდან გადახვევის (Y) ღერძის შექცევაZ-იქ ინვერსიაZ ღერძის შექცევაზუმის მიმართულების შექცევაფერის შებრუნების გზით შექმენი ნეგატივიშეაქციე ქმედება ფუნჯის მოსმის განმავლობაშიშეაქციე ფუნჯის ქმედება მოსმის განმავლობაშიშეაქციე აჼტიური წვეროთა ჯგუფის წონებიშეაქციე ზემოქმედების ქვეშ მყოფი ნორმალებიშეაქციე გამოსახულების ყველა ალფა მნიშვნელობაშეაქციე ალფა არხიშეაქციე და დახაზე საპირისპირო თაღიშეაქციე ლურჯი არხიშეაქციე ფერები და შექმენი ნეგატივიშეაქციე სამიზნე მონასმი, რომ თავ-ბოლო წყაროს მონასმისას დაემთხვესშეაქციე არსებული მონიშვნაშეაქციე წახნაგთა ნიშნების გაფილტრვაშეაქციე ძიების ფილტრიშეაქციე გაფილტრვა (დამალული საგნები გამოაჩინე, და პირიქით)შეაქციე მწვანე არხიშეაქციე გამოსახულების არხებიშეაქციე შრიქ ფილტრისშეაქციე შრიქ გადავლის ფილტრიშეაქციე აჼტიური ობიექტის წვეროთა ყველა ჯგუფის ბლოკიშეაქციე აჼტიური ობიექტის წვეროთა მონიშნული ჯგუფების ბლოკებიშეაქციე აჼტიური ობიექტის წვეროთა მოუნიშნავი ჯგუფების ბლოკებინიღბის შებრუნებაშეაქციე მასალის ფილტრიშეაქციე მასალის გადავლის ფილტრიშეაბრუნე უარყოფითი მასშტაბის მქონე ობიექტთა ნორმალები.გამომავალი წონის მნიშვნელობების შექცევაშეაქციე მონიშნულის ჩამაგრება დაყენების მაგივრადშეაქციე წითელი არხიშეაქციე ყველა ელემენტის მონიშვნაშეაქციე საექსპოზიციო ფურცლის არხების დალაგების თანმიმდევრობაშეაქციე წყაროს წვეროთა ჯგუფის მნიშვნელობებიშეაქციე სტაბილიზაცია გამოსახულებაში მოძრაობის ხელახლა შემოსატანადშეაქციე მდებარეობა X-ზეშეაბრუნე ბრუნვა X-ზეშეაქციე მდებარეობა Y-ზეშეაბრუნე ბრუნვა Y-ზეშეაქციე მდებარეობა Z-ზეშეაბრუნე ბრუნვა Z-ზეშეაქციე თაგვის მოძრაობის ღერძი ზუმისთვისშეაქციე ამობურცულობის რუკის მიმართულება, რათა ზედაპირი კი არ ამოზნიქო, არამედ ჩაზნიქომონასმის გაგრძელების სიმრუდის შექცევაშეაქციე გაფართოებული აჼტიური ელემენტებიშეაქციე წახნაგის მიმართულებაშეაქციე წრფივი ასახვის ჩაქრობის მიმართულებაშეაქციე გაძლიერების ფერიშეაქციე გამის ფერიშეაქციე წარმოქმნილი ნიღაბიშეაქციე წვეროთა ჯგუფი A-ქ გავლენაშეაქციე წვეროთა ჯგუფი B-ქ გავლენაშეაქციე აწეული ფერიშეაქციე წვეროთა ყველა ჯგუფის ბლოკირების მდგომარეობაშეაქციე ნიღაბიშეაქციე ნიღბის სიშავე/სითეთრეზეწოლის მოდულაციის შექცევა სიმჭიდროვეშიზეწოლის მოდულაციის შექცევა დინებაშიზეწოლის მოდულაციის შექცევა სიმკვეთრეშიზეწოლის მოდულაციის შექცევა სველ შერევაშიზეწოლის მოდულაციის შექცევა სველ სიმტკიცეშიშეაქციე თაგვის შენატანიშეაქციე ობიექტის მდგომარეობის ფილტრიშეაქციე აცდენის ფერიშეაქციე ჎არიქ჎იქ ფერიშეაქციე შედეგად მიღებული მილევის წონაშეაქციე ბრუნვის კუთხეშეაქციე დაქანების ფერიშეაქციე შხეფების მიმართულების რუკაშეაქციე ტრაფარეტის შრეშეაქციე წვეროთა ჯგუფის ზეგავლენაშეაქციე ყველა წვეროს ხილულობაშეაქციე აჼტიური წვეროთა ჯგუფის წონაშებრუნება მოფხეკად, ან შევსებადწვეროთა ჯგუფის ზეგავლენის შებრუნებაშეაქციე წვეროთა ჯგუფის გავლენა (მხოლოდ ჩაშლა)შეაქციე წვეროთა ჯგუფის ნიღბის ზეგავლენაშეაქციე წვეროთა ჯგუფის წონებიშეაქციე ხილულობის კოლექცია (არარეკომენდირებული)შეაქციე იქ, თუ რა ითვლება ობიექტად და რა - არაშებრუნებულიღრმულის შებრუნებული ნიღაბიშექცევადიგამოძახებაგამოიძახე ყველა კონფიგურირებული ექსპორტიორი ყველა კოლექციისთვისგამოიძახე ყველა კონფიგურირებული ექსპორტერი ამ კოლექციაზეგამოიძახე ექსპორტის ოპერაცოაგრიგალური ძალის შიგნით მომართული კომპონენტიIris (.rgb)რკინაგამოსხივების ატლასის ტექსტურა ვერ შეიქმნაგამოსხივების არეს ზომაგამოსხივების ხილულობის ზომათუა აქტიურითუა არქივითუა ატრიბუტითუა სწორება ღერძთანთუა გამოცხობილითუა კამერის სხივითუა კონტროლერის სამიზნე ხაზითუა კონტროლერის მოსაჭიდებელითუა მონაცემებითუა დიფუიზიის სხივითუა წიბო საზღვრულითუა წიბო მიუმაგრებელითუა წიბო მრავალსახეობრივითუა წიბო გლუვითუა რედაქტირებადითუა რედაქტირების რეჟიმშითუა ცარიელითუა შეფასებულითუა წახნაგი სიბრტყულითუა წახნაგი გლუვითუა სათადარიგო გამოყენებულითუ ჩანს შევსებათუა წილადნიშნათუა წარმოქმნილი ფილათუა პრიალის სხივითუა გრიზ ფენსილითუა HDRთუა დამალულითუა მოხვედრილითუა იერარქიაშითუა არაპირდაპირითუა ინსპექცია გამომავალითუა ინსტანციათუა ინტერფეისი დაბლოკილითუა შიდათუა შრეებიანი ქმედებათუა ძველებური ქმედებათუა ჩატვირთულითუა ლოკალური უკუგდებათუა მაიკროსოფტის მაღაზიის ინსტალაციათუა სახელი ვარგისითუა გახსნილითუა ორთოგრაფიულითუა გამონატანითუა პანელის გადამრთველითუა პერსპექტიულითუა ჩამაგრებულითუა სიბრტყულითუა პორტალითუა ანარეკლის სხივითუა აუცილებელითუა თანამიმდევრობათუა ჩრდილის სხივითუა ცალკეული სხივითუა სფლაინი ციკლურითუა ღერითუა მონასმის დასაწყისითუ ჩანს შტრიხითუა სისტემის უკუგდებაფილაათუა გავლის სხივითუა UV გახლეჩილითუა ვარგისითუა აცდენა ვარგისითუა სარკმელითუა მოცულობის გაბნევის სხივიჩახშულია თუ არა მარკერი მიმდინარე კადრისთვისთუა შ.კ. ჯაჭვის ნაწილიარის თუ არა AOV-იქ სახელი შეუთავსებელიარის თუ არა ეს ID ბლოკი პირდაპირ დაკავშირებულიარის თუ არა ეს დრაივერის ცვლადისათვის ვარგისი სახელიარის თუ არა გამოსახულების ეს ფილა წარმოქმნილიარის თუ არა კლავიშრუკის ეს საგანი განსაზღვრული მომხმარებლის მიერარის თუ არა კლავიშრუკის ეს საგანი მომხმარებლის მიერ განსაზღვრული (არა მხოლოდ ჩაშენებულ საგანს ჩაანაცვლებს)კუნძულიკუნძულთა რიცხვიკუნძულის ინდექსიკუნძულის მინდორიკუნძულების მონიშვნაკუნძული, რომელიც ადგილზე რჩება კუნძულთა მიკერებისასკუნძულების სიზუსტეიზოლირებაქმედების იზოლირებამრავალმომხმარებლიანი მონაცემების იზოლირებაგანაცალკევე მონიშნული ძვლები ცალკე არმატურადიზომეტრიულიPython-ში რეზერვირებული საკვანძო სიტყვა ვერ იქნებაცარიელად დატოვება არ შეიძლებაწერტილებს არ უნდა შეიცავდეს (მაგ.: 'ეს.წერტილი')გამოტოვებებს არ უნდა შეიცავდეს (მაგ.: 'ეს გამოტოვება')სპეციალურ სიმბოლოებს (არაანბანურ-ციფრულ) არ უნდა შეიცავდესციფრით ვერ დაიწყებასპეციალური ასონიშნით ვერ დაიწყება, მათ შორისაა '$', '@', '!', '~', '+', '-', '_', '.', ან ' 'იტალიური - Italianoდახრილიასონიშნების გაკრული კუთხესაგანიელემენტის ფორმატისაგნის ინდეტიფიკატორისაგნის ტიპისაგანს მომხმარებელი არ გააჩნია და წაიშლებასაგანს მომხმარებლები არ გააჩნია და მოცილებული იქნება. დააწკაპუნე წაშლისგან დასაცავადსაგანი კლავიშთა რუკაშისაგანი კვანძოვანი ჎იქ ინტერფეისშისაგანი არაა წაშლისგან დაცულისაგანი დაცულია წაშლისგანამ ინტერფეისში დასაკოპირებელი ელემენტის ტიპს მხარდაჭერა არ აქვსსაგნებიგანვრცობილი საგნებისაგნები ვერ მოიძებნასაგნები ქმედებათა რუკაში, XR მოვლენის განაწილება ოპერატორზე, პოზაზე, ან ჰაპტიკურ გამონატანზესაგნები კლავიშრუკაში, რომლებიც ოპერატორსა და შეყვანის მოვლენას აკავშირებსსაგნები კვანძების ინტერფეისშისაგნები კვანძის პანელშიიტერაციაიტერაციის ინდექსი, რომელსაც იყენებს საინსპექციო მახასიათებლები, როგორიცაა მაჩვენებლის კვანძი, ან ბუდის ინსპექციაიტერაციებიიტერაციების შენატანი მუდმივი სიდიდე უნდა იყოსიტერაციები: {:d} .. {:d} (ქაშ. {:d})იტერაციული პროცედურის თანამთხვევა არ მოხდაJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG ფორმატი (.jpg)JPEG ხარისხიპროქსი გამოსახულებების JPEG ჎არიქ჎იJPEG-ისებური დანაკარგიანი კომპრესირება გამოსახულებათა ბლოკების 256 რიგზეJPEG-ისებური დანაკარგიანი კომპრესირება გამოსახულების ბლოკების 32 რიგზეJPEG2000იაპონური - 日本語რყევაკამერის რყევარყევის საკვანძო ფაზარყევის საკვანძო ფაზა მონიშნულირყევის ზეწოლარყევის ერთეულიდაადე ფუნჯის ფერს რყევაშეარყიე კამერის პოზიცია, რომ შექმნა აკურატული გაბუნდოვნება რენდერის ნიმუშების გამოყენებით (მხოლოდ საბოლოო რენდერისთვის)ფუნჯის რადიუსის რყევის კოეფიციენტი ახალი მონასმებისათვისრყევა ეკრანის სივრცეში, ან ფუნჯის ზომასთან მიმართებაშიხატვისას ფუნჯის პოზიციის რყევა პიქსელებშიფუნჯის პოზიციის რყევა ხატვის დროსნარყევირყევიანი ჩრდილებირყევიანი ჩრდილები (სარკმელი)რყევის ოდენობარყევა ხდება ეკრანის სივრცეში, პიქსელებშირყევა ხდება ფუნჯის ზომასთან მიმართებაშიშეერთებაარეების შეერთებაშეკვრების შეერთებაშეერთება დაბლაგეომეტრიის შეერთებაგეომეტრიის შეერთების რეჟიმიშეერთება მარცხნივკადრში არსებული კვანძების შეერთებაშეაერთე პალიტრებიშეერთება მარჯვნივსტრიქონების შეერთებამონასმების შეერთებასამკუთხედების შეერთებაშეერთება ზევითთუ პირგადადებული სამართავი წერტილები იქნება აღმოჩენილი, შეაერთე წირების ბოლოწერტილები (თუ გათიშულია, ციკლური წირები არ იქნება)გააერთიანე გრიზ ფენსილის შრეთა ჯგუფებიშეაერთე რამოდენიმე შეკვრაშეაერთე არჩეული არეები ახალ ფანჯარაშიშეაერთე მონიშნული ობიექტები აჼტიურ ობიექტადშეაერთე მონიშნული მონასმები ერთ შევსებაში, რათა ხვრელები შექმნაშეაერთე მონიშნული კვლებიმანძილის მიხედვით შეაერთე ბოლოს დახატული მონასმი წინა მონასმებთან აჼტიურ შრეშიშეაერთე ახალი მეში ცალკე გეომეტრიად, ყოველგვარი ბულის ოპერაციის ჩატარების გარეშიშეაერთე მონიშნული მონასმები ერთ მონასმადშეაერთე ორი ჏ირი მათი მონიშნული ბოლოებითშეერთების შედეგია %d წვერო, ლიმიტია %ldსახსრების მიჯაჭვებისახსრებისახსრები:%s/%s | ძვლები:%s/%sნახტომინახტომის სიმაღლეხტუნვის სისწრაფენახტომის ერთეულიდაბრუნდი დროში უკანგადახტომა კადრებითგადახტომა წამებითგადაახტუნე კურსორი ხაზთანგადახტი კადრების, ან წამების მოცემული რაოდენობით წინ/უკანგადახტომა ხაზის ნომერზეგადახტი სხვა ჩანართზე თვისებათა რედაქტორშიგადახტი ფაილზე ტექსტური რედაქტორისთვისგადახტი მიმდინარე გზის დასასრულშიგადახტი პირველ/ბოლო კადრზე კადრთა დიაპაზონშიგადახტი მომდევნო წარუმატებელ კადრზეგადახტი წინა წარუმატებელ კადრზეგადახტი წინა/მომდევნო საკვანძო ფაზაზეგადახტი წინა/მომდევნო მარკერზეგადახტი სპეციალურ კადრზეგადახტი მიმდინარე გზის დასაწყისშიგადახტი კადრთა დიაპაზონის უკანასკნელ კადრზეიხტუნე სიარულის რეჟიმში ყოფნისასუბრალოდ დაამატე მინდორი, ყველანაირი UV მასშტაბის იგნორირებითორმხრივი სწორებაK0K1K2K3K4KHR_materials_variants_uiKTX2 კომპრესირებაშენარჩუნებაშეინარჩუნე ანკერული წერტილიანიმაციის დატოვებაღერძის შენარჩუნებასაზღვრების შენარჩუნებახუფების შენარჩუნებადაკავშირებულად დატოვებაკონტურის შენარჩუნებაკუთხეების დატოვებაკუთხეების, შეერთებების შენარჩუნებაკუთხეების, შეერთებების, ჩაზნექილობის შენარჩუნებაარსებულის დატოვებაიერარქიის დატოვებაშენატანის შენარჩუნებაბოლო სეგმენტის დატოვებასიგრძეების შენარჩუნებაციკლის შენარჩუნებამოდიფიკატორის დატოვებადატოვე სახელდებული კვანძებინორმალების დატოვებააცდენის დატოვებაგახსნილად დატოვებაორიგინალის დატოვებადიაპაზონის დატოვებაძირების შენარჩუნებაფორმის შენარჩუნებადატოვე სიმკვეთრემკვეთრი წიბოების დატოვებაცალის დატოვებაზედაპირის შენარჩუნებაგარდაქმნის დატოვებაUV-იქა და რედაქტირების რეჟიმში მყოფი მეშის მონიშვნა სინქრონულადმომხმარებლის ინტერფეისის შენარჩუნებასამყაროსეული გარდაქმნის დატოვებადაიტოვე ფაილების სათადარიგო (.blend1) ვერსია, როცა გასუფთავებული გადახედვებით ინახავწარმოქმნილი გადახედვებით შენახვისას დაიტოვე ფაილების სათადარიგო (.blend1) ვერსიადატოვე ყველა ამჟამინდელი ტექსტურის ზომაშეინარჩუნე დუბლიკატების განაწილების თანაბარი სისქესანამ თაგვი დაჭერილია, განაგრძე საღებავის დადების ეფექტის გამოყენება (შესხურება)შვილობილი კვანძების დატოვებადატოვე კოლონტიტულის არსებული სწორებადატოვე კადრი და არ შეცვალო დროთა განმავლობაშიაირიდე სხვა ბოიდებში გავლადატოვე გიზმო ხილული მაშინაც, როცა კვანძი მოუნიშნავიადატოვე მასალა ფუნჯს მინიჭებულიადგილზე დატოვე შენატანი მეშის არამრავალსახეობრივი საზღვრები, ამ ადგილას ორმაგი გარდაქმნის არიდების გზითდატოვე მხოლოდ 0-ქ ზემოთ კადრებიდატოვე ორიგინალი ფაილი კონფიგურაციის საქაღალდეში დაკოპირების შემდეგდატოვე ორიგინალი ობიექტები ჩაუნაცვლებლადდატოვე ორიგინალი მონასმები და შექმენი ასლი გადაპროეცირებამდეთუ შესაძლებელია, შეინარჩუნე ორიგინალი ტექსტურების ფაილები. გაფრთხილება: თუ გამოიეყენებ ერთზე მეტ ტექსტურას იჼ, სადაც pbr სტანდარტი მხოლოდ ერთს მოითხოვს, მხოლოდ ერთი ტექსტურა იქნება გამოყენებული. ამან შესაძლოა, მოულოდნელი შედეგები გამოიწვიოსშეინარჩუნე ორიგინალი ბილიკებიდატოვე ტრაექტორიების სიგრძე მუდმივიშეაკავე ტრაექტორიების გადაკვეთა გამომცემთანდაიტოვე რენდერის მონაცემები უფრო ქ჏რაფი ხელახალი რენდერებისა და ანიმაციის რენდერებისთვის, მეხსიერების გაზრდილი მოხმარების ხარჯზედატოვე ძირების სოლები დაუმოდიფიცირებელიდატოვე მკვეთრი წიბოები ისე, როგორც არიქ გამოთვლილი ნაგულისხმები მორგებული ნორმალებისთვის, ნაცვლად იმისა, რომ თითოეული წვეროსთვის თითო შეწონილი ნორმალი დააყენოშეინარჩუნე ნორმალების მუდმივი ზომა 3D ხედთან მიმართებაშიჩასმისას ლენტის აცდენა მიმდინარე კადრთან მიმართებაში დატოვეშეინარჩუნე ფუნჯის დამაგრება თავდაპირველ მდებარეობაზეხუფების არსებული მდგომარეობის შენარჩუნება და წაშლისას არ გაბრტყელებადაიტოვე ჯგუფის შვილობილი კვანძები და მხოლოდ თავად ჯგუფი წაშალედაიტოვე გამოთვლილი ხედის რუკა და ერიდე ხელახლა გამოთვლას, თუ მეშის გეომეტრია უცვლელიაშეინარჩუნე მიმდინარე მონაცემთა ბლოკის ასახვადატოვე დუბლირებულ კვანძებში შემავალი ბმულებითხევადი ობიექტები რენდერის დროს ხილულად დატოვეშეინარჩუნე მოდიფიკატორი ქიიქ ბოლოშიდატოვე ორიგინალი შემომავალი გეომეტრია და შეუერთე ინსტანცირებულ გეომეტრიასდატოვე შემომავალი გეომეტრიის ორიგინალი და შეუერთე გაბნეულ გეომეტრიასდატოვე ბადეების ნაწილი, რომელიც ყველა ოპერანდს შორის საზიაროადატოვე მეშის ნაწილი, რომელიც ყველა ოპერანდს შორის საზიაროაშეინარჩუნე ბოლო სეგმენტის პოზიციის ფიქსირება შ.კ. ჯაჭვშიკვამლის ობიექტები რენდერის დროს ხილულად დატოვედატოვე ტექსტურა მუდმივ სიგრძეზე თითოეული მონასმის სიგრძის მიუხედავადშეინარჩუნე აჼტიური ჯგუფის მნიშვნელობები და დაანორმალიზე დანარჩენებიდატოვე გაცვლის ბუფერიდან მონასმების სამყაროს მიმართ გარდაქმნა უცვლელადზიგზაგური "ხმაურის " დატოვება თავდაპირველ გადაჯაჭვაშიდატოვე დეციმაციის შედეგად მიღებული დასამკუთხედებული წახნაგები (მხოლოდ ჩაშლა)გასუფთავებისას წვეროები სულ ცოტა ერთ ჯგუფს მიკუთვნებულად დატოვედატოვე მოცულობის გაუმჭვირვალობა და დეტალი იგივე, ობიექტის მასშტაბის მიუხედავადმოდიფიკატორების შენარჩუნება გაზრდის მრავალკუთხედების რაოდენობას ობიექტის რეჟიმში დაბრუნებისასინარჩუნებს ელფერის მუდმივობასკელვინიკერნელიკერნელის მონაცემთა ტიპებიბირთვის ოპტიმიზაციაბირთვის რადიუსიბირთვების ოპტიმიზაცია შესაძლებელია სცენის შიგთავსის მიხედვით. ოპტიმიზირებული ბირთვები მოითხოვება რენდერის დასაწყისში. თუ ოპტიმიზირებული ბირთვები მიუწვდომელია, რენდერი გაგრძელდება გენერიკული ბირთვების გამოყენებით, სანამ ოპტიმიზირებული ნაკრები ხელმისაწვდომი არ გახდება ქეშში. ამან შეიძლება, ცოტა ხნით (ათეულობით წამების განმავლობაში) გამოიწვიოს CPU-ქ დამატებითი გამოყენებაასოთშორისი ინტერვალისოლიგასაღებისოლი %dყველა ძვალის ჩასოლვასოლების ბლოკებისაკვანძო ფერიკლავიშების კონფიგურაციაკლავიშების კონფიგურაციაკლავიშების კონფიგურაციებისაკვანძო კადრიკლავიშების რუკაკლავიშთა რუკის საგანიკლავიშების რუკასოლის კუთხური სიჩქარეკლავიშთა კონფიგურაცია რომელიც, შესაძლოა, გავრცელდეს დანამატების მიერ და აჼტიურ კონფიგურაციას ემატება მოვლენათა დამუშავებისასსოლის მდებარეობანაწილაკის სოლის მდებარეობა დროთა განმავლობაშიჩასოლე მდებარეობა/ბრუნვა/მასშტაბირება და ამასთან ერთად მორგებული თვისებებიცსოლი განაწილებული კონკრეტულ კადრზე, რომელიც შეიძლება გადაადგილდეს დაკვრის ქი჊ჼარიქ შესაცვლელადკლავიშთა რუკები კონფიგურირებულია ამ კონფიგურაციის ნაწილადსოლის ბრუნვა კვატერნიონისოლის სიჩქარეკლავიშის მიბმაკლავიშთა კონფიგურაციის სასურველი პარამეტრებიკლავიშთა კონფიგურაცია '%s' ვერ მოცილდებაკლავიშთა კონფიგურაციებიკლავიშრუკა "%s" (ძირითადი) მომხმარებლის კლავიშრუკა უნდა იყოსკლავიშრუკა "%s" (სხვა) ან დანამატი უნდა იყოს, ან აჼტიური კლავიშრუკაკლავიშრუკა "%s" არ ემთხვევა "%s"-სკლავიშრუკის ელემენტი "%s" კლავიშრუკის ნაწილი არააკლავიშრუკა '%s' კლავიშთა კონფიგურაციაში '%s' ვერ მოიძებნაკლავიშრუკის საგნებიკლავიშრუკის საგნის შედეგი შეიძლება, არასწორი იყოს, რადგან განახლებაა მოლოდინის რეჟიმში, გამოიძახე `context.window_manager.keyconfigs.update()`, რათა უზრუნველყო დამთხვევების პოვნა.კლავიშრუკის საგანი '%s' ვერ მოიძებნა კლავიშრუკა '%s'-შიკლავიშრუკები ერთნაირიაწინასწარ დაყენებული ღილაკებიკლავიატურაჩასოლილიჩასოლილი მდგომარეობებიდროში ჩასოლილი განაწილებაჩასოლილი ნაწილაკების სამიზნე ვარგისიასაკვანძო ფაზასაკვანძო ფაზა Aსაკვანძო ფაზის ანიმაციის ლენტისაკვანძო ფაზა Bსაკვანძო ფაზის ჩარჩოსაკვანძო ფაზის ჩარჩო მონიშნულისაჭიროა საკვანძო ფაზის ჩასმასაკვანძო ფაზის ჩასმის სექტორისაკვანძო ფაზების ინტერვალისაკვანძო ფაზების ნომრებისაკვანძო ფაზათა წერტილებისაკვანძო ფაზის მასშტაბის კოეფიციენტისაკვანძო ფაზა მონიშნულისაკვანძო ფაზების მონიშვნასაკვანძო ფაზა ფინალური გარდაქმნებიდან (ბორკილების გამოყენებით)საკვანძო ფაზა F-჏ირში არაასაკვანძო ფაზის ჩასმა გრიზ ფენსილის, ან ნიღბის რეჟიმში მიუწვდომელიასაკვანძო ფაზების ჩასმა ნიღბის რეჟიმში მიუწვდომელიადასაყენებელი საკვანძო ფაზასაკვანძო ფაზიანისაკვანძო ფაზებიანი კვლებისაკვანძო ფაზებიმომდევნო საკვანძო ფაზებიწინა საკვანძო ფაზებისაკვანძო ფაზები კურსორის ირგვლივ, რომელთა გარშემოც ვზუმავთსემპლირებულ F-წირებს საკვანძო ფაზები ვერ დაემატებასაკვანძო ფაზების ჩასმასაკვანძო ფაზების ჩასმის ანაწყობებიამოჭრაჩასოლვის ეკრანიჩასოლვის ნაკრებიჩასოლვის ნაკრების სახელიჩასოლვის ნაკრების მისამართიჩასოლვის ნაკრების მისამართები იმ ანაწყობების განსასაზღვრად, რომლებსაც ერთად უნდა დაედოს საკვანძო ფაზებიჩასოლვის ნაკრები განსაზღვრავს კონკრეტულ გზებს/ანაწყობებს საკვანძო ფაზების დასადებად (ანუ არაა კონტექსტურ ინფოზე დამოკიდებული)ჩასოლვის ნაკრები მისამართებს არ შეიცავსჩასოლვის ნაკრებებიჩასოლვის ნაკრები, ყველაჩასოლვის ნაკრებმა '%s' - წარმატებით დაამატე %d საკვანძო ფაზებიჩასოლვის ნაკრები '%s' ვერ მოიძებნაჩასოლვის ნაკრები ვერ დაემატაჩასოლვის ნაკრებმა ვერც ერთი საკვანძო ფაზა ვერ ჩასვაჩასოლვის ნაკრებმა ვერც ერთი საკვანძო ფაზა ვერ მოაცილაჩასოლვის ნაკრები აჼტიურია, რამაც შეიძლება, გამოიწვიოსჩასოლვის ნაკრების მისამართი ვერ დაემატაჩასოლვის ნაკრების მისამართი ვერ მოცილდაჩასოლვის ნაკრების მისამართებიჩასოლვის ნაკრებთა მისამართები ვერ მოცილდაჩასოლვის ნაკრებიკლავიშრუკაკლავიშრუკა განსაზღვრულია მომხმარებლის მიერგასაღებებისოლების საფეხურიKhronos PBR ნეიტრალურიKhronos PBR ნეიტრალური გამოსახულების დაშიფრვა sRGB დისპლეისთვისKhronos PBR ნეიტრალური sRGBნაწილაკების მოსპობამოსპე შეჯახებული ნაწილაკებიკილოგრამებიკილოჰერციკილომეტრებიკილომეტრი საათშიკილოვატებიკინემატიკურიკინემატიკური ბორკილიკინეტიკური ენერგიის პოტენციალური მაქსიმუმიდახვევადახვევის ამპლიტუდადახვევის ამპლიტუდის კოეფიციენტიდახვევის სიხშირედახვევის ქი჎შირიქ კოეფიციენტიდახვევის ტიპიქირშისფრანინასკვის რეჟიმიორიგინალი გადაღებული კადრის ცნობილი შეფარდებითი აცდენა, გამოაკლდება (მაგ.: პანორამირების კადრებისთვის, ანიმირებადია)კორეული - 한국어Kr წარმოებული ეპსილონიKr წარმოებული ეპსილონი სავარაუდო კონტურების გამოსათვლელადკუვაჰარაყირგიზული - Кыргыз тилиბიბლ: %s: '%s' პირდაპირ დაკავშირებულია '%s'-დან (მშობელი '%s'), მაგრამ მონაცემთა არა-დაკავშირებადი ტიპიაLIB: %s: '%s' დაკარგულია '%s'-დან, მშობელი '%s'ბიბლიოთეკა: .blend ფაილი %s დაზიანებული ჩანს, დაკავშირებული მონაცემი '%s'-ისთვის მფლობელი 'ბიბლიოთეკის' მონაცემები ვერ მოიძებნა. სცადე ფაილის თავიდან შენახვა.ბიბლიოთეკა: .blend ფაილი %s დაზიანებული ჩანს, შეფუთული დაკავშირებული მონაცემთა ბლოკი %s-ისთვის მფლობელი 'ბიბლიოთეკა' ვერ მოიძებნა. სცადე ფაილის თავიდან შენახვა.ბიბლ: მონაცემები მიუთითებს მთავარ .blend ფაილზე: '%s' %s-დანLIB: ობიექტი დაიკარგა სცენიდან: '%s'LMBLZWჭდეჭდის შრიფტიქ ზომაჭდის ზომადაადე ჭდეები გადამისამართების კვანძებს დაკავშირებული გადამისამართების კვანძების ჭდეების მიხედვითბუდის ქვეტიპის ჭდე UI-ში საჩვენებლადბუდის ტიპის ჭდე UI-ში საჩვენებლადლაკუნარულობალამბდა კიდეზელამბდა კოეფიციენტილამბდა კოეფიციენტილამბდას კოეფიციენტი საზღვარშილამბერტისა და ოურენ-ნაიარის დიფუზიური ანარეკლილამბერტის დიფუზიის გავლალამბერტის გამოცემის იერფერინათურასახმელეთო პირადი სივრცესაჭეზე ზეწოლა ხმელეთზე ყოფნისასდაშვების სირბილეორიენტირიორიენტირის კონტროლერებიორიენტირებიენაენის IDენის სახელიენის ჭდე (მაგ.: "ფრანგული (Français)")თარგმანისთვის გამოყენებული ენაენებიენები, რომლებიც უნდა განახლდეს სამუშაო საცავშილაპლასილაპლასისლაპლასის დეფორმაციალაპლასის დეფორმირების მოდიფიკატორილაპლასის დაგლუვების მოდიფიკატორიმონიშნული წვეროების ლაპლასის დაგლუვებალაპლასის დეფორმაციალაპლასის დაგლუვებადიდიშემცირების მიხედვითუკანასკნელიბოლო ქმედების სლოტის იდენტიფიკატორიბოლო კადრიბოლო QI მნიშვნელობა QI დიაპაზონშიგამოსაყენებელი ბოლო კადრი ქმედებიდანქმედების ბოლო გამოსაყენებელი კადრიქმედების დროითი ზოლის ბოლო კადრისეგმენტის ბოლო კადრიბოლო გადასატანი კადრიდამთვალიერებლის პოზის ბოლო ცნობილი მდებარეობა (ცენტრი თვალებს შორის) სამყაროს სივრცედამთვალიერებლის პოზის ბოლო ცნობილი ბრუნვა (ცენტრი თვალებს შორის) სამყაროს სივრცებოლო მონიშნული ელემენტიბოლო მონიშნული ვერ მოიძებნაგამოხარატება ღერძის გარშემო, შენატანი მეშის პროფილად გამოყენებითმინ. განედიგისოსებიახალიგისოსებით დეფორმაციაგისოსების მოდიფიკატორიგისოსების მონაცემთა ბლოკი, რომელიც ადგენს ბადეს სხვა ობიექტების დეფორმირებისთვისგისოსის მონაცემთა ბლოკებიგისოსებით დეფორმირების მოდიფიკატორიმადეფორმირებელი გისოსების ობიექტიგისოსების გარჩევადობა U მიმართულებითგისოსების გარჩევადობა V მიმართულებითგისოსების გარჩევადობა W მიმართულებითგისოსებიგისოსებიგაუშვი Blender --ოფლაინ-რეჟიმის გარეშეგაშვებულია "--offline-mode"-ით (ოფლაინ რეჟიმით), ვერ შეიცვლებაშრეშრე '%s' ობიექტში '%s' ვერ მოიძებნაზედა შრექვედა შრეშრეების კოლექციაშრეების სათვალავიშრეთა ჯგუფიშრეთა ჯგუფი დაბლოკილია, ან უხილავიშრეთა ჯგუფებიშრის ინდექსიშრეების ასახვაშრეების რეჟიმიშრის ობიექტებიშრის გაუმჭვირვალობაშრის გადავლაშრის ნიმუშებიშრის მონიშვნაშრის საფეხურიშრის წონააქტიურის ზედა შრეშრე უკვე დამატებულიააქტიურის ქვედა შრეშრეების კოლექციაშრეების კოლექციის შვილობილებიშრე მრავალშრიან გამოსახულებაშიშრე უკვე დამატებულია ნიღაბის სახითშრე დაბლოკილია, ან უხილავიშრე მონიშნულია საექსპოზიციო ფურცელში დასარედაქტირებლადშრის სახელიანოტაციის მონაცემებში შრე ვერ მოიძებნაქეშის შრე, პირველი შრიდან მონაცემთა ჩასატვირთად, ან უკუსაგდებლად გამოყენებულიწვეროთა ფერების შრე მეშის მონაცემთა ბლოკშიშრის გადავლის ფილტრიშრეებიანიშრეებიანი ჩაწერაშრეებიშრეების შეფერილობაშრეები ინსტანციებადშრეები, რომლებზეც პ.კ.-იქ სამართავები უნდა იყოსშრეები, რომლებზეც შ.კ.-იქ არასავალდებულო სამართავები უნდა იყოსშრეები, რომლებზეც პირველადი სამართავები უნდა იყოსშრეები, რომელზეც მეორეული სამართავები უნდა იყოსშრეები, რომელზეც გადასაკეთებელი სამართავები უნდა იყოსინტერპოლაციაში ჩათვლილი შრეებიქეშის შრეებიშრეები გამოყენებული ზღუდეებადშრეები:%s | კადრები:%s | მონასმები:%s | წერტილები:%sგანლაგებაგანლაგების პანელების ამ კონტექსტში გამოყენება შეუძლებელიაზარმაცი დაკავშირებაზარმაცი დაკავშირება ბუდის მენიუსთანზარმაცი შერევაზარმაცი წყარო!ზარმაცი სამიზნე!ტყვიაწამყვანი კლავიშისმაგვარი ფუნქციონალურობა ხელსაწყოებზე წვდომისთვისწამყვანიდამაბოლოვებელი ვოქსელებიტყავიდატოვე, როგორც არისდატოვე ახლანდელ მდგომარეობაშიდატოვე ორიენტაცია უცვლელიმარცხენამარცხენა თვალიმარცხენა სახელურიმარცხენა სახელურის ველიმარცხენა სახელურის აცდენამონიშნულია მარცხენა სახელურიმარცხენა სახელურის ტიპიმარცხენა სოლიმარცხენა მეზობელიმარცხენა ორთოგრაფიულიმარცხენა პერსპექტიულიმარცხენა სახელურის მონიშნულობის სტატუსიმარცხენა სინგულარული ვექტორიქვედა მარცხენა კუთხე ძიების არეში მარკერის პოზიციასთან შეფარდებულ ნორმალიზებულ კოორდინატებშიმარცხნივ/მარჯვნივმარჯვენა სახელურის მარცხნისაკენ აცდენა ლენტის შიგთავსის დასასრულიდანფეხიძველებური დანამატიძველებური დანამატებიძველებური ქცევაძველებური გამოსათვლელი მოწყობილობის ტიპიძველებური ხმაურიძველებური ნორმალებიძველებური გადაწერაძველებური სასურველი მისამართიადევნების ძველებური ბორკილი, რომელსაც გრეხილი არტეფაქტების წარმოქმნა სჩვევიაძველებური უნიკალური კვანძის ტიპის იდენტიფიკატორი, bl_idname თვისებასთან ერთად ზედმეტიწვეროთა ფერების ძველებური შრეები. არარეკომენდირებულია, ამის ნაცვლად გამოიყენე ფერის ატრიბუტი.ლეგალური უფლებები და პირობები მოდელისთვისსიგრძესიგრძეების საშუალოსიგრძის კოეფიციენტისიგრძის რეჟიმისიგრძის მოდიფიკატორისიგრძის ერთეულისიგრძის წონასიგრძე უძრაობის მდგომარეობაშისიგრძე გეომეტრიულ სივრცეშისიგრძე მონასმის სიგრძესთან შეფარდებაშიA-ქ სიგრძეტირეს ციკლის სიგრძე გაზომილი მონასმის ნიმუშებშიშვილობილი ტრაექტორიების სიგრძეასახული ტრაექტორიის სიგრძე, კადრებშითითოეული ჏ირიქ სიგრძეთითოეული ასახვევი ჏ირიქ სიგრძეთითოეული კადრის სიგრძეთითოეული ინდივიდუალური წიბოს სიგრძეყოველი სეგმენტის სიგრძეწიბოს სიგრძე 3D სივრცეშიპირველი ბეზიეს სახელურის სიგრძე (მხოლოდ დ-ძვლებისთვის)ახლად დამატებული წირების სიგრძე, როცა არ ხდება მისი სხვა წირებისგან ინტერპოლირებასხივების სიგრძე, განსაზღვრავს, რამდენად შორს იძლევიან წახნაგები წინაღობის ეფექტსხელახლა დალაგების ინდექსთა სიგრძე უნდა ემთხვეოდეს წირების რიცხვსმეორე ბეზიეს სახელურის სიგრძე (მხოლოდ დ-ძვლებისთვის)ზომების სიგრძე იგივე უნდა იყოს, რაც მონიშვნის ზომა1-ლი ტირეს სიგრძე წყვეტილი ხაზებისთვის1-ლი ტირეს სიგრძე წყვეტისთვის1-ლი ნაპრალის სიგრძე წყვეტილი ხაზებისთვის1-ლი ნაპრალის სიგრძე წყვეტისთვისმე-2 ტირეს სიგრძე წყვეტილი ხაზებისთვისმე-2 ტირეს სიგრძე წყვეტისთვისმე-2 ნაპრალის სიგრძე წყვეტილი ხაზებისთვისმე-2 ნაპრალის სიგრძე წყვეტისთვისმე-3 ტირეს სიგრძე წყვეტილი ხაზებისთვისმე-3 ტირეს სიგრძე წყვეტისთვისმე-3 ნაპრალის სიგრძე წყვეტილი ხაზებისთვისმე-3 წყვეტის სიგრძე გასახლეჩადთაღის სიგრძეძვლის სიგრძეძვლის სიგრძე. ცვლილება გადააადგილებს ძვლის კუდს.჏ირიქ გასწვრივ ლოკალურ Z მიმართულებაში, მისი ნორმალების მართობულად დამატებული სიღრმის სიგრძეგაფართოების სიგრძე ნაწნავის ბოლოშიწარმოქმნილი თმის წირების სიგრძეთმის სიგრძეხაზის თავის სიგრძეხაზის კუდის სიგრძელენტის სიგრძე კადრებში, მარცხენა სახელურიდან მარჯვენამდელენტის სიგრძე, ან, თუ რამოდენიმეა დამატებული, თითოეული ლენტის სიგრძე კადრებშიძირეული ლენტის წყაროს ხანგრძლივობა კადრებში, სახელურების გამოკლებითმოსაცილებელი წვერების სიგრძესიგრძე რომელშიც უნდა ჩაეტიოს მასივირა ზომაზე დაგრძელდეს მონიშნული საკვანძო ფაზების ბეზიეს სახელურებილენნარდ-ჯოუნსილენნარდ-ჯოუნსის ეფექტორის წონალინზალინზის დისპერსიადისტორსიალინზის ერთეულილინზის ფოკუსური მანძილი (მმ)ნაკლებინაკლები, ვიდრენაკლებობის რეჟიმინაკლები, ან ტოლი90-ზე ნაკლები ზღუდავს ტონალურ დიაპაზონში გამოყენებულ კუთხესგააქრე კვამლი დროთა განმავლობაშიდრაივერს განასაზღვრინე ამ თვისების მნიშვნელობასაშუალება მიეცი გამომცემი ობიექტის ორიენტაციას, მიანიჭოს ნაწილაკს ქა჏ყიქი სიჩქარემიეცი თაგვს ხედის საზღვრებებში შეხვევის უფლება, რათა თაგვის მოძრაობები არ იყოს შეზღუდული ეკრანის ზომით (გამოიყენება გადაადგილების, UI სამართავების გათრევის და სხვ. მიერ)საშუალება მიეცი ობიექტს, მიანიჭოს ნაწილაკს ქა჏ყიქი სიჩქარესაშუალება მიეცი ზედაპირის ნორმალს, მიანიჭოს ნაწილაკს ქა჏ყიქი სიჩქარესაშუალება მიეცი ზედაპირის მხებს, მიანიჭოს ნაწილაკს ქა჏ყიქი სიჩქარესაშუალება მიეცი სამიზნე ნაწილაკს, მიანიჭოს ნაწილაკს ქა჏ყიქი სიჩქარენება დართე ტექსტს, ტექსტური ველებიდან გადმოვიდესსაშუალება მიეცი სამიზნე ნაწილაკის მდებარეობიდან მიმართულ ვექტორს, მისცეს ნაწილაკს ქა჏ყიქი სიჩქარედონედონის დასასრულიდონის სიმრავლედონის დასაწყისიდეტალიზების დონე დამატებულ ტურბულენტურ ხმაურშიასახვევი ტრაექტორიის გათანაბრების დონე ფორმის ვარირების დასართავადდაყოფის დონედენადი ნივთიერების დონის სიმრავლის რეპრეზენტაციაშედინების დონის სიმრავლის რეპრეზენტაციადაბრკოლებათა დონის სიმრავლის რეპრეზენტაციაგადინების დონის სიმრავლის რეპრეზენტაციადონეებისარკმლის დონეებიბიბლიოთეკის გადატვირთვა: ძველ მონაცემთა ბლოკზე '%s' ყველანაირი მითითების ჩატვირთულით ჩანაცვლება ვერ მოხერხდა, ძველი (%d დარჩენილი მომხმარებლები) დარჩა და სახელი შეეცვალა '%s'-თიბიბლიოთეკებიბიბლიოთეკაბიბლიოთეკას "%s" უკუგდებების ხელახალი სინქრონირება ჭირდებაბიბლიოთეკა '%s' ('%s') დაარქივებული საცავია შეფუთული მონაცემებისთვის, მაგრამ ნამდვილი მშობელი არ გააჩნია.როგორც ჩანს, ბიბლიოთეკა '%s' გაფუჭებულია, შეიცავს უვარგის ID სახელებს. ამან შეიძლება, დაკავშირებულ მონაცემთა დაკარგვა გამოიწვიოს.ბიბლიოთეკა '%s' Blender-იქ მომავალ ვერსიაშია შექმნილი და შეიცავს ისეთ ID სახელებს, რომელთა მხარდაჭერაც ა჌არ არსებობს. ამა შეიძლება, გამოიწვიოს დაკავშირებულ მონაცემთა დაკარგვა, სასურველია ამ ბიბლიოთეკის გახსნა და თავიდან შენახვა Blender-იქ ამჟამინდელ ვერსიაში.ბიბლიოთეკა '%s', '%s'-ქ ჰქონდა მრავალი ინსტანცია, შეინახე და გადატვირთე!ბიბლიოთეკა (ობიექტის მონაცემები)ბიბლიოთეკის (ბლენდფაილი) მითითება BlendImportContext-იქ მონაცემებში. ამჟამად ჩანს მხოლოდ როგორც წაკითხვადი მონაცემები ბლენდიმპორტის წინა/შემდგომი დამმუშავებლებისთვისბიბლიოთეკის ბრაუზერიბიბლიოთეკა რედაქტირებადიაბიბლიოთეკის ID %s ბიბლიოთეკაში %s, ეს არ უნდა მოხდეს!ბიბლიოთეკის ID %s მოსალოდნელ მისამართზე %s ვერ მოიძებნა!ბიბლიოთეკის ID, რომელიც წარმოადგენს ბლენდფაილს, რომლიდანაც ID იმპორტირდა. არაფერი, სანამ ID არ დაკავშირდება, ან დაერთვებაბიბლიოთეკის სახელიბიბლიოთეკის ოპერაციაბიბლიოთეკა უკუგდებადიბიბლიოთეკის უკუგდებული IDბიბლიოთეკის უკუგდებაბიბლიოთეკის უკუგდების ოპერაციაბიბლიოთეკის უკუგდების დეფექტების აღმოფხვრის ოპერაციაბიბლიოთეკის უკუგდების ხედის რეჟიმიბიბლიოთეკის უკუგდებებიბიბლიოთეკის უკუგდებებს ესაჭიროება რესინქრონიზაციაბიბლიოთეკის მისამართისუსტი მითითება ბიბლიოთეკაზებიბლიოთეკის მონაცემთა ბლოკებიბიბლიოთეკის მონაცემთა ბაზა ბიბლიოთეკის მონაცემთა ბლოკის ნულოვანი მიმთითებლით!ბიბლიოთეკის ფაილი, საიდანაც მონაცემთა ბლოკია დაბმულებულიბიბლიოთეკის ფაილი, იტვირთება ცარიელი სცენაბიბლიოთეკის უკუგდების ID გამოყენებული იმ უკუგდების იერარქიის ძირად, რომლის წევრიც არიქ ეს IDბიბლიოთეკის უკუგდების მონაცემებიბიბლიოთეკის უკუგდების მონაცემთა ბლოკებს მხოლოდ დისკის ქეშის შესანახის მხარდაჭერა აქვსდაკავშირებული მონაცემთა ბლოკის ბიბლიოთეკის უკუგდება, დააწკაპუნე, რომ სრულად გაალოკალურო, Shift + დაწკაპუნება ბიბლიოთეკის უკუგდების გასასუფთავებლად და გადართვა, თუ რედაქტირებადიაბიბლიოთეკის უკუგდების შაბლონები მოცილებულია: მიმდინარეობს მონაცემთა ბლოკიდან '%s' უკუგდების ყველა მონაცემის მოცილებაბიბლიოთეკის მისამართი '%s' არ არსებობს, შენახვამდე ეს შეასწორებიბლიოთეკის მისამართი '%s' ახლა ვარგისია, თუ შეიძლება, გადატვირთე ბიბლიოთეკაბიბლიოთეკის მისამართი არარედაქტირებადია, გამოიყენე დისლოკაციის შეცვლის ოპერაციაგადასატვირთი ბიბლიოთეკაგადასატანი ბიბლიოთეკალიცენზიალიცენზირებულია GNU-ქ ზოგადი საჯარო ლიცენზიის პირობებითსიცოცხლედღეგრძელობადღეგრძელობის კოეფიციენტინაწილაკების სიცოცხლის ხანგრძლივობადღეგრძელობადღეგრძელობის შემთხვევითობატალღის დღეგრძელობა კადრებში, ნული ნიშნავს უსასრულსაწევაამწევი ძალააწევა/გამა/გაძლიერებასინათლეარეალურიავტომატურიუკუღმაგამოცემის სემპლირებაწაღმაწაღმა და უკუღმასინათლესინათლის ზონდიფიქს-მასალაახალიარაფერისიბრტყეწერტილოვანი ნათურაძალასფეროპროჟექტორისიძლიერესტუდიურიმზეტიპიტემპერატურის გამოყენებამოცულობასამყაროსინათლის ადაპტაციასინათლის დახრილობის კუთხე: %.3fსინათლის ფერებისინათლის კონტურისინათლის მიმართულებასინათლის მილევასინათლეთა ჯგუფისინათლეების ჯგუფებისინათლის ინტენსივობის მასშტაბისინათლის მიბმასპეციალურად სინათლის მიბმისთვისსინათლის მიბმა %s-ისთვისსინათლის ობიექტისინათლის გამონატანისინათლის ტრაექტორიასინათლის ტრაექტორიებისინათლის ძალა %.3fსინათლის ზონდისინათლის ზონდის მოცულობასინათლის ზონდის მოცულობის უკუმხრის გამოხშირვასინათლის ზონდის მონაცემთა ბლოკი დასაფიქსირებელი ობიექტების განათებისთვისსინათლის ზონდის მონაცემთა ბლოკებისინათლის ზონდ(ებ)ისინათლის ზონდებისინათლის ზონდის მოცულობის არესინათლის რადიუსი: %.3fსინათლის მითითებასინათლის ნიმუშის აღების მიჯნასინათლის ზომა X: %.3fსინათლის ზომა Y: %.3fსინათლის ზომა: %.3fსინათლის მიჯნასინათლის ხესინათლის ტიპისინათლის ფერისინათლის ფერის ტემპერატურა კელვინებშისინათლის მონაცემთა ბლოკი სცენის განათებისთვისსინათლის მონაცემთა ბლოკებისინათლის მთელი არეალიდან ყველა მიმართულებით გამოცემული შუჼიქ ენერგია, სხივური ენერგიის ერთეულებში (W)მონიშნული ბლოკერების სინათლის მიბმა აჼტიურ გამომცემ ობიექტზემონიშნული მიმღებების სინათლის მიბმა აჼტიურ გამომცემ ობიექტზესინათლის მიბმის ანაწყობებიკოლექციის ობიექტებისა და შვილობილი კოლექციების სინათლის მიბმის ანაწყობებიკოლექციის სინათლის მიბმის ანაწყობებიკოლექციის ობიექტის სინათლის მიბმის ანაწყობებიობიექტის, ან კოლექციის მიერ სინათლის, ან ჩრდილის მიღების მდგომარეობასინათლის ზონდი, რომელიც აფიქსირებს ერთი მიმართულებიდან შემომავალ სინათლეს სიბრტყეზესინათლის ზონდი, რომელიც აფიქსირებს დაბალი ქი჎შირიქ განათებას მოცულობის შიგნითსინათლის ზონდი, რომელიც აფიქსირებს ზუსტ განათებას ყველა მიმართულებიდან სივრცის ერთ წერტილშისინათლის გაბნევის გადანაწილება ხეშეშ ზედაპირზესინათლის ზომა სხივური ჩრდილის სემპლირებისთვის (სხივების მიდევნებით შექმნილი ჩრდილები)სინათლის სიძლიერე მილევის მოდიფიკაციის გამოყენებამდესინათლე გამოყენებული სტუდიური განატებისთვის მყარი შეფერადების რეჟიმშისინათლე(ები)სინათლის ზონდიახალიგაღიავებაგაღიავების რეჟიმიუფრო მსუბუქი ზეწოლა მეტ დაგლუვებას იწვევსსინათლეთა ჯგუფისინათლეთა ჯგუფის სინქრონიზაციასინათლეთა ჯგუფი, რომელსაც ობიექტი მიეკუთვნებასინათლეთა ჯგუფი, რომელსაც სამყარო ეკუთვნისგანათებაგანათების მეთოდი მყარი/ტექსტურირებული სარკმლისეული შეფერადებისთვისგანათების რეჟიმიგანათება სამყაროს მონაცემთა ბლოკისთვისსიბაცესიბაცე:სინათლეებისინათლეები ზემოქმედებს გრიზ ფენსილის ობიექტზესინათლეები გამოყენებული ობიექტების ასასახად მყარი ხატვის რეჟიმშისინათლეები გამოყენებული ობიექტების ასასახად მყარი შეფერადების რეჟიმშიკიდურის სეგმენტებიკიდურის ტიპიკიდურკვანძიკირქვა (დამტვრეული)კირქვა (მთელი)ლიმიტიმანძილის შეზღუდვამანძილის შეზღუდვის ბორკილილიმიტის F-მოდიფიკატორიკადრთა დიაპაზონის შეზღუდვამდებარეობის შეზღუდვამდებარეობის შემზღუდველი ბორკილილიმიტის მეთოდიშეზღუდვის რეჟიმირადიუსის ლიმიტიბრუნვის შეზღუდვაბრუნვის შეზღუდვის ბორკილიმასშტაბირების შეზღუდვაზომის ლიმიტიზომის შეზღუდვის ბორკილილიმიტის სიძლიერეზედაპირის ლიმიტიხედის ლიმიტირება შიგთავსითX-იქ შეზღუდვაY-იქ შეზღუდვაZ-იქ შეზღუდვალიმიტი, რომლის ქვემოთაც წვეროები შეირწყმებაშეზღუდე ფუნჯის გამოყენება დაშორების მიერ განსაზღვრული მანძილითშეზღუდე ერთ არხამდეშეზღუდე დანარჩენი ორი არ჎იქ საშუალოთიშემოფარგლე კოლაიდერები ამ კოლექციითშემოფარგლე შემჯახებლები ამ კოლექციითდაადე წვეროსთან ასოცირებულ დეფორმირების წონებს ლიმიტი მითითებულ რიცხვამდე, უმცირესი წონების მოცილების გზითშეზღუდე მანძილი ნორმალიზებულ კოორდინატებშიშემოფარგლე ეფექტორები ამ კოლექციითშემოფარგლე თხიერი ობიექტები ამ კოლექციითლიმიტი შუა წვეროთა ღერძის ცენტრზე მიკვრისთვისშემოფარგლე ძალები ამ კოლექციითშეზღუდე სინათლეების მაქსიმალური რაოდენობაშეზღუდე სიმულაციის წერტილებს შორის ტალღის დაქანების მაქსიმალური ციცაბოობა (შემცირებული დეტალურობის ხარჯზე ტალღების დაგლუვებისთვის გამოიყენე უფრო მაღალი მნიშვნელობები)შეზღუდე გეომეტრიის შერწყმაშეზღუდე მოძრაობა X ღერძის გარშემოშეზღუდე მოძრაობა Y ღერძის გარშემოშეზღუდე მოძრაობა Z ღერძის გარშემოშეზღუდე მოძრაობა დამთვალიერებლის თავდაპირველი მიმართულებითშეზღუდე ბრუნვა X ღერძის ირგვლივშეზღუდე ბრუნვა Y ღერძის ირგვლივშეზღუდე ბრუნვა Z ღერძის ირგვლივშეზღუდე თვალის დევნების სიჩქარე ვიზუალური უკუკავშირის გასაიოლებლად (თვალის მიდევნების ხარისხზე გავლენას არ ახდენს)შეზღუდე ტექსტურის ზომა 1024 პიქსელამდეშეზღუდე ტექსტურის ზომა 128 პიქსელამდეშეზღუდე ტექსტურის ზომა 2048 პიქსელამდეშეზღუდე ტექსტურის ზომა 256 პიქსელამდეშეზღუდე ტექსტურის ზომა 4096 პიქსელამდეშეზღუდე ტექსტურის ზომა 512 პიქსელამდეშეზღუდე ტექსტურის ზომა 8192 პიქსელამდეშეზღუდე საბოლოო რენდერის მიერ გამოყენებული ტექსტურის ზომაშეზღუდე სარკმლის რენდერის მიერ გამოყენებული ტექსტურის ზომაშეზღუდე ავტომატური მასშტაბირების ოდენობაშეზღუდე ჏ირიქ სახელურების ასახვა რედაქტირების რეჟიმშიშეზღუდე მანძილი სამიზნე ობიექტიდანაცდენის სიბრტყიდან იმ დაშორების ლიმიტი, რომელზეც წვეროზე ზემოქმედება შეიძლებაშეზღუდე პროექციისთვის გამოყენებული მანძილი (ნული თიშავს)შებორკილი ობიექტის მდებარეობის შეზღუდვაშეზღუდე რადიუსის მაქსიმალური მნიშვნელობა, რათა აირიდო პირგადადებული მომრგვალებული კიდეებიშეზღუდე ონლაინ ოპერაციების მიერ ინტერნეტთან ერთდროულად განხორციელებული კავშირების რიცხვი. ნული ლიმიტს თიშავს.შეზღუდე რენდერის დრო (სინქრონიზაციის დროის გამოკლებით), ნული შეზღუდვას თიშავსშეზღუდე გარჩევადობა 1 ერთეულით სინათლის სათავედან, ნაცვლად დაჩრდილული პიქსელის მიმართ ფარდობით მაჩვენებლისაშეზღუდე შებორკილი ობიექტის ბრუნვაშეზღუდე შებორკილი ობიექტის მასშტაბირებაშეზღუდე ტექსტურის ზომა გრაფიკული მეხსიერების შესანახადშეზღუდე მოდიფიცირებული F-჏ირიქ დროის/მნიშვნელობის დიაპაზონებიშეზღუდე დროის ზოლის გამოყენებული არ჎იქ სლოტის მაქსიმუმითშეზღუდვის დაყენებაშეზღუდვა კადრთა დიაპაზონითშეზღუდე დაკვრის დიაპაზონითსეგმენტით ლიმიტირებასარკმლით შემოფარგლვალიმიტი ელვარების ეფექტისთვის ფერის არჩევაზეშეზღუდე გადაადგილება X ღერძზეშეზღუდე გადაადგილება Y ღერძზეშეზღუდე გადაადგილება Z ღერძზეშეზღუდული გლობალური განათებაშემზღუდველიმალიმიტირებელი სტრატეგია რიცხვითი არტეფაქტების თავიდან ასაცილებლადლიმიტებიზღუდავს თვისების სიდიდის ცოციას დიაპაზონით, დიაპაზონს მიღმა მყოფი სიდიდეები ციფრებით უნდა იქნას შეყვანილიLin-იქ შეცდომამწკრივილაინ არტილაინ არტიქ მოდიფიკატორილაინ არტიქ ანაწყობებილაინ არტიქ ანაწყობები მასალისთვისლაინ არტიქ ანაწყობები ობიექტისთვისლაინ არტიქ მონასმის წყაროს ტიპიხაზის დასაწყისიხაზის წყვეტახაზის ფერიხაზის ფერის ალფახაზის ლურჯი ფერიხაზის მწვანე ფერიხაზის წითელი ფერიხაზის დასასრულიშეცდომა ხაზშიინფორმაციის ხაზიშეყვანის ხაზიხაზების ნომრებიხაზების ნომრების ფონიგამოტანის ხაზიხაზის პრიორიტეტულობახაზის რადიუსიხაზის ნიმუშიხაზთა ნაკრებების კოლექციახაზების ნაკრების სახელიხაზების ნაკრებიხაზების დაშორებახაზის სტილიხაზის სტილის ალფას მოდიფიკატორიხაზის სტილის ფერის მოდიფიკატორიხაზის სტილის გეომეტრიის მოდიფიკატორიხაზის სტილის მოდიფიკატორიხაზის სტილის გამონატანიხაზის სტილის ქიქჼიქ მოდიფიკატორიხაზის სტილების მონაცემთა ბლოკებიხაზთა სტილებიხაზის სისქეხაზის ქიქჼიქ რეჟიმიხაზის ტიპიხაზის სიგანეხაზის კუთხე, რომელზეც გამოსახულება უნდა გაიხლიჩოსFreestyle-იქ ხაზის რენდერისთვის გამოყენებული ხაზის ფერიგადასახტომი ხაზის ნომერიტექსტის ხაზი ტექსტის მონაცემთა ბლოკშიხაზის პოზიცია, სადაც გამოსახულება უნდა გაიხლიჩოსზოლთა ნაკრები '%s' ვერ მოცილდახაზთა ნაკრები ხაზებისა და სტილების პარამეტრების ასოცირებისათვისხაზების ნაკრების სახელიხაზთა ნაკრებები ხაზებისა და სტილის პარამეტრების ასოცირებისთვისხაზის სტილის ანაწყობებიხაზის სისქე დაფუძნებული შემთხვევით ხმაურზეორ მომიჯნავე წახნაგს შორის არსებულ დახრილობის კუთხეზე დაფუძნებული ხაზის სისქეხაზის სისქე 3D მეშის ზედაპირების რადიალური სიმრუდის საფუძველზეხაზის სისქე მოძრაობის ტრაექტორიისთვისხაზის სისქე პიქსელებშიხაზის ქიქჼიქ რეჟიმი Freestyle-იქ ხაზის დასახაზადგადასახტომი ხაზიხაზთა ნაკრებიხაზთა ნაკრები %iხაზსტილიხაზის სტილის ტექსტურის სლოტიწრფივიწრფივი 3D წირებიწრფივი AP0 ACES თეთრი წერტილითწრფივი AP1 ACES თეთრი წერტილითწრფივი BT.2020 მანათებელი D65 თეთრი წერტილითწრფივი BT.709 მანათებელი D65 თეთრი წერტილითწრფივი CIE-XYZ D65წრფივი CIE-XYZ Eწრფივი ჩაჭერილიწრფივი DCI-P3 D65წრფივი DCI-P3 მანათებელი D65 თეთრი წერტილითწრფივი დემპფირებაწრფივი წინაღობაწრფივი E-გამა მანათებელი D65 თეთრი წერტილითწრფივი ექსტრაპოლაციაწრფივი FilmLight E-გამაწრფივი გიზმოწრფივი გრადიენტიწრფივი ინტერპოლაციაწრფივი შუქიწრფივი შუჼიქ რეჟიმიწრფივი მოდიფიკატორებიწრფივი მოტორიწრფივი Rec.2020წრფივი Rec.709წრფივი ქი჊ჼარიქ დეაქტივაციის მიჯნაწრფივი სიჩქარე, რომლის ქვემოთაც სიმულაცია ობიექტის სიმულირებას წყვეტსწრფივი მანძილის მოდელიმანძილის წრფივი მოდელი ჩაჭერითწრფივი მილევაწრფივი ინტერპოლაციაწრფივი ინტერპოლაცია 'მინიმუმიდან'-იქა და 'მაქსიმუმიდან'-იქ მნიშვნელობებს შორისწრფივი ინტერპოლაცია საკვანძო ფაზებს შორისწრფივი წინასწარი კონფიგურაციაწრფივი წებოვნებაწრფივად შეაზავე დაგლუვების მონაცემები მონიშვნის სასაზღვრო კადრებთანწრფივად დაამასშტაბირე მოდიფიკატორის სივრცის Z ღერძის გასწვრივლაინარტიხაზებიმხოლოდ ხაზებიტექსტური ხაზებიხაზთა ნაკრების სპეც. ხელსაწყოებიბმულიაქტიურის მონიშნულთან დაკავშირებააქტიურის დაკავშირება მონიშნულთან (ბმულებს ნუ ჩაანაცვლებ)აჼტიურიქ დაკავშირება მონიშნულთან (არ ჩაანაცვლო ბმულები, კვანძების სახელები)აჼტიურიქ დაკავშირება მონიშნულთან (არ ჩაანაცვლო ბმულები, გამონატანის სახელები)აჼტიურიქ დაკავშირება მონიშნულთან (მენიუ)აჼტიურიქ დაკავშირება მონიშნულთან (ჩაანაცვლე ბმულები)აჼტიურიქ დაკავშირება მონიშნულთან (ჩაანაცვლე ბმულები, კვანძების სახელები)აჼტიურიქ დაკავშირება მონიშნულთან (ჩაანაცვლე ბმულები, გამონატანის სახელები)ანიმაციის მონაცემების მიბმაკოლექციების მიბმაშრიფტების მიბმა ტექსტზეინსტანცირებული კოლექციის მიბმაბმულების ლიმიტიმასალების მიბმარას მიებას მასალებიობიექტის მონაცემების ბმულით დაკავშირებაბმულის ოპერაციის ინდექსიბმულის მდგომარეობადააკავშირე აჼტიური კვანძი მონიშნულ კვანძებთან სხვადასხვა კრიტერიუმებზე დაყრდნობითბმული კოლექციის შემდეგყველა დააკავშირე ძვალთანყველა დააკავშირე ობიექტთანბმული კოლექციის წინბმული კოლექციებს შორისბმული კვანძოვანი ჎იქ კვანძებს შორისბმულით დააკავშირე ბიბლიოთეკის .blend ფაილიდანბმული ამ გამონატანიდანდააკავშირე კოლექციები ამჟამინდელი სცენიდან (ზედაპირული ასლი)ბმული კოლექციის შიგნითბმული დამალულია უჩინარი ბუდეების გამობმული ჩახშულია და შეიძლება, იგნორირდესბმული ვარგისიადააკავშირე მასალა ობიექტთან, ან ობიექტის მონაცემებთანდაუკავშირე კვანძი ჯგუფს, ან კვანძოვანი ჎იქ გამონატანსბმულით დააკავშირე ობიექტები კოლექციასთანდააკავშირე ობიექტები ახალ კოლექციასთანბმულის ოპერაციის ინდექსი დიაპაზონს გარეთააკონტექსტურ ბუდეზე განსახორციელებელი ოპერაციის ბმულიბმულით დააკავშირე მონიშნული კოლექციები აჼტიურ სცენასთანდააკავშირე მონიშნული ლენტები ერთამენთთან ჯგუფის გამარტივებული მონიშვნისთვისბმულით დააკავშირე მონიშნული სხვა სცენასთანბმულის სამიზნე: {}დართვის მაგივრად ბმულით დააკავშირე მონაცემთა ბლოკებიდაკავშირება კოლექციასთანრეკურსიული დაკავშირება კოლექციასთანდაკავშირება ახალ კოლექციასთანდაკავშირება გამონატანის კვანძთანბმული მაჩვენებელ კვანძთანდაუკავშირე მაჩვენებლის კვანძსდაკავშირება {}მონაცემების ბმულით დაკავშირება/გადატანადაკავშირებულიდაკავშირებული ასლიდაკავშირებული მონაცემებიმონაცემთა მიბმული ბლოკებიდაკავშირებული სახელურიდაკავშირებული ID-ქ სესიის UIDამ უკუგდების მიერ მითითებად გამოყენებული დაკავშირებული IDდაკავშირებული შეფუთულიდაკავშირებული დროდაკავშირებული ქმედებები დუბლირდება თითეული მონიშნული ლენტისთვის.ძვალთა დაკავშირებული კოლექციები არარედაქტირებადიადაკავშირებულ მონაცემთა ბლოკებს სახელი ვერ გადაერქმევადაკავშირებული მონაცემთა ბლოკები ქეშების რედაქტირებას არ უშვებსბმულით დაკავშირებული ობიექტის ცხობა დისკის ქეშის ჩართვას საჭიროებსდაკავშირებული, ან ბიბლიოთეკის უკუგდების მონაცემთა ბლოკები ქეშების დამატებას, ან მოცილებას არ უშვებსდაკავშირება, ან მომაგრება ძალიან ძველი .blend ფაილის ფორმატიდან (%d.%d), ანიმაციის კონვერტირება არ მოხდება! შეიძლება, საჭირო იყოს ბიბლიოთეკის ფაილის ხელახლა შენახვა Blender-იქ ახლანდელი ვერსიითბმულებიბმულებს მხოლოდ ზონაში შეყვანა შეუძლიათ და არა იქიდან გამოსვლასითხესითხის სამოქმედო არეალისითხის სამოქმედო არეალის მასალასიაჩამოწერე .blend ფაილების შიგთავსისიის საგანისიის საგნების ფერებისიის სიგრძესიის სახელიჩამოთვალე ყველა ქვე-დირექტორიის შიგთავსი, რეკურსიის ერთი დონეჩამოთვალე ყველა ქვე-დირექტორიის შიგთავსი, რეკურსიის სამი დონეჩამოთვალე ყველა ქვე-დირექტორიის შიგთავსი, რეკურსიის ორი დონეჩამოთვალე ყველა ოპერატორი ტექსტის ბლოკში, გამოსადეგია სკრიპტინგისთვისჩამოთვალე ობიექტები თაგვის ქვეშ (მხოლოდ ობიექტის რეჟიმი)AOV-ების სიასინათლეთა ჯგუფების სიაშენიღბვის შრეების სიაშენიღბვის შრეების სიაარმატურის ძვალთა ყველა კოლექციის სიაალფა გამჭვირვალობის მოდიფიკატორების სიაფონის გამოსახულებების სიაანიმაციის გადაჯაჭვული სეგმენტების სიაგიზმოების რუკაში არსებული გიზმოების სიაბადეების ქია და მეტამონაცემები ჩატვირთულია მეხსიერებაშიძვლების ჯგუფთა ქია იოლი მონიშვნისთვისსია ბიბლიოთეკებისა, რომლებშიც უნდა მოიძებნოს და რომელთაგანაც უნდა იმპორტირდეს ეს ID. ID იმპორტირდება ქიიქ პირველივე ფაილიდან, რომელშიც იქნება ნაპოვნიხაზის ფერის მოდიფიკატორთა სიახაზის ქიქჼიქ მოდიფიკატორების ქიაქია ობიექტებისა და მასალების კრიპტო ID-ებისა, რომელთაც კაშე უნდა შეიცავდესუკუგდებული თვისებების სიაუკუგდების ოპერაციათა ქია თვისებისთვისმონასმის გეომეტრიის მოდიფიკატორების სიაჩამოთვლის Blender-იქ ქა჏ყიქ კოდში წვლილის შემომტანებსლიეტუვური - LietuviĹĄkaiრედაქტირება ნამდვილ დროშიგადაძრობა რეალურ დროშინამდვილ დროში გაფილტრვის სტრიქონინამდვილი დროის ძიების გასაფილტრი სტრიქონიჩატვირთვაჩატვირთე ქარხნული "{}" სასურველი პარამეტრები.ჩატვირთე ქარხნული "{}" გაშვების ფაილი და სასურველი პარამეტრებიჩატვირთე Blender-იქ ქარხნული სასურველი პარამეტრებიჩატვირთე ქარხნული ნაგულისხმები გაშვების ფაილი და სასურველი პარამეტრებიქარხნული {:s} სასურველი პარამეტრების ჩატვირთვაჩატვირთე OptiX მოდული ხარვეზების აღმოფხვრის რეჟიმში: ჩანაწერთა სიტყვამრავლობისა და ოპტიმიზაციის უფრო დაბალი დონეებიUI-ქ ჩატვირთვაჩატვირთე მოძრაობის დაფიქსირების BVH ფაილიჩატვირთე FBX ფაილიჩატვირთე SVG ფაილიჩატვირთე Wavefront OBJ სცენაჩატვირთე ქეშის ფაილიჩატვირთე glTF 2.0 ფაილიჩატვირთე ახალი შრიფტი ფაილიდანკონფიგურაციის ჩატვირთვაჩატვირთე კადრების თანამიმდევრობა, ან ვიდეო ფაილიჩატვირთე ხმოვანი ფაილიჩატვირთე ხმოვანი ფაილი მონოდAlembic-იქ არქივის ჩატვირთვაჩატვირთე და გამოიყენე Blender-იქ XML თემის ფაილიჩატვირთე ქარხნული ნაგულისხმები სასურველი პარამეტრები. იმისათვის, რომ სასურველ პარამეტრებში შეტანილი ცვლილებები სამუდამო გახდეს, გამოიყენე "შეინახე სასურველი პარამეტრები"ჩატვირთე თავდაპირველი ქა჏ყიქი ფაილისა და სასურველი პარამეტრები. იმისთვის, რომ ცვლილებები მუდმივი გახდეს, გამოიყენე "შეინახე ქა჏ყიქი ფაილი" და "შეინახე სასურველი პარამეტრები"ჩატვირთე ბოლო შენახული სასურველი პარამეტრებიონლაინ სახელმძღვანელოს ჩატვირთვადაუკარი ხმა ვიდეოსთან ერთადჩატვირთე ნაგულისხმები ('ქარხნული გაშვების') blend ფაილი. იგი დამოუკიდებელია ჩვეულებრივი გაშვების ფაილისგან, რომლის შენახვაც შეუძლია მომხმარებელსჩატვირთე თარგმანების ანაწყობები მუდმივი JSON ფაილიდანჩატვირთე მომხმარებლის ინტერფეისის კონფიგურაცია .blend ფაილიდანჩატვირთე მომხმარებლის ინტერფეისის კონფიგურაცია .blend ფაილშიჩატვირთე ინტერფეისის წყობა .blend ფაილის ჩატვირთვისასჩაიტვირთა 2.50-იქ წინა blend ფაილი, ანიმაციის მონაცემები არ ჩატვირთულა. ანიმაციის მონაცემთა დასაკონვერტირებლად გახსენი და შეინახე ფაილი Blender v4.5-ით."%s"-იქ ჩატვირთვა წარუმატებელია: აქტივთა ბიბლიოთეკების ჩატვირთვაექსპორტის ანაწყობების ჩატვირთვა წარუმატებელია. გაფუჭებული ანაწყობები მოცილებულიაჩატვირთვა წარუმატებელია: გადახედვების ჩატვირთვა...ტექსტურები იტვირთება (დარჩენილია {})იტვირთება...ლოკალურილოკალური +X მხებილოკალური +Z მხებილოკალური -X მხებილოკალური -Z მხებილოკალური კამერალოკალური კოლექციებიმონაცემთა ლოკალური ბლოკებილოკალური მდებარეობალოკალური მატრიცალოკალური პოზალოკალური სივრცელოკალური სივრცე (მფლობელის ორიენტაცია)ლოკალური ზევით/ქვევითლოკალური ხედილოკალური მშობელთანგიზმოს ლოკალური ბრუნვა. გამოიყენება მხოლოდ მაშინ, როცა ლოკალური გარდაქმნები გამოიყენება 3D ხედშიამ სამკუთხედის წახნაგების კუთხეთა ლოკალური სივრცის ერთეულებიანი სიგრძის მორგებული ნორმალების ვექტორებილოკალური სივრცის ერთეულის სიგრძის ნორმალის ვექტორი ამ წახნაგისთვისლოკალური სივრცის ერთეულებიანი სიგრძის ნორმალის ვექტორიამ წვეროს მხები ვექტორი ამ წახნაგისთვის ლოკალურ სივრცისეული ერთეულის სიგრძით (წინასწარ უნდა გამოითვალოს calc_tangents-იქ მეშვეობით)შრიქ ლოკალური გარდაქმნის მატრიცალოკალური კოდი: ab. თარგმანის პროგრესი: 0%ლოკალური კოდი: ar_EG. თარგმანის პროგრესი: 23%ლოკალური კოდი: be. თარგმანის პროგრესი: 0%ლოკალური კოდი: bg_BG. თარგმანის პროგრესი: 1%ლოკალური კოდი: ca_AD. თარგმანის პროგრესი: 100%ლოკალური კოდი: cs_CZ. თარგმანის პროგრესი: 27%ლოკალური კოდი: da. თარგმანის პროგრესი: 3%ლოკალური კოდი: de_DE. თარგმანის პროგრესი: 37%ლოკალური კოდი: el_GR. თარგმანის პროგრესი: 1%ლოკალური კოდი: en_GB. თარგმანის პროგრესი: 99%ლოკალური კოდი: en_US. თარგმანის პროგრესი: 100%ლოკალური კოდი: eo. თარგმანის პროგრესი: 0%ლოკალური კოდი: es. თარგმანის პროგრესი: 100%ლოკალური კოდი: eu_EU. თარგმანის პროგრესი: 1%ლოკალური კოდი: fa_IR. თარგმანის პროგრესი: 3%ლოკალური კოდი: fi_FI. თარგმანის პროგრესი: 11%ლოკალური კოდი: he_IL. თარგმანის პროგრესი: 2%ლოკალური კოდი: hi_IN. თარგმანის პროგრესი: 4%ლოკალური კოდი: hu_HU. თარგმანის პროგრესი: 11%ლოკალური კოდი: id_ID. თარგმანის პროგრესი: 21%ლოკალური კოდი: it_IT. თარგმანის პროგრესი: 44%ლოკალური კოდი: ka. თარგმანის პროგრესი: 100%ლოკალური კოდი: ko_KR. თარგმანის პროგრესი: 98%ლოკალური კოდი: ky_KG. თარგმანის პროგრესი: 2%ლოკალური კოდი: lt. თარგმანის პროგრესი: 3%ლოკალური კოდი: ml. თარგმანის პროგრესი: 0%ლოკალური კოდი: nb. თარგმანის პროგრესი: 4%ლოკალური კოდი: nl_NL. თარგმანის პროგრესი: 8%ლოკალური კოდი: pl_PL. თარგმანის პროგრესი: 100%ლოკალური კოდი: pt_BR. თარგმანის პროგრესი: 43%ლოკალური კოდი: pt_PT. თარგმანის პროგრესი: 78%ლოკალური კოდი: ro_RO. თარგმანის პროგრესი: 2%ლოკალური კოდი: ru_RU. თარგმანის პროგრესი: 100%ლოკალური კოდი: sk_SK. თარგმანის პროგრესი: 100%ლოკალური კოდი: sl. თარგმანის პროგრესი: 51%ლოკალური კოდი: sr_RS. თარგმანის პროგრესი: 16%ლოკალური კოდი: sr_RS@latin. თარგმანის პროგრესი: 16%ლოკალური კოდი: sw. თარგმანის პროგრესი: 72%ლოკალური კოდი: ta. თარგმანის პროგრესი: 100%ლოკალური კოდი: th_TH. თარგმანის პროგრესი: 5%ლოკალური კოდი: tr_TR. თარგმანის პროგრესი: 78%ლოკალური კოდი: uk_UA. თარგმანის პროგრესი: 57%ლოკალური კოდი: ur. თარგმანის პროგრესი: 86%ლოკალური კოდი: vi_VN. თარგმანის პროგრესი: 93%ლოკალური კოდი: zh_HANS. თარგმანის პროგრესი: 100%ლოკალური კოდი: zh_HANT. თარგმანის პროგრესი: 62%ყველა ლოკალიზებაგაალოკალურე ყველანაირი თანდართული მონაცემი, მათ შორის ისინიც, რომლებიც სხვა ბიბლიოთეკებიდან ირიბადაა დაკავშირებულიმდებარეობამდებარეობა და ბრუნვამდებარეობა და მასშტაბირებამდებარეობა (ობიექტის სივრცე)მდებარეობის ღერძიმდებარეობის გავლენამდებარეობის შერევის რეჟიმიმდებარეობა Xმდებარეობა Yმდებარეობა Zახალი კვანძების დასამატებელი მდებარეობამდებარეობა ახალდამატებული ობიექტისთვისმასის ცენტრის მდებარეობამორგებული პროქსი ფაილის მდებარეობაძვლის თავის მდებარეობაძვლის თავის მდებარეობა არმატურასთან მიმართებაშიძვლის თავის მდებარეობა მშობელთან მიმართებაშიარხის ძვლის თავის მდებარეობამარკერის მდებარეობა კადრზეახალი პრიმიტივის მდებარეობაძვლის კუდის მდებარეობაძვლის დაბოლოების მდებარეობა არმატურასთან მიმართებაშიძვლის კუდის მდებარეობა თავის მშობელთან მიმართებაშიარხის ძვლის ბოლოს მდებარეობამდებარეობა სამიზნისა, რომელსაც ობიექტი არ გასცდებაქმედების შესაბამისი კონტროლერის სამიზნის მდებარეობა სამყაროსეულ სივრცეშიდასაინსტალირებელი გაფართოების მდებარეობათმის სოლის მდებარეობა თავის ლოკალურ კოორდინატთა სისტემაში, გამომცემ წახნაგთან შეფარდებითთმის სოლის მდებარეობა ობიექტის სივრცეშიკვანძის მდებარეობა მთლიან ტილოზეკვანძის მდებარეობა თავისი მშობელი ჩარჩოს ფარგლებშიობიექტის მდებარეობატექსტის მდებარეობაამ ასონიშნის მდებარეობა ტექსტურ მონაცემებში (მხოლოდ ტექსტური წირებისთვის)წვეროს მდებარეობა არეს სივრცეშიწვეროს მდებარეობა ნორმალიზებულ სივრცეშიმდებარეობის აცდენა გამოსაყენებელი ძირითად მასშტაბზე, როცა ხდება დამთვალიერებლის მდებარეობის დადგენამდებარეობა დისკზე, სადაც ცხობის მონაცემები ინახებამხოლოდ მდებარეობამდებარეობა დელტადმდებარეობა, რომელზეც უნდა დაემატოს ახალი წვერომდებარეობა, რომელზეც კუნძულები უნდა გამწკრივდესპროქსი ფაილების შესანახი ლოკაციამდებარეობა, ბრუნვა და მასშტაბიმდებარეობა, ბრუნვა, მასშტაბი და მორგებული თვისებებიმდებარეობა:მდებარეობებიდაბლოკვააქტიურის დაბლოკვაბლოკის რეგულირებაღერძის დაბლოკვასაზღვრების დაბლოკვაკამერის მიბლოკვა ხედზემიმართულების დახურვამიმართულების დაბლოკვა (ალტ.)ამაღლების დაბლოკვაამაღლების დაბლოკვა (ალტ.)ბოლოების დაბლოკვაკადრის დაბლოკვაკადრის მონიშვნის დაბლოკვაჰორიზონტის დაბლოკვაჰორიზონტის დაბლოკვა აიძულებს ჰორიზონტს, იმავე დონეზე დარჩეს, რომელზეც ახლააშ.კ.-იქ X-იქ დაბლოკვაინტერფეისის დაბლოკვამდებარეობის დაბლოკვამარკერების დაბლოკვამეშის სასაზღვრო წვეროების დაბლოკვადაბლოკვის მეთოდიობიექტების რეჟიმების დაბლოკვათანმიმდევრობის დაბლოკვაჩამაგრებული კუნძულების დაბლოკვამრავალკუთხედის ნორმალების დაბლოკვაძირების დაბლოკვაბრუნვის დაბლოკვაბრუნვის დაბლოკვა (4გ კუთხე)ბრუნვის დაბლოკვა მასშტაბირებისასბრუნვების დაბლოკვა (4D)მასშტაბის დაბლოკვაფორმის დაბლოკვაბოლოების დაბლოკვადაბლოკილი მეთვალყურე ბორკილიზევით ორიენტაციის დაბლოკვამნიშვნელობის დაბლოკვაX-იქ დაბლოკვაX პოზ. დაბლოკვაX ბრუნვის დაბლოკვაY-იქ დაბლოკვაY პოზ. დაბლოკვაY ბრუნვის დაბლოკვაZ-იქ დაბლოკვაZ პოზ. დაბლოკვაZ ბრუნვის დაბლოკვადაბლოკე განსახორციელებელი ქმედებაწვეროთა ჯგუფებზე განსახორციელებელი დაბლოკვის ქმედებადაბლოკე ყველა გრიზ ფენსილის შრე, შემთხვევით მათი მოდიფიცირების თავიდან ასაცილებლადდაბლოკე ყველა გრიზ ფენსილის მასალა შემთხვევით მათი მოდიფიცირების თავიდან ასაცილებლადდაბლოკე ფორმის ყველა სოლიდაბლოკე აჼტიური ობიექტის ფორმის ყველა სოლიდაბლოკე წვეროთა ყველა ჯგუფიდაბლოკე აჼტიური ობიექტის წვეროთა ყველა ჯგუფიდაბლოკე და დამალე ნებისმიერი გამოუყენებელი მასალადაბლოკე ნებისმიერი მასალა, რომელიც არ გამოიყენება არცერთ მონიშნულ მონასმშიგამარტივებისას დაბლოკე სასაზღვრო წვეროები, რათა თავიდან აიცილო ნაპრალები დაკავშირებულ მეშებშიდაბლოკე არხიდაბლოკე შრეზე ასახული მიმდინარე კადრიმიაბლოკე წირების ხედი დროის კურსორს დაკვრისა და თვალისდევნების განმავლობაშიდაბლოკე ოთხ კომპონენტიანი ბრუნვის კომპონენტ 'კუთხე'-ქ რედაქტირება გარდაქმნისასდაბლოკე ოთხ კომპონენტიანი ბრუნვების რედაქტირება კომპონენტების მიერ (ეილერის მაგივრად)დაბლოკე მდებარეობის რედაქტირება გარდაქმნისასდაბლოკე ბრუნვის რედაქტირება გარდაქმნისასდაბლოკე მასშტაბის რედაქტირება გარდაქმნისასრენდერის დროს ინტერფეისის დაბლოკვა რენდერერისთვის მეტი მეხსიერების დასათმობადშემოფარგლე მოძრაობა კამერის რეკონსტრუირებულ მოძრაობითმიაბლოკე მოძრაობა რეკონსტრუირებულ ობიექტის მოძრაობასმოძრაობის შემოფარგლვა სასურველი მოძრაობის ტრაექტორიითმოძრაობის შემოფარგლვა სამიზნე ტრაექტორიითბლოკმა ვერ გაუძლო!დაბლოკე საცავები - დაბლოკვის დასატესტადმიბლოკე ბრუნვა წირების ბოლოებს შორის ღერძზედაბლოკე აჼტიური ობიექტის მონიშნული და განბლოკე მისი მოუნიშნავი წვეროთა ჯგუფებიდაბლოკე მონიშნული ბილიკებიდაბლოკე აჼტიური ობიექტის წვეროთა მონიშნული ჯგუფებიდაბლოკე ლენტი, რათა ვერ გარდაიქმნასდაბლოკე ლენტები, რომ ვეღარ გარდაიქმნანდაბლოკე ნაჩვენები საგნების თანმიმდევრობა (მომხმარებელი მას ვერ შეცვლის)დაბლოკე ძირების წერტილთა პოზიციებიდაბლოკე წვეროების პოზიცია სიმულაციის მილევის არეში, რათა თავიდან აიცილო არტეფაქტები და შექმნა უფრო თანდათანობითი გადასვლა არეებში, რომლებიც ზემოქმედებას არ განიცდისმიბლოკე ხედი აჼტიურ ობიექტს/ძვალსდაბლოკე ბოლოს პოზიცია დაგლუვებისასმიბლოკვა ძვალზემიბლოკვა კურსორზემიბლოკვა ობიექტზემონიშნულზე მიბლოკვადროის კურსორზე მიბლოკვადაბლოკე აჼტიური ობიექტის წვეროთა მოუნიშნავი ჯგუფებიდაბლოკე გვერხედების ხედის ბრუნვა ზედა/წინა/მარჯვენაზედაკვრისას მიაბლოკე სარკმელი მონიშნულ მარკერებსბლოკთან ფარდობითიდაბლოკვა/ჩახშობადაბლოკე/განბლოკე ყველა შრედაბლოკე/განბლოკე მონიშნული ბილიკებიდაბლოკილიდაბლოკილი ღერძიდაბლოკილი გავლენადაბლოკილი მარკერიდაბლოკილი თვალის დევნებადაბლოკილი თვალის დევნების ბორკილიდაბლოკილი კვლებიდაიბლოკა {:d} საცავიბლოკებიLogლოგარითმული დაშიფრვა ქრომატული ჩანართითა და მთავარი ფერების ბრუნვით, და დინამიკური დიაპაზონის 25 სტოპითლოგირების დონელოგარითმული ფილმისებრი მაფორმირებელი განედის 16.5 სტოპით, და დინამიკური დიაპაზონის 25 სტოპითლოგარითმული გარდაქმნის გამალოგარითმული გარდაქმნის საყრდენი შავი წერტილილოგარითმული გარდაქმნის საყრდენი თეთრი წერტილიოპერაციების, გაფრთხილებებისა და შეცდომების შესახებ მიღებული შეტყობინებების ჟურნალიშეიყვანე არხების ქიიქ ინფორმაციის ჩანაწერი ტერმინალში. ეს ოპერატორი ხელმისაწვდომია მხოლოდ Blender-იქ ხარვეზების აღმოსაფხვრელ კონფიგურაციებშიB-ქ ლოგარითმი A ფუძითლოგარითმის რეჟიმილოგარითმული გაფანტვალოგიკური ANDლოგიკური ORგრძელი თმაგრძელი სოლიგრძელი სოლი მონიშნულიგრძელი სიაუგრძესიუგრძესი დიაგონალიმინ. გრძედიშესახედაობაწინ გახედვაშეხედვამოიძიე ყველაზე შესაფერისი ხელსაწყო ფუნჯის მოცემული ტიპისთვის და გაააქტიურემოძებნე გარდაქმნის მატრიცა გარეგან ფაილშიმოძებნე გარდაქმნა გარე ფაილშიციკლიფერთა ციკლირებამარყუჟების რაოდენობამარყუჟის გაკვეთამარყუჟთა წყვილებიმარყუჟის გაცურებამარყუჟის დასაწყისიმარყუჟების ჯამიმარყუჟის სამკუთხედებიციკლი და შებრუნებაციკლირება წინ და უკანციკლირება წინ და უკან, დაწყებული უკუმიმართულებითმარყუჟის გაკვეთა დეფორმირებულად ასახულ რედაქტირებად მეშზე კარგად არ მუშაობსმარყუჟი მეშის მონაცემთა ბლოკშიწრიული სვლა მშობლებშიიმეორე ანიმაციის დაკვრამარყუჟებიმარყუჟები არაა მავთულებით/ზღვრული წიბოებით დაკავშირებულიმეშის მარყუჟები (მრავალკუთხედის კუთხეები)მარყუჟები პროფილის თითოეულ მხარესდაუმაგრებელიდაუმაგრებლები კონტურადდაუმაგრებელი წიბოებიდაუმაგრებელი წიბოები კონტურადდაუმაგრებელი წერტილებიდაუმაგრებელ წიბოები კონტურის ტიპისა იქნებაუდანაკარგოუდანაკარგო შედეგიმაღალი წარმადობის JPEG 2000 დაშიფრვის უდანაკარგო კომპრესირება. შედარებით მცირე ფაილებს ჰქმნის, მაგრამ ახალია და ჯერჯერობით სხვა პროგრამებში ფართო მხარდაჭერა არა აქვს.უდანაკარგო კომპრესირება სერიის სიგრძის დაშიფრვითუდანაკარგო ვეივლეტ კომპრესირებაა, ეფექტურია ხმაურიანი/დამარცვლოვნებული გამოსახულებებისთვისგამოსახულებათა ბლოკების 16 რიგის უდანაკარგო zip კომპრესირებაუდანაკარგო zip კომპრესირება, გამოსახულებათა თითოეული რიგი ცალცალე კომპრესირდებადანაკარგიანი კომპრესირება 16-ბიტიანი წილადნიშნა გამოსახულებებისთვის, ფიქსირებული 2.3:1 თანაფარდობითდანაკარგიანი კომპრესირება 32 ბიტიანი წილადნიშნა გამოსახულებებისთვის (ინახავს თითოეული წილადნიშნა მნიშვნელობის 24 ბიტს)დაბალიდაბალი ფერიდაბალი კონტრასტიდაბალი ხარისხიდაბალი გარჩევადობის მეშიდაბალი ქი჎შირიქ კონტრასტი, რომელიც არამკვეთრ ნიღაბს იყენებსქვემოთაქვედა (ინკლუზიური) ზღვარი წვეროს წონისთვის, რომელიც წვეროთა ჯგუფს უნდა დაემატოსქვედა ზღვარიქვედა რეგისტრიქვედა ჩაზნექილობაქვემოთა მარცხენანაკლები მეხსიერებაქვემოთა მარჯვენაX კუთხის ქვედა ლიმიტიX-იქ ქვედა ლიმიტიX კუთხის ქვედა ზღვარიY კუთხის ქვედა ლიმიტიY-იქ ქვედა ლიმიტიY კუთხის ქვედა ზღვარიZ კუთხის ქვედა ლიმიტიZ-იქ ქვედა ლიმიტიZ კუთხის ქვედა ზღვარიქვედა ზღვარი დროის საფეხურისთვის წამში, ავტომატური ქვესაფეხურების შემთხვევაშიგარსის ქვედა ზღვარი ამ საკონტროლო წერტილთანგამოყოფის დიაპაზონის ქვედა ზღვარიქვედა ზღვარი შენატანის დიაპაზონისა, რომელზეც დატანა გამოიყენებაჩაჭერის ქვედა მიჯნა დენადი გარემოს უჯრედების ტალღის ქოჩრებად მოსანიშნად (უფრო დაბალი მნიშვნელობა ნიშნავს მეტ მონიშნულ უჯრედს)ჩაჭერის ქვედა მიჯნა იმ უჯრედების აღსანიშნად, რომლებშიც ჰაერია დატყვევებული (უფრო დაბალი მნიშვნელობა ნიშნავს მეტ მონიშნულ უჯრედს)ჩაჭერის ქვედა მიჯნა, რომელიც მიუთითებს დენადი გარემოს სისწრაფეს, სადაც უჯრედები ნაწილაკების გამოცემას იწყებს (დაბალი მნიშვნელობების შედეგია ზოგადად მეტი ნაწილაკი)ქვემოთა მანძილი მითითების მნიშვნელობიდან 1:1 ნაგულისხმები ზეგავლენისთვისუფრო დაბალი - პროექციის მეტი ჯგუფისთვის, უფრო მაღალი - ნაკლები გამრუდებისთვისტექსტურის ქვედა ნახევარი მონასმის წვერებისთვისააX ღერძის ბრუნვის ქვედა ლიმიტიX ღერძის გადაადგილების ქვედა ლიმიტიY ღერძის ბრუნვის ქვედა ლიმიტიY ღერძის გადაადგილების ქვედა ლიმიტიZ ღერძის ბრუნვის ქვედა ლიმიტიZ ღერძის გადაადგილების ქვედა ლიმიტი+Z მიმართულებიდან გადახრის ქვედა ზღვარიმეშის ჩაზნექილობის ქვედა ზღვარი (მაღალი მნიშვნელობები იწვევს ჩაზნექილობებიანი მონაკვეთების დაგლუვებასა და ამოვსებას)ქვედა, ან ზედა რეგისტრიუფრო დაბალი მნიშვნელობები უფრო გლუვ წირებს იძლევაუფრო დაბალი მნიშვნელობები შეამცირებს ფონის შეჟონვას წინა პლანის ელემენტებშიქვედა/ზედა ლიმიტები დეფორმაციისთვისუდაბლესიუდაბლესი სიხშირეუდაბლესი ხარისხიუდაბლესი დასაშვები X სიდიდეუდაბლესი დასაშვები Y სიდიდეუდაბლესი დასაშვები Z სიდიდეპარალაქსის შემომსაზღვრელი ჩარჩოს ყველაზე ქვემო კუთხენაწილაკის უმცირესი შესაძლო დღეგრძელობალუმალუმას ტალღის ფორმასიკაშკაშესიკაშკაშის არხისიკაშკაშით ამოჭრასიკაშკაშის ხმაურიMAC ბადეთღ4თღ5მღ6თღ7MDDMFTMKVMMBთაგვის შუა ღილაკის ქმედებაMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerმაკკორმაკიმაკკორმაკის სქემა დიფუზიის არაცხადი კონტროლით. ამცირებს რიცხვით დისიპაციას და თან ინარჩუნებს სტაბილურობასმაგიაჯადოსნური ტექსტურამაგნიტურიმაგნიტური ეფექტორის წონაგადიდებასიდიდეA-ქ სიდიდემთავარიმთავარი კლავიშები 1-დან 0-მდე ასრულებს ციფრული კლავიატურის კლავიშების როლს (გამოსადეგია ლეპტოპებისთვის)მთავარი ქმედებებიმთავარი ანოტაციებიმთავარი არმატურებიმთავარი ღერძიმთავარი ფუნჯებიმთავარი ქეშ ფაილებიმთავარი კამერებიმთავარი კოლექციებიმთავარი წირებიმთავარი შრიფტებიმთავარი გეომეტრიამთავარი გრიზ ფენსილებიმთავარი თმის წირებიმთავარი გამოსახულებებიმთავარი საგნებიმთავარი გისოსებიმთავარი ბიბლიოთეკებიმთავარი სინათლის ზონდებიმთავარი სინათლეებიმთავარი ხაზების სტილებიმთავარი ნიღბებიმთავარი მასალებიმთავარი მეშებიმთავარი მეტაბურთებიმთავარი ვიდეო კლიპებიმთავარი კვანძოვანი ხეებიმთავარი ობიექტებიმთავარი დასახატი წირებიმთავარი პალიტრებიმთვარი ნაწილაკების ანაწყობებიმთავარი წერტილების ღრუბლებიმთავარი სცენებიმთავარი ეკრანებიმთავარი ხმებიმთავარი სპიკერებიმთავარი ტექსტებიმთავარი ტექსტურებიმთავარი მოცულობებიმთავარი ფანჯრების მენეჯერებიმთავარი სამუშაო სივრცეებიმთავარი სამყაროებიმოძრაობის მთავარი ღერძიმთავარი ძირითადი ანაწყობებიმონაცემთა მთავარი ქტრუჼტურა, რომელიც .blend ფაილსა და მის ყველა მონაცემთა ბლოკს წარმოადგენსტალღების მთავარი მიმართულება, როცა ისინი (ნაწილობრივ) გამწკრივებულებიამოცულობის შენარჩუნებამოცულობის შემანარჩუნებელი ბორკილიშეინარჩუნე მუდმივი მოცულობა მასშტაბირების ერთი ღერძის გასწვრივშეინარჩუნე მშობლისა და შვილობილის ურთიერთკავშირებიშეინარჩუნე სისწრაფე, ფრენის დონე, ან ხეტიალიშეინარჩუნე სიმეტრია ღერძზეობიექტის გაწელვისას შეინარჩუნე მისი მოცულობადაკვრის ქი჊ჼარიქ შეცვლისას შეინარჩუნე აუდიოს ხმის თავდაპირველი სიმაღლეშეინარჩუნე შეფარდებითი წონები ჯგუფისთვისშეინარჩუნე სისქე მახვილი კუთხეების რეგულირებით (ნელია, როცა საჭირო არაა, გათიშე)მომსახურებას უწევენ საზოგადოების წევრი დეველოპერებიმომსახურებადის მთავარი ხაზებიდიდი რადიუსიდიდი სეგმენტებიდიდი/მცირემაჟორანტიმოცულობის მჭარბობი გამტარობაუმრავლესობაგაკეთებაგაციკლურება(F-მოდიფიკატორი)გახადე მონაცემები ცალმომხმარებლიანიხვრელების გაკეთებაშიდად ქცევაგალოკალურებააიძულე ძერწვის რეჟიმის ხელსაწყოები, დაადეფორმიროს საბაზისო მეში, დაყოფის უფრო მაღალი დონეების გადანაცვლებების გადახედვისასმონიშნული ობიექტების გაერთმომხმარებლიანებააქციე მონიშნული ლენტები ერთ-მომხმარებლიანადცალად ქცევაცალ მომხმარებლად ქცევაგაერთგვაროვნებაგაუნიკალურებაყველა მონიშნული საკვანძო ფაზის ასლის გაკეთებაყველა მონიშნული საკვანძო ფაზის ასლის გაკეთება და გადაადგილებაშექმენი აჼტიური გრიზ ფენსილის კადრ(ებ)იქ ასლიშექმენი აჼტიური გრიზ ფენსილის შრიქ ასლიშექმენი აჼტიური გრიზ ფენსილის შრიქ ასლი მონიშნულ ობიექტზეშექმენი აჼტიური წვეროთა ჯგუფის ასლიგააკეთე მიმდინარე სცენის სრული ასლიგააკეთე ბმული გამონატანისა და შენატანის მონიშნულ ბუდეებს შორისშექმენი ბმული ერთი ბუდიდან მეორეზეგააციკლურე სფლაინი ბოლოწერტილებზე დაწკაპუნებითაქციე აჼტიური ჏ირი დახურულ/჌ია მარყუჟადაქციე აჼტიური სფლაინი დახურულ/჌ია მარყუჟადაქციე აჼტიური ტექსტი ფაილის შინაგანადგააპარალელურე ზემოქმედების ქვეშ მოხვედრილი ყველა ნორმალიყველა გარე ფაილის მისამართი აბსოლუტური გახადეყველა გარე ფაილის მისამართის ფარდობითად გადაქცევა მიმდინარე .blend-თან მიმართებაშიაიძულე მონიშნული მონაცემთა ბლოკების ყველა მომხმარებელი, რომ მათ ნაცვლად ახალი შერჩეული გამოიყენონაიძულე მონიშნული მონაცემთა ბლოკების ყველა მომხმარებელი, გამოიყენონ მიმდინარე (დაწკაპუნებული)შექმენი შექცეული კინემატიკის ხელის დამატებითი სამართავი, რომელიც ხელის ბოლოს ირგვლივ ტრიალებსშექმენი გამოსახულება გადაპროეცირებისთვის უდიდესი 3D ხედიდანგააკეთე ანოტაციები აჼტიურ მონაცემებზეგახადე ნებისმიერი კატალოგის ნებისმიერი რედაქტირება მუდმივი, ამჟამინდელი აწყობის აქტივთა ბიბლიოთეკაში ჩაწერითგახადე ხუფებსა და მილაკებს შორის არსებული სასაზღვრო წიბოები გლუვი, და არა მკვეთრიმიუშვი ოთხკუთხა მონიშვნა თანამიმდევრობის სლაიდამდე, როცა კურსორი ლენტზე მდებარეობსგახადე ამ არ჎იქ ქვეშ დაჯგუფებული არხები ხილულიგააკეთე კვანძთა ჯგუფების ასლები კვანძების დუბლირებისას კვანძების რედაქტორშიშექმენი მონიშნული ელემენტების ასლები და გადააადგილეშექმენი მონიშნული გრიზ ფენსილის მონასმების ასლები და გადააადგილეშექმენი მონიშნული ძვლების ასლები იმავე არმატურის ფარგლებშიშექმენი მონიშნული ძვლების ასლები იმავე არმატურის ფარგლებში და გადააადგილეშექმენი მონიშნული მეტაბურთის ელემენტების ასლები და გადააადგილეაიძულე ჏ირიქ ტრაექტორიის შვილობილები, ტრაექტორიის გასწვრივ იბრუნონგაკვეთე მაშინაც კი, თუ ლენტი მოუნიშნავია, გაკვეთის შემდეგ მონიშნულობის შენარჩუნებითგახადე მონაცემები ერთ-მომხმარებლიანი, გამოიყენე მოდიფიკატორი და ამოიღე სიიდან.აქციე წიბოები 'აფრებად'აიძულე წახნაგებისა და წვეროთა ნორმალები, მეშის გარეთ, ან შიგნით მიიმართონაიძულე წახნაგები, გამოიყენონ წვეროებს მინიჭებული მინიმალური წონა (უზრუნველყოფს ახალი წახნაგების დარჩენას ორიგინალების პარალელურად, ნელია, როცა საჭირო არაა, გათიშე)შექმენი ჯგუფი მონიშნული კვანძებისგანგახადე თმა ნაკლებად ფუმფულადააგრძელე თმადააგრძელე, ან დაამოკლე თმაგახადე თმა უფრო ფუმფულადაამოკლე თმათმა ყალყზე დააყენეგახადე გამოსახულება გამჭვირვალე რადიუსის გარეთგახადე ამ ობიექტს მიმაგრებული ინსტანცირებული ობიექტები ნამდვილიგამოაჩინე მაინსტანცირებელი სარკმელშიგამოაჩინე მაინსტანცირებელი რენდერის დროსშიდად ქცევაგახადე ბიბლიოთეკასთან დაკავშირებული მონაცემთა ბლოკები ლოკალური ამ ფაილისთვისგახადე დაკავშირებული ქმედება ლოკალური ყოველი ლენტისთვისგახადე ბმულით მიმაგრებული მონაცემები ლოკალური ყოველი ობიექტისათვისგაალოკალურე მასალები ყოველი მონაცემთა ბლოკისთვისაქციე მოდულის ფაილი შიდად ჩატვირთვის შემდეგმონახე დიდი სცენებისათვის მეტი ადგილი მეხსიერების ურთიერთდაკავშირებულ მოწყობილებებს შორის განაწილებით (მაგ.: NVLink-ით) და არა დუბლირებითგახადე ობიექტის ანიმაციის მონაცემები ლოკალური ყოველი ობიექტისთვისგაალოალურე ობიექტის (მეშის, ჏ირიქ და სხვ.) მონაცემების ანიმაციის მონაცემები ყოველი ობიექტისთვისმხოლოდ აჼტიური შრეე გახადე ხილული/რედაქტირებადიაქციე გამოყენებული ბიბლიოთეკების ბლენდფაილების მისამართები ამჟამინდელ ბლენდფაილთან შეფარდებულიკვლავ გამოაჩინე ადრე დამალული წირები გრაფიკების რედაქტორის ხედშიგახადე მონიშნული თმა ერთი სიგრძისანიმაციის მონაცემების დამატებით აიძულე მონიშნული ობიექტები, გამოჩნდნენ NLA რედაქტორშიააფეთქე მონიშნული ობიექტებიაქციე მონიშნული ობიექტები სითხედაქციე ფორმის სოლები შეფარდებითად, სხვა მხრივ ფორმებში გადასვლა აქციე თანამიმდევრობად შეფასების დროის გამოყენებითაიძულე სიმულაცია, ანგარიში გაუწიოს დეფორმაციებს ძირითადი მეშშიშექმენი ცალმომხმარებლიანი ობიექტის მონაცემებიშექმენი ცალმომხმარებლიანი ობიექტებიგაატოლე მონიშნულ წვეროთა გარეკანის რადიუსები თითოეულ ღერძზედარწმუნდი, რომ აჼტიური ფერი პირველი დაექსპორტდება. შესაძლოა, მნიშვნელოვანი იყოს, რადგან სხვა რომელიმე პროგრამას შეუძლია, პირველის გარდა ყველა ფერის ატრიბუტი უგულვებელყოსაქციე სამიზნე მფლობელის 'მოძრობად' მშობლადაქციე ტექსტური ფაილები შიდად ჩატვირთვის შემდეგგახადე ტექსტი შიდაგახადე ტექსტი შიდა (ცალკე ასლი)გახადე HDR-იქ ბრუნვა ფიქსირებული, რომ კამერას არ სდიოსაქციე ბულის ტიპის აჼტიური ბუდე თავისი მშობელი პანელის გადამრთველადაქციე სამართავი ძვალი მექანიზმის ძვლად, რომელიც მომხმარებლისთვის უხილავია და მხოლოდ ბორკილების ზემოქმედებას განიცდისგადააქციე მიმდინარე ფაილი ნაგულისხმებ გაშვების ფაილადმეტად მიამსგავსე მიმდინარე პოზა თავის შუალა პოზასგახადე ამჟამინდელი პოზა უძრაობის პოზის უფრო მსგავსი, ან მისგან უფრო განსხვავებულიგადააქციე ახლანდელი სასურველი პარამეტრები ნაგულისხმებადშეუსაბამე წიბოთა მარყუჟი მოსაზღვრე წიბოთა მარყუჟის ფორმასაიძულე გამოსახულება, ყველა ობიექტის უკან დარენდერდესასახე შრე ობიექტების წინგახადე განათება ფიქსირებული, რომ კამერას არ სდიოსაიძულე ობიექტი, გამოჩნდეს დანარჩენების წინაიძულე ობიექტი, თვალყური ადევნოს სხვა ობიექტს სხვადასხვა მეთოდების/ბორკილების გამოყენებითსაჭიროების შემთხვევაში გახადე ობიექტის მონაცემები ცალმომხმარებლიანიაქციე პანელის გადამრთველი განცალკევებულ ბუდედგახადე მოცულობი ბადის საცავი უფრო ეფექტური, მონაცემთა ფილებად, ან შიდა კვანძებად ჩაკეცვის გზითგაასქელე ზედაპირიგახადე მონიშნული საკვანძო ფაზების სახელურთა მნიშვნელობები იგივე, რაც თავთავიანთი საკვანძო ფაზებისაგაახსნევინე Blender-იქ ამ ვერსიას blend ფაილები ყველა მომხმარებლისთვის. საჭიროებს მომატებულ პრივილეგიებს.აქციე ეს კვანძებზე დაფუძნებულ ტექსტურადაიძულე ეს ფუნჯი, მოძრაობისას გადღაბნოს არსებული საღებავიგახადე ეს კოლექცია აქტიურიაქციე ეს ჏ირი, ან ზედაპირი დახურულ მარყუჟად U მიმართულებითაიძულე ეს nurbs ჏ირი, ან ზედაპირი, იმოქმედოს, როგორც ბეზიეს სფლაინმა U მიმართულებითაიძულე ეს nurbs ჏ირი, ან ზედაპირი, ბოლოწერტილები შეაერთოს U მიმართულებითაიძულე ეს nurbs ჏ირი, ან ზედაპირი, იმოქმედოს, როგორც ბეზიეს სფლაინმა V მიმართულებითაიძულე ეს nurbs ზედაპირი, ბოლოწერტილები შეაერთოს V მიმართულებითაქციე ფორმის ეს სოლი ახალ საბაზისო სოლად, რაც მის მეშზე დადებას გამოიწვევს. გაითვალისწინე, რომ ეს ფორმის სოლს 100%-იანი მნიშვნელობით გამოიყენებსგახადე ეს სფლაინი დახურული მარყუჟიგახადე ეს სფლაინი შევსებულიაქციე ეს ზედაპირი დახურულ მარყუჟად V მიმართულებითაქციე მარცხენა და მარჯვენა მხრის ძვლების ვიჯეტები დაკავშირებულ დუბლიკატებად უარყოფითი X მასშტაბირებით მარჯვენა მხრისთვის, ძვალთა სახელების სიმეტრიის საფუძველზეტრაექტორიის მიმართვას დეტერმინისტულს ხდის, რაც ნიშნავს, რომ დარენდერება აღწარმოებადი იქნება ყოველ ჯერზე პიქსელთა ერთი და იმავე მნიშვნელობებით. ეს მახასიათებელი ანელებს გავარჯიშებასმალაიალამური - മലയാളംმართვაUI თარგმანების მართვაგამოუყენებელი მონაცემების მართვამართე გაფართოებებიდან დაინსტალირებული დანამატებიმართე მიმდინარე ფაილში არსებული აქტივები და გქონდეს წვდომა აქტივთა დაკავშირებულ ბიბლიოთეკებზესავალდებულომოახდინე მანევრირება ახლო მომავალში სხვა ბოიდებსა და დეფლექტორ ობიექტებთან შეჯახების ასარიდებლადმანჰეტენიმანჰეტენის მანძილიჩვენების ვალიდაცია წარუმატებელად დასრულდა: {:s}მრავალსახეობამონასმისა და შევსების ტექსტურული კოორდინატების მანიპულირებამოახდინე მანძილის მიხედვით სინათლის ინტენსიურობის კლების მანიპულაცია. როგორც წესი, გამოიყენება ფიზიკაზე დაუფუძნებელი ეფექტებისთვის; რეალობაში სინათლე ყოველთვის კვადრატულად მიილევაობიექტების მანიპულირება 3D გარემოშიმხოლოდ შევსების ტექსტურული კოორდინატების მანიპულირებამხოლოს მონასმის ტექსტურული კოორდინატების მანიპულირებახელითხელით კალიბრაციამექანიკური დეტალიკადრთა მორგებული დიაპაზონიხელით ორიენტირებამორგებული დიაპაზონიხელით მასშტაბირებახელით გაჭყლეტა და გაწელვახელით რეგულირებახელით შექმნა მოგვიანებითხელით შექმნა მოგვიანებით (ცალის)საჭიროების მიხედვით, ხელით დაამატე ORG, MCH ან DEF.ხელით დაადგინე ნაკადთა რიცხვიკადრთა ხელოვნურად განსაზღვრული დიაპაზონიხელით დააყენე ბადის დანაყოფებიხელით დააყენე სახელურის ბრუნვის მიბლოკვა თავის მეწყვილეზეხელით დააყენე მისამართი გაფართოებების შესანახად. როცა გათიშულია, იქმნება მომხმარებლის დირექტორია გაფართოებებისთვის.ხელით დააყენე ნიმუშის აღების რუკის გარჩევადობა, უფრო მაღალი მნიშვნელობები უფრო ნელია და მოითხოვს მეტ მეხსიერებას, მაგრამ ამცირებს ხმაურსხელით დააყენე სასურველი დასაკრავ კადრთა დიაპაზონი ამ ქმედებისთვის (ეს დიაპაზონი გამოიყენება ზოგიერთი ხელსაწყოს მიერ, მაგრამ ზემოქმედება არ აქვს ანიმაციის შეფასებაზე)რუკაგანაწილება ამ წყაროდანდიაპაზონის გადანაწილებარუკის გარჩევადობადავიწროების განაწილებაგანაწილების დანიშნულებაX-ზე განაწილება წყაროდანY-ზე განაწილება წყაროდანZ-ზე განაწილება წყაროდანრუკის ტიპიUV-ქ გადანაწილებაგაანაწილე UV მასალასთან ასოცირებული გამოსახულების პროპორციული თანაფარდობის გათვალისწინებითგაანაწილე UV-ები წვეროს პოზიციის აღებით ქვედანაყოფებიანი ზედაპირის მოდიფიკატორის გამოყენების შემდეგგაანაწილე UV-ები კამერის მონაკვეთზე გარჩევადობისა და პროპორციების გათვალისწინებითპირდაპირ გაანაწილე X და Y კოორდინატებიგაანაწილე ტექსტურა რუკაზე UV კოორდინატების მეშვეობით, რათა კომპოზიტირებაში ობიექტებზე გამოიყენოგაანაწილე 0.5-ზე დაბალი ყველა მნიშვნელობა 0.0-ზე, ხოლო ყველა დანარჩენი 1.0-ზეგაანაწილე ქმედება ძვლის გარდაქმნის ღერძებზეგაანაწილე შემავალი წილადნიშნა წირზე და გამოიტანე წილადნიშნა მნიშვნელობაგადაანაწილე დავიწროების ობიექტის ეფექტი ჏ირიქ დაცერობებულ ნაწილზეგადაანაწილე შენატანი ვექტორული კომპონენტები წირებითგადაანაწილე ფერთა ერთი ნაკრები მეორეზე, რათა მიუახლოვო მაღალი დინამიკის დიაპაზონის მსგავსებასგაანაწილე პლანშეტის ზეწოლა ჏ირიქ რადიუსზეგადაანაწილე გეომეტრიის კოეფიციენტი სეგმენტის სიგრძესა და სეგმენტის ქვედანაყოფების რიცხვზეგადაანაწილე გეომეტრიის კოეფიციენტი სფლაინის სიგრძზეგადაანაწილე გეომეტრიის კოეფიციენტი სფლაინის ქვედანაყოფების რიცხვზე (U გარჩევადობა)გაანაწილე ტექსტურის ინტენსიურობა ფერთა გრადაციაზე. მხედველობაში იქონიე, რომ გამოსახულებიანი ტექსტურებისთვის გამოიყენება ალფა მნიშვნელობა, ალფა არ჎იქ არ მქონე გამოსახულებებისთვის ჩართე "გამოთვალე ალფა".გადაანაწილე სამიზნის გარდაქმნები ობიექტზეგაანაწილე ნორმალის ვექტორის გამოყენებითრუკის მნიშვნელობები 0-დან 1-იქ ფარგლებში, მინიმალურსა და მაქსიმალურ პიქსელურ მნიშვნელობებზე დაყრდნობითგაანაწილე მნიშვნელობები ფერებზე გრადიენტის გამოყენებითგაანაწილე Z-ქ ცენტრალურ ღერძად გამოყენებითდატანარუკის შემდგენი წირირუკის შედგენის დასაწყისიდატანის ტიპიდატანა X-ზედატანა სამიზნე გეომეტრიიდან დარტყმის წერტილებზემარმარილომარმარილო (დამტვრეული)მარმარილო (მთელი)მარმარილოს ტექსტურამინდორიმინდვრის სვეტიმინდვრის მეთოდიმინდვრის ტიპიდენადი ნივთიერების გარშემო დამატებული მინდორი ზღვართან ურთიერთქმედების მინიმუმამდე დასაყვანადმინდორი კამერის სივრცის გამოხშირვისთვისმინდორი მომიჯნავე კუნძულებიდან შემოჟონვის შესამცირებლადხატვისას UV ნაკერების შესწორების დროს გასათვალისწინებელი მინდორი. უფრო მაღალი რიცხვი აუმჯობესებს ნაკერების შესწორებას მიპ რუკებისთვის, მაგრამ შესრულებას აუარესებს.აღნიშვნადაუმაგრებლის აღნიშვნაძირის აღნიშვნანაკერებად აღნიშვნააღნიშნე ნაკერები დაცერობებული წიბოების გასწვრივმკვეთრად აღნიშვნააღნიშნე F-წირების არ მქონე ქმედებები წასაშლელად მას შემდეგ, რაც შეინახავ და ხელახლა ჩატვირთავ "ქმედების ბიბლიოთეკების" შემნარჩუნებელ ფაილსაღნიშნე დაცერობებული წიბოები მკვეთრადაღნიშნე ზღვრული წიბოები ნაკერებადაღნიშნე ზღვრული წიბოები მკვეთრადაღნიშნე საკვანძო ფაზები, სადაც სოლების მნიშვნელობათა მიმდინარეობა ცვლის მიმართულებას, დაფუძნებულია მომიჯნავე სოლებთან შედარებაზეაღნიშნე მონიშნული UV წიბოები ნაკერებადაღნიშნე მონიშნული წვეროები დაუმაგრებლადაღნიშნე მონიშნული წვეროები ძირებადაღნიშნე/გაასუფთავე მონიშნული წვეროები, როგორც დაუმაგრებელიმარკერიმარკერი %.2f აცდენა %sმარკერი %d აცდენა %sმარკერის ასახვამარკერის სახელიმარკერთა სახელებიმარკერის მოხაზულობამარკერი მონიშნულიამარკერის ანაწყობებიმარკერი დროის ზოლში ჩასანიშნი წერტილებისთვისმიმდინარე კადრზე მარკერი გათიშულიამიმდინარე კადრზე მარკერი ჩართულიამარკერის აცდენა %sმარკერის პოზიცია კადრზე ნორმალიზებულ კოორდინატებშიმარკერის მონიშვნის მდგომარეობამარკერებიმარკერები დაბლოკილიაამ კონკრეტული ქმედების აღმნიშვნელები, პოზების ჭდეებისთვისმარკერები გამოყენებული ყველა დროის ზოლში მიმდინარე სცენისთვისნიღაბიდახატვათანაბარიშემოცვეთის აცდენაშევსებანიღბის ხელსაწყოახალიდაგლუვებანიღბის საზღვარიფერის შენიღბვანიღბის ასახვანიღბის რედაქტირებანიღბის ID გამოყენებული ნიღბის შენატანად მოდიფიკატორისთვისნიღბის შენატანიშრის შენიღბვანიღბის შრეებინიღბის დატანანიღბის მოდიფიკატორინიღბის ბუდე კვანძშინიღბის ბუდის ინტერფეისი კვანძშიუჯგუფო წვეროების შენიღბვანიღბის მშობელიზეწოლის შენიღბვის რეჟიმინიღბის ანაწყობებინიღბის შეკუმშვა/გასქელებანიღბის სფლაინის წერტილინიღბის სფლაინის წერტილებინიღბის სფლაინის UW წერტილინიღბის სფლაინებინიღბის ტრაფარეტის ზომებიტრაფარეტის პოზიციის შენიღბვანიღბის ლენტინიღბის ტექსტურატექსტურის გაუმჭვირვალობის შენიღბვანიღბის ტექსტურის ალფა გადაფარებანიღბის ტექსტურის სლოტინიღბის დრონიღაბი SDF-ადშემნიღბავი ხელსაწყოებიUV მარყუჟის შრიქ შენიღბვაUV მარყუჟის შრიქ ინდექსის შენიღბვაშენიღბე UV მარყუჟის შრიქ ინდექსინიღბის მნიშვნელობაწვეროთა ჯგუფის შენიღბვაშენიღბე აჼტიური შრე ზემოთა, ან ქვემოთა შრითნიღბის ანიმაცია სინქრონშია სცენის კადრთანნიღბის ანიმაცია ლენტის დასაწყისის მიმართ აცდენილიადასამთხვევი ნიღბის ნაწილები კოლექციის ლაინ არტიქ ანაწყობებიდანდასამთხვევი ნიღბის ნაწილები მასალის ლაინ არტიქ ანაწყობებიდანშენიღბე კოლექცია აჼტიურ ხედის შრეშიკომპოზიტირებისთვის ნიღბის განსასაზღვრი ნიღბის მონაცემთა ბლოკიშენიღბე ასახული და რედაქტირებული ამ სივრცეშინიღაბი, რომლისთვისაც წირების მიმმართველებად არჩევა მისაღებიანიღბის შრე '%s' არ შეიცავს მოცემულ სფლაინსნიღბის შრე '%s' ნიღაბში '%s' ვერ მოიძებნანიღბის შრიქ სახელინიღბის შრე მოცემული სფლაინისთვის ვერ მოიძებნაგამოსაყენებელი ნიღბის დონე, როცა რეჟიმია 'მნიშვნელობა'; ნული ნიშნავს შეუნიღბავს და ერთი ნიშნავს სრულად შენიღბულსმოდიფიკატორის შენიღბვა თანამიმდევრობის ლენტისთვისშენიღბე მოდიფიკატორი, რათა დამალო მეშის ნაწილებინიღაბი ვერ მოიძებნაშენიღბე მხოლოდ მომიჯნავე ფერთა არეებიშენიღბე კოლექციის ობიექტები ხედის შრეშიშენიღბვით გამოთიშე კოლექციაში მდებარე ობიექტები ხედის შრიდან • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებში დასაყენებლადნიღბის გადაფარების გაუმჭვირვალობა ამჟამად 0-ზეა დაყენებულიშენიღბე ხატვა მეშის გეომეტრიის ჩაღრმავების მიხედვითნიღბის ბუდე კვანძშინიღბის სფლაინინიღაბი, რომელსაც ეს ლენტი იყენებსნიღაბი საყოველთაო ეფექტის შესაზავებლადნიღაბი, რომელზეც უნდა გამრავლდეს სიხშირეშენიღბე კურსორის მიერ დადგენილი ხაზის ერთი მხარეშენიღბე კურსორის მიერ განსაზღვრული მართკუთხედის შიგნითშენიღბე კურსორის მიერ განსაზღვრული ფორმის შიგნითნიღბის შრეშენიღბვაშენიღბვის ტექსტურაშენიღბვის ტექსტურაწვეროთა შესანიღბი ჯგუფის სახელინიღბებინიღბების მონაცემთა ბლოკებიმასამასის ერთეულიმასის წვეროთა ჯგუფიმასა ზომიდანთითოეული სიმულირებული ნაწილაკის მასანაწილაკების მასამთავარიძირითადი მართვაფიქს-მასალაფიქს-მასალებიმისადაგებარეგისტრის დამთხვევაინდექსების დამთხვევაგადაკვეთის დამთხვევანიღბების დამთხვევაშედეგის დამთხვევაწერტილის სიმკვრივის მისადაგებამითითებაზე დამთხვევასტრიქონის დამთხვევატიპის დამთხვევამიუსადაგე აბსოლუტური/ფარდობითი ანაწყობი შენატანის მისამართსმოძრაობის დასმის ანაწყობებიდაამთხვიე ახალი წახნაგების ნორმალები მომიჯნავე წახნაგებისასგამომავალი წვეროთა ჯგუფის დამთხვევა სახელის მიხედვითშეადარე ტრაექტორიები ამ მნიშვნელობასშეუსაბამე რეალური სამყაროს სინათლეები IES ფაილებს, რომლებიც სინათლეების წყაროთა ინტენსიუროობის მიმართულებით დისტრიბუციას ინახავენშეუსატყვისე გავლენის ქვეშ მოსაქცევი სამიზნე მონაცემთა შრეები სახელის მიხედვითშეუსატყვისე გავლენის ქვეშ მოსაქცევი სამიზნე მონაცემთა შრეები რიგითობით (ინდექსებით)მიუსადაგე ტექსტურული სივრცე ობიექტის შემომსაზღვრელ ჩარჩოსწვეროთა ჯგუფების სახელთა დასაწყისების დამთხვევა მეშის ობიექტებიდან, ყველაფრის დამთხვევა, როცა ცარიელი რჩებამოარგე კამერა რენდერის შედეგს 1:1შეუსაბამე ზედაპირის ნორმალსმოძრაობის სინქრონიზაციის კამერის მონაცემები მოძრაობის თვალის დევნებისთვისმოძრაობის სინქრონიზაციის მონაცემები მოძრაობის თვალის დევნებისთვისმოძრობის დასმის ექსპოზიციის ფურცლის მონაცემებიმოძრაობის სინქრონიზაციის მარკერის მონაცემები მოძრაობის თვალის დევნებისთვისმოძრაობის სინქრონიზაციის ობიექტის თვალის დევნებისა და რეკონსტრუქციის მონაცემებიმოძრაობის სინქრონიზაციის სიბრტყის მარკერის მონაცემები თვალის დევნებისთვისმოძრაობის სინქრონიზაციის სიბრტყის კვალის მონაცემები თვალის დევნებისთვისრეკონსტრუირებული კამერის მონაცემთა მოძრაობის სინქრონიზება ტრეკერიდანმოძრაობის სინქრონიზაციის რეკონსტრუირების მონაცემები ტრეკერიდანმოძრაობის სინქრონიზატორი კვალის მონაცემები თვალის სადევნებლადსინათლის ერთი და იგივე ტიპებიმასალაალფა შეზავებაალფა მოკვეცაალფა ჰეშირებულიშეზავების რეჟიმიქსოვილიკუბიბრტყელიდენადი ნივთიერებათმაახალიგაუმჭვირვალიგადახედვის რენდერის ტიპიიერფერის ბურთისფეროსისქემასალა %s ვერ კონვერტირდა განსხვავებული შეზავების რეჟიმისა და ჩრდილის რეჟიმის გამო (საჭიროა ხელით დარეგულირება)მასალა %s ვერ კონვერტირდა არსებითი ალფა შეზავების გამო (საჭიროა ხელით დარეგულირება)მასალა '%s' ვერ მოიძებნამასალის ატრიბუტიმასალის საზღვრებიმასალის ზღუდეებიმასალის საზღვარიმასალის ჯგუფებიმასალის ინდექსიმასალის შრიქ ტიპიმასალის ლაინ არტირაქ უკავშირდება მასალამასალის ნიღაბიმასალის რეჟიმიმასალის სახელიმასალების სახელთა კონფლიქტიკანძის მასალის ბუდემასალის კვანძის ბუდის ინტერფეისიმასალის აცდენანაწარმი მასალამასალისმიერი უკუგდებამასალის გადავლამასალის წინასწარი კონფიგურაციამასალის წინასწარი კონფიგურაციებიმასალის გადახედვამასალის თვისებებიმასალის დანიშნულებამასალით მონიშვნაწახნაგთა ჯგუფის IDმასალის სლოტიმასალის სლოტებიმასალის სპეც. ხელსაწყოებიმასალის საფეხურიმასალის ვარიანტებიმასალის მონაცემთა ბლოკი, რომელიც რენდერისას გეომეტრიული ობიექტების გარეგნობას განსაზღვრავსამ მასალის სლოტის მიერ გამოყენებული მასალის მონაცემთა ბლოკიმასალების მონაცემთა ბლოკებიცერობის წახნაგების მასალა (-1 ნიშნავს მომიჯნავე წახნაგების გამოყენებას)გენერირებული წახნაგების მასალის ინდექსი, -1 ავტომატურისთვისმასალა მიკუთვნებულია ობიექტის მონაცემებზე, რომლებიც ბმულით დაკავშირებულია/შეფუთულია და შესაბამისად, არარედაქტირებადია. ისე შეცვალე, რომ ობიექტს ამ მასალის სლოტი დაუკავშირო, ან ობიექტის მონაცემები გაალოკალურე.ახალი ხატვის სლოტის მასალის შრიქ ტიპიწარმოქმნილი თმის წირების მასალამასალის გადავლამასალის ანაწყობებიმასალის იერფერის კვანძიმასალის სლოტი ობიექტშიმასალის სლოტის ინდექსი ამ ასონიშნისთვისმასალის სლოტის ინდექსი ამ წირისთვისამ წახნაგის მასალის სლოტის ინდექსიამ სამკუთხედის მასალის სლოტის ინდექსიმასალის სლოტის სახელინაწილაკთა რენდერისთვის გამოყენებული მასალის სლოტიმასალის სლოტები ობიექტშიმასალის ბუდე კვანძშიმასალა ყველა სხვა მასალის უკუსაგდებად ამ ხედის შრეშიგაფილტრვისთვის გამოყენებული მასალამოხაზულობის მონასმებისთვის გამოყენებული მასალამასალა გამოყენებული ამ ფუნჯის მეორეხარისხოვანი დანიშნულებებისთვისამ ფუნჯით დახატული მონასმებისთვის გამოყენებული მასალამასალის მნიშვნელობა, რომელიც გადანაცვლებას არ იძლევამასალა(ნი)MaterialX ქსელიმასალებიმასალები და ტექსტურებიმეშის პრიმიტივებიმათემატიკის კვანძიმატრიცამატრიცის ატრიბუტის მნიშვნელობამატრიცის დეტერმინანტიმატრიცის ველიმატრიცის კვანძის ბუდემატრიცის კვანძის ბუდის ინტერფეისიმატრიცის ობიექტიმატრიცის ორიენტაციამატრიცა SVDსამყაროს მატრიცამატრიცა მდებარეობაზე, ბრუნვასა და მასშტაბზე წვდომისთვის (დელტების ჩათვლით), ბორკილებისა და დაქვემდებარების გამოყენებამდემატრიცა, რომელიც შეუთავსებს ძვლის მდებარეობასა და ბრუნვას (თავის პოზიცია, მიმართულება და ტრიალი), არმატურის სივრცეში (არ მოიცავს/მხარდაჭერას არ უჩენს ძვლის სიგრძეს/ზომას)მატრიცა, რომელიც აკომბინირებს კურსორის მდებარეობასა და ბრუნვასმატრიცას ძვრა აქვსმატრიცა, რომელიც ძვლის მდებარეობის, ბრუნვისა და მასშტაბის თვისებებს წარმოადგენსდასაშლელი მატრიცა, გამოიყენება მხოლოდ 3x3 ნაწილიმატრიცის მნიშვნელობა გეომეტრიის ატრიბუტშიკვანძის მატრიცული სიდიდის ბუდეMatroskaკაშეკაშეს ID:კაშეს კვანძიკაშეს ობიექტებიკაშეს ობიექტები:კაშეებიმაქს.მაქს. 2D კუთხემაქს. 2D სიგრძემაქსიმალური აჩქარება ჰაერშიმაქსიმალური კუთხური სიჩქარე ჰაერშიმაქს. საჰაერო სისწრაფემაქს. კუთხემაქს. B-კადრებიმაქს. B-კადრებიმაქს. მოღუნვამაქსიმალური გაბუნდოვნებაასხლტომების მაქს. რაოდენობაშვილობილი ნაწილაკების მაქსიმუმიმაქს. კუმშვაშექმნის გეზის მაქს. შეცვლამაქს. სიმრუდემაქს. სიღრმემაქს. გადანაცვლებამაქს. მანძილიელემენტების მაქს. დაშორებაცდომილების მაქს. ზღვარიმაქს. წახნაგის დახრილობამაქს. სიმაღლემაქს. იმპულსიმაქსიმალური აჩქარება მიწაზემაქს. სახმელეთო კუთხური სიჩქარემაქსიმალური სახმელეთო სისწრაფემაქს. განედიმაქს. სინათლეებიმაქს. გრძედიმაქს. მეზობლებიმაქს. სიხშირესხივის მაქსიმალური მანძილიმაქს. ნიმუშებიკერვის მაქს. ძალაფორმის მაქს. დახრილობამაქს. ძვრამაქს. შეკუმშვამაქსიმალური ზომამაქს. სიჩქარეზამბარის შექმნის მაქს. სიგრძემაქს. ნაბიჯიმაქს. ნაბიჯებიმაქსიმალური დაყოფაქვედანაყოფების მაქსიმუმიმაქს. დაჭიმულობატექსტურის მაქს. მეხსიერება თითო ველზემაქს. სისქემაქს. მიჯნამაქს. სიჩქარეგეოდეზიური სვლის გადახედვის წვეროთა მაქსიმალური რიცხვიწვეროს მაქს. გადანაცვლებამაქს. Xმინ. X:მაქს. Yმინ. Y:მაქს. Zმაქს. ზენიტიქსოვილის შეკუმშვის მაქსიმალური ოდენობაამ ბუდისთვის დაშვებული ბმულების მაქს. რაოდენობაბოკეს ფორმის მაქს. ზომა სიმკვეთრის სიღრმისთვის (ნაკლები უფრო ქ჏რაფია)მაქსიმალურიმაქსიმალური # ამომხსნელის საფეხური/კადრშიმაქსიმალური მასშტაბიზამბარის მაქსიმალური სიგრძე * ბურთის ზომამაქსიმალური სიჩქარე თითო უჯრედზე (შედარებით დიდი CFL რიცხვები სიმულაციის ნაბიჯების რიცხვსა და გამოთვლის დროს მინიმუმამდე დაიყვანს)გამაქსიმალურებაარის გამაქსიმალურებაგამაქსიმალურებული არემაქსიმუმიმაქსიმალური 2D კუთხე ჯაჭვების გასაწყვეტადმაქსიმალური სიმრუდემაქსიმალური მანძილიმაქსიმალური შეცდომამაქსიმალური წყვეტასიმაღლის მაქსიმალური მნიშვნელობა ცენტრალური ცილინდრული ლინზისთვისმაქსიმალური იტერაციებიმაქსიმალური კინეტიკური ენერგიის პოტენციალიმაქსიმალური დღეგრძელობაგრძედის მაქსიმალური მნიშვნელობა ცენტრალური ცილინდრული ლინზისთვისმაქსიმუმის რეჟიმიმაქსიმალური რადიალური მანძილიმაქსიმალური რადიუსიმაქსიმალური გარჩევადობადატყვევებული ჰაერის მაქსიმალური პოტენციალიმაქსიმალური მნიშვნელობახმის მაქსიმალური სიძლიერეტალღის აქოჩრების მაქსიმალური პოტენციალიმაქსიმალური Xმომკვეცელი ჩარჩოს მაქსიმალური X ინდექსიმაქსიმალური X მნიშვნელობა სარენდერო მონაკვეთისთვისX-იქ მაქსიმალური მნიშვნელობა გამოსახულების ჩამოსაჭრელადმაქსიმალური Yმომკვეცელი ჩარჩოს მაქსიმალური Y ინდექსიმაქსიმალური Y მნიშვნელობა სარენდერო მონაკვეთისთვისY-იქ მაქსიმალური მნიშვნელობა გამოსახულების ჩამოსაჭრელადმაქსიმალური Zმომკვეცელი ჩარჩოს მაქსიმალური Z ინდექსიმაქსიმალური აჩქარება ჰაერში (მაქსიმალურ სისწრაფესთან მიმართებაში)მაქსიმალური აჩქარება მიწაზე (მაქსიმალურ სისწრაფესთან მიმართებაში)მაქსიმალური დაშვებული მანძილი წყაროსა და დანიშნულების ელემენტებს შორის, არატოპოლოგიური განაწილებებისთვისუახლოესი ინდექსი ახლომდებარე მიმმართველი წირებისა, რომლებიც მხედველობაში მიიღება ინტერპოლაციისთვისმაქსიმალური კუთხე წახნაგების ნორმალთა შორის, რომელიც გლუვად ჩაითვლებამაქსიმალური კუთხე ნორმალსა და სამიზნეს შორის, რომელსაც არჩევანი უნდა მოიცავდესმაქსიმალური კუთხე ძველსა და ახალ ნორმალებს შორისმაქსიმალური კუთხე ასახვისთვისმაქსიმალური დახრილობის კუთხე ქიქჼიქ მოდიფიცირებისთვისმაქსიმალური კუთხეები შ.კ.-იქ შეზღუდვისთვისკუთხური ძრავის მაქსიმალური იმპულსიმაქსიმალური კუთხური სიჩქარე ჰაერში (180 გრადუსთან მიმართებაში)მაქსიმალური კუთხური სიჩქარე ხმელეთზე (180 გრადუსთან მიმართებაში)დრეკისას გახევების მაქსიმალური სიდიდეგადღაბნის მაქსიმალური მანძილი, რომელზეც პიქსელებს შეუძლიათ გაშლაბადის მაქსიმუმის ზღუდე (სამყაროს სივრცეში)მოცულობის მაქსიმალური ზღვარიგასათვალისწინებელი მაქსიმალური სიკაშკაშე ბოკეს სპრაიტების უგულვებელყოფისას სამეზობლოზე დაყრდნობით (ნაკლები უფრო ქ჏რაფია)შეტევით მიყენებული მაქსიმალური ზიანი თითო წამშიშეკუმშვისას გახევების მაქსიმალური მნიშვნელობამაქსიმალური მრუდწირული 2D სიგრძე ნარჩევი ჯაჭვებისთვისდემპფირების მაქსიმალური კოეფიციენტი, როცა სინგულარული მნიშვნელობა 0-თან ახლოსაა (უფრო მაღალი მნიშვნელობები უფრო სტაბილურ და ნაკლებ რეაქციულ შედეგებს იძლევა)თმის მაქსიმალური სისქემაქსიმალური დაშვებული მანძილი ახალ ბეზიეს ჏ირქა და ორიგინალი ხერხემლის გეომეტრიას შორისმაქსიმალური შესარწყმელი მანძილი ელემენტთა შორისმაქსიმალური მანძილი ორიგინალ მონასმსა და მის მრავალკუთხოვან აპროქსიმაციას შორისმაქსიმალური მანძილი შერწყმულ წვეროებს შორისმაქსიმალური მანძილი მიკვრისთვის პიქსელებშიმაქსიმალური მანძილი, რომელზეც ველი იმუშავებსმაქსიმალური მანძილი მოცულობის გამოსათვლელად, მიუხედავად იმისა, თუ რამდენად შორსაა ობიექტიმაქსიმალური მანძილი ფუნჯიდან მეშის ზედაპირამდე საღებავზე ზემოქმედებისთვისმაქსიმალური მანძილი, რომლიდანაც ბოიდს თავდასხმა შეუძლიაელემენტის მაქსიმალური დაშორება მონიშვნის შუაგულიდანმაქსიმალური მანძილი, რომელზეც ობიექტებს შეუძლიათ გაშლა ყოველ ღერძზემაქსიმალური მანძილი, რომელზეც უნდა მოიძებნოს მეშის დაუკავშირებელი, დაუმაგრებელი ნაწილებიწიბოს მაქსიმალური სიგრძე დინამიკური ტოპოლოგიის ძერწვისთვის (როგორც Blender-იქ ერთეულისგამყოფი - უფრო დიდი მნიშვნელობა ნიშნავს წიბოს ნაკლებ სიგრძეს)წიბოს მაქსიმალური სიგრძე დინამიკური ტოპოლოგიის ძერწვისთვის (ფუნჯის პროცენტებში)წიბოს მაქსიმალური სიგრძე დინამიკური ტოპოლოგიის ძერწვისთვის (პიქსელებში)მაქსიმალური შეცდომა ქვესაფეხურთა გავლის დროსწახნაგის მაქსიმალურე დახრის კუთხე გლუვი წიბოებისთვისმაქსიმუმი ქიქჼიქ გასაზომადმაქსიმუმი ცოციისთვისნახტომის მაქსიმალური სიმაღლემაქსიმალური იტერაციები ქვესაფეხურთა გავლის დროსმაქსიმალური გაერთიანებული სიჩქარე საზომ ერთეულში რადიანი/წამშიგანედის მაქსიმუმი (შვეული კუთხე) კარტოგრაფიული ლინზისთვისნაწილაკის ფერის ვექტორის მაქსიმალური სიგრძეობიექტის სივრცეში სიღრმის გადაკვეთის მაქსიმალური დონე (გასათიშად გამოიყენე 0.0)ტალღებზე ზეგავლენისთვის გამოყენებული ზედაპირის გადაკვეთის მაქსიმალური დონე (გასათიშად გამოიყენე 0.0)სინათლის მაქსიმალური წვლილი, ხმაურის შემცირებაწრფივი ძრავის მაქსიმალური იმპულსიგრძედის მაქსიმუმი (თარაზული კუთხე) კარტოგრაფიული ლინზისთვისმაქსიმალური მეხსიერება მოცულობის ველის ტექსტურისთვის Mb-ში (თუ ველის პრიმ.-მა არ უკუაგდო)მეხსიერების მაქსიმალური გამოყენება მეგაბაიტებში (0 ნიშნავს ულიმიტოს)არა-B-კადრებს შორის მდებარე B-კადრების მაქსიმალური რაოდენობა; გავლენას ახდენს ფაილის ზომასა და ძებნადობაზერენდერის დროს ერთდროულად გამოსაყენებელი CPU ბირთვების მაქსიმალური რაოდენობა (მრავალბირთვიანი/მრავალ-CPU-იანი სისტემებისთვის)დამატებითი უჯრედების მაქსიმალური რიცხვიასხლტომების მაქსიმალური რაოდენობა, რაქაც ფონის სინათლე დაამატებს რენდერშიასხლტომების მაქსიმალური რაოდენობა, რომელსაც სინათლე რენდერში შეიტანსციკლების მაქსიმალური დასაშვები რაოდენობა ბოლო საკვანძო ფაზის შემდეგ (0 = უსასრულოს)ციკლების მაქსიმალური დასაშვები რაოდენობა პირველი საკვანძო ფაზის წინ (0 = უსასრულოს)დეფორმირების წონათა მაქსიმალური რიცხვიდიფუზიური ანარეკლის ასხლტომების მაქსიმალური რიცხვი, შეზღუდული ჯამური მაქსიმუმის მიერამ სიმულაციაში დაშვებული დენადი გარემოს ნაწილაკების მაქსიმალური რიცხვიმაქსიმალური რაოდენობა კადრებისა, რომელთა განმავლობაშიც აწყობის ეფექტს შეუძლია მოქმედება (თუ სხვა ც.ფ-იქ საკვანძო ფაზა არ ამოქმედდა ამ დროის გასვლამდე)მიმდინარე კადრის შემდეგ საჩვენებელი კადრების მაქსიმალური რაოდენობამიმდინარე კადრის შემდეგ საჩვენებელი კადრების მაქსიმალური რიცხვი (0 = არ აჩვენო არცერთი კადრი მიმდინარეს შემდეგ)მიმდინარე კადრის წინ საჩვენებელი კადრების მაქსიმალური რაოდენობამიმდინარე კადრის წინ საჩვენებელი კადრების მაქსიმალური რიცხვი (0 = არ აჩვენო არცერთი კადრი მიმდინარეს წინ)პრიალა ანარეკლის ასხლტომების მაქსიმალური რიცხვი, შეზღუდული ჯამური მაქსიმუმითიტერაციათა მაქსიმალური რიცხვი კონვერგენციისთვის, ხელახალი რეიტერაციის შემთხვევაშიშესანახი ხაზების მაქსიმალური რიცხვი კონსოლის ბუფერისთვისგამოხშირვების მაქსიმალური რაოდენობა წარმოქმნილი მონასმებისთვისთითოეულ დატყვევებულ აირიან უჯრედზე წარმოქმნილი ნაწილაკების მაქსიმალური რიცხვი ყოველ კადრშითითოეულ ტალღის ქოჩრიან უჯრედზე წარმოქმნილი ნაწილაკების მაქსიმალური რიცხვი ყოველ კადრშინაწილაკების მაქსიმალური რიცხვი თითო უჯრედზე (უზრუნველყოფს თითოეული უჯრედის მიერ მაქსიმუმ ამ რაოდენობის ნაწილაკების ქონას)ახლახან გახსნილი ფაილების მაქსიმალური დასამახსოვრებელი რაოდენობასიმულაციის ნაბიჯების მაქსიმალური რაოდენობა ერთი კადრისთვისგამომთვლელი იტერაციების მაქსიმალური რიცხვიმოცულობაში გავლის საფეხურების მაქსიმალური რიცხვი, დიდი ობიექტების, ან საფეხურების მცირე ზომის ქონის შემთხვევაში ექსტრემალურად ხანგრძლივი დარენდერების თავიდან ასაცილებლადდამატებული ტექსტურების მაქსიმალური რიცხვი %dგავლის მაქსიმალური ასხლტომები, შემოფარგლული ჯამური მაქსიმუმითგამჭვირვალობის ასხლტომების მაქსიმალური რიცხვი. ეს სხვა ასხლტომების მაქსიმალური რიცხვისგან დამოუკიდებელიამეშში წვეროების მაქსიმალური რიცხვი გაფართოების სათავის გადაადგილებისას გეოდეზიური მილევის გამოსაყენებლად. თუ წვეროთა ჯამი ამ სიდიდეს აღემატება, მილევა გადაადგილებისას სფერულზე დაყენდებამოცულობითი გაბნევის მოვლენების მაქსიმალური რიცხვიწვეროთა ჯგუფების A-ქა და B-ქ წონათა მაქსიმუმიძვლების მაქსიმალური გაუმჭვირვალობა მავთულბადის ასახვის რეჟიმშირუკაზე დატანით ნაწარმი მაქსიმალური მნიშვნელობამაქსიმალური რადიალური მანძილი იმისთვის, რომ ველმა იმუშავოსმაქსიმალური კუთხე ძირიდან წვერამდე (წვერის მანძილი/Ⴭირიქ მანძილი გრძელი თმისთვის)მაქსიმალური ბრუნვამაქსიმალური ბრუნვა ყოველ ღერძზემაქსიმალური სიხეშეშე, რომლისთვისაც მიდევნების პროცესი გამოიყენება. შედარებით მაღალი სიხეშეშის ზედაპირები გლობალური განათების ქ჏რაფ აპროქსიმაციას გამოიყენებს. მნიშვნელობა 1 გათიშავს გლობალური განათების ქ჏რაფ აპროქსიმაციას.მასშტაბის მაქსიმალური გაშემთხვევითება ყოველ ღერძზეკერვის მაქსიმალური ძალაძვრის მასშტაბის მაქსიმალური მნიშვნელობაჩრდილთა რუკის პიქსელის მაქსიმალური ზომა. უფრო მაღალი მნიშვნელობები ნაკლებ მეხსიერებას იყენებს ჩრდილის ჎არიქ჎იქ ხარჯზე.მაქსიმალური სისწრაფე ხტუნვისთვისმაქსიმალური სისწრაფე UI ერთეულებში წამშიმაქსიმალური სისწრაფე ჰაერშიმაქსიმალური სისწრაფე ხმელეთზემაქსიმალური მხარდაჭერილი მასშტაბის კოეფიციენტი სფლაინის სამართავი ძვლებისთვისზედაპირის გადაკვეთის მაქსიმალური რიცხვი გამოყენებული მოცულობის გადაკვეთის აკურატული მეთოდის მიერ. გადაცილების შემთხვევაში არტეფაქტს შექმნის. რიცხვის მომატება ზრდის VRAM-იქ მოხმარებას.ცეცხლის ენების მაქსიმალური ტემპერატურა (რაც უფრო მაღალია მნიშვნელობა, მით უფრო ჊ჼარია ცეცხლის ენების ამოსვლა)დაჭიმვის გახევების მაქსიმალური სიდიდემაქსიმალური სისქემაქსიმალური სისქე მთავარი მიმართულებითმაქსიმალური მნიშვნელობამაქსიმალური მნიშვნელობა მოკვეცისთვისმაქსიმალური მნიშვნელობა სამიზნე არ჎იქ დიაპაზონისთვისმოცულობის გაწელვის მაქსიმალური კოეფიციენტიხმის მაქსიმალური სიმაღლე, მიუხედავად იმისა, თუ რამდენად ახლოა ობიექტიშეიძლება, რენდერის ფილებთან ერთად ცუდად იმუშავოსმ-ბურთისაშუალოცერობის საშუალო წონა:საშუალო ნაკეცი:საშუალო რადიუსი X:საშუალო რადიუსი Y:საშუალო რადიუსი:საშუალო გადახრა:წვეროს საშუალო ნაკეცი:საშუალო წონა:საზომიგაზომე ფუნჯი სცენასთან მიმართებაშიგაზომე ფუნჯი ხედთან მიმართებაშიგაზომე ფუნჯი ხედთან, ან სცენასთან მიმართებაშიგაზომე მანძილი და კუთხეები • {:s} სადმე ახალი ზომებისთვის • გაათრიე საზომის სეგმენტი კუთხის გასაზომად • {:s} აჼტიური საზომის მოსაცილებლად • Ctrl და კურსორის გათრევა მისაკრავად • Shift და კურსორის გათრევა ზედაპირის ქიქჼიქ გასაზომადგაზომვამედიის ტიპიმედია დამკვრელი ვიდეოსა და PNG/JPEG/SGI გამოსახულებათა თანამიმდევრობებისთვისმედიანამედიანური ცენტრიმედიანური ცენტრიმედიანური წახნაგის ცენტრიმედიანური:საშუალოსაშუალო კონტრასტისაშუალოდ მაღალი კონტრასტისაშუალოდ დაბალი კონტრასტისაშუალო ხარისხიმედია-ფორმატიმეგავატებიმელანინიმელანინის კონცენტრაციამელანინის სიწითლემეხს.:%dM, პიკი: %dMმეხსიერებამეხსიერება და ლიმიტებიმეხსიერების ქეშის ლიმიტიმეხსიერების ქეშის ლიმიტი (მეგაბაიტებში)მეხსიერება: %sმენიუმენიუ "%s" ვერ მოიძებნამენიუს უკანა დეკორაციის ფერებიმენიუს ფონიმენიუს შეცდომაგახსნილი მენიუმენიუს ID სახელიმენიუს საგანიმენიუს საგნების ფერებიმენიუს საგნებიმენიუ მოუძიებელია:მენიუს სახელიმენიუს კვანძის ბუდემენიუს კვანძის ბუდის ინტერფეისიმენიუს გადამრთველიმენიუ განუსაზღვრელიამენიუს ვიჯეტის ფერებიძვლის მონიშვნის მენიუმენიუს ობიექტის მონიშვნამენიუს ბუდე კვანძშიმენიუ, რომელშიც უნდა მოიძებნოსმენიუს მნიშვნელობა მუდმივი სიდიდე უნდა იყოსმენიუებიშერწყმაშერწყმა შეკრებაანიმაციის შერწყმაანიმაციების შერწყმაშერწყმის მანძილიშერწყი დამაბოლოებელი წვეროებიშერწყმის კოეფიციენტიშრეების შერწყმაროცა შესაძლებელია, შერწყი მასალის სლოტებიკვანძების შერწყმა (დამატება)კვანძების შერწყმა (ალფა ზემოდან)კვანძების შერწყმა (ავტომატური)კვანძების შერწყმა (ფერი, მიმატება)კვანძების შერწყმა (ფერი, გაყოფა)კვანძების შერწყმა (ფერი, გამრავლება)კვანძების შერწყმა (ფერი, გამოკლება)კვანძების შერწყმა (სიღრმით კომბინირება)კვანძების შერწყმა (გაყოფა)კვანძების შერწყმა (მეტის, ვიდრე)კვანძების შერწყმა (ნაკლების, ვიდრე)კვანძების შერწყმა (მათემატიკური, მიმატება)კვანძების შერწყმა (მათემატიკური, გაყოფა)კვანძების შერწყმა (მათემატიკური, მეტი)კვანძების შერწყმა (მათემატიკური, ნაკლები)კვანძების შერწყმა (მათემატიკური, გამრავლება)კვანძების შერწყმა (მათემატიკური, გამოკლება)კვანძების შერწყმა (გამრავლება)კვანძების შერწყმა (გამოკლება)პირგადადებულების შერწყმამშობლის ბრუნვისა და მასშტაბის შერწყმამონიშნული კვანძების შერწყმაშერწყი მონიშნული კვანძები გეომეტრიული კვანძების საშუალებითშერწყი მონიშნული კვანძები მათემატიკის გამოყენებითშერწყი მონიშნული კვანძები შერევის გამოყენებითშერწყი მონიშნული კვანძები იერფერების გამოყენებითშერწყმა გამოკლებაშერწყმის მიჯნაშერწყმის ტიპითუ შესაძლებელია, შერწყი USD პრიმიტივები თავიანთ Xform მშობლებთან. USD არ უშვებს ჩადგმულ UsdGeomGprim-ებს. იმისათვის, რომ ობიექტების იერარქიებთან შეხვედრისას USD ვარგისი დარჩეს, შუალედური Xform პრიმიტივები იქნება განსაზღვრული.შერწყი საზიარო წვეროს მქონე UV კოორდინატები ზოგიერთ მოდიფიკატორში უზუსტობების გასათვალისწინებლადUV-ქ შერწყმაწვეროების შერწყმააქტივაციისას შერწყი აჼტიური ხელსაწყოს თვისებები (არსებულს არ გადაეწერება)შერწყი მომიჯნავე სამკუთხედები ოთხკუთხედებადშერწყი მომიჯნავე წვეროები (ხრახნის აცდენა ნული უნდა იყოს)შერწყი ყველა ახლომდებარე მონიშნული წერტილი, მიუხედავად იმისა, ურთიერთკავშირი აქვთ, თუ არაშერწყი მთელი გეომეტრია გადაკვეთიდანშერწყი ყველა ხმოვანი არ჎ი ერთშიშერწყმა ქმედებების მიხედვითშერწყმა მანძილის მიხედვითშერწყმა NLA ბილიკების სახელთა მიხედვითშერწყი მონიშნულ წვეროთა მორგებული ნორმალებიშერწყი პირველი/ბოლო, როცა კუთხე სრული ბრუნიაროცა შესაძლებელია, შერწყი მასალის სლოტებიშესარწყმელად გამოსაყენებელი მეთოდიშერწყი პირგადადებული წერტილები ურთიერთდაშორების მიხედვით. (ინსტანციების რეალიზება ჩართული უნდა იყოს)შერწყი მშობელი Xformშერწყი წერტილები მანძილის მიხედვითშერწყი წახნაგების შექმნის ნაცვლადთუ შესაძლებელია, შერწყი მონიშნული ჯგუფის შენატანის კვანძებიშერწყი მონიშნული კვანძებიშერწყი მონიშნული სხვა მოუნიშნავ წვეროებთანშერწყი მონიშნული წვეროებიშერწყი ცალცალკე წარმოქმნილი გეომეტრიები ერთ ცალადშერწყი მონიშნული ობიექტების ანიმაცია აჼტიური ობიექტის ქმედებასთან. ამით ქმედებები არ წაიშლება, მაგრამ შეიძლება, ნულ მომხმარებლიანი გახდესსადაც შესაძლებელია, შერწყი სამკუთხედები ოთხ გვერდიან პოლიგონებადშერწყი დამატების, ან შერევის იერფერის გამოყენებითშერწყი 'ალფა ზემოდან' კვანძების გამოყენებითშერწყი სიღრმით კომბინირების კვანძების გამოყენებითშერწყი მათემატიკური კვანძების გამოყენებითშერწყი მეშის ბულის, ან გეომეტრიის შეერთების კვანძების გამოყენებითშერწყი შერევის კვანძების გამოყენებითშერწყი წვეროები სიახლოვის მიხედვითშერწყი წვეროები მოსაზღვრე დუბლიკატებშიშერწყი წვეროები პირველ და ბოლო დუბლიკატებშიშერწყი წვეროები, ან წერტილები მოცემული მანძილის ფარგლებშიშერწყი წვეროები შერწყმის მიჯნის ფარგლებშიშერწყი:%d ID შეერწყა '%s' მთავარიდან '%s' მთავარს; %d ID და %d ბიბლიოთეკა უკვე არსებობდა, როგორც მთავარი დანიშნულების ელემენტის ნაწილი, და %d ID, რომელიც მთავარ დანიშნულების ელემენტში არ იყო, ერთდრულად გამოთავისუფლდა მთავარ წყაროსთან ერთადშერწყმული ანიმაციის სახელიშერწყამს წვეროებს მანძილის მიხედვითმეშიმოსაზღვრე წახნაგების რაოდენობადამაკავშირებელი წიბოების რაოდენობაწიბოს გარშემომყოფი წახნაგების რაოდენობაწახნაგების რაოდენობა კუნძულშიდახრის კუთხეკუთხეებზე მიკვრაფართობიარე 3Dსაშუალოცერობიორივეზღუდის ფორმაწრემოკვეცაჩაშლაკონუსითანასიბრტყულილავგარდანინაკეციჭერის კარნიზიკუბიცილინდრიმიმართულებაგაწელვის ტიპის ასახვამანძილიწახნაგის კუთხეებიამოვსებაფერით შევსებაბრტყელიბრტყელი/გლუვიFreestyle-იქ წიბოთა აღნიშვნებიFreestyle-იქ წახნაგის აღნიშვნებიბადეიკოსფეროსიგრძესიგრძე 3Dხაზიმასალააზომვებირეჟიმიმოდიფიცირებულიახალიარავითარინორმალიობიექტიობიექტის ინდექსიპერიმეტრიჩამაგრებულისიბრტყულისიბრტყემრავალკუთხას გვერდებიწინასწარი კონფიგურაციაშეფარდებითიფერსომრგვალიეკრანინაკერისიმახვილეგლუვისფეროწინწკლებისაფეხურებიდამხმარე მარყუჟებისჲუზენიტიპიდაყოფის გაუქმებაწვეროს ნაკეციწვეროთა ჯგუფებიგრაგნილიმეშ %s-ქ აქვს გამოუსადეგარი წახნაგები, სავარაუდოდ, მრავალსახეობის ამოყვანის ხელსაწყოს გამო ვერსია 2.90.0-ში. წესით, ფაილის 5.1-მდელ ვერსიაში გახსნამ და შენახვამ ეს პრობლემა უნდა მოაგვაროსმეშს '%s' არ აქვს გარეკანის წვეროთა მონაცემებიმეშს '%s' აქვს მრავალკუთხედები 4-ზე მეტი წვეროთი, მისთვის მხები სივრცის გამოთვლა/ექსპორტირება შეუძლებელიამეში '%s', ატრიბუტი '%s' (სამოქმედო არეალი %d, ტიპი %d) USD-დ ვერ კონვერტირდებამეში 1მეში 2მეშის ანალიზიმეშის ატრიბუტებიმეში ბულისმეშის ზღვარიმეშის ზღუდის ავტომატური შენიღბვამეშის ქეშიმეშის წრემეშის დეფორმაციამეშის წიბომეშის წიბოებიმეშის რედაქტირების რეჟიმიმეშის რედაქტირების რეჟიმის გადაფარებებიმეშის გენერატორიმეშის კუნძულიმეშის ხაზიმეშის მარყუჟიმეშის მარყუჟის სამკუთხედიმეშის მარყუჟის სამკუთხედებიმეშის მარყუჟებიმეშის რეჟიმიმეშის ნორმალების ვექტორიმეშის ნორმალებიმეშის მრავალკუთხედიმეშის წახნაგებიმეშის ძერწვამეშის მონიშვნის რეჟიმიმეშის მონიშვნის რეჟიმიმეშის თანამიმდევრობის ქეშიმეშის გამარტივების თანაფარდობამეშის გარეკანის წვეროთა შრემეშის წყარომეშის სტატისტიკის ვიზუალიზაციამეშის ტექსტურის ხატვამეშის UV შრემეშის UV რუკა საჭიროამეშის წვერომეშის წვეროს ფერიმეშის წვეროთა ფერის შრემეშის წვეროთა მოხატვამეშის წვეროებიმეშის ვიზუალიზაციის სტატისტიკამეშის მოცულობამეშის მოცულობა + სიახლოვემეშის წონის ხატვამეშის კომპონენტი, რომელიც შეიცავს წერტილთა, კუთხეთა, წიბოთა და წახნაგთა მონაცემებსმეშისთვის, რომელიც მხოლოდ სამკუთხედებისგან შედგება, რომელიც იძლევა უფრო დეტალური ურთიერთქმედების შესაძლებლობას, ვიდრე ამოზნექილი გარსიმეშის მონაცემთა ბლოკები, რომლებიც გეომეტრიულ ზედაპირებს განსაზღვრავენმეშების მონაცემთა ბლოკებიმეშის დეფორმირების მოდიფიკატორიმეშის დეფორმაციის მოდიფიკატორი სხვა მეშებთან ერთად დასადეფორმირებლადმეშის დეტალი არ იცვლება ყოველ მოსმაზე, არამედ მხოლოდ ჩაღვრით შევსების გამოყენებისასმეშის დეტალი მუდმივია სამყაროსეულ სივრცეში დეტალის ზომის მიხედვითმეშის დეტალი შეფარდებითია ფუნჯის ზომასთანმეშის დეტალი არიქ შეფარდებითი ფუნჯისა და დეტალის ზომებთანმეშს არ აქვს აჼტიური ფერის ატრიბუტი "%s"მეშის წახნაგები და წიბოები სივრცის მიხედვითაა ხელახლა დალაგებულიმეში ჏ირიქ, ზედაპირის, მეტაბურთის, ტექსტური, ან წერტილთა ღრუბლის ობიექტებისგანმეშის გენერატორიმეშს UV მონაცემები არ აქვსმეშს VCol მონაცემები არ აქვსმეშს წახნაგის არე არ აქვსმეშს მასალის მისაკუთვნებლად წახნაგები არ აქვსმეშის ობიექტი, რომელზეც შეიძლება წირები მიემაგროსდეფორმირების განმახორციელებელი მეშის ობიექტიდასაწყისის ხუფად გამოსაყენებელი მეშის ობიექტიდაბოლოების ხუფად გამოსაყენებელი მეშის ობიექტიბულის ტიპის ოპერაციისთვის გამოსაყენებელი მეშის ობიექტიმეშის ობიექტ(ებ)ქ აჼტიური წვერო/წიბო/წახნაგი არ აქვსმეში, რომლის წახნაგებზეც წერტილები უნდა გადანაწილდესმეში, რომლის წახნაგებზეც უნდა მოხდეს გაბნევამეში, ან წერტილთა ღრუბელი, რომელზეც უახლოესი წერტილი უნდა მოიძებნოსმეშის მასშტაბიმეშის ანაწყობებიმრავალგარჩევადობის მონაცემთა ცხობამდე მეშს UV უნდა გადაეძროსსამიზნე მეში, რომელზეც უნდა შემოეტკიცოსმეში, რომელიც პირველი მეშიდანაა ამოკლებულიმეში წირადმეში სიმკვრივის ბადედმეში წერტილებადმეში SDF ბადედმეში მოცულობადმეშიდან მოცულობაში მოდიფიკატორიმეში, რომლის გაორმაგებაც უნდა გამოითვალოსმეში, რომლის შიდა მოცულობაც ნისლის მოცულობის გეომეტრიად უნდა დაკონვერტირდესწირებად დასაკონვერტირებელი მეშიმეში, რომლის ელემენტებიც უნდა იქნას ამოყვანილიმეში, რომლის ზედაპირზეც უნდა მოიძებნოს უახლოესი წერტილიმეში, რომლის წახნაგებიც უნდა შეტრიალდესმეში, რომელზეც წახნაგთა ნაკრების ატრიბუტი უნდა იქნას უკუგდებულიმეში, რომელზეც მორგებული ნორმალები უნდა დაყენდესდასაყოფი მეშიგასასამკუთხებელი მეშიმეში, რომლის UV რუკაცაა გამოყენებულიმეში, რომლის წიბოებიც უნდა გაიხლიჩოსმეში, რომლის ელემენტებიც უნდა დაკონვერტირდეს წერტილებადმეში, რომლის შიდა მოცულობაც ქიქჼიქ ბადედ კონვერტირდებამეში, რომლის შიდა მოცულობაც მანძილის ველის ნიშნიან ბადედ კონვერტირდებამეშ(ებ)იმეშ(ებ)ქ ფორმის სოლები არ აქვსმეში: {} წვერო, {} წიბო, {} წახნაგიმეშქეშიმეშის დეფორმირებამეშდეფორმაციის მოდიფიკატორიმეშის თანამიმდევრობის ქეშიმეშUVმარყუჟი (არარეკომენდირებული)მეშებიმეშების გაერთიანება, ან თანაკვეთაშეტყობინებაშეტყობინების გამოტანის პროცესი წარუმატებელია!მეტამეტა სტეკიმეტა ლენტიმეტა ლენტებიმეტა ლენტები მონიშნულიმეტა ლენტების სტეკი, ბოლო ამჟამად რედაქტირებაში მყოფი მეტა ლენტიამეტალენტიმეტაბურთიახალიმეტაბურთი '%s' არ შეიცავს მოცემულ სფლაინსმეტაბურთის ელემენტიმეტაბურთის ელემენტებიმეტაბურთის მონაცემთა ბლოკი დაბუშტული ზედაპირების გამოსაკვეთადმეტაბურთების მონაცემთა ბლოკებიმეტაბურთის განახლებასთან დაკავშირებული ქცევა რედაქტირების დროსმეტაბურთის ელემენტებიმეტაბურთის ტიპიმეტაბურთ(ებ)იმეტაბურთებიმეტამონაცემებიმეტამონაცემების ფონიმეტამონაცემთა შეყვანამეტამონაცემების ტექსტილითონიMetalRTMetalRT სხივების მიდევნებისთვის ნაკლებ მეხსიერებას ხარჯავს იმ სცენებზე, რომლებიც ბევრ ჏ირქ იყენებს, და შეუძლია, კონკრეტულ შემთხვევებში უკეთესად იმუშავოსლითონურილითონური BSDFლითონური ანარეკლი მიკროფაცეტური დისტრიბუციისთვის, და ლითონური ფრენელიტექსტის მონაცემთა ბლოკში ჩაწერილი მეტარიგის ნიმუში: {:s}ტექსტის მონაცემთა ბლოკში ჩაწერილი მეტარიგი: {:s}მეტრიმეტრებიმეტრი ერთეულშიმეტრი წამშიმეტრი წამში კვადრატშიმეთოდიოთხკუთხედების მეთოდიბულის ტიპის გამოთვლების მეთოდისიბრტყის ზომის გამოთვლის მეთოდიმეთოდი იმის საკონტროლებლად, თუ როგორ შეუთავსდება ლენტი სხვა ლენტებსკუთხის გასწვრივ აცდენის მიმართულების დადგენის მეთოდიUV წვეროების მონიშვნის განსავრცობი მეთოდიმომხმარებლის ინტერფეისის ტექსტის რენდერის გასამკვეთრებელი მეთოდიშენატანების დროის კოდირების წასაკითხი მეთოდიზედაპირქვეშა გაბნევის დასარენდერებელი მეთოდიშენატანის სემპლირების მეთოდიმეთოდი მაღალი გარჩევადობის დინების სემპლირებისათვისახალ წახნაგებზე მასალების დაყენების მეთოდიპიქსელთა შორის მნიშვნელობების გასათანაბრებელი მეთოდიn-კუთხედების სამკუთხედებად გახლეჩის მეთოდიოთხკუთხედების სამკუთხედებად გახლეჩის მეთოდიმეთოდი მთავარი ჏ირიქ გაყოლებაზე X კოორდინატის წარმოსაქმნელადმეთოდი მთავარი ჏ირიქ გაყოლებაზე Y კოორდინატის წარმოსაქმნელადყოველი ელემენტის შვილობილი ინსტანციის არჩევის მეთოდი3გ სარკმელში განკბილვის მეთოდიგანკბილვის მეთოდი 3გ სარკმელში დარენდერებისასგანკბილვა მეთოდი საბოლოო გამოსახულების რენდერისასნიღბის შრეთა შეზავების მეთოდირამოდენიმე მარყუჟის გადახიდვის მეთოდიაეროდინამიკური ურთიერთქმედების გამოსათვლელი მეთოდისწორების პოზიციის გამოსაანაგარიშებელი მეთოდიჩასმული და არსებული სოლების შერწყმის მეთოდიგეომეტრიის მოდიფიცირების მეთოდიარსებული F-჏ირიქ მოდიფიცირების მეთოდისიღრმის პროეცირების მეთოდისაექსპოზიციო ფურცლის ხედში არხების დასალაგებელი მეთოდიბრუნვის კუთხის გამოსაანგარიშებელი მეთოდიდუბლიკატების რაოდენობის ასარჩევი მეთოდიდაკვრის დროის საკონტროლებელი მეთოდიგაბნეული ინსტანციების რიცხვის განსასაზღვრი მეთოდი3D ხედში ობიექტების ასახვის/შეფერადების მეთოდიგამოსახულებისა და მხედველობის არეს კუთხის სენსორში ჩატევის მეთოდიაცდენის პარამეტრების ინტერპრეტაციის მეთოდი2D გამოსახულების 3D ტექსტურის ვექტორით ობიექტზე პროეცირების მეთოდიკამერის კადრით სიბრტყის მასშტაბირების მეთოდიფუნჯის სეგმენტებისთვის ბრუნვის სათავეების დაყენების მეთოდიUV-იქ წიბოთა მარყუჟების დაშორების მეთოდიწონების მისაკუთვნებელი მეთოდიწერტილების გასაბნევად გამოსაყენებელი მეთოდიგახლეჩვისთვის გამოსაყენებელი მეთოდიგადასანაცვლებლად გამოსაყენებელი მეთოდიმხებისთვის გამოსაყენებელი მეთოდიდუბლიკატების დასალაგებელი მეთოდიმეთოდი, რომელიც გამოიყენება აჼტიური ქმედებისა და NLA სტეკის შედეგების კომბინირებისათვისლენტის შედეგისა და აკუმულირებული შედეგის კომბინირებისთვის გამოყენებული მეთოდიგრიზ ფენსილის კადრების წასაშლელად გამოყენებული მეთოდიმეშის მონაცემთა წასაშლელად გამოყენებული მეთოდიმეთოდი, რომელიც გამოიყენება ძვლების X და Z ღერძების მასშტაბირების დასადგენადმეთოდი, რომელიც გამოიყენება ძვლების Y ღერძის დასადგენად, თავად ჏ირიქ ფორმასა და მასშტაბირებასთან ერთადეკრანზე გამოსახულებების ასახვის მეთოდიმონასმების წერტილთა განქარწყლების მეთოდიმეთოდი, რომელიც გამოიყენება F-჏ირიქ მნიშვნელობის გამოსათვლელად პირველსა და უკანასკნელ საკვანძო ფაზებს გარეთUV კუნძულების შეფუთვის მეთოდიმონასმების წერტილთა გასამარტივებელი მეთოდიდასაგლუვებლად გამოსაყენებელი მეთოდიგეომეტრიის თავ-ბოლოს ასაგები მეთოდიწილადნიშნას მთელ რიცხვად გადასაქცევად გამოყენებული მეთოდიპროფილის ფორმის განსაზღვრის მეთოდიმეთოდი იმის დასადგენად, თუ რომელი ჯგუფის სახელი იქნას გამოყენებულიბრუნვის აღსაწერად გამოყენებული მეთოდიგრაფიკების რედაქტორში F-჏ირიქ ფერის განსასაზღვრი მეთოდისამართავი სახელურების დასადგენად გამოყენებული მეთოდირადიუსისა და განთავსების დასადგენი მეთოდიმეთოდი იმის დასადგენად, თუ როდის უნდა შეწყდეს პოზის გავრცელება საკვანძო ფაზებზეწყაროს წიბოების დანიშნულებისაზე გადასანაწილებლად გამოყენებული მეთოდიწყაროს წახნაგების დანიშნულებისაზე რუკაზე დატანის მეთოდიწყაროს წახნგთა კუთხეების დანიშნულებისაზე გადასანაწილებლად გამოყენებული მეთოდიწყაროს წვეროთა დანიშნულებისაზე განაწილების მეთოდისამიზნისა და მართული თვისებების დასამთხვევად გამოყენებული მეთოდიმისამართების მისათითებლად გამოყენებული მეთოდიმონაცემთა შესანახად გამოყენებული მეთოდიმეტრულიზედაპირის მიკროფაცეტური სიხეშეშე (0.0 იდეალური ანარეკლია, 1.0 სრულიად ხეშეშია)მიკრობოჭკომიკროფირფიტოვანი მოდელი მრავალჯერადი გაბნევისა ნორმალზე ორიენტირებულ ბოჭკოებს შორისმიკრომეტრებიმიკროწამებიMicrosoft-იქ მაღაზიიდან დაინსტალირებამიკროვატებიშუა დონეშუაშიშუა სამართავის პოზიციაშუა სამართავებითაგვის შუა ღილაკის ქმედებაშუა დონეშუაწერტილიმიკვრა შუაწერტილზეშუაწერტილებისაშუალო ტონებისაშუალო ტონების დასასრულისაშუალო ტონების დასაწყისიმიშესაძლოა, ზომიერებაზე უკეთ გამოიყურებოდეს, მაგრამ ასევე შესაძლებელია, ხარვეზები ჰქონდეს. ერთ შვილობილიანი ძვლის ბოლო მისი შვილობილის ძირთანაა მოთავსებული. ოღონდ, არაერთგვაროვანი მასშტაბირებები შეიძლება, აირიოს, ასე რომ, ფრთხილადმილებიმილი საათშიმილიგრამებიმილიმეტრებიმილიწამებიმილივატებიმინ.მინ. 2D კუთხემინ. 2D სიგრძემინ. საჰაერო სისწრაფემინ. კუთხემინ. სიმრუდემინ. მანძილიმინ. სიმაღლემინ. განედიმინ. სინათლის ასხლტომებიმინ. გრძედიმინ. მაქს.მინ. სიხშირემინ. ნიმუშებიმინ. ნაბიჯიმინ. სისქემინ. გამჭვირვალე ასხლტომებიმინ. ვოქსელიმინ. Xმინ. X:მინ. Yმინ. Y:მინ. Zმინ. ზენიტიმინიმალური და მაქსიმალური მნიშვნელობები ერთი და იგივეა!მინ./მაქს.მინიმინი ღერძების სიკაშკაშემინი ღერძების ზომამინი ღერძების ტიპიმინიმალურიმინიმალური # ამომხსნელის საფეხური/კადრშიმინიმალური ინფოზამბარის მინიმალური სიგრძე * ბურთის ზომამისაღები მინიმალური მანძილი ორ ნაკვთს შორისკორელაციის მინიმალური მნიშვნელობა სინქრონიზებულ ფაჼტურაქა და კოორდინატებს შორის, რომელიც ჯერ კიდევ წარმატებულ თვალის დევნებად განიხილებაგამინიმალურებადაიყვანე გაწელვა მინიმუმამდე. შეზავება %.2fმინიმუმიმინიმალური 2D კუთხე ჯაჭვების გასაწყვეტადAA ნიმუშების მინიმალური რაოდენობა ადაპტირებადი სემპლირებისთვის, რათა ხმაურიანი მახასიათებლების აღმოჩენა სემპლირების შეჩერებამდე მოხდეს. ხმაურის მიჯნაზე დაფუძნებული ავტომატური ანაწყობისთვის - ნულიმინიმალური AA ნიმუშები ადაპტირებადი ნიმუშის აღებისთვის, რათა ნიმუშის აღების შეჩერებამდე მოხდეს ხმაურიანი მახასიათებლების აღმოჩენა. ნული - ავტომატური ხმაურის მიჯნაზე დაფუძნებული პარამეტრისთვის, სარკმელში რენდერისთვისმინიმალური სიმრუდემინიმალური მანძილიმინიმალური შეცდომაბადის მინიმალური დაშორებასიმაღლის მინიმალური მნიშვნელობა ცენტრალური ცილინდრული ლინზისთვისმინიმალური იტერაციებიმინიმალური კინეტიკური ენერგიის პოტენციალიმინიმალური სიგრძემინიმალური დღეგრძელობაგრძედის მინიმალური მნიშვნელობა ცენტრალური ცილინდრული ლინზისთვისმინიმუმის რეჟიმიმინიმალური რადიალური მანძილიმინიმალური გაწელვადატყვევებული ჰაერის მინიმალური პოტენციალიმინიმალური მოგრეხამინიმალური მნიშვნელობამინიმალური წვეროებიხმის მინიმალური სიძლიერეტალღის აქოჩრების მინიმალური პოტენციალიმინიმალური Xმომკვეცელი ჩარჩოს მინიმალური X ინდექსიმინიმალური X მნიშვნელობა სარენდერო მონაკვეთისთვისX-იქ მინიმალური მნიშვნელობა გამოსახულების ჩამოსაჭრელადმინიმალური Yმომკვეცელი ჩარჩოს მინიმალური Y ინდექსიმინიმალური Y მნიშვნელობა სარენდერო მონაკვეთისთვისY-იქ მინიმალური მნიშვნელობა გამოსახულების ჩამოსაჭრელადმინიმალური Zმომკვეცელი ჩარჩოს მინიმალური Z ინდექსიმინიმალური დასაშვები დაშორება ორი გაბნეული ინსტანციის ცენტრებს შორის. გადანაწილების სითანაბრის ადგილობრივად მოსამატებლად გაზარდე მნიშვნელობა.დენადი ნივთიერების ბადის მინიმალური მნიშვნელობები (კვამლის სიმკვრივე, საწვავი და სიცხე), რომელსაც შეიძლება შეიცავდეს უჯრედი, სანამ ცარიელად ჩაითვლებაგარსზე ზეგავლენისთვის საჭირო მინიმალური ამპლიტუდის მნიშვნელობამინიმალური კუთხე ასახვისთვისმინიმალური დახრილობის კუთხე ქიქჼიქ მოდიფიცირებისთვისმინიმალური კუთხეები შ.კ.-იქ შეზღუდვისთვისბადის მინიმუმის ზღუდე (სამყაროს სივრცეში)მოცულობის მინიმალური ზღვარიმინიმალური კოორდინატი X ღერძზე (ბადის ინდექსის სივრცეში)მინიმალური კოორდინატი Y ღერძზე (ბადის ინდექსის სივრცეში)მინიმალური კოორდინატი Z ღერძზე (ბადის ინდექსის სივრცეში)მინიმალური მრუდწირული 2D სიგრძე ნარჩევი ჯაჭვებისთვისმინიმალური სიმჭიდროვე მოცულობის უჯრედისა, რომელიც ბადის წერტილს შეიცავსვოქსელის მინიმალური სიმჭიდროვე, რათა ბადის წერტილს შეიცავდესმინიმალური მანძილი ქსოვილის წახნაგებს შორის, შეჯახების საპასუხო რეაქციამდემინიმალური მანძილი შემჯახებელ ობიექტებს შორის, შეჯახების საპასუხო რეაქციამდეკვანძებს შორის მინიმალური მანძილი კვანძთა ავტოაცდენისთვისმინიმალური დაშორება ორ მიმმართველს შორისმინიმალური მანძილი ორ მიმმართველს შორის მიმმართველების ახალი რუკისთვისმინიმალური მანძილი ველის მილევისთვისმინიმალური მანძილი უკანასკნელი წერტილიდან მონიშვნის გაგრძელებამდემინიმალური მანძილი უკანასკნელი წერტილიდან მონასმის გაგრძელებამდემინიმალური შეცდომა ქვესაფეხურთა გავლის დროსმინიმუმი ქიქჼიქ გასაზომადმინიმუმი ცოციისთვისმინიმალური ინტენსიურობა ელვარების გამოსაწვევადმინიმალური იტერაციები ქვესაფეხურთა გავლის დროსგანედის მინიმუმი (შვეული კუთხე) კარტოგრაფიული ლინზისთვისსინათლის მინიმალური ინტენსიურობა სინათლისთვის, რომელსაც წვლილი შეაქვს განათებაშიგრძედის მინიმუმი (თარაზული კუთხე) კარტოგრაფიული ლინზისთვისნიღბის მინიმალური მნიშვნელობა, რათა წვერო ვარგისად ჩაითვალოს ორიგინალი მეშიდან წახნაგის გამოტანისთვისსინათლის ასხლტომების მინიმალური რიცხვი. ამის უფრო მაღლა დაყენება ამცირებს ხმაურს პირველ ასხლტომებში, მაგრამ შეიძლება, იყოს ნაკლებად ეფექტური უფრო რთული გეომეტრიისთვის, როგორიცაა წირები და მოცულობებიგამოხშირვების მინიმალური რაოდენობა წარმოქმნილი მონასმებისთვისნაწილაკების მინიმალური რიცხვი თითო უჯრედზე (უზრუნველყოფს თითოეული უჯრედის მიერ მინიმუმ ამ რაოდენობის ნაწილაკების ქონას)პიქსელების მინიმალური რიცხვი 2D სარკმელებში ბადის ყველა ხაზს შორისსიმულაციის ნაბიჯების მინიმალური რაოდენობა ერთი კადრისთვისგამჭვირვალე ასხლტომების მინიმალური რიცხვი. ამის უფრო მაღლა დაყენება ამცირებს ხმაურს პირველ ასხლტომებში, მაგრამ შეიძლება, იყოს ნაკლებად ეფექტური უფრო რთული გეომეტრიისთვის, როგორიცაა წირები და მოცულობებიწვეროთა ჯგუფების A-ქა და B-ქ წონათა მინიმუმირუკაზე დატანით ნაწარმი მინიმალური მნიშვნელობამინიმალური რადიალური მანძილი ველის მილევისთვისმინიმალური რადიუსი მინიმალური ზეწოლის გამოყენებისას (ასევე მინიმუმი დავიწროებისას)მინიმალური კუთხე ძირიდან წვერამდე (წვერის მანძილი/Ⴭირიქ მანძილი გრძელი თმისთვის)ჩრდილის რუკის პიქსელის მინიმალური ზომა. მაღალი მნიშვნელობები ნაკლებ მეხსიერებას იყენებს ჩრდილის ჎არიქ჎იქ ხარჯზე.მინიმალური სისწრაფე ჰაერში (მაქსიმალურ სისწრაფესთან მიმართებაში)ცეცხლის ენების მინიმალური ტემპერატურა (რაც უფრო მაღალია მნიშვნელობა, მით უფრო ჊ჼარია ცეცხლის ენების ამოსვლა)მინიმალური სისქემინიმალური სისქე მთავარი მიმართულების მართობული მიმართულებითმინიმალური მნიშვნელობამინიმალური მნიშვნელობა მოკვეცისთვისმინიმალური მნიშვნელობა სამიზნე არ჎იქ დიაპაზონისთვისმინიმალური მნიშვნელობა შემთხვევითი მონიშვნისთვისმინიმალური მნიშვნელობა წვეროს წონისთვისმინიმალური მნიშვნელობა იმისთვის, რომ წახნაგების ნაკრებთა შექმნისას რომელიმე ატრიბუტი ზღუდედ ჩაითვალოსმოცულობის გაწელვის მინიმალური კოეფიციენტიხმის მინიმალური სიმაღლე, მიუხედავად იმისა, თუ რამდენად შორსაა ობიექტიმინკოვსკიმინკოვსკი 1/2მინკოვსკი 4მინკოვსკის ექსპონენტიმინკოვსკის მანძილიმინკოვსკის ექსპონენტიპატარა რადიუსიმცირე სეგმენტებიუმცირესობაწუთებიგასარკისებურებაძვლის სახელად გასარკისებურებასარკის ღერძიდისკო ბურთისარკის ძვალისარკისებური რედაქტირებასარკისებური მოდიფიკატორისარკის ობიექტისამართავის მიბაძვასარკისებურად დააკოპირე Rigify-ქ ტიპი და მონიშნულ ძვალთა პარამეტრები მოპირდაპირე მხარეზე. სახელები L/R-ზე უნდა მთავრდებოდესსარკისებური გარდაქმნასარკე U-ზეUDIM-იქ გასარკისებურებასარკე V-ზევ.რ. სესიის გასარკისებურებაწვეროთა ჯგუფების სარკისებური არეკლვაწვეროების გასარკისებურებაწონების გასარკისებურებავიჯეტების გასარკისებურებამიბაძვა მშობლებითსარკე X-ზესარკე Y-ზეგაასარკისებურე ყველა სამართავი წერტილი გისოსების დეფორმაციის შეუბრუნებლადგაასარკისებურე წვეროთა ყველა ჯგუფის წონებიგაასარკისებურე ლოკალურ X, Y და/ან Z ღერძზე, ობიექტის სათავის მოპირდაპირე მხარესდისკო ბურთისებური დატანა გარემოს რუკებისთვისსარკისებურად არეკლე ფუნჯი X ღერძზესარკისებურად არეკლე ფუნჯი Y ღერძზესარკისებურად არეკლე ფუნჯი Z ღერძზესარკისებური ჯგუფი დაბლოკილია, შეწყვეტაგააკეთე მონიშნული საგნების სარკისებური ანარეკლი ერთ, ან მეტ ღერძზეგაასარკისებურე ტექსტურის U კოორდინატი შეტრიალების აცდენის წერტილთანგაასარკისებურე ტექსტურის V კოორდინატი შეტრიალების აცდენის წერტილის გარშემოX ღერძის გასარკისებურებაY ღერძის გასარკისებურებაZ ღერძის გასარკისებურებაგაასარკისებურე ძვალთა მონიშვნასარკისებურად არეკლე მიმდინარე ფორმის სოლი ლოკალურ X ღერძზეგაასარკისებურე გამოსახულების გამეორება X მიმართულებითგაასარკისებურე გამოსახულების გამეორება Y მიმართულებითხატვისას გაასარკისებურე მარცხენა/მარჯვენა წვეროთა ჯგუფები. სიმეტრიის ღერძი დგინდება სიმეტრიის ანაწყობებით.გაიმეორე ერთი სახელურის მოძრობა მეორეზესარკისებურად გაიმეორე ახალი ფორმის სოლების მნიშვნელობებიგაასარკისებურე ტექსტურის კოორდინატი ყოველი ფილის ცენტრის გარშემოგაასარკისებურე წვეროთა ჯგუფი, შეატრიალე წონები და/ან სახელები მხოლოდ მონიშნული წვეროების რედაქტირებით, შეატრიალე, როცა ორივე მხარე მონიშნულია, წინააღმდეგ შემთხვევაში დააკოპირე მოუნიშნავიდანგაასარკისებურე წვეროთა ჯგუფები (მაგ.: .R->.L)გაასარკისებურე წონებისარკე%sგასარკისებურებული UV-ქ აცდენა U ღერძზეგასარკისებურებული UV-ქ აცდენა V ღერძზეგასარკისებურებულია {:d} ძვლის პარამეტრებისარკისებურად ამრეკლი მოდიფიკატორისხვადასხვასხვადასხვააცდენის ფერიეილერის ბრუნვის დაკარგული %s%s%s კომპონენტი ID='%s'-ქა და RNA-Path='%s'-სთვისდაკარგული 'ფანჯარა' კონტექსტშიდაკარგული დანამატებიდაკარგული ჩაშენებული დანამატებიდაკარგული მონაცემებიდაკარგული გეომეტრიადაკარგული მასალებიმოუძიებელი მენიუ: %sOpenColorIO კონფიგურაცია დაკარგულიამოუძიებელი პანელიმოუძიებელი ტრაფარეტიმოუძიებელი ტექსტურადაკარგულია გამოთვლილ ზედაპირზე წირების მისამაგრებლად საჭირო UV რუკადაკარგულია ორიგინალ ზედაპირზე წირების მისამაგრებლად საჭირო UV რუკადაკარგული UV-ებიმოუძიებელი ძვლის სახელიდაკარგული კოლონტიტულიდაკარგული ბიბლიოთეკაკვანძის ხელსაწყოს მოუძიებელი იდენტიფიკატორი ({})დაკარგული ოპერატორის იდენტიფიკატორიგამონატანი მოუძიებელიადაკარგულია თვისება შენატანის ბუდისთვის "%s"დაკარგული სკრიპტ ფაილებიდაკარგული ზედაპირის მეშიდაკარგული%s%s%s%s აღმოჩენილია!დაკარგული: %sდაკარგული: %s.%sნისლინისლის გადავლანისლის ანაწყობები სამყაროს მონაცემთა ბლოკისთვისმიჩიშეპირაპირებისმიერი ჩამოჭრის კუთხეშეპირაპირების გარეთა მხარეშეპირაპირების პროფილის ფორმაშეპირაპირების ფორმაშერევაშერევა (ძველებური)შერევის ფერიშერევის კოეფიციენტიშერევის კოეფიციენტი 1.0-ზემდებარეობის შერევაშერევის რეჟიმიშერევის კვანძიშერევის კვანძის პოზიციაბრუნვის შერევამასშტაბის შერევაიერფერთა შერევაშერევის შტრი჎იქ კოეფიციენტივექტორის შერევაშეურიე მეზობელი ელემენტების ატრიბუტთა მნიშვნელობებიშერევის კოეფიციენტიწვეროთა მდებარეობების შერევის კოეფიციენტიშერევის რეჟიმიშერიე წყაროსა და დანიშნულების მნიშვნელობები მოცემული მიჯნის კოეფიციენტად გამოყენებითსცენის აუდიოს მიქშირება ხმოვან ფაილშიწვეროთა ორი ჯგუფის წონების შერევაშეურიე ორი შემავალი ფერიერთმანეთს შეურიე ორი იერფერი, როგორც წესი, გამოიყენება მასალის დაშრევებისთვისშეურიე მნიშვნელობები ერთმანეთს კოეფიციენტითხმის მიქსდაუნი მონოზემიქშირების ბუფერიმოდალურიმოდალური მოვლენებიმოდალური კლავიშრუკამოდალური ოპერატორებიმოდალურ კლავიშრუკებს დანამატების კლავიშთა კონფიგურაციისთვის მხარდაჭერა არ აქვსრეჟიმირეჟიმი (ალტ.)რეჟიმის ტიპირეჟიმი განსაზღვრავს შერწყმის წესსბრუნვის არხთა სიდიდეების გამოსათვლელი რეჟიმიწირის ნორმალის გამოთვლის რეჟიმიტილოზე გამოსახულების მოსარგები რეჟიმირეჟიმი იმისთვის, თუ როგორ უნდა დადგინდეს ვოქსელის სასურველი ზომარეჟიმი არჩეული გამოსახულებების იმპორტისთვისსაკვანძო ფაზების ავტომატურად ჩასმის რეჟიმი ობიექტებისა და ძვლებისთვის (ნაგულისხმები ანაწყობი გამოიყენება ახალი სცენებისთვის)ფერის დამუშავების რეჟიმიწირის შევსების რეჟიმიოპერაციის რეჟიმი პროექციის ხატვისთვისბგერის სიმაღლის აწევ-დაწევის რეჟიმიინტერფეისიდან შენატანის ამღები ხელსაწყოების რეჟიმისიგრძის განსასაზღვრი რეჟიმირეჟიმი კადრების ასახვისთვისზღუდეების ხატვის რეჟიმიგამოსახულების ხედების ჩასატვირთი რეჟიმივიდეოს ხედების ჩასატვირთი რეჟიმიმონასმების შექმნისას გამოსაყენებლი რეჟიმირეჟიმი გამოყენებული ტექსტურის დასადებადრეჟიმი გამოყენებული ტექსტურის გამომავალ ფერთან შესარევადშექმენი მოცულობაში სამივე ფიზიკური პროცესის მოდელირება, წარმოდგენილი თავთავიანთი კოეფიციენტებითრეჟიმებიმოდიფიცირებულიმოდიფიცირებული თარიღიმოდიფიცირებული წიბოებიმოდიფიცირდა {:d} არმატურის ანიმაციამოდიფიცირებულია: {}{}{}მოდიფიკატორიბლოკებიმუდმივირეჟიმიმკვეთრიგლუვი-მდევოქსელიმოდიფიკატორი "%s" ობიექტის მოდიფიკატორების ქიაში არაამოდიფიკატორი "%s" ლენტის მოდიფიკატორების ქიაში არაამოდიფიკატორი '%s' არ არიქ ობიექტში '%s'მოდიფიკატორი '%s' არც ერთ ობიექტზე არ გადაკოპირებულამოდიფიკატორი გიზმომოდიფიკატორის სახელიმოდიფიკატორის ოპერაციამოდიფიკატორის თვისებებიმოდიფიკატორის ტიპიმოდიფიკატორის UIDმოდიფიკატორი, რომელიც ობიექტის გეომეტრიულ მონაცემებზე ზემოქმედებსმოდიფიკატორი, რომელიც მორგებულ ნორმალებს წარმოქმნის, ან ზემოქმედებს მათზემოდიფიკატორის დამატება ობიექტზე '%s' მხოლოდ ერთხელ შეიძლებაფორმის სოლებიან მეშზე მოდიფიკატორი ვერ გამოიყენებაკვანძის შემცველი მოდიფიკატორი გათიშულიამოდიფიკატორი ვერ დაემატა (დეტალებისთვის იხილე კონსოლი)მოდიფიკატორი ვერ დაემატა (%s : %s) (დეტალებისთვის იხილე კონსოლი)მოდიფიკატორი გათიშულიამოდიფიკატორი თანამიმდევრობის ლენტისთვისმოდიფიკატორი F-჏ირიქ მნიშვნელობებისთვისმოდიფიკატორს გამოცხობილი მონაცემები აქვსმოდიფიკატორი გათიშულიამოდიფიკატორი გათიშულია, ან შეცდომას აბრუნებს, გამოყენება გამოიტოვებამოდიფიკატორი გათიშულია, გამოყენება გამოიტოვებამოდიფიკატორის სახელიმოდიფიკატორ კვანძთა ჯგუფის აქტივები კატალოგს მიკუთვნებული არაა. კატალოგების მიკუთვნება აქტივთა ბრაუზერშია შესაძლებელიმოდიფიკატორის ნომერი მისაკუთვნებლადმოდიფიკატორის ნომერი მოსაშორებლადმოდიფიკატორი საჭიროებს 3-ზე მეტი წახნაგის შეყვანასმოდიფიკატორი ორიგინალ მონაცემებს საჭიროებსმოდიფიკატორი ორიგინალ მონაცემებს საჭიროებს, ცუდი პოზიცია სტეკშიმოდიფიკატორის მდგომარეობამოდიფიკატორი სხვა ფორმებში გადასაყვანადწყაროს მეშიდან რაიმე მონაცემების გადამტანი მოდიფიკატორიმოდიფიკატორი სტეკში ვერ მოიძებნამოდიფიკატორებიმოდიფიკატორები, რომლებიც ზემოქმედებენ ყველა F-წირზე მითითებულ ქმედებაშიმოდიფიკატორები, რომლებიც ობიექტის გეომეტრიულ მონაცემებზე მოქმედებენმოდიფიკატორები, რომლებიც ზემოქმედებენ F-჏ირიქ ფორმაზეამ ლენტზე გავლენის მქონე მოდიფიკატორებიობიექტს '%s' მოდიფიკატორები ვერ დაემატებამოდიფიკატორი ვერ დაემატება ობიექტს: {:s}რედაქტირების რეჟიმში მოდიფიკატორები ვერ გამოიყენებამოდიფიკატორი ვერ გამოიყენება უკუგდების მონაცემებზემოდიფიკატორები ვერ გამოიყენება მრავალ-მომხმარებლიან მონაცემებზემთელ მეშს ამოდიფიცირებს რეზინით დეფორმირების გამოყენებითმოდიფიცირებააქტიურის მოდიფიცირებაწირის მოღუნვის მოდიფიცირებადამალულის მოდიფიცირებანიღბის ტრაფარეტის მოდიფიცირებაკვანძის ჭდეების მოდიფიცირებაპოზის აქტივის მოდიფიცირებასიმკვეთრის მოდიფიცირებადაამოდიფიცირე პირველადი, ან ნიღბის ტრაფარეტიშევსებისა და მონასმის ფერების მოდიფიცირებამხოლოდ შევსების ფერის მოდიფიცირებადაამოდიფიცირე ყველა მონიშნული კვანძის ჭდეებიწვეროთა ჯგუფის წონების მოდიფიცირებადაამოდიფიცირე თვისებები, როგორიცაა ჏ირიქ წვეროს რადიუსი, შრიფტიქ ზომა და ძვლის გარსიმხოლოდ მონასმის ფერის მოდიფიცირებამონასმის სიმკვეთრის მოდიფიცირებაახალი წახნაგთა ნაკრების შექმნის ნაცვლად დაამოდიფიცირე აჼტიური ნაკრებიდაამოდიფიცირე ძირითადი მეში გადანაცვლებულ მეშზე მოსარგებლადინტერაქტიულად დაამოდიფიცირე დინტოპოს დეტალის ზომაზედაპირის ნორმალების მიმართულების მოდიფიკაციაზედაპირის ნორმალების მიმართულების მოდიფიკაცია შეწონილი საშუალოს მეთოდითდაამოდიფიცირე ამ ზონდის მიერ დაფიქსირებული განათების ინტენსივობადაამოდიფიცირე მეშის ვოქსელების ზომა, რომელიც ინტერაქტიურლად გამოიყენება ვოქსელურ გარდამსახველშიდაამოდიფიცირე მონასმის გეომეტრია ისე, რომ თავის მთავარ მიმართულების ხაზს მიესადაგებოდესდაამოდიფიცირე მონასმის გეომეტრია ისე, რომ უფრო 'მრავალკუთხა' ჩანდესმოდულარულიახდენს ფერების, ხაზებისა და ლანდების მოდულაციას სპექტრული დისპერსიის ეფექტისთვისმოდულიმოდულის ხარვეზების აღმოფხვრამოდულის სახელიმოდულის სახელიგასათიში დანამატის მოდულის სახელიჩასართავი დანამატის მოდულის სახელიგასაფართოებელი დანამატის მოდულის სახელიმოსაცილებელი დანამატის მოდულის სახელიმოდულები დაინსტალირებულია ({:s}) {!r}-დან {!r}-შიმოდულიანი რეჟიმიმოდული, რომელიც პერიოდულია უარყოფითი ოპერანდებისთვისაც და დადებითებისთვისაცოპერაცია A / B-ქ ნაშთიმონომონოგანივი შრიფტითვალის ფიზიოლოგიაზე დაფუძნებული, შედარებით მაღალი ჎არიქ჎იქ ალგორითმი, შემუშავებული რაინჰარდისა და დევლინის მიერმონიშნულია ერთზე მეტი კოლექციამონიშნულია ერთზე მეტი საგანიხელმისაწვდომია ერთზე მეტი სარენდერო ძრავაუფრო არათანაბარი შედეგი (მდებარეობის მიხედვით იცვლება), უფრო ჰგავს ნამდვილ ლანდშაფტსმეტი...მეტი/ნაკლებიდაამორფირე სფეროდკირხსნარიკირხსნარის ზომაკირხსნარის სიგლუვეუმარტივესი ქიქჼიქ გამოთვლაყველაზე კომპაქტური რეპრეზენტაცია, იყენებს '+'-ქ ქვე-წამის კადრთა ნომრების განმაცალკევებლად, საჭიროებისამებრ დროის ზოლის მარცხნიდან და მარჯვნიდან შეკვეცითმოძრაობამოძრაობის გადღაბნამოძრაობის გადღაბნის პოზიციაგადღაბნილი მოძრაობის ნაბიჯებიმოძრაობის მოდელიმოძრაობის ტრაექტორიამოძრაობის ტრაექტორიის ქეშის წერტილიმოძრაობის ტრაექტორიის წერტილებიმოძრაობის ტრაექტორიის ანაწყობებიმოძრაობის ტრაექტორია ამ ელემენტისთვისმოძრაობის ტრაექტორიის ანაწყობები ანიმაციის ვიზუალიზაციისათვისმოძრაობის ტრაექტორიის ანაწყობები ვიზუალიზაციისათვისმოძრაობის ტრაექტორიებიმოძრაობის ნაბიჯებიმოძრაობის მიჯნამოძრაობის თვალის დევნებამოძრაობის ადევნების დასაკონვერტირებელი შებორკვა ნაპოვნი არაამოძრაობის თვალის დევნების ობიექტი ნაპოვნი არაამოძრაობის ტრაექტორიის კადრის ფარგლები გამოუსადეგარია %s (%d-დან %d-მდე)%sმოძრაობის ტრაექტორიის წერტილები აჼტიური კამერის სივრცეში ჩაცხვება. ეს ნიშნავს, რომ ისინი მხოლოდ ამ კამერიდან გამოჩნდება სწორად. მარკერების მეშვეობით კამერების შეცვლას მხარდაჭერა არ აქვს.მოძრაობის ნაბიჯებიმოძრაობის ასადევნებელი ხელსაწყოებიძრავათაგვითაგვის მიმართულებითი ბორკილითაგვის გათრევის მიჯნათაგვის მოვლენათაგვის პოზიციათაგვის პოზიცია Xთაგვის პოზიცია Yთაგვით მონიშვნათაგვის მგრძნობიარობათაგვი Xთაგვი Yთაგვის ღილაკი გამოყენებული მოსანიშნადმოდალური ოპერატორისას გამოსაყენებელი თაგვის კურსორის სტილითაგვის მდებარეობათაგვის მდებარეობა ნორმალიზებულ კოორდინატებში, 0.0-დან 1.0-მდე გამოსახულების საზღვრებშიათაგვის მდებარეობა არ჎იქ მოსანიშნადთაგვის მდებარეობა უახლოესი ობიექტის მოსანიშნადთაგვის გზის მნიშვნელობები იმ ოპერატორებისთვის, რომლებიც ასეთ გზებს იწერენგადატანაამჟამინდელი სახელურის გადატანაგადატანის მიმართულებამთლიანი წერტილის გადატანაწერტილის გადატანასეგმენტის გადატანალენტების გადატანაგადასატანი ტიპიგადააადგილე UV-ები შერწყმის მიხედვითამოძრავე UV რომელიმე ღერძზეგადააადგილე კვანძი ბმულების მოსაძრობადგადააადგილე წერტილი, ან მისი სახელურებიგადაიტანე აჼტიური საგანიგადაიტანე კოლექციის შემდეგგადააადგილე ყველა მონიშნული ელემენტი პირველ ადგილებზე, მათი ურთიერთმიმართებითი რიგის შენარჩუნებით. გაფრთხილება: ეს მოუნიშნავი ელემენტების ინდექსებზეც მოახდენს გავლენასგადაიტანე ქმედების ყველა სლოტი აჼტიურ ობიექტზე ახლად შექმნილ, განცალკევებულ ქმედებებში. ამ სლოტების ყველა მომხმარებლის მიკუთვნება ახალ ქმედებებზე გადავა.ამჟამინდელი ქმედება არ წაიშლება, მაგრამ ცარიელი იქნება და შეიძლება, ნული მომხმარებელი ყავდესამოძრავე X ღერძის გასწვრივამოძრავე Y ღერძის გასწვრივიმოძრავე კონტროლერის წინ ღერძის გასწვრივიმოძრავე გზაკვლევის უკან ღერძის გასწვრივიმოძრავე გზაკვლევის ქვევით ღერძის გასწვრივიმოძრავე გზაკვლევის წინ ღერძის გასწვრივიმოძრავე გზაკვლევის მარცხნივ ღერძის გასწვრივიმოძრავე გზაკვლევის მარჯვნივ ღერძის გასწვრივიმოძრავე გზაკვლევის ზევით ღერძის გასწვრივიმოძრავე დამთვალიერებლის უკან ღერძის გასწვრივიმოძრავე დამთვალიერებლის წინ ღერძის გასწვრივიმოძრავე დამთვალიერებლის მარცხნივ ღერძის გასწვრივიმოძრავე დამთვალიერებლის მარჯვნივ ღერძის გასწვრივგადაიტანე ჩანაწერილ ქიაში ზევით, ან ქვევითგადააადგილე ჏ირიქ არსებული სეგმენტიგადატანა და მიერთებაგადმოიტანე არე აქგამოიტანე აქტივი ნებისმიერი კატალოგიდანგადაიტანე აქტივი კატალოგშიგამოიტანე აქტივები ნებისმიერი კატალოგიდანგადაიტანე აქტივები კატალოგშიგადაიტანე კოლექციამდეგადაადგილება კოლექციებს შორისჩამოწიე ბოიდის წესი სიაშიაწიე ბოიდის წესი სიაშიჩამოწიე ბოიდის მდგომარეობა სიაშიაწიე ბოიდის მდგომარეობა სიაშიგადაიტანე ძვლები კოლექციაშიამოძრავე UDIM-ების მიხედვითამოძრავე დინამიკური ბადის მიხედვითამოძრავე პიქსელების მიხედვითგადაიტანე კატალოგი {} {}-შიგადაიტანე კატალოგი {} იერარქიის ზედა დონეზეჩამოწიე ბორკილი ბორკილთა სტეკშიაწიე ბორკილი ბორკილთა სტეკშიგადააადგილე მიმდინარე კადრი წინ/უკან მოცემული რიცხვითამოძრავე კურსორი ტექსტშიგადააადგილე კურსორის პოზიციაგადაიტანე კურსორი პოზიციის ტიპზეგადააადგილე წირები ისე, რომ პირველი წერტილი ზუსტად ზედაპირის მეშზე იყოსმოძრაობის მიმართულებაჩამოწიე ეფექტი სტეკშიაწიე ეფექტი სტეკშიაიტანე, ან ჩამოიტანე ექსპორტერი სიაშიიმოძრავე უფრო ჊ჼარა (სიარულით, ან ფრენით)ერთდროულად რამდენიმე ერთეულით წინ გადადიგადაიტანე კადრი რედაქტირების მომდევნო, ან უწინდელ წერტილთანგადააადგილე ბადის მნიშვნელობები ქი჊ჼარიქ ველში რიცხვითი ინტეგრაციის გამოყენებითთავისუფლად ამოძრავე ახლად დამატებული წერტილის სახელურიგადააადგილე სახელურები სფლაინის დახურვის შემდეგგადააადგილე შენატანი და გამონატანი მოდიფიკატორიდან ახალი კვანძთა ჯგუფშიგადაიტანე კოლექციაში (Ctrl დასაკავშირებლად)გადაიტანე კოლექციაში (Ctrl დასაკავშირებლად, Shift დასაქვემდებარებლად)ჩამოწიე ინსტანციის ობიექტი სიაშიაწიე ინსტანციის ობიექტი ქიაში ზემოთმიკვრის ანაწყობები ზემოქმედებს გადაადგილებაზეგადააადგილე შრე ქიაში, უფრო ქვემოთ მდებარე შრეები გადააწერს მონაცემებს უფრო ზემოთ მდებარეებისასჩამოწიე მოდიფიკატორი სტეკშიგადაიტანე მოდიფიკატორი სტეკში ზევით-ქვევითაწიე მოდიფიკატორი სტეკშიგადაიტანე კვანძის ფონიგადააადგილე კვანძები და მიაერთე ჩარჩოსგადაიტანე გეომეტრია ობიექტის სათავესთანგადააადგილე ობიექტის სათავე 3D კურსორის პოზიციაზეობიექტების გადატანა კოლექციაშიგადაიტანე ობიექტები ახალ კოლექციაშიჩამოწიე ნაწილაკის სამიზნე ქიაში ქვემოთაწიე ნაწილაკის სამიზნე ქიაში ზემოთწერტილები გზიდან ჩამოიცილე, ვარცხნის მსგავსადგადააადგილე არჩეული არეს ნაპირებიგადააადგილე მონიშნული ფაილები ნაგავში, ან სანაგვე ურნაშიგადაიტანე მონიშნული საგნებიგადაწიე მონიშნული საგნები გარე მიმართულებით, სფერულ ფორმაზე გეომეტრიული ცენტრის ირგვლივგადააადგილე მონიშნული საკვანძო ფაზები შუალედურ პოზიციაზე მხებ სოლებთან შეფარდებითგადაიტანე მონიშნული კვანძები კვანძთა რედაქტორის შუაგულშიმონიშნული ობიექტების ლოკალური ხედიდან გატანაგადააადგილე მონიშნული სცენის მარკერები აჼტიურ ქმედებაზე, როგორც ლოკალური პოზის მარკერებიგადააადგილე ფორმის მონიშნული სოლები ქიაში ზევით/ქვევითჩამოწიე მონიშნული ლენტები ერთი ბილიკით ქვემოთ, თუ ადგილი არისგადაიტანე მონიშნული ლენტები ერთი ბილიკით ზემოთ, თუ ადგილი არისგადააადგილე მონიშნული მონასმები სხვა შრეზეგადაწიე დროის მონიშნული მარკერ(ებ)იგადაიტანე მონიშნული ახალ შრეზეიმოძრავე უფრო ნელაგადააადგილე ლენტების დასაწყისი განსაზღვრულ დროზეგადაიტანე ლენტები ისე, რომ გარდაქმნილი ლენტები მოერგოსმონასმების ოდნავ კამერისკენ გადაადგილება მოკვეცის თავიდან ასაცილებლად, სარკმლისთვის სიღრმის შენარჩუნებითგადააადგილე ტექსტურის სლოტები ზევით-ქვევითგადააადგილე 3D კურსორი მონიშნული ვ. რ. ორიენტირთანგადაიტანე ანოტაციის შრე ქიაში ზევით/ქვევითგადააადგილე აჼტიური ფერი ქიაში ზემოთ/ქვემოთგადაიტანე გრიზ ფენსილის აჼტიური შრე, ან ჯგუფიაწიე/დაწიე აჼტიური მონიშვნის ნაკრები ნაკრებთა სიაშიგადაიტანე აჼტიური სანიშნე ქიაში ზემოთ/ქვემოთგადაიტანე აქტიურლი შტრი჎იქ სეგმენტი ზემოთ, ან ქვემოთჩამოწიე აჼტიური ჩანაწერიაწიე აჼტიური ჩანაწერიგადაიტანე აჼტიური შრე ქიაში ზემოთ/ქვემოთგადააადგილე აჼტიური მასალა ზემოთ/ქვემოთ სიაშიგადააადილე აჼტიური დროის სეგმენტი ზემოთ, ან ქვემოთაწიე/ჩაწიე ქიაში წვეროთა აჼტიური ჯგუფიგადააადგილე კამერა ისე, რომ მონიშნული ობიექტები ჩარჩოში მოაქციოგადააადგილე კლონის პირველწყარო გამოსახულებაგადაიტანე მოსაზღვრე წვეროს ახლოს მყოფი სახელურითავისუფლად ამოძრავე სამართავი წერტილის აჼტიური სახელურიგადაიტანე ამჟამად მონიშნული ხაზ(ებ)ი ზევით/ქვევითამოძრავე კურსორი და ამასთან ერთად მონიშნეგადაიტანე მთლიანი წერტილი თავისი სახელურების გამოყენებითამოძრავე სახელური თავისი ამჟამინდელი დახრილობის კუთხის გასწვრივგადაიტანე ინსტანციები წახნაგის ცენტრისკენგადაიტანე საკვანძო ფაზები მედიის გასწვრივგადააადგილე მოდიფიკატორი მოდიფიკატორთა სიაშიაამოძრავე თაგვი დინტოპოს დეტალების ზომის შესაცვლელად. მარცხენა ღილაკი: ზომის დადასტურება, ESC/მარჯვენა ღილაკი: გაუქმება, SHIFT: სიზუსტის რეჟიმი, CTRL: ნიმუშის დეტალის ზომაგადაიტანე მონიშნული სლოტები ახლად შექმნილ ქმედებაშიხედის გადაადგილებახედის გადაადგილება მონიშნული ობიექტების ჩარჩოში მოსაქცევადმიმდინარე კადრის ხედზე გადასვლაგადაიტანე ხედი მონიშვნის ცენტრთანგადატანა კოლექციაშირეკურსიული გადატანა კოლექციაშიგადატანა თავშიგადატანა ბოლოშიშრეზე გადატანაგადატანა ძვალთა ახალ კოლექციაშიგადატანა ახალ კოლექციაშიგადატანა ახალ შრეზეგადაინაცვლე მეზობლების შუაგულში და დაამთხვიე სიჩქარე მათსასგადაინაცვლე მომდევნო საქაღალდეზეგადააადგილე მშობელ საქაღალდეშიგადაიტანე მშობელ კვანძოვან ხეში, მოაცილე ჯგუფიდანგადააადგილე წინა საქაღალდეშიგადაიტანე მაღალი დონის გეომეტრიის ინსტანციები ლოკალურ, ან გლობალურ სივრცეშიგარდაქმნილი ლენტები გადაიტანე უახლოეს თავისუფალ ადგილზე პირგადადების გადასაწყვეტადამოძრავე წვეროები X ღერძზეამოძრავე წვეროები Y ღერძზემეტი წვერო დუბლიკატი გროვის ცენტროიდისთვის, წინააღმდეგ შემთხვევაში გამოიყენება ცენტროიდთან მდებარე უახლოესი წვერო.გადაიტანე {} {}-იქ ზემოთგადაიტანე {} {}-იქ ქვემოთგადაიტანე {} {}-შიგადაიტანე {} {} {}-იქ ზემოთგადაიტანე {} {} {}-იქ ქვემოთგადაიტანე {} {} {}-შიარიქ გადატანა/შეერთება/დამაგრებაარეს გადატანა/გაყოფაიმოძრავე/მოუხვიე VR მაჩვენებელთან, ან კონტროლერთან შეფარდებაში%i სლოტი გადატანილია აჼტიური ობიექტის ქმედებაშიგადატანილი ლენტი უკვე მოცემულ მეტა ლენტშიაგადატანილი ლენტი მოცემული მეტა ლენტის მშობელიამოძრაობაგადააქვს მონიშნული არმატურების `დამალვის` თვისების ყველა F-჏ირი ობიექტის ქმედებაში. ეს ოპერაცია მხოლოდ პირველ შრესა და ქმედების ლენტზე ჩატარდებადააშორე დაფიქსირების წერტილები ზედაპირებს არტეფაქტების თავიდან ასარიდებლადვიდეოვიდეო კლიპივიდეო კლიპის რედაქტორივიდეო კლიპის პროქსივიდეოკლიპის მომხმარებელივიდეო კლიპების მონაცემთა ბლოკებივიდეო კლიპი, ადევნების მონაცემების მისაღებადვიდეო კლიპებივიდეოს გამრუდებავიდეო ფაილივიდეო ფაილებიკინოფორმატიფილმის ობიექტებიფილმის სიბრტყის კვლებიკინოლენტივიდეოს ადევნების საექსპოზიციო ფურცელივიდეოს ადევნების მარკერებივიდეოს თვალის დევნების სიბრტყის მარკერის მონაცემებივიდეოს თვალის დევნების სიბრტყის მარკერებიფილმის ბილიკებივიდეო კლიპი, რომელიც აისახება და რედაქტირდება ამ სივრცეშივიდეო კლიპი ვერ მოიძებნავიდეო კლიპი, რომელსაც ეს ლენტი იყენებსვიდეო კლიპი, რომლიდანაც თვალის დევნების მონაცემები უნდა იყოს გამოყენებული, დაყენებული არაავიდეო ფაილიკინოლენტივიდეოს თვალის დევნების კამერის მონაცემებივიდეოს თვალის დევნების მონაცემებივიდეოს თვალის დევნების მარკერის მონაცემებივიდეოს თვალის დევნების ობიექტის მონაცემებივიდეოს ასადევნებელი ობიექტივიდეოს ასადევნებელი ობიექტი მისაყოლად (თუ ცარიელია, კამერის ობიექტი გამოიყენება)ვიდეოს ადევნების სიბრტყის კვალის მონაცემებივიდეოს თვალის დევნების რეკონსტრუირებული კამერის მონაცემებივიდეოს თვალის დევნების რეკონსტრუქციის მონაცემებივიდეოს ადევნების ანაწყობებივიდეოს თვალის დევნების სტაბილიზაციის მონაცემებივიდეოს თვალის დევნების კვალის მონაცემებივიდეოს ასადევნებელი კვალივიდეოკლიპიაქტიური ბილიკიანოტაციის წყაროშეკვრაკლიპისაექსპოზიციო ფურცელიგრაფიკიორიგინალის შენარჩუნებამარკერიმარკერებინიღაბირეჟიმისიბრტყის კვალისიძლიერეთვალის დევნებადაფიქსირებახედივიდეოკლიპის ლენტივიდეო კლიპის მონაცემთა ბლოკი, რომელიც გარეგან ვიდეო ფაილზე მიუთითებსვიდეოს ადევნება '%s' ვერ მოცილდებაფილმებს, ან გამოსახულებათა თანამიმდევრობებს შეფუთვის მხარდაჭერა არ გააჩნიამოძრაობის დაკავებამოძრაობის შეკავების საკვანძო ფაზამოძრაობის შეკავების საკვანძო ფაზა მონიშნულისაგნების თაგვით გათრევის მეშვეობით გამოძრავება დასტურდება ღილაკის აშვებისასთგვმოძთგვ-პანორამირებათგვ-ბრნთგვ-ჭკვ-ზუმითგვქვემოძთგვ-ზუმიამ ტიპისთვის Mtex არ მოიძებნამრავალკადრიანიმრავალი შენატანიმრავალი შენატანის დალაგების IDმულტი მოდიფიკატორიმრავალი რეაქციამრავალკამერიანი სისტემა, ინდივიდუალურად არეგულირებს კამერებსმრავლობითი ბორკილი, შ.კ. ამომხსნელი მდგომარეობის შენახვითმრავალშრიანი EXRმრავალ-ხატვამრავალ-ხედიმრავალსიტყვიანი არამკაფიო ფილტრიმრავალ-სიტყვიანი დამთხვევის ძიებამრავალკადრიანი რედაქტირებამრავალმასშტაბიანი თმის გაბნევის მოდელი Huang et al. 2022-იქ მიერ, შესაფერისია ახლო და შორ მანძილებზე დათვალიერებისთვის, აქვს ოვალური განივი კვეთების მხარდაჭერა და უფრო ზუსტი შუქციმი პირდაპირი გაბნევის მიმართულებებზე.მულტითაჩის ჟესტებიმრავალკამერიანი მონიშვნის ლენტიმრავალკამერიანის წყაროს არხიმულტიფრაქტალიმრავალკადროვანიმრავალშრიანიმულტიხატვის ჯგუფი დაბლოკილია, გაუქმებამრავალი ქეშირამდენიმე ძრავარამდენიმე წახნაგიმრავლობითი მნიშვნელობარამდენიმე მნიშვნელობის ნიმუშიმრავალმნიშვნელობიანი სემპლირებამრავალჯერადი გაბნევარამოდენიმე ზამბარამრავალი მონასმირამოდენიმე ხედიერთი და იგივე სახელიანი რამდენიმე დანამატია ნაპოვნი!შესაძლებელია ფაილის რამდენიმე დამმუშავებლის გამოყენება, ჩამოშალე, რათა აირჩიო, რომელი გამოიყენოგამოსახულების რამდენიმე ფაილი, თანამიმდევრობადრამდენიმე გამოსახულება იდენტურ მისამართზე ვერ შეინახება: "%s"მრავალმნიშვნელობიანი სემპლირება გამოიყენება პირდაპირი სინათლის წვლილების დასაკომბინირებლად მომდევნო მოვლენის სავარაუდო დადგენიდან და გზების პირდაპირი მიდევნებიდანცის მრავალჯერად გაბნევიანი მოდელი (უფრო ზუსტი)რამდენიმე მონასმი ერთდროულად ჩნდება/ქრებაგამრავლების კოეფიციენტი ქ჏რაფი და ნელი მოდიფიკატორების გამოყენების დროსგამრავლებადიგამრავლებულია დასაწყისით/დასასრულით დამატებითი წერტილების ჯამური რაოდენობისთვისმამრავლიმამრავლი გეომეტრიის უჯრედებად დაყოფის სიხშირისთვის კამერის ხედის მიღმა. ობიექტების უჯრედებად დაყოფის სიხშირე კამერის ხედისგან დაშორებასთან ერთად თანდათან იმატებს. უფრო დაბალი მნიშვნელობები აღმატებული ჎არიქ჎იქ ანარეკლებსა და ჩრდილებს იძლევა ეკრანს მიღმა ობიექტებისთვის, ხოლო უფრო მაღალი მნიშვნელობები ნაკლებ მეხსიერებას იყენებსმამრავლი თითო ობიექტის ადაპტირებადი დაყოფის კერძო ზომისთვისმამრავლი თითო ობიექტის ადაპტირებადი დაყოფის კერძო ზომისთვის სარკმელშიმამრავლი მონიშნული ველის ფერის რუკამდე მასშტაბირებისთვისმამრავლი ვექტორთა მასშტაბირებისთვის3D ხედსა და ბადის ხაზებს შორის მანძილის მამრავლისიმაღლის მნიშვნელობის მამრავლი ამობურცულობის რუკისთვის ზოგადი მანძილის საკონტროლებლადმამრავლი ახალი მონასმების სიძლიერისთვისმამრავლი ახალი მონასმების სისქისთვისტალღის ზეგავლენის მამრავლი ამ ფუნჯისთვისდიამეტრის თვისებების მამრავლიდაბრკოლების ქი჊ჼარიქ მამრავლიმამრავლი პირველწყაროს ქი჊ჼარიქა, რომელიც დენად გარემოს გადაეცემა (პირველწყაროს სიჩქარე არა-ნულია, მხოლოდ თუკი ობიექტი მოძრაობს)მამრავლი, რომელიც გამოიყენება ქი჊ჼარიქ ვექტორთა სიდიდეების გასაკონტროლებლად დროის ეფექტებისთვისგამრავლებაგამრავლება შეკრების რეჟიმიალფას გამრავლებაგაამრავლე დ-ძვლის მასშტაბირების შეპარების არხები სახელურების დასაწყისების ლოკალური მასშტაბის სიდიდეზე. ეს კეთდება მასშტაბირების მილევის ჏ირიქ ვარიანტის შემდეგ და არ განიცდის მის ზეგავლენას.გაამრავლე დ-ძვლის მასშტაბირების გამოპარების არხები სახელურების დაბოლოებების ლოკალური მასშტაბის სიდიდეზე. ეს კეთდება მასშტაბირების მილევის ვარიანტის შემდეგ და არ განიცდის მის ზეგავლენას.ფერების გამრავლებასიღრმის გამრავლებამამრავლიმასის გამრავლება ზომაზემატრიცების გამრავლებაგამრავლების რეჟიმიგამრავლების მოდიფიკატორინორმალის გამრავლებაR-იქ გამრავლებაგამრავლების ლენტიგაამრავლე წვეროთა ჯგუფ A-ქ წონები წვეროთა ჯგუფ B-ისაზეგადაამრავლე წვეროების ჯგუფი გარსზეწონების გამრავლებაგაამრავლე ალფა ფერების არხებთან ერთადგაამრავლე ფუნჯის ზეგავლენა ქი჊ჼარიქ ფერადი გრადიენტის ალფაზეგაამრავლე ფუნჯის გადაკვეთის სიღრმე (გადანაცვლება, ტალღები) ქი჊ჼარიქ გრადიენტის ალფაზეგაამრავლე ფერი ალფაზე (რეკომენდირებულია Blender-იქ შემომავალი ფაილებისთვის)გაამრავლე ფერის არხები ორი ვიდეოდანგაამრავლე კომპონენტების მნიშვნელობები ერთმანეთზეგაამრავლე ძალა 1/მანძილი²-ზეხაზის სიგრძის გამრავლება ნაწილაკის სისწრაფეგაამრავლე მასა ნაწილაკების ზომაზეგაამრავლე ნორმალის ვექტორი მონიშნულზეგაამრავლე პოზიცია და მოხაზულობა ინტენსიურობაზეგაამრავლე ჩაწერილი ხატვის სისწრაფე ამ კოეფიციენტითგაამრავლე წყაროსა და დანიშნულების მნიშვნელობები მოცემული მიჯნის კოეფიციენტად გამოყენებითგაამრავლე დ-ძვლის შეპარების არ჎ი ქა჏ყიქი სახელურის ლოკალურ Y მასშტაბის სიდიდეზე. ეს ხდება მასშტაბირების მილევის ვარიანტის შემდეგ და არ განიცდის მის ზეგავლენას.გაამრავლე დ-ძვლის გამოპარების დამაბოლოვებელი სახელურის ლოკალურ Y მასშტაბის სიდიდეზე. ეს ხდება მასშტაბირების მილევის ვარიანტის შემდეგ და არ განიცდის მის ზეგავლენას.გაამრავლე გამოთვლილი წონები წვეროთა ჯგუფში არსებულ მნიშვნელობებზეგაამრავლე სცენის მიმდინარე კადრი ამ მამრავლზეგაამრავლე ლენტის მიმდინარე სისწრაფე ამ რიცხვზე, ან დაიტანე მიმდინარე კადრი ამ კადრზეგაამრავლე ინტერპოლაციის მიერ გამოყენებული ფილტრის ზომაგაამრავლე მილევის ჏ირიქ საბოლოო სიდიდეები მასშტაბირების შეპარება/გამოპარების Y კოეფიციენტებზეგაამრავლე შემავალი გამოსახულების RGBA არხები ალფას შემავალ მნიშვნელობაზეგაამრავლე ინსტანციების მასშტაბი კოეფიციენტზე, მხედველობაში მიღებული წახნაგის ფართობის კალიბრაციისთვისგაამრავლე თითოეული პიქსელის ინტენსიურობაგაამრავლე ორიგინალი სიგრძე კოეფიციენტზეგაამრავლე სფლაინის წერტილის რადიუსი დავიწროების რადიუსზეგაამრავლე გარდაქმნის მატრიცებიგარსით გაამრავლე წონები ყველა ძვალზე, ნაცვლად წვეროების ჯგუფზე დაფუძნებული შეზავების მსგავსად მოქმედებისა. განსაზღვრული წონები მაინც გამოიყენება, და მხოლოდ ჩამოთვლილი ძვლები განიხილება.გაამრავლე ქიქ჏რაფიქ კოეფიციენტზემრავალგარჩევადობამრავალგარჩევადობის მოდიფიკატორიმრავალგარჩევადობის მონაცემების ცხობა მრავალგარჩევადობიან ობიექტს საჭიროებსმრავალგარჩევადობის მოდიფიკატორმა შეცდომა დაბრუნა, გამოყენება გამოიტოვებამრავალგარჩევადობამრავალგარჩევადობის მეშის მოდიფიკატორიმულტიგაბნევის GGXმასგრეივიმუსიკაწვეროს მონიშვნის რეჟიმში უნდა იყოსშ.კ. ბორკილის დასამატებლად აჼტიური ძვალი უნდა ჰქონდესმეტი სამართავი წერტილი უნდა ჰქონდეს, ვიდრე რიგითობაჩახშობაჩაახშე მონიშნული/მოუნიშნავი ლენტებიჩანაწერის ჩახშობაჩაახშე არხიჩაახშე განვრცობილი ანაწყობები მოდიფიკატორისთვისჩაახშე ჩანაწერია და მის მაგივრად შავი ფონი აჩვენეჩაახშე, ან აუწიე მონიშნულ ლენტებსსპიკერის გაჩუმებაამ მოდიფიკატორის ჩახშობაჩაახშე მოუნიშნავი ლენტები და არა მონიშნულიმიყუჩებულიდახშობილი ლენტებიMux პაკეტის ზომაMux სიხშირეMux პაკეტის ზომა (ბაიტი)Mux სიხშირე (ბიტი/წამში)N-კუთხაN-სფეროს რადიუსიN-კუთხედების მეთოდიN-კუთხედებიN-კლავიში სექტორულ მენიუს ხსნის მონაკვეთთა გადასართავადNDOFNDOF ჰორიზონტის დაბლოკვაNDOF მოძრაობის მონაცემებიNDOF ხედის ნავიგაციაNDOF მოძრაობის ინფორმაცია ფანჯრების მენეჯერის მოვლენებისთვისNკუთხედის წახნაგიNკუთხედის წახნაგ-წვეროNLANLA შეფასება გააქტიურებულიაNLA ლენტიNLA ლენტი 'გადადის' მომიჯნავე ლენტებს შორისNLA ლენტის კონტროლიNLA ლენტის სახელიNLA ლენტი მომიჯნავე ლენტებისთვის კონტეინერის როლს ასრულებსNLA ლენტი აჼტიურიაNLA ლენტი უკუსვლით იკვრება (მხოლოდ როცა დროში განაწილება ავტომატურად დგინდება)NLA ლენტი მონიშნულიაNLA ლენტის რაიმე ქმედებაზე მიუთითებსNLA ლენტი წარმოადგენს ხმის მოვლენას სპიკერებისთვისNLA ლენტებიNLA ლენტები ამ NLA-ბილიკზეNLA ლენტები, რომლებისთვისაც ეს ლენტი კონტეინერის როლს ასრულებს (თუ მეტას ტიპისაა)NLA ბილიკიNLA ბილიკების სახელებიNLA ბილიკი აჼტიურიაNLA ბილიკი თავად გამოითვლება (ე.ი. აჼტიური ქმედება და ყველა სხვა NLA ბილიკი იმავე ანიმაციის მონაცემთა ბლოკში გათიშულია)NLA ბილიკი დაბლოკილიაNLA ბილიკი მონიშნულიაNLA ბილიკი ერთადერთია ამ ანიმაციის მონაცემთა ბლოკში, რომელიც გამოითვლება, ყველა დანარჩენი ჩახშობილიაNLA ბილიკებიNLA ბილიკები (ე.ი. ანიმაციის შრეები)NLA გადაკეთების რეჟიმიNLA რედაქტორის სივრცის მონაცემებიNLA სტეკი შეფასდება ამ ბლოკის შეფასებისასNLA ლენტი '%s' ბილიკში '%s' ვერ მოიძებნაNLA ლენტის F-წირებიNURBSNURBS აჼტიური U ხაზებიNURBS აჼტიური V ხაზებიNURBS U ხაზებიNURBS V ხაზებიNURBS ეწყობა U მიმართულებით. უფრო მაღალი მნიშვნელობები თითოეულ წერტილს ანიჭებს გავლენას უფრო დიდ ფართობზე, მაგრამ უფრო ცუდი შესრულება აქვს.NURBS ეწყობა V მიმართულებით. უფრო მაღალი მნიშვნელობები თითოეულ წერტილს ანიჭებს გავლენას უფრო დიდ ფართობზე, მაგრამ უფრო ცუდი შესრულება აქვს.NURBS წონანაბლასახელიგამოსაძახებელი ოპერატორის სახელი (id)სახელი შემდეგსახელების კონფლიქტისახელების ფილტრისახელი ობიექტის წყაროს შემდეგ ბოლოსართითდასახელების კონფლიქტები: სახელი ფილტრი '*'-იქ, '?'-იქა და '[abc]'-იქ იუნიქსის სტილის დროებითი ცვლადისახელი ახალი მეშის ობიექტისა და მასალისთვისსახელი ახალი ხატვის სლოტის წყაროსათვისსახელი ახალი წინასწარი კონფიგურაციისთვისსახელი ახალი ფუნჯის აქტივისთვისსახელი ახალი პოზის აქტივისთვისსახელი ჩატვირთული გამოსახულებიდანსახელი უკვე გამოიყენება. მონაცემთა მეორე ბლოკს სახელი ‘%s’-ით შეეცვალაქმედებათა იმ ჯგუფის სახელი, რომელსაც უნდა მიენიჭოს ანაწყობ(ებ)ი ამ მისამართისთვისამოსალაგებელი ID ბლოკის სახელისაკაუჭე მშობელი ძვლის სახელი (თუ მიესადაგება), ასევე ხელახლა გამოითვლის და ასუფთავებს აცდენასსამიზნედ გამოსაყენებლი პოზის ძვლის სახელიფორმის სოლის სახელიUV რუკის სახელისახელი წვეროთა ჯგუფისა, რომელიც ანკერებს განსაზღვრავსიმ წვეროთა ჯგუფის სახელი, რომელიც განსაზღვრავს მოდიფიკატორის ზეგავლენას თითოეულ წერტილზეწვეროს ფერის შრიქ სახელიფაილის, ან დირექტორიის სახელი ფაილების სიაშიძვალთა დასამატებელი კოლექციის სახელი. ეს მხოლოდ მაშინ გადაეცი, თუ ძვალთა ახალი კოლექციის შექმნა და მონიშნული ძვლების მისთვის მიკუთვნება გინდა. არსებული კოლექციისთვის მისაკუთვნებლად ამ პარამეტრს ნუ მოიცავ და გამოიყენე collection_indexძვალთა დასამატებელი კოლექციის სახელი. ეს მხოლოდ მაშინ მიაწოდე, თუ ძვალთა ახალი კოლექციის შექმნა და მონიშნული ძვლების მასში გადატანა გინდა. არსებულ კოლოექციაში გადასატანად ამ პარამეტრს ნუ მოიცავ და collection_index გამოიყენეფერის ატრიბუტის სახელიხელახლა განსასაზღვრი მოდიფიკატორის სახელიმოსაშორებელი მოდიფიკატორის სახელიახალი ატრიბუტის სახელიახალი ფერის ატრიბუტის სახელიახალი დირექტორიის სახელიახალი ნიღბის სახელინიღბის ახალი შრიქ სახელიახლად შექმნილი ჯგუფის სახელიახალშექმნილი სინათლეთა ჯგუფის სახელიქმედების მოვლენაზე გამოსაძახებელი ოპერატორის სახელი (ნათარგმნი)შეყვანის მოვლენისას გამოსაძახებელი ოპერატორის (ნათარგმნი) სახელიმშობელი ძვლის სახელი ძვლების ურთიერთდაქვემდებარების შემთხვევაშიმშობელი ძვლის სახელი. გამოიყენება მხოლოდ მაშინ, როცა მშობელი ობიექტი არმატურაა.იმ მშობელი ობიექტის სახელი მითითებულ მონაცემთა ბლოკში, რომლისადმიც ხდება დაქვემდებარებაიმ მშობლის ქვეობიექტის სახელი მითითებულ მონაცემთა ბლოკში, რომლისადმიც ხდება დაქვემდებარებაერთი დასაექსპორტებელი glTF ანიმაციის სახელიგარეკანის შრიქ სახელიAOV-იქ სახელიიმ AOV-ქ სახელი, რომელშიც ეს გამონატანი ჩაწერსიმ Alembic ატრიბუტის სახელი, რომელიც მოძრაობის გადღაბნის მონაცემების წარმოსაქმნელად გამოიყენებაატრიბუტის სახელისინათლეთა ჯგუფის სახელიპალიტრის ფერიწარმოსაქმნელი UV რუკის ატრიბუტის სახელისახელი იმ წვეროთა ჯგუფისა, რომელიც განსაზღვრავს მოდიფიკატორის გავლენას თითოეულ წვეროზექმედებათა რუკის სახელიქმედებათა რუკის ბმა-კავშირის სახელიქმედებათა რუკის საგნის სახელიაქტიური იერფერის AOV-იქ სახელიიმ ატრიბუტის სახელი, რომლიდანაც გარდაქმნა უნდა იქნას გამოტანილისახელი ძვალთა კოლექციისა, რომელსაც ეს ძვალი უნდა მიეკუთვნოს; დააცარიელე ძვალთა აჼტიურ კოლექციას მისაკუთვნებლადძვალთა შესაქმნელი კოლექციის სახელისახელი ძვალთა კოლექციისა, რომლისადმი კუთვნილებაც უნდა მოვუშალოთ ძვალს; ძვალთა აჼტიური კოლექციისადმი კუთვნილების მოსაშლელად დატოვე ცარიელიამოსაღები ძვლის სახელიკოლექციისადმი კუთვნილებამოსაშლელი ძვლის სახელი; აჼტიური ძვლის გამოსაყენებლად დატოვე ცარიელიმოსანიშნი კოლექციის სახელიდასარედაქტირებელი ბორკილის სახელიაქტივის შემქმნელის სახელიმორგებული გარდაქმნის ორიენტაციის სახელიშტრიხის სეგმენტის სახელიოპერატორის მიერ გამოსაყენებელი მონაცემთა ბლოკის სახელიმოწყობილობის სახელიფაილის სახელიბადის სახელი ქი჊ჼარიქ ველის X ღერძისთვის, თუ ველი რამდენიმე ბადეზეა განაწილებულიბადის სახელი ქი჊ჼარიქ ველის Y ღერძისთვის, თუ ველი რამდენიმე ბადეზეა განაწილებულიბადის სახელი ქი჊ჼარიქ ველის Z ღერძისთვის, თუ ველი რამდენიმე ბადეზეა განაწილებულიამ ქმედების შესრულებისას გამოსაყენებელი ჰაპტიკური ქმედების სახელიკლავიშთა კონფიგურაციის სახელიკლავიშთა რუკის სახელიშრის სახელიმასალის სახელიმენიუს სახელიმოდიფიკატორის სახელისახელი მოდიფიკატორისა, რომელიც შეიცავს კვანძსდასარედაქტირებელი მოდიფიკატორის სახელიდასამუშავებელი მოდიფიკატორის სახელიახალი კოლექციის სახელიახალი მორგებული ორიენტაციის სახელიახალი შრიქ სახელიახალი შრეთა ჯგუფის სახელიახალდამატებული კოლექციის სახელიახლად შექმნილი ძვლის სახელისექტორული მენიუს სახელიმისამართის სახელის შესაქმნელად გამოყენებული წინასწარი კონფიგურაციის სახელიძვალთა მითითებული კოლექციის სახელისახელი რიგის ტიპისა, რომლის ნიმუშიც უნდა წარმოიქმნასდასარედაქტირებელი იერფერის ეფექტის სახელისლოტის სახელისლოტის სახელი, მომხმარებლის ინტერფეისში ასასახად. სლოტის მონაცემთა ბლოკის ტიპთან კომბინირებული სახელი მისი ქმედების ფარგლებში უნიკალურიაბუდის სახელიბუდის ტიპის სახელიწყაროს ფაილის სახელილენტის დასარედაქტირებელი მოდიფიკატორის სახელითემის სახელისიჩქარის ველის სახელი, ა საბაზისო სახელი, თუ სიჩქარე რამდენიმე ბადედაა გაყოფილიქაფისთვის გამოყენებული წვეროთა ფერის შრიქ სახელისახელი წვეროთა ფერების შრიქა, რომელიც შხეფების მიმართულების რუკისთვისმისამაგრებელი და გასააქტიურებელი სამუშაო სივრცის სახელიან შრეთა კოლექციის სახელი (იგივეა, რაც მისი კოლექციის სახელი)დასაექსპორტებელი წვეროს ფერის სახელიიმ წვეროთა ჯგუფის სახელი, რომელიც განსაზღვრავს ზედაპირის გამოცემის სიხშირესსახელების, ან ტეგების ფილტრისახელი, რომლის ასახვაც შეიძლება UI-ში ან ელემენტისთვისსახელი, რომელი განაწილებულია მითითებულ მონაცემთა ბლოკზედასკრიპტულ გამოსახულებებში/ფუნქციებში გამოსაყენებელი სახელი (გამოტოვებები და წერტილები არ დაიშვება, უნდა იწყებოდეს ასო-ბგერით)ამ ზედაპირიდან გამომავალი შედეგის შესანახი სახელისახელი: {:s}სახელდებული ატრიბუტისახელდებული ატრიბუტებისახელიანი ჯგუფისახელდებული შრიქ მონიშვნასახელდებული შრიქ კვანძისახელებისახელთა სივრცესახელდების კომპონენტები გარემომცველი წინაღობის რუკებისთვისსახელდების კომპონენტები ალფა რუკებისთვისსახელდების კომპონენტები საბაზისო ფერის რუკებისთვისსახელდების კომპონენტები ამობურცულობის რუკებისთვისსახელდების კომპონენტები გადანაცვლების რუკებისთვისსახელდების კომპონენტები გამოცემის რუკებისთვისსახელდების კომპონენტები პრიალის რუკებისთვისსახელდების კომპონენტები ლითონურობის რუკებისთვისსახელდების კომპონენტები ნორმალების რუკებისთვისსახელდების კომპონენტები სიხეშეშის რუკებისთვისსახელდების კომპონენტები სპეკულარობის რუკებისთვისსახელდების კომპონენტები გავლის რუკებისთვისნანომეტრებინანოვატებივიწრო ზოლის სიგანესივიწროვებუნებრივიხატვის ბუნებრივი სისწრაფენატურალური ლოგარითმიგადაფურცლვის ბუნებრივი მიმართულებანავიგაციანავიგაციის გიზმოსანავიგაციო გიზმოს ზომაგადადი საქაღალდეებში მათზე არა ორჯერ, არამედ ერთხელ დაწკაპუნებითგაიკვლიე გზა VR სცენაში კონტროლერებით ჩაბღაუჭების მეშვეობითნავიგაციაუკანკონტროლერის წინქვევითწინმარცხნივრეჟიმიმარჯვნივმოტრიალება მარცხნივმოტრიალება მარჯვნივზევითდამთვალიერებლის უკანდამთვალიერებლის წინდამთვალიერებლის მარცხნივდამთვალიერებლის მარჯვნივსანავიგაციო ზოლინავიგაციის სამართავებინავიგაციის მდებარეობანავიგაციის რეჟიმინავიგაციის ბრუნვანავიგაციის მასშტაბინავიგაციის/ჩანართების ფონიNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofუკანNdofDomNdofჩასმაNdofწინNdofიზო1Ndofიზო2NdofმენიუNdofმოძNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofხედი1Ndofხედი2Ndofხედი3Ndof←Ndof↑Ndof→Ndof↓ახლოსახლო სიბრტყეახლო სისქეჩრდილის კამერის ახლო მანძილის მოკვეცაახლო ველის თმის გაბნევის მოდელი Chiang et al. 2016-ისგან, შესაფერისია ახლო ხედებისთვის, მაგრამ შორ მანძილზე უფრო ხმაურიანი ხდება.უახლოესიუახლოესი კუთხე და საუკეთესოდ შესაბამისი წახნაგის ნორმალიუახლოესი კუთხე და ყველაზე შესაბამისი ნორმალიუახლოესი წახნაგის უახლოესი კუთხეუახლოესი წიბოუახლოესი წიბო ინტერპოლირებულიუახლოესი წიბოს წვეროუახლოესი წახნაგიუახლოესი წახნაგის წიბოუახლოესი წახნაგი ინტერპოლირებულიუახლოესი წახნაგის წვეროუახლოესი მეზობელიუახლოესი პიქსელიზედაპირის უახლოესი წერტილიუახლოესი წვეროუახლოესი წვეროებიკისრის პოზიციაკისრის დასაწყისის პოზიციასიბრტყის შესაქმნელად საჭიროა სულ ცოტა 4 მონიშნული წერტილის კვალისაჭირონემსისაჭიროა სულ ცოტა ერთი წყვილი მოსაზღვრე მონიშნული ლენტი შუალედითმოცულობის გაბათილებაგააბათილე ზეგავლენა მოცულობის შიგნითსწორების ღერძის გაბათილებაგააბათილე წვეროთა ჯგუფის მოგროვების ეფექტიგააბათილე წვეროთა ჯგუფის სიმჭიდროვის ეფექტიგააბათილე წვეროთა ჯგუფის ველის ეფექტიგააბათილე დახვევის წვეროთა ჯგუფის ეფექტიგააბათილე წვეროთა ჯგუფის სიგრძის ეფექტის გაბათილებაგააბათილე წვეროთა ჯგუფის ბრუნვის ეფექტიგააბათილე წვეროთა ჯგუფის სიხეშეშის ეფექტი 1გააბათილე წვეროთა ჯგუფის სიხეშეშის ეფექტი 2გააბათილე წვეროთა ჯგუფის სიხეშეშის დაბოლოების ეფექტიგააბათილე წვეროთა ჯგუფის ზომის ეფექტიგააბათილე წვეროთა ჯგუფის მხების ეფექტიგააბათილე წვეროთა ჯგუფის მოგრეხვის ეფექტიგააბათილე წვეროთა ჯგუფის ქი჊ჼარიქ ეფექტიგაბათილებაუარყოფითიუარყოფითი ღერძინეგატიური კადრებიუარყოფითი კადრები გაცურდება, ან მოიკვეცებაუკუღმა მხარეებიუარყოფითი X ღერძიუარყოფითი Y ღერძიუარყოფითი Z ღერძიუარყოფითი ექსპონენტი წებოვანობის მნიშვნელობისთვის (მცირე მნიშვნელობების შეყვანის გასამარტივებლად, მაგ.: 5*10^-6)მეშის უარყოფითი დაგლუვებაწვეროს უარყოფითი ინდექსი vertex_indices_set-შიმეზობელი ინდექსიმეზობლის უარყოფამეზობლის მიჯნაარცერთ კვანძს არ აქვს გამონატანიჩადგმულიკვანძის ჩადგმული idკვანძთა ჯგუფის საკუთარ თავზე დაქვემდებარება დაუშვებელიაქსელიქსელთან დაკავშირების ლიმიტიქსელის ტაიმაუტინეიტრალურიგადანაცვლების ნეიტრალური მნიშვნელობა, რომელიც გადანაცვლებას არ იწვევს. უფრო დაბალი მნიშვნელობები იწვევს ზედაპირის მოძრაობას შიგნითკენ, უფრო მაღალი მნიშვნელობები ზედაპირს გარეთ აწვებაარასდროსარასდროს არაფერიარასდროს შეცვალო ჩანართები მონახაზში ხატულაზე დაწკაპუნებისასარასოდეს ჩაკეცო ახალი შერწყმული კვანძებიახალიახალი კატალოგიახალი წირების დაგლუვების რეჟიმიახალი წირების ხელსაწყოებიახალი მონაცემებიახალი F-჏ირიქ ფერები - XYZ-დან RGB-შიახალი მახასიათებლებიახალი ფაილიახალი ჯგუფიახალი სახელურების ტიპიახალი IDახალი ID-ქ სესიის uid , რომელზეც უნდა გადანაწილდეს მონიშნული ID-ების ყველა მომხმარებელიახალი გამოსახულებაახალი საგანიახალი საკვანძო ფაზის ტიპიახალი შრეახალი ობიექტიახალი ობიექტებიახალი მისამართიახალი წინასწარი კონფიგურაციაახალი UV რუკაახალი ფანჯარაძვლის ახალი სახელი არსებულ წვეროთა ჯგუფის სახელთან კონფლიქტში მოდის, წვეროთა ჯგუფის სახელები უცვლელია. (%s::%s)ახალი გადანაცვლება გროვდება არსებულის ზემოდანახალი ეფექტი ნაკლებ, ან მეტ შენატანს იღებსახალი იმპლემენტაცია ხელმისაწვდომი 2.8-იდანახალი სოლები ბეზიეს ტიპის იქნებაახალი სოლები მუდმივი იქნებაახალი სოლები წრფივი იქნებაახალი ხაზები მხარდაუჭერელია, გამოიძახე ეს ოპერატორი რამოდენიმეჯერახალი სახელი მარკერისთვისახალი სემპლირების მნიშვნელობა გამოსაყენებელი შემდგომი მოდიფიკატორებისათვისდროში ხელახლა განაწილებული სეგმენტის ახალი სისწრაფეახალი მონასმი მონიშნული წერტილებისგან/მონასმებისგანახალი მონასმები იხატება შრეში არსებული ყველა მონასმის ქვეშახალშექმნილი წვერო ცურდებანიუტონისშემდეგიმომდევნო ასონიშანიმომდევნო წიბოს ინდექსიშემდეგი წარუმატებელიშემდეგი საკვანძო ფაზაშემდეგი ხაზიმომდევნო მარკერიმომდევნო კვანძიშემდეგი გვერდიმომდევნო ლენტიმომდევნო წვეროს ინდექსიმომდევნო სიტყვამომდევნო შეზავების ტიპი/ოპერაციამომდევნო ელემენტი დამალულიაშემდეგი, ან მონიშნულიმომდევნო აკრეფილი ასონიშანი წინაზე გაივლის, განსაკუთრებული სიმბოლოების შეყვანისთვისმომდევნო-მოვლენის სავარაუდო დადგენაNlaლენტიNlaბილიკიNla თრექი '%s' ვერ მოცილდაფაილში %r 'Connections' ვერ მოიძებნაფაილში %r 'GlobalSettings' ვერ მოიძებნაფაილში %r 'Objects' ვერ მოიძებნა'შეფარდებითი' ობიექტი ნაპოვნი არაა, დააყენე, ან დარწმუნდი, რომ აჼტიური ობიექტი არსებობსტექსტურის აქაქა჎ი (ჩაუმაგრებელი) თვისებების რედაქტორი ნაპოვნი არაა3D სარკმელი, რომლიდანაც გამოსახულება უნდა შეიქმნას, არ არსებობსქმედების არცერთი სლოტი არაა მიკუთვნებული, ამიტომ გასაუქმებელი მიკუთვნებაც არ არსებობს.blend ფაილში ქმედებები არაააჼტიური ქმედება არაააჼტიური კონტექსტი არ არისარცერთი AnimData ბლოკი არაა გადაკეთების რეჟიმში იქიდან გამოსასვლელადარცერთი AnimData ბლოკი არაა, რომლისთვისაც გადაკეთების რეჟიმში შესვლა შეიძლებაგანკბილვის გარეშეარავითარი აქტივების გადათრევააქტივების ინდექსირების გარეშეაუდიოს გარეშეარც ერთი ძვალი არაა აქტიურიარანაირი ცვლილებამონაკვეთების დაკავშირების გარეშეთანამთხვევის გარეშეწირები მოუნიშნავიაარავითარი ციკლებიმონაცემთა ბლოკი არ არისმონაცემთა ბლოკის შეფუთვის გარეშეგანქარწყლების გარეშეეილერის ბრუნვის შესასწორებელი F-წირები არ არისეილერის ვერცერთი ბრუნვა ვერ შესწორდაეილერის ვერცერთი ბრუნვა ვერ შესწორდა, დარწმუნდი, რომ ყოველ ბრუნვას აქვს სოლები ყველა კომპონენტისთვის და რომ მათთვის F-წირები მიყოლებითაა XYZ თანმიმდევრობით და მონიშნულიასაკვანძო ფაზების დასამატებელი F-჏ირი არ არსებობსდასაკოპირებელი F-მოდიფიკატორები მიუწვდომელიაჩასასმელი F-მოდიფიკატორები არ არისარანაირი შეტრიალებაგიმბალის გაჭედვის გარეშეგრიზ ფენსილის მონაცემები არააგრიზ ფენსილის სახატავი კადრი არ არისგრიზ ფენსილის წონების დასახატი კადრი არ არსებობსსცენაში არც ჯგუფის გამონატანი არსებობს და არც ფაილისID ბლოკი და/ან AnimData, რომლიდანაც საკვანძო ფაზა უნდა წაიშალოს, არ არსებობსარანაირი გადაკვეთასაგნები არაასაგნები ხელმისაწვდომი არააჩასოლვის არც ერთი ნაკრები არაა აქტიურიბიბლიოთეკის უკუგდების გარეშეულიმიტომასალები არ არისშერწყმის გარეშეახალი ბორკილი არ არისაცდენის გარეშეგამონატანი არ არსებობსავტორესინქრონირების უკუგდების გარეშეთვისებების გარეშეარცერთი RNA მიმთითებელი არაა ხელმისაწვდომი, რომლიდანაც საკვანძო ფაზების მნიშვნელობების გამოტანა შეიძლებაამ F--წირიდან მნიშვნელობების გამოსატანი RNA მიმთითებელი ხელმისაწვდომი არააბოლოდროინდელი ფაილები არაახელახალი პროეცირების გარეშეუდრეკი სხეულის სამყარო, რომელზეც უდრეკი სხეულის ბორკილი უნდა დაემატოს, არ არისდასაექსპორტებელი უდრეკი სხეულის სამყარო არ არისმოსაცილებელი უდრეკი სხეულის სამყარო არ არისტექსტურები არააUDIM ფილები არ შექმნილატილოს UV მონაცემები არ აქვსUV შრე სახელად "%s" ობიექტში "%s" ნაპოვნი არააUV შრეები არააგამოთვლილ ობიექტში "%s" UV რუკა ნაპოვნი არაავიდეოს გარეშექმედება, რომლიდანაც ID-სთვის საკვანძო ფაზები უნდა წაიშალოს = %sგამოსაყენებელი აჼტიური AnimData ბლოკი (პირველ რიგში მონიშნე მონაცემთა ბლოკის საფართოებელი, ან დააყენე შესაბამისი დროშები AnimData ბლოკზე)჏ირიქ აჼტიური ობიექტი არ არსებობსსაკვანძო ფაზის დასამატებელი აჼტიური F-჏ირი არ არიქ. ჯერ რედაქტირებადი ჏ირი მონიშნეგრიზ ფენსილის აჼტიური შრე არ არსებობსჩასასმელად გრიზ ფენსილის აჼტიური შრე არ არსებობსაქტიური ჩასოლვის ნაკრები არ არიქაჼტიური ჩასოლვის ნაკრების მოსაცილებელი მისამართი არ არსებობსაქტიური ჩასოლვის ნაკრებისთვის დასამატებელი ცარიელი მისამართი არ არსებობსმოსაცილებელი აჼტიური ჩასოლვის ნაკრები არ არიქაჼტიური ჩასოლვის ნაკრებისგან მოსაცილებელი მისამართი არ არსებობსაქტიური ჩასოლვის ნაკრები, რომელსაც თვისება უნდა მოცილდეს, არ არისგამოსაყენებელი აჼტიური ჩასოლვის ნაკრები არ არისობიექტში "%s" აჼტიური UV შრე ნაპოვნი არააოპერირებისთვის აჼტიური ქმედება არ არსებობსჩამოსაწევი აჼტიური ქმედება არ არისმასალაში "%s" (%d) ობიექტისთვის "%s" აჼტიური და მონიშნული ტექსტურული გამოსახულება ნაპოვნი არაააჼტიური აქტივი არაააჼტიური ატრიბუტი არ არიქაჼტიური ძვალი არ არისძვლების აჼტიური კოლექცია არ არისძვლების აჼტიური ნაკრები არ არისდასაკოპირებელი აჼტიური ძვალი არ არსებობსბორკილებიანი აჼტიური დასაკოპირებელი ძვალი არ არიქაჼტიური ფუნჯი არ არსებობსარცერთი კამერა არაა აქტიურისცენაში აჼტიური კამერა არაააჼტიური კამერა დაყენებული არაააჼტიური კოლექცია არ არისფერის აჼტიური ატრიბუტი, რომელშიც ცხობა უნდა მოხდეს, არ არსებობსაქტიური რედაქტირებადი ობიექტი არ არიქაჼტიური ელემენტი ნაპოვნი არაა!აჼტიური წახნაგი არააწასაშლელი აჼტიური კადრი არ არსებობსაქტიური ჯგუფი არაამასალის სლოტში (%d) ობიექტისთვის "%s" აჼტიური გამოსახულება ნაპოვნი არაააჼტიური გამოსახულება ნაპოვნი არაა, დაამატე მასალა, ან გამოაცხვე გარე ფაილშიაქტიური გამოსახულება ნაპოვნი არაა, დაამატე მასალა, ან გამოაცხვე გახლეჩილი მასალების ვარიანტის გარეშეაქტიური საგანი არაასახელის გადასარქმევი აჼტიური საგანი არ არიქF-წირზე აჼტიური საკვანძო ფაზები არ არიქაჼტიური შრე არაადასადუბლირებელი აჼტიური შრე არ არსებობსმიმდინარე სცენაში ხაზის აჼტიური სტილი არ არისხაზთა აჼტიური ნაკრები და ხაზის ასოცირებული სტილი მოდიფიკატორის მანიპულირებისთვის არ არსებობსხაზთა აჼტიური ნაკრები, რომელსაც ხაზის ახალი სტილი უნდა დაემატოს, ან არსებობსაქტიური მარკერი არაააჼტიური მეშის ობიექტი არ არსებობსაქტიური ვიდეო კლიპი არაააჼტიური კვანძი არ არიქ.აჼტიური ობიექტი არ არიქაჼტიური ობიექტი ნაპოვნი არაააჼტიური ობიექტი ბორკილის დასამატებლად არ არიქაჼტიური ობიექტი ან არ არსებობს, ან გრიზ ფენსილის ობიექტი არაააჼტიური ობიექტი არ არსებობს, ქმედების დარენდერებამდე გამოყენება შეუძლებელიააქტიური სიბრტყის კვალი არ არიქაჼტიური პოზის ძვალი ბორკილის დასამატებლად არ არიქაჼტიური ლენტი არაა!არცერთი აჼტიური ლენტი არაა გადაკეთების რეჟიმში შესაყვანადაქტიური ბილიკი არაამისაერთებელი აჼტიური კვალი არაალენტის დასამატებელი აჼტიური ბილიკი არ არიქ, მონიშნე არსებული ბილიკი, ან დაამატე ახალი, სანამ კიდევ ერთხელ ცდიწვეროთა აჼტიური ჯგუფი არ არისხატვისთვის წვეროთა აჼტიური ჯგუფი არ არიქ, შეწყვეტასცენაში "%s" აჼტიური ხედი ნაპოვნი არაააჼტიური ფანჯარა კონტექსტში არ არსებობს!დანამატის მოდული მოცემული არაა!შესაერთებელი დამატებითი მონიშნული მეშები წვეროთა ტოლი რაოდენობით არ არსებობსარავითარი კუთხეებზე მიკვრაანიმირებადი მონაცემთა ბლოკი არ არიქ, თუ შეიძლება, დაარეპორტე, როგორც ხარვეზიანიმირებული არმატურები მოუნიშნავიააქტივის შესაქმნელად საანიმაციო მონაცემები ვერ მოიძებნაობიექტზე: {!r} დასაკონვერტირებელი ანიმაციის მონაცემები არააინდექსზე %d ანიმაციის ბილიკი ნაპოვნი არააანოტაციის წყარო არააარმატურის ანიმაციები არ მოდიფიცირებულააქტივთა კატალოგები არ არსებობსამჟამად მონიშნული ფაილიდან აქტივების მონაცემთა ბლოკები არ არიქ (აქტივები მიმდინარე ფაილში უნდა იყოს შენახული, მათი რედაქტირება, ან გასუფთავება რომ შეიძლებოდეს)არცერთი მონაცემთა ბლოკი არაა მონიშნული/ფოკუსშიმისამართზე "%s" აქტივები ნაპოვნი არააკონტექსტში აქტივი არ არსებობსაქტივები მოუნიშნავიაამ მასალის მქონე ობიექტებზე ატრიბუტები არ არისმიმდინარე კადრისთვის ხელმისაწვდომი არ჎ი არ არსებობს.ძვალთა კოლექცია სახელად '%s' არ არსებობსძვალთა კოლექციებს UI ღილაკები მიკუთვნებული არ აქვს - თუ შეიძლება, შეამოწმე ძვალთა კოლექციების UI ქვე-პანელიარცერთი ძვალი არაა მონიშნული, ძვალთა კოლექციისთვის მისაკუთვნებელი არაფერიაარც ერთი ძვალი არაა მონიშნული, ძვალთა კოლექციიდან ამოსაღები არაფერიაჩარჩოში მოსაქცევი არეა მონიშნული არააფუნჯი მოუნიშნავიაშეკვრის სიგნატურა ნაპოვნი არააკამერა არ მოიძებნასცენაში "%s" კამერა ნაპოვნი არაასცენაში "%s" კამერა ნაპოვნი არაა (გამოყენებული სცენის "%s" კომპოზიტირებაში)შესანახი ცვლილებები არ არისსაკვანძო ფაზის დასამატებელი არხები არ არისოპერირებისთვის არხები არ არსებობსშესარწყმელი შვილობილი შრეები არ არსებობსსცენა, რომლიდანაც ვიდეო სეკვენსერის მონაცემები უნდა ჩაისვას, გაცვლის ბუფერში არ არისჩაკეტვის სიგნატურა ნაპოვნი არააკოლექციები მოუნიშნავიაშეჯახების ანაწყობები ხელმისაწვდომი არააფერის გადაფარების გარეშეCycles-თან თავსებადი GPU ვერ მოიძებნაგაცვლის ბუფერში თავსებადი გამოსახულებები არ არისკომპრესირების გარეშედასაკოპირებელი ბორკილები არ არისსაკონტროლო წერტილი მონიშნული არააარც ერთი სამართავი წერტილი არაა მონიშნულიარავითარი გამოხშირვაშენატანში ჏ირიქ მონაცემები არააშესაერთებელი წირების მონაცემები არ არისმორგებული HDRI-ები კონფიგურირებული არაამორგებული ფიჼქ-მასალები კონფიგურირებული არაასტუდიური განათება კონფიგურირებული არაამორგებული {:s} კონფიგურირებული არააჩასასმელი მონაცემები გაცვლის ბუფერში არ არისჩასასმელი მონაცემები არ არისმონაცემების გარეშე, აჼტიური ვოქსელების ბულის ნიღაბიმონაცემთა მონიშნული, ან აჼტიური ბლოკი არ არისაქტივად აღნიშნული მონაცემთა ბლოკი მონიშნული არაამონაცემთა ისეთი ბლოკი, რომელსაც აქტივთა ოპერაციების მხარდაჭერა აქვს, არჩეული არაა - მონიშნე, სულ ცოტა, ერთი ფუნჯი, კოლექცია, კვანძთა ჯგუფი, ობიექტი, პოზის ქმედება, სცენა, ან სამყარო მაინცნაპოვნისთვის აქტივების შესაქმნელად მონაცემთა ბლოკები არ არსებობს (ან აქტივებად გამოყენების მხარდაჭერა არ არსებობს)მოწყობილობა არ არიქ - აუდიო გამონატანი არ იქნებადისპლეი არაამანძილის შესუსტების გარეშედრაივერი, რომლიდანაც ცვლადის დაკოპირება შეიძლება, არ არსებობსშიდა გაცვლის ბუფერში დრაივერის ჩასასმელი ცვლადები არააარცერთი დრაივერი არ წაშლილაწიბოთა რგოლი ნაპოვნი არააწიბოები მოუნიშნავიაწიბოები მოუნიშნავიაგრიზ ფენსილის რედაქტირებადი შრე არ არსებობსაქტივთა რედაქტირებული ბიბლიოთეკა, რომელშიც შენახვა შეიძლება, არ არსებობსდასაკონვერტირებელი რედაქტირებადი ობიექტები არ არისექსპორტის გარეშეწახნაგების მონაკვეთები მოუნიშნავიაწახნაგები მოუნიშნავიაწახნაგები შევსებული არააობიექტში "%s" წახნაგები ნაპოვნი არააფაილი არჩეული არააფაილის დამამუშავებლები ხელმისაწვდომი არააფაილის მისამართი "%s"-სთვის არ არისფაილის სახელი მოცემული არააფაილის მისამართი მითითებული არააფაილები მოუნიშნავიაგასახსნელად არცერთი ფაილი არაა მონიშნულიშეუტრიალებლადსაქაღალდეები მოუნიშნავიაარც ერთი კადრი არ დარენდერებულა, გამოტოვებულია ზემოდან გადაწერის თავიდან ასაცილებლადგრიზ ფენსილის ობიექტში კადრები მონიშნული არააგამოსაცხობი კადრები არ არისკვანძს {} თავისუფალი შენატანი არ აქვსსრული ეკრანის არეები ნაპოვნი არააglTF ანიმაციის გარეშეთმა დაკავშირებული არაა (თუ ნაწილაკთა სისტემის მოდიფიკატორი გათიშულია, თმის დაკავშირება შეუძლებელია)გამოსახულების ცარიელი ობიექტი მონიშნული არაახელმისაწვდომი გამოსახულებები არააგამოსახულებები არ დაკონვერტირებულაამ კვანძოვან ხეში გადასატვირთი გამოსახულებები არ მოიძებნაგამოსახულებები არ შეცვლილაშემავალი ბადე, რომელსაც ტოპოლოგიის განსაზღვრა შეუძლია, ნაპოვნი არააარცერთი ინსტალირებადი პაკეტი არაა აღნიშნულიარცერთი დაინსტალირებული პაკეტი არაა აღნიშნულიგანსაახლებელი დაინსტალირებული პაკეტები არააინტერპოლაციის გარეშეინტერპოლაციის გარეშე (უახლოესი ტექსელის ნიმუშის აღება)საკვანძო ფაზებს შორის ინტერპოლაციის გარეშეინტერპოლაციის გარეშე, გამოიყენე უახლოესი მეზობელი პიქსელიუინტერპოლაციო, A-ქ მნიშვნელობა დაკავდება B-ქ გამოჩენამდეგადაკვეთები ნაპოვნი არააშებრუნებული შესწორება დაყენებული არაა, ასე რომ, გასასუფთავებელი არაფერიაპრობლემები აღმოჩენილი არაასაგნები არაასაგნები მოუნიშნავიაარცერთი ქა჎ქარი არაა მონიშნულისაკვანძო ფაზებიანი პოზები, რომლებზეც გავრცელება უნდა მოხდეს, არ არსებობსშიდა გაცვლის ბუფერში საკვანძო ფაზები არ არიქ%d ობიექტს არც ერთი საკვანძო ფაზა არ მოცილდა{} ლენტიდან არცერთი საკვანძო ფაზა არ მოცილებულაფოკუსირებისთვის საკვანძო ფაზები არ არსებობსსაკვანძო ფაზები, რომელთა შორის უნდა მოხდეს გასრიალება, არ არისარცერთი სოლი არ იქნა ჩასმული და არცერთი შეცდომა არ დარეპორტებულა.არცერთი სოლი, ან ლენტი არაა მონიშნულიშრე არ მოიძებნადასამატებელი შრეები არააულიმიტო. უსწრაფესი ვარიანტი, მაგრამ შესაძლოა, მაღალი რიგის სქემებში არტეფაქტები წარმოშვასმარკერები მონიშნული არააშესაბამისი წახნაგების მონაკვეთები ნაპოვნი არააშესაბამისი გამოსახულებები ნაპოვნი არააარცერთი მასალა არ მოცილებულამენიუს საგნები ნაპოვნი არააშესაერთებელი მეშის მონაცემები არ არიქაჼტიურ ობიექტში მეში არაამეშის ობიექტი არააწვეროთა ჯგუფებიანი მეშები ნაპოვნი არაადაკარგული ფაილები არ არისამ მიმართულებით გადასახტომი საკვანძო ფაზები ა჌არ არისამ მიმართულებით გადასახტომი მარკერები ა჌არ არიქარა უმეტეს 16 ლოკალური ხედისამონიშნულ ობიექტებსა და ფორმის სოლებს შორის სახელების დამთხვევა არაასახელი დაუყენებელიასახელდებული ატრიბუტი არაა გამოყენებულიახალი ფაილები არ შეიფუთაახალი უკუგდების ოპერაცია არ შექმნილა, ოპერაცია უკვე არსებობსუკუგდების ახალი თვისება არ შექმნილა, თვისება უკვე არსებობსკვანძების ამჟამინდელ რედაქტორში კვანძოვანი ხე ვერ მოიძებნა.კვანძები მოუნიშნავია.ოპერირებისთვის ობიექტი ნაპოვნი არააარცერთი ობიექტი არაა მონიშნულიარცერთი ობიექტი არაა მონიშნული, გამოიყენება კურსორიობიექტი, რომელზეც ორიენტირების გამოყენება შეიძლება, არ არისობიექტი არ არიქ, ან ექსკლუზიურად პოზირების რეჟიმშიაობიექტები ცხობისთვის ნაპოვნი არააობიექტები მოუნიშნავიადასაკოპირებელი ობიექტები მოუნიშნავიაჩასასმელი ობიექტები არ არისშემომსაზღვრელ ჩარჩოიანი ობიექტები მონიშნული არააგრაფიკების რედაქტორის გახსნილი ფანჯარა ვერ მოიძებნაკონტექსტში ოპერატორი არ არსებობსვარიანტები არააგასაწმენდი დაობლებული მონაცემთა ბლოკები არ არისსხვა ძვლები მოუნიშნავიასხვა ობიექტები მოუნიშნავიასხვა ობიექტები მონიშნული არაასხვა მონიშნულ ობიექტებს პროექციისთვის გამოსაყენებელი მავთულოვანი, ან ზღუდის წიბოები არ აქვსგამონატანის კვანძი არააშეფუთული ფაილები არ არისამოსალაგებელი ფაილები არ არისმშობელი დირექტორია მოცემული არაანებართვები განუსაზღვრელიაშესაერთებელი წერთილთა ღრუბლის მონაცემები არააწერტილები მოუნიშნავიაწერტილები მოუნიშნავიადასაკოპირებელი პოზა არააწინასწარ გაუფილტრავი, გამოიყენე, როცა მიმმართველი გადავლები ხმაურის გარეშეამოსაცილებელი გადახედვები ხელმისაწვდომი არააარავითარი პროექცია წახნაგის უკან ყოფნისასარავითარი პროექცია წახნაგის წინ ყოფნისასარცერთი მითითება არაა ხელმისაწვდომი {!r}, განაახლე ინფორმაცია '_rna_manual_reference.py'-ში, ან გამოიძახე bpy.utils.manual_map()არცერთი მონაკვეთის 3გ ხედი არაა ხელმისაწვდომისაცავები მიუწვდომელიაშედეგები ნაპოვნი არააძიების ფილტრს არაფერი დაემთხვამგორავი ჩამკეტის ეფექტი არ გამოყენებულასცენის აქტივები არაა.საკვანძო ფაზის დასამატებლად მონიშნული F-წირები არ არისმონიშნული F-წირები, რომლებშიც ჩასმა შეიძლება, არ არისაქტივები მოუნიშნავიაასლის ჩასასმელი მონიშნული ძვლები არ არსებობსდასაკოპირებელი მონიშნული მონაცემთა ბლოკები არ არისმონიშნული, რედაქტირებადი ობიექტები, რომელზეც ოპერირება შეიძლება, არ არსებობსწახნაგები მოუნიშნავიამონიშნული კადრები ნაპოვნი არაამონიშნული სოლები არ არიქ, ჩასმა გადახედვის დიაპაზონშიმონიშნული სოლები არ არიქ, ჩასმა სცენის დიაპაზონშიარცერთი მონიშნული ობიექტი არაა აქტიურიობიექტი, რომლიდანაც კოპირება შეიძლება, მოუნიშნავიაპოზის აქტივები მოუნიშნავიაწვეროები მოუნიშნავიასეკვენსერის ვიდეო ლენტებიანი დასარენდერებელი სცენა არ არსებობსფორმის შესწორების გარეშეცალკეული მომდევნო საგანი ვერ მოიძებნაამ ქმედებაში სლოტები არაა.წყაროს მეშის ობიექტები მოუნიშნავიალენტები მოუნიშნავიაჩასასმელი ლენტები არ არისდასაექსპორტებელი სუბტიტრები (ტექსტის ლენტები) არ არისჩასოლვის აჼტიური ნაკრებისთვის შესაფერისი კონტექსტის ინფო არ არსებობსასლის ჩასმისთვის შესაფერისი მონიშნული ძვლები არ არსებობსმხარდაჭერილი ობიექტები მოუნიშნავიასამიზნე ძვლები დაუმატებელიარეჟიმის გადასატანად სამიზნე ობიექტი არ არსებობსკვანძში არანაირი ტექსტი, ან ფაილი არაა განსაზღვრული, დასაკომპილირებელი არაფერიატექსტურის ულიმიტო ზომატექსტურის მომხმარებელი ვერ მოიძებნაკონტექსტში ტექსტურები არ არისგამოყენებადი ბილიკები ნაპოვნი არაამომხმარებლის საცავები არაადასამატებლად ვარგისი ქმედება არ არისვარგისი გალიის ობიექტი არ არისწასაკითხად ვარგისი მონაცემები არ არსებობს!დრაივერის ვარგისი დასაკოპირებელი მისამართი არ არსებობსვარგისი უკვე არსებული დაკავშირებული ID არაა გადასატანად მოცემულივარგისი ფორმატი ნაპოვნი არააგამოსახულების ვარგისი ფორმატი მონიშნული არაამონიშვნაში ვარგისი კვანძ(ებ)ი არაავარგისი ძირეული წვერო არ მოიძებნა (საჭიროა თითო ყოველი მეშის კუნძულისთვის, რომლის გაგარეკანიანებაც გსურს)ვარგისი ობიექტები მოუნიშნავიაქვემოთა დონის ხელახლა ასაგებად ვარგისი დანაყოფები ნაპოვნი არააქვემოთა დონეების ხელახლა ასაგებად ვარგისი დანაყოფები ნაპოვნი არაავარგისი სამიზნე მეში არ არისმონიშნულ წვეროებს შორის წვეროთა ჯგუფი არ არისწვეროთა ჯგუფის მონაცემები არ არისარცერთი წვეროთა ჯგუფი არაა მეშს მიკუთვნებულიწვეროთა ჯგუფები ნაპოვნი არააოპერირებისთვის წვეროთა ჯგუფები არ არისწვეროები მოუნიშნავიაწვეროები არ მიჯაჭვულახილული ტეგები არაა.ობიექტს წონები/წვეროთა ჯგუფები არ აქვსობიექტ(ებ)ქ წონები/წვეროთა ჯგუფები არ აქვს{:s} მოდიფიკატორი ვერ მოიძებნაუოპერაციოკვანძიკვანძის ფონიკვანძის ფერის სპეც. ხელსაწყოებიკვანძების რედაქტორიკვანძების რედაქტორის გადაფარებებიკვანძების რედაქტორებიკვანძის ფორმატიკვანძთა ჯგუფიკვანძების ჯგუფებიკვანძის IDკვანძის იდენტიფიკატორიკვანძის შენატანებიკვანძის ინსტანციის ჰეშიკვანძის ჭდეკვანძის ბმულებიკვანძის სახელიკვანძის მოხაზულობაკვანძის გამონატანიკვანძის გამონატანებიკვანძის გადახედვის გარჩევადობაკვანძი მონიშნულიკვანძის ბუდეკვანძის ხელსაწყოს იდენტიფიკატორიკვანძოვანი ხეკვანძოვანი ჎იქ ინტერფეისიკვანძოვანი ჎იქ ინტერფეისის საგანიკვანძოვანი ჎იქ ინტერფეისის ბუდესპეციალურად კვანძოვანი ჎იქ ინტერფეისისთვისკვანძოვანი ჎იქ მისამართიკვანძოვანი ჎იქ ქვე-ტიპიკვანძოვანი ჎იქ ტიპი (არარეკომენდირებულია, bl_idname არიქ თავად კვანძოვანი ჎იქ ტიპის იდენტიფიკატორი)კვანძოვანი ხეებიკვანძის ტიპიკვანძი მხარდაუჭერელიაკვანძის სიგანეკვანძების რენგლერიკვანძების რენგლერი (მენიუ)კვანძების რედაქტორის სივრცის მონაცემებიკვანძთა ჯგუფების აქტივები კატალოგს მიკუთვნებული არაა. კატალოგების მიკუთვნება აქტივთა ბრაუზერიდანაა შესაძლებელიკვანძების ჯგუფების მონაცემთა ბლოკებიკვანძთა ჯგუფს სხვა ტიპი გააჩნიაკვანძთა ჯგუფი გეომეტრიის კვანძოვანი ხე უნდა იყოსკვანძთა ჯგუფს ფერის გამონატანის ბუდე უნდა ჰქონდესკვანძთა ჯგუფს გეომეტრიული გამონატანი უნდა ჰქონდესკვანტა ჯგუფს ჯგუფის გამომავალი კვანძი უნდა ჰქონდესკვანძთა ჯგუფს გამონატანის ბუდე უნდა ჰქონდესკვანძთა ჯგუფი, რომელიც აკონტროლებს, თუ რაქ აკეთებს ეს მოდიფიკატორიკვანძთა დასარედაქტირებელი ჯგუფიკვანძთა ჯგუფის ნიღბის შენატანი ფერის ტიპის უნდა იყოსკვანძთა ჯგუფის პირველი გამონატანი ფერი უნდა იყოსკვანძთა ჯგუფის პირველი გამონატანი გეომეტრია უნდა იყოსკვანძთა ჯგუფის გეომეტრიული შენატანი პირველი უნდა იყოსკვანძთა ჯგუფის მთავარი გამოსახულების შენატანი ფერის ტიპის უნდა იყოსკვანძთა ჯგუფებს არ აქვთ ავტომატური გადახედვების მხარდაჭერაკვანძს არა აქვს ატრიბუტი {:s}კვანძის კოლონტიტულის ფერის ტეგიკვანძი კვანძოვან ხეშიკვანძი უნდა გაეშვას, როგორც ხელსაწყოკვანძი მხოლოდ წირების ობიექტებისთვის მუშაობსამ ბუდის მფლობელი კვანძიკვანძის მონიშვნის მდგომარეობაგამოსაყენებელი კვანძოვანი იერფერიკვანძის ბუდის მონაცემთა ტიპიკვანძოვან ხეს '%s' აქვს განუსაზღვრელი ტიპი %sკვანძოვანი ხე '%s' კომპოზიტირების კვანძთა ჯგუფი არაა.ასახვასა და რედაქტირებაში მყოფი კვანძოვანი ხეკვანძოვანი ხე, რომელიც შედგება დაკავშირებული კვანძებისგან, რომლებიც კომპოზიტირებისთვის გამოიყენებაკვანძოვანი ხე, რომელიც შედგება გეომეტრიებისთვის გამოყენებული ურთიერთდაკავშირებული კვანძებისგანკვანძოვანი ხე, რომელიც შედგება მასალებისთვის (და შეფერადების სხვა მონაცემთა ბლოკებისთვის) გამოყენებული ურთიერთდაკავშირებული კვანძებისგანკვანძოვანი ხე, რომელიც შედგება შეფერადებისთვის, ტექსტურებისა და კომპოზიტირებისთვის გამოყენებული ურთიერთდაკავშირებული კვანძებისგანკვანძოვანი ხე, რომელიც შედგება ტექსტურებისთვის გამოყენებული ურთიერთდაკავშირებული კვანძებისგანკვანძოვანი ხე კვანძებზე დაფუძნებული სინათლეებისთვისკვანძოვანი ხე კვანძოვანი მასალებისთვისკვანძოვანი ხე კვანძებზე დაფუძნებული სამყაროებისთვისკვანძოვანი ხე კვანძებზე დაფუძნებული იერფერებისთვისკვანძოვანი ხე კვანძებზე დაფუძნებული ტექსტურებისთვისკვანძოვანი ჎იქ ტიპი %s განუსაზღვრელიკვანძოვანი ჎იქ ტიპი ასახვისა და რედაქტირებისთვისკვანძების აჼტიურ რედაქტორში კვანძოვანი ხე ნაპოვნი არაა.კვანძის ტიპიკვანძის ტიპი %s განუსაზღვრელიაკვანძი {} წაშლილიაკვანძ(ებ)იკვანძთა ჯგუფიAაბსოლუტურიშეკრებაარკკოსინუსიარკსინუსიარკტან.2არკტანგენსიისარიBძირიკუბიდამრგვალება მეტობითდამრგვალება მეტობითჩაკეტვალაქის შეფერილობაფერიფერის ამოწვაფერის გაბაცებაშედარებაშედარებამუდმივაგადაყვანაკოსინუსიურთიერთკვეთავექტორული ნამრავლიმიმდინარეგამუქებასხვაობამანძილიგაყოფაგაყოფა და მეტობით დამრგვალებაგაყოფა და ნაკლებობით დამრგვალებაგაყოფა დამრგვალებასკალარული ნამრავლიხაზვის სტილიექსპონენტურიწინისკენდამრგვალება ნაკლებობითნაკლებობით დამრგვალებული მოდულითთითოეული ელემენტისთვისწილადიკადრიფუნქციებიმეტი, ვიდრეუდიდესი საერთო გამყოფიელფერიჰიპერბოლური კოსინუსიჰიპერბოლური სინუსიჰიპერბოლური ტანგენსიგადაკვეთაშექცეული კვადრატული ფესვიგეომეტრიის შეერთებაამოჭრაუმცირესი საერთო ჯერადისიგრძენაკლები, ვიდრეგაღიავებაწრფივი შუქილოგარითმიმაქსიმუმიმედიანამინიმუმიმონაცემთა დაკარგული ბლოკიშერევარეჟიმიმოდულითგამრავლებაგამრავლება შეკრებაგაბათილებაახალიშემდეგინორმალიზებაოპერაციაგადაფარებაპინგპონგიპინგპონგისიბრტყულიხარისხიწინაპროეცირებაარეკვლაგარდატეხაგამეორებაბრუნვებიდამრგვალებადამრგვალებადამრგვალების რეჟიმისიხასხასემასშტაბიეკრანიბრწყინვის შეფერილობანიშანისიმულაციასინუსიგლუვი მაქსიმუმიგლუვი მინიმუმიმიკვრარბილი შუქისპეკულარული შეფერილობაკვადრატული ფესვიგამოკლებამხებიშეფერვაგრადუსებშირადიანებშიზედატრიგონომეტრიულიშეკვეცაწაკვეთილი მოდულითგაერთიანებაუცნობიმნიშვნელობამომვლებიკვანძებიკვანძების მოდიფიკატორიკვანძების მოდიფიკატორის ცხობაკვანძების მოდიფიკატორის პანელიკვანძების მოდიფიკატორის გაფრთხილებახმაურიხმაურის რაოდენობახმაურის საფუძველიხმაურის საფუძველი 2ხმაურის სიღრმეხმაურის გამრუდებახმაურის F-მოდიფიკატორიხმაურის ინტენსივობახმაურის აცდენახმაურის მასშტაბიხმაურის პირველსაწყისიხმაურის ზომახმაურის ტექსტურახმაურის მიჯნახმაურის ტიპიხმაურის ალგორითმი - Blender-იქ ორიგინალი: გლუვი, ინტერპოლირებული ხმაურიხმაურის ალგორითმი - უჯრედული ხმაური: კვადრატული უჯრედების მოზაიკურად დაჭრახმაურის ალგორითმი - გაუმჯობესებული პერლინი: გლუვი, ინტერპოლირებული ხმაურიხმაურის ალგორითმი - ორიგინალი პერლინი: გლუვი, ინტერპოლირებული ხმაურიხმაურის ალგორითმი - ვორონოის დაბზარვა: ვორონოის მოზაიკა მკვეთრი კიდეებითხმაურის ალგორითმი - ვორონოი F1-F2ხმაურის ალგორითმი - ვორონოი F1: აბრუნებს მანძილს უახლოესი მახასიათებლის წერტილამდეხმაურის ალგორითმი - ვორონოი F2: აბრუნებს მანძილს მე-2 უახლოესი მახასიათებლის წერტილამდეხმაურის ალგორითმი - ვორონოი F3: აბრუნებს მანძილს მე-3 უახლოესი მახასიათებლის წერტილამდეხმაურის ალგორითმი - ვორონოი F4: აბრუნებს მანძილს მე-4 უახლოესი მახასიათებლის წერტილამდეხმაურის საფუძველი გამრუდებისთვისხმაურის საფუძველი გამოყენებული ტურბულენტობისთვისხმაურის ეფექტის მოდიფიკატორიხმაურის დონის საფეხური, რომელზეც სემპლირება უნდა შეჩერდეს, უფრო დაბალი მნიშვნელობები ხმაურს ამცირებს რენდერის დროის ხარჯზე. AA ნიმუშების რიცხვზე დაფუძნებული ავტომატური ანაწყობისთვის - ნულიხმაურის დონის საფეხური, რომელზეც უნდა შეჩერდეს ნიმუშის აღება, უფრო დაბალი მნიშვნელობები ამცირებს ხმაურს რენდერის ხანგრძლივობის ხარჯზე. ნული - AA ნიმუშებზე დაფუძნებული ავტომატური ანაწყობისთვის, სარკმელში რენდერისთვისარამომიჯნავეარა-ბულის მნიშვნელობა ნაპოვნია: {:s}[ ].{:s}არა-აქტივებიარა-ფერულიარა-ცარიელ ობიექტს '%s' კოლექციის '%s' დუბლიკაცია Blender 2.80-ქა და უფრო გვიანდელ ვერსიაში ა჌არ შეუძლია, ინსტანციები მოცილებულიაუკლავიატურო მალსახმობიარა-იერფერიარაერთგვაროვანიარანულოვანიარა-ინსტანცია წირები იგნორირდებაარასწორხაზოვანი რედაქტორი სცენების, ვიდეოს, აუდიოსა და ეფექტების ასაწყობადA-ქ არაუარყოფითი მნიშვნელობა, abs(A)არაფიზიკური, უერთეულო განათება. გამოსადეგია, როცა ექსპოზიციის სამართავები მიუწვდომელიაარაფერიარცერთი (ძველებური)არაფერი ჩამოთვლების/ბულისთვისძვალთა არცერთი კოლექცია არაა აღნიშნული 'სოლო'-დარცერთი ობიექტი არაა "%s"-ად კონვერტირებისთვის გამოსადეგიარცერთი მონიშნული ძვალი არ მიეკუთვნა ამ კოლექციასარცერთი მონიშნული არ჎ი არაა ქმედების სლოტიმონაცემთა არცერთ მონიშნულ ბლოკს არ აქვს გადახედვების მხარდაჭერაარაფერი, სრული რენდერიარაწრფივი ანიმაციაძაფის მოხრაარცნორმალინორმალების წანაცვლებანორმალის სამოქმედო არეალინორმალის რედაქტირებანორმალთა რედაქტირების მოდიფიკატორინორმალის მილევანორმალის ველინორმალების რუკანორმალის აცდენანორმალის დაკვანტვის ბიტებინორმალის რადიუსინორმალების ეკრანული ზომამონიშვნა ნორმალებითნორმალების ზომანორმალის დაგლუვებანორმალების სივრცენორმალის ვექტორინორმალის წონაზედაპირის მეშის ნორმალის მიმართულება მიმაგრების წერტილთანნორმალის მიმართულების ვექტორი. ნორმალის მიმართულების დასაყენებლად მარცხენა კლავიშით დაააწკაპუნე სფეროზე და გაათრიე. გათრევისას Ctrl-იქ დაჭერა იწვევს ბრუნის 45 გრადუსიან ნაზრდებზე მიკვრასნორმალური საკვანძო ფაზა, მაგ.: საკვანძო პოზებისთვისნორმალების რუკა DirectX-იქ კონვენციას იყენებს, მწვანე არ჎ში ქვემოთ მიმართული Y ღერძითნორმალების რუკა OpenGL-იქ კონვენციას იყენებს, მწვანე არ჎ში ზემოთ მიმართული Y ღერძითნორმალის გადავლა გამოყენებული განმახმაურებლის მიერნორმალი ზედაპირისკენდასაკოპირებლად, მისამატებლად, ან გასამრავლებლად გამოყენებული ნორმალის ვექტორინორმალი-მხებინორმალის/მხების დაკვანტვანორმალის რედაქტირებანორმალიზაციანორმალიზებაA-ქ ნორმალიზებანორმალიზებული კერნელიწონების ნორმალიზებადაანორმალიზე აჼტიურ წონათა წვეროებიდაანორმალიზე ყველა წვეროთა ჯგუფის ყველა წონა, რომ თითოეული წვეროსთვის ყველა წონის ჯამი 1.0 იყოსდაანორმალიზირე ინტენსიურობა სინათლის არით, სინათლის კონსისტენტური ჯამური ოდენობის მისაღებად ზომისა და ფორმის მიუხედავადდაანორმალიზე სინათლეთა ინტენსიურობები თვალის დევნების დროს (უფრო ნელი)დაანორმალიზე გამონატანის მანძილი 0.0-დან 1.0-მდე დიაპაზონშიდაანორმალიზე გამონატანები 0.0-დან 1.0-მდე დიაპაზონშიდაანორმალიზე სეგმენტის კოორდინატების X კოორდინატი [0, 1] ინტერვალით და ააცდინე Y კოორდინატი [0, უსასრულობა) ინტერვალით. ამ ვარიანტის მონიშვნისას ტექსტურები იწელება ისე, რომ თითოეულ კუთხოვან სეგმენტს მოერგოს. თუ მოუნიშნავს დატოვებ, ტექსტურების იქ ნაწილები, რომლებიც თითოეულ კუთხოვან სეგმენტს არ ერგება, მოიჭრებადაანორმალიზე ფერები, კონტრასტის გაზრდითდანორმალიზე შედეგად მიღებული წონები (წინააღმდეგ შემთხვევაში მათი ჩაჭერა მოხდება მხოლოდ 0.0-დან 1.0-იქ ფარგლებში)დაანორმალიზე წვეროთა ყველა ჯგუფის წონა, რათა თითოეული წვეროსთვის ყველა წონის ჯამი 1.0 იყოსდაანორმალიზე აჼტიურ წვეროთა წონები (თუ გავლენის ქვეშ მყოფი ჯგუფები განბლოკილია)დაანორმალიზე ყველა სამიზნე ძვლის წონადაანორმალიზე წვეროთა აჼტიური ჯგუფის წონებიდაანორმალიზე წვეროთა აჼტიური ჯგუფის წონები ისე, რომ უმაღლესი 1.0 გახდესნორმალიზებულინორმალიზებული სინუსინორმალიზებული კოორდინატები ნახევარპიქსელიანი აცდენებითნორმალიზებული კვატერნიონის ბრუნვაახდენს კერნელის ნორმალიზებას ისე, რომ ხდება მისი ერთამდე ინტეგრირება ხდებაჩვეულებრივ, ყოველთვის 1-ია, მაგრამ შესაძლოა, გამოყენებული იქნას, როგორც დამატებითი სამართავი სიკაშკაშის ჏ირიქ შესაცვლელადნორმალებინორმალები 'თვალს ადევნებს' (მიშვერილია) სამიზნე ობიექტსმხოლოდ ნორმალებიჩრდილოეთიჩრდილო-აღმოსავლეთიჩრდილო-დასავლეთინორვეგიული (BokmĂĽl) - Norsk bokmĂĽlარარ და (Not And)არ უდრისარ უდრისდაყენებული არაამხარდაუჭერელიკომპოზიტორის კვანძოვანი ხე არააგეომეტრიის კვანძოვანი ხე არააარც გეომეტრიის კვანძოვანი ხეა და არც კომპოზიტორისბიბლიოთეკა არააკლავიშრუკა მოდალური არააკლავიშრუკა არამოდალური არააიერფერის კვანძოვანი ხე არააარც იერფერია და არც გეომეტრიის კვანძოვანი ხეარაა იერფერის, გეომეტრიული, და არც კომპოზიტორის კვანძოვანი ხეტექსტურის კვანძოვანი ხე არააამოსაყვანად ვარგისი მონიშვნა არააარმატურის ყველა ობიექტს არა აქვს ქმედება და სლოტი მიკუთვნებულისახელი არარედაქტირებადიაძვალთა კოლექციას მიუკუთვნებელია.Microsoft Store-იქ ინსტალაციებისთვის ხელმისაწვდომი არ არიქარ წაიშლება საკვანძო ფაზა დაბლოკილი F-წირისთვის '%s', ობიექტისთვის '%s'არ წაიშლება საკვანძო ფაზა დაბლოკილი F-჏ირიქ '%s'-ისთვის, სცენა '%s'-შისაკვანძო ფაზა არ წაიშლება დაბლოკილი F-წირისთვის NLA ლენტის ზეგავლენისთვის %s - %s '%s'ვიდეო მეხსიერება არასაკმარისია "{}"-იქ ცხობისთვის ({} / {} მბაიტი). სცადე სურფელური გარჩევადობის, ან დაფიქსირების მანძილის შემცირება გამოყოფის ზომის შესამცირებლად.ლენტ(ებ)იქ ჩასაჭერად საკმარისი შიგთავსი არ არისარასაკმარისი თავისუფალი მეხსიერებაწვერო-მშობლისთვის საკმარისი წვეროები არ არისგანათების მონაკვეთზე დაფუძნებული ხაზები არ იფილტრებაიმპლემენტირებული არაანიღბებისთვის იმპლემენტირებული არააარა კვანძთა ჯგუფის შიგნითროცა '--enable-event-simulate' ჩართულია, არ გაეშვებადინამიკური ტოპოლოგიის რეჟიმში მხარდაჭერა არ აქვსდინამიკური ტოპოლოგიის ძერწვის რეჟიმში მხარდაჭერა არ აქვსდინტოპოში მხარდაუჭერელიამრავალგარჩევადობის რეჟიმში მხარდაჭერა არ აქვსმხარდაუჭერელია ძერწვის რეჟიმშიჯერ არ განსაზღვრულაჯერჯერობით არაფუნქციონალურიაჯერ იმპლემენტირებული არააჯერ განუსაზღვრელია. როცა ეს სლოტი პირველად მიენიჭება მონაცემთა ბლოკს, ეს მონაცემთა ბლოკის ტიპზე დაყენდებაშენიშვნაგაითვალისწინე, რომ სრულიად სტანდარტული glTF 2.0 ძრავა/მაჩვენებელი მას საბაზისო ფერის მამრავლად გამოიყენებს.შენიშვნა/შრე, რომელზეც უნდა დაემატოს ანოტაციის მონასმებიშენიშვნა:შენიშვნა: ეს კომბინირებული რიგი არარეკომენდირებულია.შენიშვნებიარაფერიმითითებული არაფერიამონიშნული არაფერიაჩასასოლად მონიშნული არაფერიაგამოსაცხობი არაფერიაწასაშლელი არაფერიაწასაშლელი არაფერიაოპერაციის ჩასატარებელი არაფერია: {:s}[ ].{:s}ჯერჯერობით საჩვენებელი არაფერია...კურსორის ქვეშ არაფერიაახლაგრიზ ფენსილის ობიექტის მონაცემებს წასასვლელი არსად აქვსNukeNuke-იქ გამრუდების მოდელინულინულოვანი ქმედებაქსოვილის ნულოვანი ობიექტინაბიჯების რიცხვირიცხვირიცხვების ველირიცხვების ვიჯეტების ფერებიდ-ძვალთა რიცხვი სეგმენტებშიგაბუნდოვნების ნიმუშების რიცხვიგაბუნდოვნების ნიმუშების რიცხვი (ნული, გათიშე გაბუნდოვნება)განაკვეთების რაოდენობაწახნაგების რაოდენობაკადრების რაოდენობასოლების რიცხვინაწილების რაოდენობაწერტილების რიცხვიპროექტორთა რიცხვიწვეროების რაოდენობაიმ დამატებითი ნიმუშების რაოდენობა, რომლებიც უნდა იქნას აღებული კადრთა შორის იმისთვის, რომ სწრაფად მოძრავი ეფექტორი ობიექტების ჎არიქ჎ი გაუმჯობესდესსწრაფი დინებების ჎არიქ჎იქ გასაუმჯობესებლად კადრებს შორის ასაღები ნიმუშების რიცხვიკუთხოვანი სეგმენტების რაოდენობა მიჯრისთვის. არამთელი მნიშვნელობა არარეგულარულ სეგმენტს იძლევადიაფრაგმაში ფრთების რაოდენობა (3 მაინც) მრავალკუთხა ბოკეს მისაღებადარხების რაოდენობა პიქსელების ბუფერშიარხების რიცხვი ფილის პიქსელების ბუფერშიშვილობილთა რიცხვი თითო მშობელზეშვილობილების რაოდენობა თითო მშობელზე რენდერისთვისგამოთვლილი წერტილების რიცხვი U მიმართულებით საკონტროლო წერტილთა ყოველ წყვილს შორისმრგვალი წახნაგის შესავსებად გამოყენებული კონცენტრული რგოლების რაოდენობასიმულაციის ყოველ ნაბიჯზე ბორკილის ამომხსნელის იტერაციათა რიცხვი (უფრო მაღალი მნიშვნელობები უფრო აკურატულია, მაგრამ უფრო ნელი)საკონტროლო წერტილების რაოდენობა ახალ დამატებულ წირშისაკონტროლო წერტილთა რაოდენობა წირშიდამატების ფუნჯის მიერ დამატებული წირების რიცხვიმორგებული ნორმალების რიცხვი მარყუჟების რიცხვი არაა (%f / %d)მორგებული ნორმალების რიცხვი წვეროთა რიცხვი არაა (%f / %d)ციკლის გამეორებების რიცხვიმოუნიშნავი ელემენტების რაოდენობა განმეორებად თანამიმდევრობაშიბადის მონაცემთა ტიპის განზომილებების რიცხვიგანზომილებების რაოდენობა, რომელთათვისაც ხმაური უნდა იქნას გამოტანილიგასაკეთებელი დუბლიკატების რიცხვიწიბოების, ან წერტილების რაოდენობა წახნაგშიდასაჯგუფებელი ელემენტების რაოდენობახელმისაწვდომი განახლებების მქონე გაფართოებების რიცხვიდასასრულის სამართავზე მიმაგრებული სფლაინის სამართავი დამატებითი წერტილების რაოდენობასაწყის სამართავს მიმაგრებული სფლაინის დამატებითი სამართავი წერტილების რიცხვირაოდენობა წახნაგებისა, რომლებიც წვეროს შეიცავსრაოდენობა წახნაგებისა, რომლებსაც წახნაგთან საზიარო წიბო აქვთკადრების რაოდენობა ყოველი GP საკვანძო ფაზის მერე, სანამ მოდიფიკატორს რამე ეფექტი ექნებაკადრების რიცხვი ლენტის დასაწყისში, რომელთა განმავლობაშიც უნდა მოხდეს ზეგავლენის ამონათებაკადრების რაოდენობა ქეშირებულ კადრებს შორისწარმოქმნილ ინტერპოლირებულ კადრებს შორის კადრთა რაოდენობანაჩვენებ ტრაექტორიებს შორის არსებული კადრების რაოდენობა ('საკვანძო ფაზებზე' კალკირების მეთოდისათვის არა)კადრების რიცხვი გაშემთხვევითების ნაბიჯებს შორისქეშირებული კადრების რიცხვიკადრების რაოდენობა ქრობისთვის ავტომატურად დგინდება პირგადადებული ლენტებიდანკადრების რაოდენობა დამასრულებელი კადრიდან, ზეგავლენის თანდათანობით გაქრობისთვისკადრების რაოდენობა ქა჏ყიქი კადრიდან, ზეგავლენის დასაწყებადკადრების რაოდენობა, რომელშიც ტალღა დემპფირებას განიცდის სიკვდილის შემდეგთანამიმდევრობის გამოსაყენებელი კადრების რიცხვიწინ, ან უკან გადასახტომი კადრების რაოდენობაკადრების რაოდენობა, რაც ტრაექტორიის ანიმაცის უნდა დასჭირდესკადრების რაოდენობა, რომლებიც ციკლურად უნდა დატრიალდეს. სისწრაფეს გავლენა არ აქვსკადრების რიცხვი თითოეული მნიშვნელობის დასაკავებელირამდენი კადრი იქნას დაიგნორირებული ძირეული წყაროს დასასრულიდან. წყაროს შიგთავსი მოიჭრება, ხოლო მომავალი კადრები გაჩერებებად გადაიქცევარამდენი კადრი იქნას დაიგნორირებული ძირეული წყაროს დასაწყისიდან. წყაროს შიგთავსი მოიჭრება, ხოლო წინა კადრები გაჩერებებად გადაიქცევაასაცდენი კადრების რიცხვიკადრების რიცხვი ორიგინალი საკვანძო ფაზიდან, ან დასაფიქსირებელი კადრიმიმდინარე კადრის შემდეგ საჩვენებელი კადრების რიცხვი (მხოლოდ 'მიმდინარე კადრის გარშემო' კალკირების მეთოდისათვის)მიმდინარე კადრამდე საჩვენებელი კადრების რიცხვი (მხოლოდ 'მიმდინარე კადრის გარშემო' კალკირების მეთოდისათვის)თითოეული კადრის ცხობის დროს წინ გადასახტომი კადრების რიცხვითითოეული კადრის რენდერის/დაკვრის დროს წინ გადასახტომი კადრების რიცხვიგამოყენებული სიხშირეების რიცხვიგრაფიკების რაოდენობაბადის სვეტების რიცხვიპერსპექტივის ხედში აქაქა჎ი ბადის ხაზების რიცხვიბადის ერთეულების რიცხვი UV სივრცეში, რომლებიც ერთ UV ერთეულს შეადგენენთმის სეგმენტების რიცხვითარაზული პიქსელების რაოდენობა დარენდერებულ გამოსახულებაშივიდეოს გამოსახულებების რიცხვი, რომელიც უნდა იქნას გამოყენებულიერთად გასასაშუალოებელი შენატანი ნიმუშების რიცხვი ფუნჯის მონასმის დასაგლუვებლადიმ დაინსტალირებული გაფართოებების რიცხვი, რომლებიც დაბლოკილიასაგნების რაოდენობაფილტრის დადების იტერაციათა რიცხვირამდენ იტერაციაში უნდა გაეშვას SLIM ამომხსნელიგასაშვები იტერაციების რიცხვი, 0 ნიშნავს შეუზღუდავს ინტერაქტიულად გაშვების დროსმეშის დაგლუვების იტერაციების რიცხვიიტერაციების რიცხვი, როცა "მინიმალური გაწელვის" მეთოდი გამოიყენებაჩადგმული ინსტანციების დასარეალიზებელ დონეთა რიცხვი თითოეული ზედა დონის ინსტანციისთვისკიდურის სეგმენტების რიცხვიგასაცოცებელი ხაზების რიცხვიამ წახნაგის მიერ გამოყენებული მარყუჟების რიცხვიცენტრალური ღერძის გარშემო სარკისებურად გამეორებული მონაკვეთების რიცხვიმოძრაობის გადღაბნის ნიმუშების რიცხვიოქტავების რიცხვი (ე.ი. დეტალის ოდენობა პერლინის ხმაურში)ოქტავების რიცხვი (ე.ი. დეტალის ოდენობა სივრცულ ხმაურში)პიქსელთა რაოდენობა ფერსოს გასაბუნდოვნებლად (გასათიშად 0-ზე დააყენე)პიქსელების რიცხვი ჩრდილის გადღაბნისთვის (გასათიშად დააყენე 0-ზე)პიქსელების რაოდენობა დუიმზე, ან Blender-იქ ერთეულზეპიქსელთა რიცხვი, ვიდრე კურსორი გამოძრავებულად ჩაითვლება (გამოიყენება წარმატებულ დაწკაპუნებაზე მონიშნულ საგნებში ციკლური სვლით)ქვემოდან ჩამოსაჭრელი პიქსელების რიცხვიმარცხენა მხრიდან ჩამოსაჭრელი პიქსელების რიცხვიმარჯვენა მხრიდან ჩამოსაჭრელი პიქსელების რიცხვიზემოდან ჩამოსაჭრელი პიქსელების რიცხვირამდენ პიქსელზე მოხდეს გათრევა, სანამ გათრევის მოვლენა დაფიქსირდება კლავიატურისა და სხვა არა თაგვის/პლანშეტის შემყვანისთვის (წინააღმდეგ შემთხვევაში ფიქსირდება დაწკაპუნების მოვლენები)რამდენ პიქსელზე მოხდეს გათრევა, სანამ თაგვის/სენსორული დაფის შენატანისთვის გათრევის მოვლენა დაფიქსირდება (წინააღმდეგ შემთხვევაში დაფიქსირდება დაწკაპუნების მოვლენები)რამდენ პიქსელზე მოხდეს გათრევამ სანამ გათრევის მოვლენა დაფიქსირდება პლანშეტით შეყვანისთვის (წინააღმდეგ შემთხვევაში დაფიქსირდება დაწკაპუნების მოვლენები)შესავსები არეს განვრცობის, ან შეკუმშვის ოდენობა პიქსელებშიწერტილთა რაოდენობა სპირალის ერთ ბრუნშიწერტილთა რაოდენობა თითოეულ წრეზეწერტილთა რაოდენობა წრეწირშიწერტილების რაოდენობა ზედა და ქვედა წრეზეწერტილთა რაოდენობა პროფილის წრეწირზე. აგრეთვე, განსაზღვრავს მრგვალი ჎უფიქ გარჩევადობასწერტილთა რაოდენობა მონასმის მოშვებულად ჩასათვლელადნიმუშის ასაღები წერტილების რაოდენობა მოცულობის ერთეულზეუკნიდან მოსანიშნი წერტილების რაოდენობაბოლოდან მოსანიშნი წერტილების რაოდენობაწინიდან მოსანიშნი წერტილების რაოდენობადასაწყისიდან მოსანიშნი წერტილების რაოდენობაგამოსაყენებელ პროექტორთა რიცხვირა რაოდენობის სხივების მიმართულებათა გამოთვლა უნდა მოხდეს ცხობისასმისადევნებელ სხივთა რიცხვი იერფერის თითოეულ შეფასებაზეშემოვლების რაოდენობა ესკიზურ ნახატშისიმრგვალეთა რიცხვი კონტურულ მონასმებშისინჯების წერტილთა რაოდენობა წირზენიმუშების რიცხვინიმუშების რაოდენობა ამ მოცულობის x ღერძის გაყოლებაზენიმუშების რაოდენობა ამ მოცულობის y ღერძის გაყოლებაზენიმუშების რაოდენობა ამ მოცულობის z ღერძის გაყოლებაზენიმუშების რაოდენობა რენდერისთვის თითო პიქსელზეთითო პიქსელზე აღებული ნიმუშების რაოდენობა, გაყოფილი ნიმუშების მაქსიმალურ რიცხვზე. ადაპტირებადი სემპლირების გასაანალიზებლადნიმუშების რაოდენობა მოცულობითი დაჩრდილვის გამოსათვლელადთითოეული პიქსელისთვის დასარენდერებელი სემპლების რაოდენობანიმუშების რაოდენობა სარკმელში რენდერისას, ნულის შემთხვევაში შეუზღუდავიაყოველ წახნაგზე დასატესტი ნიმუშების რიცხვიაუდიო მიქშირების ბუფერის მიერ გამოყენებული ნიმუშების რიცხვინიმუშების რაოდენობა, ნულის შემთხვევაში შეუზღუდავიაწამების რაოდენობა GL ტექსტურების ნაგვის შემკრების გაშვებებს შორისწამების რაოდენობა წვეროთა GL ბუფერის ობიექტის ნაგვის შემკრების გაშვებებს შორისსეგმენტების რიცხვი მომრგვალებული წიბოებისთვის/წვეროებისთვისსეგმენტების რაოდენობა ტორუსის მთავარი რგოლისთვისსეგმენტების რაოდენობა ტორუსის მცირე რგოლისთვისსეგმენტების რიცხვი შექცეული კინემატიკის ჯაჭვში, რომელიც მეშს დაადეფორმირებსმონიშნული ელემენტების რაოდენობა განმეორებად თანამიმდევრობაშირამდენი ნახევარტონით შეიცვალოს ბგერის სიმაღლე.იერფერთა კომპილაციის ნაკადების, ან ქვეპროცესების რიცხვი, ჩაჭერილი CPU-ქ მიერ მხარდაჭერილ მაქსიმალურ რაოდენობაზე (ცვლილებების ძალაში შესვლა Blender-იქ გადატვირთვას საჭიროებს). დიდი რიცხვი ზრდის RAM-იქ მოხმარებას და ამცირებს კომპილირების დროს. 0-ოვანი მნიშვნელობა ავტომატურ კონფიგურაციას გამოიყენებს. (მხოლოდ OpenGL)ამოსავსებად საჭირო გვერდების რიცხვი ხვრელში (ნული ყველა ხვრელს ავსებს)გამარტივების ნაბიჯების რაოდენობა (უფრო მაღალი მნიშვნელობები ამცირებს შევსების სიზუსტეს)ყოველ კადრში გადადგმული სიმულაციის ნაბიჯების რაოდენობა (უფრო მაღალი მნიშვნელობები უფრო აკურატულია, მაგრამ უფრო ნელი)დაგლუვების იტერაციების რიცხვი ფუნჯის თითეულ ნაბიჯზერამდენი გამოტოვებით აისახოს ჩანართებისფლაინის სამართავ წერტილთა რაოდენობა შუაშისაფეხურების რაოდენობა 0-დან 1-მდენაბიჯების რაოდენობა ბრუნშირამდენ ნაბიჯად დაიყოს გარდაქმნა წახნაგის უახლოეს ელემენტზე მიკვრისთვისმოცულობითი ეფექტების გამოსათვლელი ნაბიჯების რაოდენობა. ნაბიჯების უფრო მაღალი რიცხვი VRAM-იქ გამოყენებას და ჎არიქ჎ქ ზრდის.რამდენ ნაბიჯზე უნდა გადანაწილდეს გადანაცვლება. ველები, მათ შორის ნორმალისა და პოზიციის, ხელახლა გამოითვლება თითოეულ ნაბიჯამდე.ქვედანაყოფების რიცხვიგანაყოფების რაოდენობა ბადის ხაზებს შორისდანაყოფების რიცხვი ფონზე ასახული წერტილოვანი ბადისთვისდანყოფების რიცხვი, რომელთათვისაც გადანაცვლებები ინახებაძვლის ქვედანაყოფების რაოდენობა (მხოლოდ დ-ძვლებისთვის)ძირითად ოცწახნაგაზე დამატებითი დანაყოფების რაოდენობადანაყოფების რიცხვი ყოველ სეგმენტშიწვეროთა პოზიციებისა და ნორმალების გამოწვლილვამდე ჩასატარებელი დაყოფების რაოდენობა3D სარკმელში შესაქმნელი ქვედანაყოფების რიცხვირენდერირებისას ჩასატარებელი დაყოფების რიცხვიძერწვის რეჟიმში გამოსაყენებელი დანაყოფების რიცხვისარკმელში გამოსაყენებელი ქვედანაყოფების რიცხვიკარდინალურ ჏ირიქ გადაკვეთაში გამოყენებული დანაყოფების რიცხვი (ხარისხად 2)სუპერსემპლირების განკბილვის ნიმუშტა რიცხვი თითო პიქსელზე საბოლოო რენდერისთვისმანძილის ყოველ ერთეულზე წარმოსაქმნელი სურფელების რიცხვი (უფრო მაღალი მნიშვნელობები ჎არიქ჎ქ აუმჯობესებს)კასკადურ ჩრდილთა რუკის მიერ გამოყენებული ტექსტურების რიცხვინომერი პოზიციისა, რომელსაც ეს ფილა ფარავსრამდენჯერ სემპლირდება ობიექტის მონაცემები თითო კადრზეკადრზე რამდენჯერ სემპლირდება გარდაქმნებირამდენჯერ შემცირდეს გეომეტრია (მხოლოდ დაყოფის გაუქმება)რამდენჯერ იქნება ფილტრი გამოყენებულირამდენჯერ მეორდება ციკლურად სოლებირამდენჯერ იქნება სინათლე ხელახლა შეყვანილი სინათლის ბადეებში, 0 თიშავს ირიბ დიფუზიურ სინათლესსპირალის მიერ გაკეთებული სრული ბრუნების რაოდენობაამ მონაცემთა ბლოკზე მითითებების რაოდენობაგამარტივების გამოყენების რაოდენობარამდენჯერ იქნას დაგლუვება გამოყენებული (დიდ რიცხვებს შეუძლია FPS-იქ შეზღუდვა)დაგლუვების გამოყენების რაოდენობა (მაღალმა რიცხვებმა შეიძლება, შეზღუდოს fps)რამდენჯერ იქნას ჩახრახნის ოპერაცია გამოყენებულიფერთა გაბუნდოვნების რაოდენობა (უფრო მაღალი მეტ გადღაბნას იწვევს)რამდენჯერ მოხდეს აჼტიური ვოქსელების გაგანიერება და ეროზიახელახლა გამოსახვის რაოდენობარამდენჯერ განმეორდეს ქმედების დიაპაზონირამდენჯერ უნდა დაგლუვდეს ახლად შექმნილი მონასმებირამდენჯერ დაგლუვდეს მეშირამდენჯერ უნდა დაიყოს ახლად შექმნილი მონასმები, ნაკლებად დაკბილული მონასმებისთვისგასაუქმებელი დაყოფის საფეხურების რიცხვიმიმყოლი კვალის ნაწილაკების რიცხვიმშობლის გარშემო შემოტრიალებების რაოდენობა ღერის გაყოლებაზეგაუქმების ნაბიჯების ხელმისაწვდომი რაოდენობა (უფრო მცირე მნიშვნელობები ზოგავს მეხსიერებას)მომხმარებლების რიცხვიშვეული პიქსელების რაოდენობა დარენდერებულ გამოსახულებაშიწვეროთა რაოდენობა ფიგურის X მხრისთვისწვეროთა რაოდენობა ფიგურის Y მხრისთვისწვეროთა რაოდენობა ფიგურის Z მხრისთვისწვეროთა რაოდენობა X მიმართულებითწვეროთა რაოდენობა Y მიმართულებითწვეროების რაოდენობა წრეწირზეწვეროთა რაოდენობა ხაზზევოქსელების რაოდენობა X ღერძშივოქსელების რაოდენობა ფილის X მიმართულებაზე, ან 1, თუ ველი ვოქსელზე გამოითვლებავოქსელების რაოდენობა Y ღერძშივოქსელების რაოდენობა ფილის Y მიმართულებაზე, ან 1, თუ ველი ვოქსელზე გამოითვლებავოქსელების რაოდენობა Z ღერძშივოქსელების რაოდენობა ფილის Z მიმართულებაზე, ან 1, თუ ველი ვოქსელზე გამოითვლებაამ სლოტისთვის სპეციფიური რიცხვი, ქმედების ფარგლებში უნიკალური. ეს გამოიყენება, მაგალითად, ActionKeyframeStrip-ზე, ამ სლოტისთვის ActionChannelBag-იქ მოსაძებნადრიცხვი, რომლითაც უნდა გაიზარდოს, ან შემცირდეს ასონიშნის კოდიერთდროულად საჩვენებელი დირექტორიათა იერარქიის დონეების რიცხვებირიცხვითი IDრიცხვითი ID (მხოლოდ წაკითხვადი!)რიცხვითი შენატანის ისრებირიცხვითი შენატანის შეფასებარიცხვითი პრობლემარიცხვითი ინტეგრირების მეთოდი ადვექციისთვისOBJ ექსპორტი: '%s'-სთვის mtl ფაილის შექმნა შეუძლებელიაOBJ ექსპორტი: ფაილის '%s' გახსნა შეუძლებელიაOBJ ექსპორტი: ჩასაწერი ინფორმაცია არ არსებობსOBJ ექსპორტი: კოლექცია '%s' ვერ მოიძებნაOBJ იმპორტი: ფაილის '%s' გახსნა შეუძლებელიაOFFკარგიONOPEN_EXROSOS კლავიშიო.ქ. ციკლიOS-კლავიშიOSL მოთხოვნამ %s-იქ გახსნა ვერ შეძლოOSL სკრიპტის კომპილაცია წარუმატებელია, შეცდომებისთვის ი჎. კონსოლიOSL იერფერის კომპილაცია წარმატებულიაOSL-იქ მხარდაჭერა ამ ვერსიაში გათიშულიაობიექტიბოიდიმუხტიწირმიმმართველიწინაღობაველიდენადინივთიერებისველიძალაჰარმონიულიორიგინალის დატოვებალენნარდ-ჯოუნსიმაგნიტიახალიტექსტურისველიტურბულენტობაგრიგალიქარიობიექტ "%s"-შეუქცევადი გარდაქმნის მატრიცა აქვს, გარდაქმნა არ გამოიყენებაობიექტი "%s" მეში არააობიექტი "%s" მეში არაა, ან მისი მეშად კონვერტირება შეუძლებელია (჏ირი, ტექსტი, ზედაპირი, ან მეტაბურთი)ობიექტი "%s" დარენდერებისთვის ჩართული არააობიექტი "%s" ხედის შრეში არააობიექტი "%s" შეფასებულ სცენაში ვერ მოიძებნა, შესაძლოა, დამალულიაობიექტ %s-ქ პოზა არა აქვს, ქმედების დარენდერებამდე გამოყენება შეუძლებელიაობიექტმა %s დაკარგა მონაცემებიობიექტი %s არაა ხედის შრეში %sობიექტს '%s' უკვე აქვს უდრეკი სხეულის ბორკილიობიექტი '%s' უკვე არიქ კოლექციაში '%s'ობიექტი '%s' ვერ დაიმალება, რადგან ხედის შრე '%s'-ში არ იმყოფება!ობიექტი '%s' ვერ მოინიშნება, რადგან ხედის შრე '%s'-ში არ იმყოფება!ობიექტმა '%s' ვერ მოახერხა შიდა მონაცემების შექმნა უახლოესი წერტილის საპოვნელადობიექტს '%s' არ აქვს %s მოდიფიკატორის მხარდაჭერაობიექტს '%s' არ აქვს ფორმების მხარდაჭერაობიექტს '%s' არ აქვს ჏ირიქ, ან გრიზ ფენსილის გამოთვლილი მონაცემებიობიექტს '%s' არ აქვს გრიზ ფენსილისა, თუ წირების გამოთვლილი მონაცემებიობიექტს '%s' არ აქვს გამოთვლილი წირების მონაცემებიობიექტს '%s' არ აქვს შეფასებული მეშის მონაცემებიობიექტს '%s' არ აქვს გამოთვლილი მეში, ან წირების მონაცემებიობიექტი '%s' არ არიქ კოლექციაში '%s'ობიექტი (მიამაგრე თმის წირები ზედაპირს)ობიექტი (დატოვე გარდაქმნა შებრუნების გარეშე)ობიექტი (დატოვე გარდაქმნა)ობიექტი (შებრუნების გარეშე)ობიექტი 1ობიექტი 2ობიექტის ქმედებაგამწკრივებული ობიექტიობიექტის ანიმაციაობიექტის ბაზაობიექტის ცენტრიობიექტის შვილობილებიობიექტის შეჯახებებიობიექტის ფერიობიექტის ბორკილის თვისებებიობიექტის ბორკილებიობიექტის შიგთავსიობიექტის მონაცემებიობიექტის მონაცემების ანიმაციაობიექტის მონაცემთა თვისებებიობიექტის ასახვაობიექტის შეფასების მდგომარეობაობიექტის დამატებებიობიექტის შრიფტიობიექტიდანობიექტის გიზმოებიობიექტების ჯგუფებიობიექტის ინდექსიობიექტის ინფოობიექტის ინსტანციებიობიექტის სინათლის მიბმაობიექტის ლაინ არტიობიექტის ლაინ არტიქ ანაწყობებიობიექტის მდებარეობაობიექტის რეჟიმიობიექტის მოდიფიკატორებიობიექტის სახელიკვანძის ობიექტის ბუდეობიექტის კვანძის ბუდის ინტერფეისიობიექტის აცდენაობიექტის ოპერაციაობიექტის სათავის ზომაობიექტების სათავეებიობიექტის მისამართიობიექტების მისამართებიობიექტის ბრუნვის ცენტრიობიექტის თვისებებიობიექტის ბრუნვაობიექტის მასშტაბიობიექტისეული ხრახნიობიექტი მონიშნულიაობიექტის იერფერის ეფექტებიობიექტის ამომხსნელიობიექტის ამომხსნელი ბორკილიობიექტის სივრცეობიექტის მდგომარეობის ფილტრიობიექტისკენობიექტის გარდაქმნაობიექტის ტიპებიობიექტის სიჩქარეობიექტი Xობიექტი Yობიექტი Zობიექტი, როგორც კამერაობიექტის ბაზის მონიშნულობის მდგომარეობაობიექტის ზღუდის ასახვის ტიპიობიექტს აქვს ჩრდილები 3D სარკმელშიობიექტის შვილობილები გამოიყენებენ შეფარდებით გარდაქმნას, როგორიცაა დეფორმაციაობიექტის ფერიობიექტის ფერი და ალფა, გამოყენებული, როცა ობიექტის ფერის რეჟიმია ჩართულიობიექტი მოდის ფონური ნაკრებიდანობიექტი მოდის მაინსტანცირებლიდანობიექტის დუბლიკაცია ვერ მოხერხდაობიექტის მონაცემებიობიექტის მონაცემთა ბლოკი, რომელიც განსაზღვრავს ობიექტს სცენაშიობიექტების მონაცემთა ბლოკებიაცდენის განმსაზღვრელი ობიექტიობიექტის დეტალები, ცარიელი მავთულების, კამერებისა და სხვა ვიზუალური ნიშნულების ჩათვლითობიექტის ასახვის ანაწყობები 3D სარკმლისთვისობიექტს გეომეტრიის მონაცემები არ აქვსობიექტის ფაილის ფორმატი (.obj)ობიექტი მორგებული სივრცისათვისობიექტი ღერძის ბრუნვისთვისობიექტის გეომეტრია განახლებულიაობიექტს აქვს უარყოფითი მასშტაბი, ძერწვა შეიძლება, არაპროგნოზირებადი იყოსობიექტს უარყოფითი მასშტაბი აქვს, გადაძრობა იმუშავებს მეშის ამოუტრიალებელ ვერსიაზეობიექტს არ აქვს მოსაცილებელი უდრეკი სხეულის ბორკილიობიექტს მოსაცილებელი უდრეკი სხეულის ანაწყობები არ აქვსობიექტს პოზა არ გააჩნიაობიექტს წვეროთა ჯგუფი არა აქვსობიექტს აქვს არაერთგვაროვანი მასშტაბი, ძერწვა შეიძლება, არაპროგნოზირებადი იყოსობიექტს არაერთგვაროვანი მასშტაბი აქვს, გადაძრობა იმუშავებს მეშის არამასშტაბირებულ ვერსიაზეობიექტის ურთიერთქმედების რეჟიმიობიექტი ლოკალური ბიბლიოთეკის უკუგდებააობიექტი კონტროლდება უშუალოდ ანიმაციის სისტემის მიერობიექტი კონტროლდება უშუალოდ სიმულაციის შედეგების მიერობიექტი არც ჏ირია და არც ტექსტიობიექტი მეში არააობიექტი არმატურა არააობიექტი წინ არააობიექტი მასშტაბირდება ჏ირიქ რადიუსითობიექტი წინაა ნაჩვენებიობიექტი გამოიყენება კამერის ადევნებისთვისობიექტი უნდა იყოს ობიექტის რეჟიმშიგანსათავსებელი ობიექტის სახელი (როცა ეს და 'session_uid' დაუყენებელია, იყენებს აჼტიურ ობიექტს)ობიექტი ვერ მოიძებნაკოლექციის ობიექტი თავისი კოლექციასთან დაკავშირებული ანაწყობებითობიექტის მისამართიგასაბნევად გამოყენებული ინსტანცირებული გეომეტრიის მომწოდებელი ობიექტიობიექტის ანაწყობებიობიექტის შეფერადება განახლებულიაობიექტი მეშის ტიპისა უნდა იყოსობიექტის ბუდე კვანძშიობიექტის სივრცის ნორმალების განაწილებაობიექტის სივრცის ნორმალების განაწილება, თავსებადია Blender-იქ რენდერის ცხობასთანობიექტის სივრცის ვექტორული გადანაცვლების განაწილებაობიექტი, რომელიც განსაზღვრავს მორგებულ ასახვის ფორმას ამ ძვლისთვისობიექტი, რომელსაც ნაწილაკთა სისტემა აქვსობიექტი, რომელსაც უკავშირდება ეს ბაზაასარიდებელი ობიექტიობიექტი, რომლიდანაც უნდა გამოითვალოს წვეროებამდე მანძილიობიექტი ჩახრახნის ღერძის განსასაზღვრადობიექტი ცენტრის მდებარეობის დასადგენადობიექტი ბრუნვის ცენტრის დასადგენადგასასარკისებურებელი ობიექტი. დატოვე ცარიელი დაასახელე ძვალი, რომლის მიღმაც ყოველთვის მოხდება აჼტიური არმატურის გასარკისებურებატექსტურის კოორდინატების დასაყენებელი ობიექტიმდებარეობისა და ბრუნვის ასაღები ობიექტი, რომელზეც VR ჰედსეტიდან გადაადგილებისა და ბრუნვის დელტა მნიშვნელობები იქნება გამოყენებულიობიექტი, რომლიდანაც უნდა მოხდეს მონაცემთა გადატანაობიექტი, რომლიდანაც უნდა მოხდეს გარდაქმნაობიექტი, რომლამდეც უნდა მოხდეს გარდაქმნაგალიად გამოსაყენებელი ობიექტი, აჼტიური ობიექტიდან გალიის ექსტრუზიის ხერხით გალიის გამოთვლის ნაცვლადგალიად გამოსაყენებელი ობიექტი, აჼტიური ობიექტიდან გალიის ექსტრუზიით გამოთვლის მაგივრადსარკედ გამოსაყენებელი ობიექტიპროექტორის გარდაქმნად გამოსაყენებელი ობიექტიშემავალ გეომეტრიად გამოსაყენებელი ობიექტიობიექტის ტექსტურის კოორდინატების მეშვეობით დატანისთვის გამოსაყენებელი ობიექტიტექსტურის გასანაწილებლად გამოსაყენებელი ობიექტიობიექტი, რომლის მიმართაც ფარდობითდება მატრიცებიობიექტის გარდაქმნა განახლებულიაობიექტის ტიპს "%s" არ აქვს რედაქტირებადი მონაცემებიობიექტის ტიპს არ აქვს ავტომატური გადახედვების მხარდაჭერაობიექტის ტიპს არ აქვს წვეროთა ჯგუფების მხარდაჭერაობიექტის ტიპი მხარდაუჭერელიაობიექტის ტიპი არ დაემთხვა, Alembic ობიექტის მისამართი იმპორტირებისას კამერაზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპი არ დაემთხვა, Alembic ობიექტის მისამართი იმპორტირებისას წირებზე მიუთითებდა, მაგრამ უკვე ა჌არ.ობიექტის ტიპი არ დაემთხვა, Alembic ობიექტის მისამართი იმპორტირებისას NURBS-ზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპი არ დაემთხვა, Alembic ობიექტის მისამართი იმპორტირებისას წერტილებზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპი არ დაემთხვა, Alembic ობიექტის მისამართი იმპორტირებისას პოლიმეშზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპის შეუსაბამობა, Alembic ობიექტის მისამართი იმპორტირებისას SubD-ზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპის შეუსაბამობა, Alembic ობიექტის მისამართი იმპორტისას XForm-ზე მიუთითებდა, მაგრამ უკვე აღარობიექტის ტიპი არ ემთხვევა, Alembic ობიექტის მისამართი კამერაზე მიუთითებსობიექტის ტიპი არ ემთხვევა, Alembic ობიექტის მისამართი წირებზე მიუთითებს.ობიექტის ტიპი არ ემთხვევა, Alembic ობიექტის მისამართი NURBS-ზე მიუთითებსობიექტის ტიპი არ ემთხვევა, Alembic ობიექტის მისამართი წერტილებზე მიუთითებს.ობიექტის ტიპი არ ემთხვევა, Alembic ობიექტის მისამართი პოლიმეშზე მიუთითებსობიექტის ტიპის შეუსაბამობა, Alembic ობიექტის მისამართი SubD-ზე მიუთითებსობიექტის ტიპის შეუსაბამობა, Alembic ობიექტიის მისამართი XForm-ზე მიუთითებსწყაროს ობიექტის ტიპი მხარდაუჭერელიაობიექტი გამოყენებული აწყობის ქა჏ყიქ პოზიციადცენტრად გამოყენებული ობიექტიმანძილის მითითებად გამოყენებული ობიექტიკამერის ასადევნებლად გამოყენებული ობიექტი ვერ წაიშლებაობიექტი გამოყენებული ორიენტირისთვისგრადიენტის მიმართულებისთვის გამოყენებული ობიექტითმის რეზინის ინსტანციისთვის გამოყენებული ობიექტიობიექტი, რომელიც გამოიყენება კამერის სივრცის სიღრმის განსასაზღვრად, ამ ობიექტის ზედაპირზე პროეცირების გზითგადანაცვლების სივრცის განსასაზღვრად გამოყენებული ობიექტიობიექტის ხილულობა კამერის სხივებისთვისობიექტის ხილულობა დიფუზიის სხივებისთვისობიექტის ხილულობა პრიალის სხივებისთვისობიექტის ხილულობა ჩრდილის სხივებისთვისობიექტის ხილულობა გავლის სხივებისთვისობიექტის ხილულობა მოცულობის გაბნევის სხივებისთვისობიექტი ჯერ შეფასებული არ იყოობიექტი, რომელიც ტალღის ცენტრს ადგენსობიექტი, რომლის Z ღერძიც განსაზღვრავს მიზიდულობის ორიენტაციასობიექტი მიჰყვება ჏ირიქ აღმა-დაღმა სვლასობიექტი უძრავად დარჩება ჏ირიქ სიგრძის გაყოლებაზე რომელიმე წერტილზე, მიუხედავად დროისაობიექტს {!r} უკვე აქვს ნაწილაკთა სისტემაობიექტს '{!r}' უკვე აქვს '{!r}' F-჏ირ(ებ)ი. მოაცილე ისინი, სანამ ხელმეორედ ცდიობიექტის შემომსაზღვრელი ჩარჩო ობიექტის სივრცის კოორდინატებში, როცა მიუწვდომელია, ყველა მნიშვნელობა -1.0-ქ უდრისობიექტ(ებ)იობიექტის სივრცისეული მანძილი, რომლითაც უნდა მოხდეს SDF ზედაპირის აცდენაობიექტი: {:s}, მეში: '{:s}' UV-ების გარეშეაობიექტის: {:s}, მეშს: '{:s}' აქვს {:d} მარყუჟი ({:d} წახნაგისთვის), მოსალოდნელი იყო {:d}ობიექტებიობიექტები & კოლექციებიობიექტების მონიშვნის თვლაშესაძლებელია ობიექტების ინდივიდუალური განახლება უფრო ნელი რენდერის ხარჯზეობიექტებს წვეროთა ერთი და იგივე რაოდენობა არ აქვსობიექტს არ აქვს მონაცემები გარდაქმნისთვისკოლექციაში მდებარე ობიექტებს მხოლოდ ირიბი წვლილი შეაქვთ (ჩრდილებისა და ანარეკლების მეშვეობით) ხედის შრეშიკოლექციაში მდებარე ობიექტებს მხოლოდ ირიბად შეაქვთ წვლილი (ჩრდილებისა და ანარეკლების მეშვეობით) ხედის შრეში • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებში დასაყენებლადობიექტები, რომლებსაც ჩასოლვის აჼტიური ნაკრები მოიცავსობიექტები დაკავშირებულია %s-თანობიექტები გადატანილია %s-შიკოლექციის ობიექტები თავიანთი მშობელ-კოლექციის-სპეციფიური ანაწყობებითობიექტებს აქვთ საზიარო ტექსტურული სივრცე, გაანაწილე ყველა ობიექტი ერთ UV რუკაშიობიექტები, რომლებიც უშუალოდ ამ კოლექციაშიაობიექტები ამ კოლექციაში და მის შვილობილ კოლექციებშიდაბრკოლებადაბრკოლების მანძილიდაბრკოლების დონის სიმრავლედაბრკოლების მიჯნაწინაღობასაშლელის დახშობაგეომეტრიის წინაღობადაახშე ობიექტები გარემოს ფერით, როცა უფრო შორს არიანწინაღობაწინაღობის მანძილიმხოლოდ წინაღობაოკეანეოკეანის მოდიფიკატორიოკეანე ქეშირებულიაოქტაგონურირვაწახნაგაოქტავებიოქტახის სიღრმეკენტიკენტი ჭადრაკული ფილებიგამორთვაღერძს მიღმაღერძს მიღმა მყოფი წაკვეთილი პირამიდები სიბრტყეში თანამთხვევითოფიციალურიოფიციალურად მხარდაჭერილიეკრანს მიღმა უჯრედებად დაყოფის მასშტაბიეკრანს მიღმა მასშტაბიაცდენააცდენა (ძველებური)აცდენის ოდენობააცდენის კუთხეკუთხის აცდენა წახნაგშიაცდენის მიმართულებააცდენის მანძილიწიბოთა მარყუჟის აცდენათანაბარი აცდენააცდენის კოეფიციენტიაცდენის სიხშირეაცდენის მატრიცააცდენის მეთოდიაცდენის ობიექტისიბრტყეების აცდენაწერტილის აცდენა წირშიშეფარდებითი აცდენააცდენის მასშტაბიაცდენის დასაწყისიაცდენა მორგებული კამერისკენაცდენა U-ზეაცდენა ვარგისიააცდენის ვექტორიაცდენა Xაცდენა Y-ზეააცდინე სამართავი წერტილის იდნექსი თავისი ჏ირიქ ფარგლებშიააცდინე ნიშნიანი მანძილის ველის ზედაპირი სამყაროსეული სივრცის მანძილით. აგანიერებს (დადებითი), ან ფიტავს (უარყოფითი) და, ამავდროულად, ინარჩუნებს ნიშნიანი მანძილის თვისებასზედაპირებზე ხატვისას ააცდინე ნორმალის გასწვრივააცდინე გამოსახულებათაღის აცდენის დახრილობის კუთხეაცდენის ჩაჭერა გეომეტრიის მასშტაბის მიხედვითაცდენილ წიბოთა მარყუჟების გაცურებაყოველი N რიგის აცდენააცდენა ჩამკეტის დროის ინტერვალისთვის, იძლევა მოძრაობის გადღაბნის მიმყოლი კვალის შეცვლის საშუალებასაცდენა ობიექტის ცენტრიდანაცდენა კადრებში ლენტის ბოლოდანაცდენა მიწის სიბრტყიდანინსტანცირებისას გამოსაყენებელი აცდენა სათავედანაცდენა პოზიციიდან, რომელიც ამ კადრს მიესადაგებააცდენა კადრებში ლენტის დასაწყისიდანაცდენა ქა჏ყიქი წერტილიდანაცდენა წილადნიშნა ერთეულებში, 1.0 გამოსახულების სიგანე და სიმაღლეააცდენა შემთხვევით რიცხვთა ცხრილში შვილობილი ნაწილალებისთვის, სხვა გაშემთხვევითებული შედეგის მისაღებადაცდენა შემთხვევით რიცხვთა ცხრილში, სხვა გაშემთხვევითებული შედეგის მისაღებადთითოეული ჏ირიქ პირველი წერტილის აცდენის ინდექსიაცდენა ყოველ მონასმში წყვეტილი მონაკვეთის წარმოქმნის დასაწყისამდეააცდინე საკვანძო ფაზებიშრეების აცდენა ერთი და იგივე კოეფიციენტითააცდინე წარმოქმნილი წახნაგების მასალის ინდექსიააცდინე ფერსოს წარმოქმნილი წახნაგების მასალის ინდექსიააცდინე მასალები ერთი და იგივე კოეფიციენტითდუბლიკაციების აცდენა, -1-დან 1-მდე (შინაგანიდან გარეგანამდე)თითოეული გროვის აცდენა შემთხვევითი მიმართულებითიატაკის აცდენა ობიექტის სათავიდანჩანაწერის პირველი კადრის აცდენა ფაილის სახელთან მიმართებაში (მხოლოდ ჩანაწერის ჩატვირთვაზე ზემოქმედებს, კლიპთან ასოცირებულ მონაცემებს არ ცვლის)კვანძების აცდენა კურსორისგან, როცა დაემატებაბრუნვის ცენტრის აცდენა სამიზნიდან (როცა დაყენებულია), ან მფლობელის მდებარეობიდან (როცა ფიქსირებული პოზიცია გათიშულია), ან აბსოლუტური ბრუნვის ცენტრიდანზღუდის სათავის აცდენა ფუნჯის რადიუსთან მიმართებაშიწირების აცდენა ბოლოს მოსამრგვალებლადპოზის სათავის აცდენა ფუნჯთან მიმართებაშიფერსოს აცდენაჩრდილის აცდენაკვალის აცდენა დაქვემდებარების წერტილიდანაცდენა წირზეააცდინე სიბრტყეები ერთმანეთს. თუ გათიშულია, რამდენიმე სიბრტყე შეიქმნება ერთსა და იმავე მდებარეობაზეააცდინე სხივები ზედაპირიდან, რათა შეამცირო ჩრდილის ტერმინატორის არტეფაქტი დაბალ პოლიგონალურ გეომეტრიაზე. იმოქმედე მხოლოდ იმ სამკუთხედებზე, რომლებზეც გეომეტრიის აცდენა ახდენს გავლენასააცდინე სხივები ზედაპირიდან, რათა შეამცირო ჩრდილის ტერმინატორის არტეფაქტი დაბალ პოლიგონალურ გეომეტრიაზე. მოქმედებს მხოლოდ სამკუთხედებზე სინათლესთან ახლო განაპირა კუთხეებზეგამოსხივების ბადის სემპლირების აცდენა ზედაპირის ნორმალის მიმართულებით, სინათლის ჟონვის შესამცირებლადგამოსხივების ბადის სემპლირების აცდენა დათვალიერების მიმართულებით, სინათლის ჟონვის შესამცირებლადსაწყისი წერტილის აცდენაააცდინე მონასმები ერთი და იგივე კოეფიციენტით მონასმთა დახატვის თანმიმდევრობის მიხედვითააცდინე მონასმები შევსებიდანმონასმების აცდენა აჼტიური კამერის ნაცვლად მონიშნული კამერისკენშემთხვევითობის პრინციპით ააცდინე ასლებიააცდინე მთელი ჯაჭვი ძირეულ სახსართან შეფარდებაშიააცდინე არა მხოლოდ მონიშნული წერტილები, არამედ მთლიანი მონასმიააცდინე წახნაგის კუთხეებზე არსებული ინსტანციები თავიანთი წახნაგისკენშემთხვევითობის პრინციპით ააცდინე ინსტანციებიხმაურის აცდენა მონასმის გასწვრივააცდინე ანიმაციაში გამოსაყენებელი კადრის ნომერიააცდინე დეფორმაციის სათავე და ორიენტაციამოახდინე ბრუნის აცდენა მისი ღერძის გასწვრივააცდინე ახვევა ორიგინალი ჏ირიქ გასწვრივ, რათა შეინარჩუნო ფორმაააცდინე მონასმი ზედაპირიდანააცდინე სისქე ცენტრიდანსცენის მიმდინარე კადრზე დასამატებელი აცდენა. შეიძლება, უარყოფითიც იყოსიმპორტის დროს ანიმაციაზე გამოსაყენებელი აცდენა კადრებშიანიმაციის დროის შტამპებზე გამოსაყენებელი აცდენა კადრებშილენტის მონაცემთა აცდენააცდენა გამოყენებული რედაქტირებადი მეშის დასახაზად სხვა გეომეტრიის წინაცდენის მნიშვნელობა, რომელიც უნდა დაემატოს მონასმის UV-ებსაცდენის ვექტორიააცდინე წვეროები ტექსტურის საფუძველზეაცდენა იქნება აბსოლუტური წერტილი სივრცეში და არა სამიზნესთან შეფარდებულიაცდენა სამიზნის გარდაქმნითაცდენა/჎არიქ჎ი/დაქანება (ASC-CDL)აცდენა:აცდენა: %.3fაცდენებიOggOgg Theoraზეთიძველიძველი ქმედებაძველი ქმედების სესიის uid, რომელიც უნდა ჩანაცვლდესძველი IDძველი ID '%s' ბიბლიოთეკიდანაა დაკავშირებული, ამ მონაცემთა ბლოკის ირიბი გამოყენებების ხელახალი დატანა არ მოხდებაძველი ID-ქ სესიის uid, რომლიდანაც უნდა გადმონაწილდეს მონაცემებიძველი ობიექტის წახნაგის არეძველი გადანაწილების მნიშვნელობა კადრებშიმეჩხერი აქსესორის გამოტოვება იმ შემთხვევაში, თუ მონაცემები ცარიელიამეჩხერი აქსესორის გამოტოვება იმ შემთხვევაში, თუ მონაცემები ცარიელიაყოველმხრივი წერტილოვანი სინათლეყოველმხრივი მიმართულებით მანათობელი წერტილოვანი წყაროჩართულიგალიაზედაწკაპუნებაზემიმდინარე კადრზემიწაზედაჭერაზემონიშნულ საკვანძო ფაზებზემონიშნულ მარკერებზემხოლოდ მონიშნულშიზედაპირზეგამოსახულებათა თანამიმდევრობის ლენტებზე, აბრუნებს ლენტს ყოველი გამოსახულებისთვისერთი წახნაგიერთი დონეერთერთ კვანძს გამონატანი არ აქვსწრეწირის სამი წერტილიდან ერთერთი. წერტილების თანმიმდევრობა ადგენს წრეწირის მიმართულებასფილტრის ანაწყობების გამო ერთი, ან მეტი F-჏ირი უხილავია'ინსტანცია წერტილებზე' კვანძებში პროტოტიპებად გამოყენებულ ერთ, ან მეტ ობიექტს ან არ აქვს 'ინსტანციად' ჩართული 'ობიექტის ინფო'-ქ კვანძებში, ან პროტოტიპი თავად საბაზისო გეომეტრიაა. ორივე ხელს უშლის წერტილების ინსტანსერის ექსპორტს. თუ პირველი შემთხვევაა, ჩართე 'ინსტანციად", რათა თავიდან აიცილო არასწორი თვითმითითება.ერთი უნიკალური გრაფიკული განსაზღვრაOneDriveკალკის გაუმჭვირვალობაკალკიკალკირებაკალკებიხაზზე წვდომაონლაინ გაფართოებებიგანახლებების შესამოწმებლად საჭიროა ონლაინ წვდომა.განახლების დასაინსტალირებლად საჭიროა ონლაინ წვდომა.დაინსტალირებისთვის, ან განახლებისთვის საჭიროა ონლაინ წვდომა. ჩართე ონლაინ წვდომა სისტემის სასურველი პარამეტრებიდანდასაინსტალირებლად, ან განსაახლებლად საჭიროა ონლაინ წვდომა. გაუშვი Blender --ოფლაინ-რეჟიმის გარეშეგანახლებების დასაინსტალირებლად საჭიროა ონლაინ წვდომა.უფასო და ჌ია ქა჏ყიქი კოდის გაფართოებათა ონლაინ დირექტორიამხოლოდ 90 გრადუსიანი ბრუნვებია ნებადართულიგააქტიურება მხოლოდ მონიშნულობისასმხოლოდ აქტიურსმხოლოდ აჼტიური F-წირიჩასოლვის მხოლოდ აჼტიური ნაკრებიმხოლოდ აქტივებიმხოლოდ ღერძის სწორებამხოლოდ ბიძგიმხოლოდ ბეზიეს წირებია მხარდაჭერილიმხოლოდ ბეზიეს სფლაინების დამატებაა შესაძლებელიმხოლოდ არხიმხოლოდ წირებიმხოლოდ დეფორმირების ძვლებიმხოლოდ წიბოები და წახნაგებიმხოლოდ ბოლოწერტილებიმხოლოდ წახნაგებიმხოლოდ შევსებებიმხოლოდ პირველიმხოლოდ ხელმისაწვდომის ჩასმამხოლოდ საჭიროს ჩასმამხოლოდ გარეთას შიგნითმხოლოდ ლოკალურიმხოლოდ მდებარეობებიმხოლოდ დაუმაგრებელი წიბოებიმხოლოდ მეზობელი გეომეტრიამხოლოდ ფერსომხოლოდ წამებიმხოლოდ მოუნიშნავის მონიშვნამხოლოდ მონიშნულიმხოლოდ მონიშნული ძვლებიმხოლოდ მონიშნული არხებიმხოლოდ მონიშნული საკვანძო ფაზებიმხოლოდ მონიშნული საკვანძო ფაზების სახელურებიმხოლოდ შეცდომების ჩვენებამხოლოდ მონიშნულის ჩვენებააჩვენე მხოლოდ მონიშნული F-჏ირიქ საკვანძო ფაზებიმხოლოდ აჼტიური ობიექტის სლოტის ჩვენებამხოლოდ სიგლუვემხოლოდ მონასმებიმხოლოდ გამოუყენებელიმხოლოდ ალფას გამოყენებამხოლოდ X ღერძის გარდაქმნებია გავლენის ქვეშმხოლოდ Y ღერძის გარდაქმნებია გავლენის ქვეშმხოლოდ Z ღერძის გარდაქმნებია გავლენის ქვეშმხოლოდ მთავარ გამოსახულებისა და ნიღბის შენატანებია მხარდაჭერილი, დანარჩენი მხარდაუჭერელია და ნულზე დაბრუნდებამხოლოდ ერთი ცალი ასონიშანია მხარდაჭერილიგაააქტიურე მხოლოდ მაშინ, როცა თაგვი კვანძზე არაა (გამოსადეგია გადაკეთების ჟესტისთვის)მხოლოდ აჼტიური შრედაამატე F-მოდიფიკატორი მხოლოდ აჼტიურ F-წირსდაამატე აჼტიურ ლენტს მხოლოდ დადგენილი ტიპის F-მოდიფიკატორიდაამატე მხოლოდ მკვეთრი წიბოები, ჯერ არსებული ტეგების გასუფთავების ნაცვლადმხოლოდ ორიგინალ მონაცემებს დაამატე ფერსოგავლენა მხოლოდ მონიშნულ ელემენტებზეიმოქმედე მხოლოდ იმ წვეროებზე, რომლებსაც სხვა წახნაგები არ ეფარება (მუშაობის შენელება)მოცემული ქიქჼიქ სიდიდე მხოლოდ გამომცემ არეში იქნება ნებადართული და არ შეჯამდებამხოლოდ მონიშვნად ობიექტებს მიეცი უფლება, სხივტყორცნის შედეგზე იმოქმედოსაჩვენე მხოლოდ ცალმნიშვნელობიანი შენატანები და არა ველი. არარეკომენდირებულია. 5.0 ვერსიაში ა჌არ იქნება.გამოიყენე მხოლოდ მონიშნული ძვლები (შვილობილებზე განვრცობით)მხარდაჭერილია მხოლოდ არმატურის ობიექტებიმხოლოდ აქტივები ამ ფაილიდან შეიძლება, გადავიდეს კატალოგებს შორისხელმისაწვდომია მხოლოდ წერტილთა მონიშვნის რეჟიმშიხელმისაწვდომია მხოლოდ კუთხოვანი დრეკადი ზამბარებით.გამოცხვე საკვანძო ფაზები მხოლოდ კადრთა გარკვეულ დიაპაზონშიგამოაცხვე მხოლოდ მონიშნული სინათლის ზონდების მოცულობებიგამოაცხვე მხოლოდ აჼტიური სინათლის ზონდის მოცულობადააცერობე მხოლოდ წახნაგთა შორის საკმარისად მახვილი კუთხის მქონე წიბოებიმხოლოდ ბულის შენატანის ბუდეებია მხარდაჭერილიმხოლოდ ბულის, მთელი, წილადნიშნა და ჩამოთვლადი თვისებებია მხარდაჭერილიმხოლოდ ბულის, მთელი, წილადნიშნა და ჩამოთვლადი თვისებებია მხარდაჭერილიგამოთვალე მხოლოდ ინტენსიურობაგაასუფთავე მხოლოდ მონიშნული ძვლების მოძრაობის ტრაექტორიებიგაასუფთავე მხოლოდ მონიშნული ობიექტების მოძრაობის ტრაექტორიებიმხედველობაში მიიღე მხოლოდ იმავე არხზე მყოფი ლენტები, რომელზეცაა აქტიურიგარემომცველი წინაღობის გამოთვლისას მხოლოდ თავად ობიექტი გაითვალისწინეგაკვეთე მხოლოდ მონიშნული გეომეტრიაგაკვეთე მხოლოდ ყველაზე წინა გეომეტრიადაადეფორმირე წვეროები ეფექტის ცენტრიდან მხოლოდ ამ მანძილზე (უსასრულობისთვის 0-ზე დატოვე.)ფორმებზე მხოლოდ მადეფორმირებელი მოდიფიკატორების გამოყენება შეიძლებაწაშალე მხოლოდ მონიშნული საკვანძო ფაზებიწაშალე მხოლოდ მონიშნული სინათლის ზონდების გამოცხობილი განათების მონაცემებიწაშალე მხოლოდ აჼტიური სინათლის ზონდების გამოცხობილი განათების მონაცემებიმიმდინარე ოპერაციისთვის მხოლოდ დირექტორიების არჩევა შეიძლება.ასახე და გაითვალისწინე მხოლოდ გარეთა წვეროებიასახე მხოლოდ მე-n კადრიგამოსახულება მხოლოდ მაშინ ასახე, როცა ხედის ღერძთან გასწორებულიაგანაქარწყლე მხოლოდ ამაზე დაბალი დახრილობის კუთხეები (მხოლოდ სიბრტყული)მხედველობაში მიიღება მხოლოდ შიდა ნიღბის კიდეები, რომლებიც გარეთა ნიღბის შიგნით მდებარეობს. წინააღმდეგ შემთხვევაში მხედველობაში მიიღება შიდა ნიღბის ყველა კიდემხოლოდ ობიექტის აჼტიური შრიქ რედაქტირებამხოლოდ ცარიელ ობიექტებს აქვს კოლექციის ინსტანციების მხარდაჭერადააექსპორტირე მხოლოდ დეფორმირებადი ძვლები და მათი მშობლებიდააექსპორტირე მხოლოდ მონიშნული ობიექტები. მონიშნული ობიექტების მოუნიშნავი მშობლები ექსპორტირდება ცარიელ გარდაქმნებადგანიხილება მხოლოდ ნაკვთები, რომლებიც გამოსახულების კიდეებიდან მინდვრის პიქსელებს სცილდებაამოატრიალე მხოლოდ მონიშნული ელემენტების მორგებული მარყუჟის ნორმალებიამ კოლექციისთვის წარმოქმენი მხოლოდ გადაკვეთებიდაიკავე მხოლოდ ბოლო კადრიმხოლოდ მრავალკადროვანშიმოიცავი მხოლოდ გათიშული, ან შეცდომებიანი F-წირები და დრაივერებიმოიცავი შრე მხოლოდ ამ ხედის შრიქ რენდერის შედეგში (ყოველთვის ჩასათვლელად ცარიელი დატოვე)მოიცავი მხოლოდ მონიშნულ ობიექტებსა და მონაცემებთან დაკავშირებული არხებიმოიცავი მხოლოდ იქ რიგები, რომლებიც მონიშნულ ელემენტებს შეესაბამებაალფას მნიშვნელობა მხოლოდ მაშინ გაზარდე, თუ საღებავის ალფა არსებულზე უფრო მაღალიაჩასვი საკვანძო ფაზები რელევანტურ F-წირებში მხოლოდ იჼ, სადაც საჭიროადინამიკურ სიზუსტედ მხოლოდ მთელ რიცხვიანი შენატანის გამოყენება შეიძლება: "{}"დინამიკურ სიგანედ მხოლოდ მთელ რიცხვიანი შენატანის გამოყენება შეიძლება: "{}"ჩასოლე მხოლოდ მონიშნული ძვლები (მხოლოდ პოზის გამოცხობა)ამ გზით მხოლოდ კლავიატურის მალსახმობების რედაქტირება შეიძლება, თუ შეიძლება, სხვა მხრივ მომხმარებლის სასურველი პარამეტრები გამოიყენემხოლოდ მონიშნული F-წირების საკვანძო ფაზებია ხილული და რედაქტირებადმხოლოდ ბოლო მონაკვეთის გახლეჩა შეიძლება 4-ადმხოლოდ დააკავშირე მონაცემები, მომაგრების მაგივრადმხოლოდ დაკავშირებული ID-ების შეფუთვა შეიძლებაჩამოწერე მხოლოდ მიმდინარე დირექტორიის შიგთავსი, რეკურსიის გარეშეშერწყი მხოლოდ წიბოთა გაყოლებაზეშერწყი მხოლოდ არსებული წიბოების გაყოლებაზე მდებარე წვეროები. ეს მეთოდი შეიძლება, ბევრად უფრო ქ჏რაფი იყოსგაასარკისებურე rigify-იქ პარამეტრები მხოლოდ იმ მონიშნულ ძვლებზე, რომლებსაც rigify-იქ იგივე ტიპი აქვთ, რაც აჼტიურ ძვალსმონასმების მოდიფიცირება მხოლოდ განსაზღვრულ კადრთა დიაპაზონშიმხოლოდ პირველ საკვანძო ფაზასთან ყველაზე ახლომდებარე ბოლოზემხოლოდ მომდევნო საკვანძო ფაზასთან ყველაზე ახლომდებარე ბოლოზეფაქტურას მხოლოდ ერთი *-იქ მხარდაჭერა აქვსამ ტიპის მხოლოდ ერთი ეფექტია ნებადართულიამ ტიპის მხოლოდ ერთი მოდიფიკატორია დაშვებულიმოახდინე ოპერირება მხოლოდ აჼტიურ ძვალზემოხატე მხოლოდ უშუალოდ ფუნჯის ქვეშ მყოფი წახნაგები (უფრო ნელია)დახატე მხოლოდ მონასმის მონიშნულ წერტილებზედახატე მხოლოდ მონასმის მონიშნულ წერტილებზე სხვა მონასმებს შორისდახატე მხოლოდ მონიშნულ მონასმებზეჩასვი F-მოდიფიკატორები მხოლოდ აჼტიურ F-წირებშიჩასვი F-მოდიფიკატორები მხოლოდ აჼტიურ ლენტზეჩასვი შენახული პოზა მიმდინარე პოზის მხოლოდ მონიშნულ ძვლებშისხივტყორცნა მხოლოდ თავად ობიექტის მიმართ მოახდინეფერადი გრადიენტის მხოლოდ ალფა წაიკითხეჩაწერე მხოლოდ მიჯაჭვის მონაცემები წვეროთათვის, რომლებიც მიჯაჭვის დროს წვეროთა ჯგუფს ემთხვევაგანაახლე მხოლოდ აჼტიური საცავიდაარენდერე ჩრდილები და ანარეკლები მხოლოდ ამ ობიექტზე, რენდერების რეალურ ჩანაწერად კომპოზიტირებისთვის. ამ ანაწყობიანი ობიექტები ითვლება ჩანაწერში უკვე არსებულად, ობიექტები მის გარეშე კი სინთეტიკური ობიექტებია, რომლებიც მასში კომპოზიტირებით ჩაემატება.დაარენდერე მხოლოდ აჼტიური შრე. გავლენას ახდენს მხოლოდ ინტერფეისიდან რენდერზე, იგნორირებას უკეთებს რენდერს ბრძანებების ხაზიდან.ჩაანაცვლე დანიშნულების ელემენტები მხოლოდ იჼ, სადაც მონაცემები მოცემულ მიჯნაზე მაღლაა (ზუსტი ქცევა დამოკიდებულია მონაცემთა ტიპზე)ჩაანაცვლე დანიშნულების ელემენტები მხოლოდ იჼ, სადაც მონაცემები მოცემულ მიჯნაზე ქვემოთაა (ზუსტი ქცევა დამოკიდებულია მონაცემთა ტიპზე)ძერწე მხოლოდ მონიშნული მონასმის წერტილებიძერწე მხოლოდ მონიშნული მონასმის წერტილები სხვა მონასმებს შორისძერწე მხოლოდ მონიშნული მონასმებიმონიშნე მხოლოდ იქ დარჩენილი სამკუთხედები, რომლებიც შეურწყმელიამხოლოდ მონიშნული წიბოებიმხოლოდ მონიშნული საკვანძო ფაზებიმხოლოდ განათებული მონაკვეთებიდან მომდინარე ხაზების მონიშვნამხოლოდ მოჩრდილული მონაკვეთებიდან მომდინარე ხაზების მონიშვნააჩვენე მხოლოდ დანამატებიაჩვენე და დაარედაქტირე მხოლოდ მონიშნულ საკვანძო ფაზების სახელურებიაჩვენე მხოლოდ იქ ფუნჯები, რომლებიც მიესადაგება ამჟამად აჼტიურ ხელსაწყოებს აქტივთა თაროზე. ინახება სასურველ პარამეტრებში, რომლებიც შეიძლება, ხელით გახდეს შესანახი, თუ ავტოშენახვის სასურველი პარამეტრები გათიშულიააჩვენე მხოლოდ ჩართული დანამატები. მოხსენი მონიშვნა ყველა დაინსტალირებული დანამატის სანახავად.აჩვენე გაფართოებები მხოლოდ ამ საცავიდანმხოლოდ იქ საგნები აჩვენე, რომლებიც ამ სახელს ემთხვევა (გამოიყენე '*' უცნობი სიმბოლოს აღსანიშნავად)სრული მნიშვნელობით მხოლოდ ფორმის აჼტიური სოლი აჩვენეაჩვენე მხოლოდ აჼტიური ობიექტის სლოტი. სხვა შემთხვევაში აჩვენე ყველა ქმედების სლოტებიაჩვენე მხოლოდ თემებიმხოლოდ "დროებითი" ტიპის მონაკვეთებისთვის აქვს მხარდაჭერა (კონტექსტურები)მხარდაჭერილია მხოლოდ მრავალგარჩევადობის რეჟიმშიმხარდაჭერა მხოლოდ ობიექტის რეჟიმში აქვსდაასინქრონირე მხოლოდ აჼტიური სიგრძე აჼტიური ლენტისთვისდაასინქრონირე მხოლოდ აჼტიური საცავიგათვალისწინებული იქნება მხოლოდ პირველი გამონატანი, დანარჩენი იგნორირდებამხოლოდ გარსთა შორის დადებითი სხვაობები შეჯამდება გამონატანის საწარმოებლადგადაიტანე მხოლოდ მონაცემთა აჼტიური შრეგარდაქმენი მხოლოდ ობიექტთა მდებარეობები, ბრუნვასა და მასშტაბირებაზე ხელუხლებადგანიხილება მხოლოდ გამოუყენებელი (მხოლოდ ყალბი მომხმარებელი) ქმედებებიგააკეთე მხოლოდ აჼტიური საცავის აფგრეიდიგამოიყენე მხოლოდ ფუნჯის ობიექტები ამ კოლექციიდანგამოიყენე საძიებო სტრიქონის მხოლოდ რეგისტრის გამთვალისწინებელი დამთხვევაგამოიყენე საძიებო სტრიქონის მხოლოდ სრული დამთხვევებიდენადი გარემოსთვის გამოიყენე მხოლოდ მოცემული გეომეტრიაგამოიყენე კოლექცია მხოლოდ წინაღობის წარმოსაქმნელადმიკვრისთვის გამოიყენე მხოლოდ პირველი და ბოლო ნაწილებიგამოიყენე ობიექტის მონაცემები მხოლოდ წინაღობის წარმოსაქმნელადგამოიყენება მხოლოდ ცხობისთვის. ნაბიჯი=1 ქმნის სოლს ყოველ კადრზე, ნაბიჯი=2 აცხობს მე-2-ებზე და ა.შ.ამ ანაწყობებისთვის მხოლოდ ხედის გარდაქმნისა და შესახედაობის რედაქტირება შეიძლებამხოლოდ კამერისა და ანარეკლებისთვისაა ხილულიმხოლოდ ხილული/მონიშნული ძვლებიმხოლოდ ფანჯრის მონაკვეთის გახლეჩა შეიძლება 4-ადჩაწერე მხოლოდ დეფორმირების ძვლები (და არა-დეფორმირებისები, როცა დეფორმირების შვილობილები გააჩნიათ)მხოლოდ ძირეულ ძვალს გაუწერე გადაადგილების არხიგაუმჭვირვალობაკამერების წაკვეთილი პირამიდის მოცულობის გაუმჭვირვალობა (ალფა)კონვერგენციის სიბრტყის გაუმჭვირვალობა (ალფა)კამერის ხედზე ჩამუქებული გადაფარების გაუმჭვირვალობა (ალფა)გაუმჭვირვალობის კოეფიციენტიგაუმჭვირვალობის სიძლიერეგაუმჭვირვალობა რედაქტირებადი წვეროებისთვისგაუმჭვირვალობა წყვეტილი ხაზებისთვის მავთულებშიUV გადაფარებების გაუმჭვირვალობაკლონი გამოსახულების ასახვის გაუმჭვირვალობაწიბოთა გაუმჭვირვალობა UV გადაფარებებშიწახნაგთა გაუმჭვირვალობა UV გადაფარებებშიUV მონაკვეთის გადაფარების გაუმჭვირვალობაიმ ატრიბუტის გაუმჭვირვალობა, რომელიც ამჟამადაა ვიზუალიზირებულიგალიის გადაფარების გაუმჭვირვალობა წირების ძერწვის რეჟიმშიჩამუქებული გადაფარების გამჭვირვალობა დასარენდერებელი მონაკვეთის მიღმაასახული წიბოების გაუმჭვირვალობა (1.0 სრულიად გაუმჭვირვალისთვის)გამოსახულების გაუმჭვირვალობაწერტილების გაუმჭვირვალობატექსტურის ხატვის რეჟიმში ტრაფარეტის ნიღბის გადაფარების გაუმჭვირვალობაწონის ხატვის რეჟიმში გადაფარების გაუმჭვირვალობაძვლის მონიშვნისთვის გამოსაყენებელი გაუმჭვირვალობაგაუმჭვირვალობა: %3fგაუმჭვირვალობა: %sგახსნაყველას გახსნაღია ისარისაზღვრების გახსნასაქაღალდის გახსნასაქაღალდეების გახსნა ერთი წკაპუნითღია მარყუჟებიბოლოდროინდელის გახსნაშეფერადების ჌ია ენაგახსენი Blender-იქ ფაილიგახსენი ბრძანების პრომპტი აქგახსენი დირექტორიის ბრაუზერი, ფაილის გასახსნელად გეჭიროს Shift კლავიში, Alt - მასში განთავსებული დირექტორიის დასათვალიერებლადგახსენი დირექტორია მისი მონიშვნისასგახსენი ფაილების ბრაუზერი, ფაილის გასახსნელად დაიკავე Shift, შიგ მოთავსებული დირექტორიის დასათვალიერებლად - Altგახსენი ტექსტის მონაცემთა ბლოკიგახსენი მისამართი ფაილების ბრაუზერშიკონტექსტური მენიუს გახსნა გამართვის დონის დასაყენებლადგახსენი აქტივთა წინასწარ დადგენილი თარო კონტექსტურ მენიუშიგახსენი წინასწარ განსაზღვრული მენიუწინასწარ განსაზღვრული პანელის გახსნაგახსენი წინასწარ განსაზღვრული სექტორული მენიუგახსენი წინასწარი კონფიგურაციის ვებსაიტი ვებ ბრაუზერშიგახსენი სტილის მოდულის ფაილიგახსენი ხედი ვირტუალური რეალობის ჰედსეტებთან გამოსაყენებლად, ან დახურე, თუ უკვე გახსნილიაგახსენი ვებსაიტი ვებ ბრაუზერშიგახსენი ფანჯარა გამოუყენებელი მონაცემების სამართავადBlender-იქ შესახებ ინფორმაციის მქონე ფანჯრის გახსნაგახსენი ყველა ობიექტის ჩანაწერი და დახურე ყველა დანარჩენიგახსენი ავტომატურად შენახული ფაილი მის აღსადგენადგახსენი გამოსახულების ფაილის ბრაუზერი, ფაილის გასახსნელად გეჭიროს Shift კლავიში, Alt - მასში განთავსებული დირექტორიის დასათვალიერებლადგახსენი blend ფაილები Blender-იქ ამ ვერსიითგაფართოებების სასურველი პარამეტრების გახსნაგახსენი გამოსახულებაგამოსახულებების გახსნათაგვის გადატარებისას ავტომატურად გახსენი ღილაკები და ჩამოსაწევებიგახსენი ახალი დირექტორიაგახსნა თაგვის მიტანისასგახსენი ონლაინ საცნობარო დოკუმენტები ვებ ბრაუზერშიკადრების ჌ია წყაროს დამკვრელიგახსენი blend ფაილი, რომელიც შეიცავს აჼტიურ აქტივსგახსენი ნაგულისხმები ფაილიგახსენი ფაილიგახსენი საქაღალდეგახსენი ბოლო დახურული ფაილი ("quit.blend")გახსენი ოპერატორის საძიებო პოპ-აპიგახსენი ხელსაწყოთა კონტექსტური ზოლი, ან ფუნჯის აქტივის კონტექსტური მენიუ როცა 'გამოტოვება" დაჭერილია კონტექსტური ზოლისთვის: • ხელსაწყოს მალსახმობზე დაჭერა დაუყოვნებლივ მასზე გადაინაცვლებს. • კურსორის ხელსაწყოზე გადათრევა და აშვება ააქტიურებს მას (სექტორული მენიუს მსგავსად). დაკვრისთვის გამოიყენე 'Shift-გამოტოვება'გამოშვების შესახებ ინფორმაციის მქონე ქუდის გახსნაგახსენი დროებითი რედაქტორი მაქსიმიზებულ ეკრანზეგახსენი დროებითი რედაქტორი ახალ ფანჯარაშიგახსენი იერარქია და დაარეგულირე ხედი ისე, რომ აჼტიური ობიექტი ცენტრში იყოს ნაჩვენებიგახსნილი ფანჯარაგახსნილი ფანჯრებიOpenEXROpenEXR (.exr)OpenEXR მრავალშრიანი (.exr)OpenGLOpenGL, ან DirectXOpenVDBOpenVDB (.vdb)OpenVDB ფაილის გახსნაOpenVDB შეცდომა: {}ფაილის ფორმატი OpenVDB (.vdb)OpenVDB მოცულობაOpenXR კომპონენტის მისამართიOpenXR კომპონენტის მისამართებიOpenXR ინტერაქციის პროფილის მისამართიOpenXR მომხმარებლის გზაOpenXR მომხმარებლის გზებიგაფართოების გაშლის რადიუსი ნაწნავის წვერთანოპერანდის ტიპიოპერაციული სისტემის ანაწყობებიოპერაციული სისტემის კლავიში დაჭერილიაოპერაციული სისტემის კლავიში დაჭერილია, -1 ნებისმიერი მდგომარეობისთვისოპერაციაოპერაციის რეჟიმიოპერაცის რედაქტირების რეჟიმში ვერ ჩატარდებაოპერაცია რედაქტირების რეჟიმში ნებადართული არააოპერაცია აჼტიურ ძვალს მოითხოვსოპერაცია საჭიროებს აჼტიურ ჩასოლვის ნაკრებსოპერაცია, რომელიც იქნება გამოყენებული მეშზემონიშნულ ფაილზე, ან მისამართზე ჩასატარებელი ოპერაციაოპერაციებიოპერაციები გაყოფისა და შეერთებისათვისოპერატორიყველას მონიშვნის გაუქმებაყველა ფაილის მონიშვნა/მონიშვნის გაუქმებაყველა მარკერის მონიშვნა/მონიშვნის გაუქმებაყველა მონასმის მონიშვნა/მონიშვნის გაუქმებაპირველის მონიშვნა/მონიშვნის გაუქმებაბოლოს მონიშვნა/მონიშვნის გაუქმებამონიშნე/გაუუქმე მონიშვნა ყველა მარკერს3D მარკერები მეშადBlender-იქ შესახებდათანხმებაქმედებაფუნჯის აქტივის გააქტიურებაკლავიშთა კონფიგურაციის აქტივაციაიმავე ტიპის მომდევნოს აქტივაციაგაააქტიურე იგივე ტიპის მომდევნო/წინაიმავე ტიპის წინას აქტივაციავ. რ. ორიენტირის აქტივაციადამთვალიერებლის კვანძის აქტივაციააქტიური კამერაგრიზ ფენსილის აჼტიური ჯგუფიგრიზ ფენსილის აჼტიური შრედამატებადამატება (სამიზნეებთან ერთად)...AOV-ქ დამატებამონიშნულს ზემოთ დამატებაქმედების ლენტის დამატებააქტიურის დამატებაყველას ჩამატება ჩასოლვის ნაკრებშიალფა გამჭვირვალობის მოდიფიკატორის დამატებაარმატურის დამატებააქტივთა ბიბლიოთეკის დამატებააქტივის ტეგის დამატებაატრიბუტის დამატებაავტოგაშვების მისამართის დამატებადაამატე მარტივი ადამიანი (მეტარიგი)დაამატე მარტივი ოთხფეხა (მეტარიგი)დაამატე ჊იტი (მეტარიგი)ბოიდის წესის დამატებაბოიდის მდგომარეობის დამატებაძვლის დამატებაძვლების კოლექციის დამატებაძვლების კოლექციის მითითების დამატებაძვლის ბორკილის დამატებაძვლების ჩამატება მონიშვნების ნაკრებშისანიშნის დამატებაფუნჯის დამატებაბეზიეს დამატებაბეზიეს წრეწირის დამატებაკამერის დამატებაკამერის ფონური გამოსახულების დამატებაკამერის წინასწარი კონფიგურაციის დამატებადაამატე კამერა და ვ. რ.-იქ ორიენტირი სესიიდანტილოს დამატებადაამატე კატა (მეტარიგი)წრეწირის დამატებაჩაკეტვის ზონის დამატებაქსოვილის წინასწარი კონფიგურაციის დამატებაკოლექციის დამატებაკოლექციის ინსტანციის დამატებაფერის დამატებაფერის ატრიბუტის დამატებაფერთა გრადაციის გაჩერების დამატებაკონუსის დამატებაბორკილის დამატებაბორკილის დამატება (სამიზნეებით)კრიპტოკაშეს ბუდის დამატებაკუბის დამატებაწირის წერტილის დამატება და გაცურებაკლავიშრუკის მორგებული კონფიგურაციის დამატებამორგებული ნორმალების მონაცემების დამატებაცილინდრის დამატებადრაივერის დამატებადრაივერის ცვლადის დამატებადრაივერის დამატება...დრაივერების დამატება მონიშნულებისთვისდუბლიკატის დამატებაწიბოს აღნიშვნების დამატება ჩასოლვის ნაკრებშიეფექტის დამატებაეფექტის ლენტის დამატებაეფექტორის დამატებაცარიელის დამატებაცარიელი წირების დამატებაცარიელი ჯგუფის დამატებაცარიელი გამოსახულების დამატება/გამოსახულების ცარიელში ჩაგდებაცარიელი სოლების ნაკრების დამატებაცარიელი ჩასოლვის ნაკრების მისამართის დამატებაჩანაწერის დამატებაექსპორტერის დამატებაგაფართოების საცავის მოცილებაგარე მახასიათებელთა ნაკრების დამატებაF-჏ირიქ მოდიფიკატორის დამატებაF-მოდიფიკატორის დამატებაწახნაგების აღნიშვნების დამატება ჩასოლვის ნაკრებშიქრობების დამატებაყალბი მომხმარებლის დამატებაშემოცვეთის წვეროს დამატებაშემოცვეთის წვეროს დამატება და გაცურებადენადი ნივთიერების წინასწარი კონფიგურაციის დამატებაFor Each გეომეტრიის ელემენტის ზონის დამატებაFreestyle-იქ მოდულის დამატებაგაყინული კადრის დამატებაგაყინული კადრის დამატება და გაცურებათემიდან დამატებაგრიზ ფენსილის დამატებაგრიზ ფენსილის ფუნჯის წინასწარი კონფიგურაციის დამატებაგრიზ ფენსილის მასალის დამატებაგრიზ ფენსილის მასალის წინასწარი კონფიგურაციის დამატებაბადის დამატებადაამატე ჯგუფის შენატანის კვანძითმის დინამიკის წინასწარი კონფიგურაციის დაყენებადაამატე ცხენი (მეტარიგი)დაამატე ადამიანი (მეტარიგი)შ.კ. ძვალზე დამატებაიკო სფეროს დამატებაგამოსახულების დამატებაგამოსახულების ლენტის დამატებაგამოსახულების დამატება კვანძადიმპორტის კვანძის დამატებაინტეგრატორის წინასწარი კონფიგურაციის დამატებასაგნის დამატებაკლავიშრუკის საგნის დამატებაგისოსებით დამადეფორმირებლის დამატებასინათლის დამატებასინათლის ზონდის დამატებასინათლეთა ჯგუფის დამატებახაზის ფერის მოდიფიკატორის დამატებახაზთა ნაკრების დამატებახაზის ქიქჼიქ მოდიფიკატორის დამატებამარკერის დამატებამარკერის დამატება და გადაადგილებამარკერის და გაცურებამარკერის დამატება დაწკაპუნებისასნიღბის შრიქ დამატებანიღბის კვანძის დამატებანიღბის ლენტის დამატებამასალის დამატებამასალის სლოტის დამატებამასალის ნაირსახეობის დამატებამეტა-ლენტების დამატებამეტაბურთის დამატებამეტარიგის ნიმუშის დამატებამოდიფიკატორის დამატებამაიმუნის დამატებავიდეო ლენტის დამატებავიდეოკლიპის ლენტის დატოვებაახალი ანოტაციის შრიქ დამატებაახალი ქეშის დამატებაახალი ჯგუფის დამატებაახალი შრიქ დამატებაახალი შრეთა ჯგუფის დამატებაახალი ნიღბის შრიქ დამატებაახალი დასახატი ჏ირიქ დამატებადასახატი ჏ირიქ ახალი წერტილის დამატებაახალი პალიტრის დამატებაკვანძის დამატებაკვანძთა კოლექციის დამატებაკვანძების ფერთა წინასწარი კონფიგურაციის დამატებაკვანძთა ჯგუფის დამატებაკვანძთა ჯგუფის აქტივის დამატებაკვანძის ობიექტის დამატებაNurbs წრეწირის დამატებაNurbs ჏ირიქ დამატებაობიექტის დამატებაობიექტის ბორკილის დამატებაობიექტის მონაცემთა ინსტანციის დამატებადაამატე უკუგდებაუკუგდებების დამატებახატვის სლოტის დამატებანაწილაკების სისტემის სლოტის დამატებაპასიურის დამატებატრაექტორიის დამატებამუშაობის წინასწარი კონფიგურაცის დამატებასიბრტყის დამატებაწერტილოვანი ღრუბლის დამატებაპრიმიტიული ობიექტის დამატებაპრინციპული ტექსტურის წყობის დამატებათვისების დამატებაPython-იქ სკრიპტის დირექტორიის დამატებაშემთხვევითი წირების დამატებასხივთა მიდევნების წინასწარი კონფიგურაციის დამატებარენდერის წინასწარი კონფიგურაციის დამატებარენდერის სლოტის დამატებარენდერის ხედის დამატებაგამეორების კვანძის დამატებასაცავის დამატება...გადამისამართების დამატებაგადამისამართებების დამატებადროში ხელახლა განაწილების სოლის დამატებაუდრეკი სხეულების დამატებაუდრეკი სხეულის დამატებაუდრეკი სხეულის ბორკილის დამატებაუდრეკი სხეულის სამყაროს დამატებარიგების ფილტრის დამატებაუსაფრთხო არეს წინასწარი კონფიგურაციის დამატებასემპლირების წინასწარი კონფიგურაციის დამატებასცენის აქტივის დამატებასცენის ლენტის დამატებასეგმენტის დამატებამონიშნული ძვლების დამატებამონიშნული ძვლების დამატება კოლექციაშიმონიშნული ძვლების დამატება ახალ კოლექციაშიმონიშნულის დამატება აჼტიური ობიექტის კოლექციაშიფორმის სოლის დამატებადაამატე ზვიგენი (მეტარიგი)მარტივი UV-იქ დამატებასიმულაციის ზონის დამატებაცალი უკუგდების დამატებაცალის ჩამატება ჩასოლვის ნაკრებშიგარეკანის მონაცემების დამატებახმოვანი კლიპის დამატებახმის ლენტის დამატებასპიკერის დამატებასისწრაფის გადასვლის დამატებასისწრაფის გარდასვლის დამატება და გაცურებაკვადრატის დამატებაბრუნვის სტაბილიზაციის კვლების დამატებასტაბილიზაციის კვლების დამატებასტანდარტის დამატებალენტის მოდიფიკატორის დამატებალენტის დამატება ახალი სცენითმონასმის გეომეტრიის მოდიფიკატორის დამატებაზედაპირის ჏რიქ დამატებაზედაპირის ჏ირიქ დამატებაზედაპირის ცილინდრის დამატებაზედაპირის ნაკვეთის დამატებაზედაპირის სლოტის დამატებაზედაპირის სფეროს დამატებაზედაპირის ტორუსის დამატებასამიზნის დამატებასამიზნე ძვლის დამატებატექსტის დამატებატექსტური ველის დამატებატექსტური რედაქტორის წინასწარი კონფიგურაციის დამატებატექსტურის წყობის დამატებათემის დამატებაფილის დამატებადროის მარკერის დამატებატორუსის დამატებაბილიკის დამატებაბილიკი მონიშნულს ზემოთ დამატებაკვალის ფერის წინასწარი კონფიგურაციის დამატებათვალის სადევნებელი ობიექტის დამატებათვალის დევნების ანაწყობთა წინასწარი კონფიგურაციის დამატებაბილიკების დამატებაგარდასვლის დამატებაUV რუკის დამატებაUV სფეროს დამატებაUV-ქ დამატებაგამოყენებული სინათლეთა ჯგუფების დამატებავ. რ. ორიენტირის დამატებავ. რ. ორიენტირის დამატება კამერიდანვ. რ. ორიენტირის დამატება სესიიდანწვეროს დამატებაწვეროების ჯგუფის დამატებაწვეროს დამატება და გაცურებახედის შრიქ დამატებასარკმლის სემპლირების წინასწარი კონფიგურაციის დამატებამოცულობის დამატებათეთრი ბალანსის წინასწარი კონფიგურაციის დამატებადაამატე მგელი (მეტარიგი)სამუშაო სივრცის დამატებაზონის დამატებადაამატე ვარიანტის ახალი სლოტიშრის დამატებანიმუშის დამატებაკოლექციის დამატებაჩასოლვის ნაკრებზე დამატებასწრაფ რჩეულებში დამატებადაამატე დაკავშირების კოლექციასდანამატი ჩართულიაUI რიგების დამატება/მოცილებაარეალური სინათლის ზომის რეგულირებაარეალური სინათლის X ზომის რეგულირებაარეალური სინათლის Y ზომის რეგულირებაცარიელი დისპლეის ზომის რეგულირებაამოყვანის რეგულირებაფოკუსური მანძილის რეგულირებაფოკუსური მანძილის რეგულირებაბოლო ოპერაციის დარეგულირება...სინათლის ძალის რეგულირებასინათლის რადიუსის ქ რეგულირებააცდენის რეგულირებაპოზის აქტივის რეგულირებაპროჟექტორის სხვითკონის კუთხის რეგულირებაპროჟექტორის შეზავების რეგულირებამზის სინათლის დახრილობის კუთხის რეგულირებარეგულირების შრეაფინურიშემდეგმიმდინარე კადრის შემდეგAlembic (.abc)Alembic-იქ იმპორტირება დასრულებულიაგამწკრივებააქტიური კამერის მისადაგება მონიშვნასთანაქტიური კამერის მისადაგება ხედთანძვლების სწორებაკამერის მისადაგება ხედსკვანძების ჩამწკრივებაობიექტების გამწკრივებაბრუნვის სწორებასწორება გარდაქმნის ორიენტაციაზეყველაყველა გარდაქმნაონლაინ წვდომის დაშვებაალფა ზემოდანალფა ქვეშტრაექტორიის ანიმაციაანიმირებული გარდაქმნები დელტადანიმაციის საფეხურიანოტაციაანოტაციის საშლელიხაზოვანი ანოტაციამრავალკუთხა ანოტაციაახალი ანოტაციის დამატებაანოტაციის დახატვაანოტაციის კავშირის წყვეტადართვასამუშაო სივრცის მიმაგრება და აქტივაციადართვა...გამოყენებაგამოიყენე (აჼტიური საკვანძო ფაზა)ყველას გამოყენებაკამერის გამოსახულების გამოყენებაბორკილის გამოყენებანაგულისხმები ანაწყობების გამოყენებამოდიფიკატორის გამოყენებამოდიფიკატორის ფორმის სოლად გამოყენებაობიექტის გარდაქმნის გამოყენებაშექცეული დაქვემდებარების გამოყენებაპოზის გამოყენებაპოზის აქტივის გამოყენებაშეტრიალებული პოზის გამოყენებაამ პოზის გამოყენება უძრაობის პოზადმასშტაბირების დადებამონიშნულის გამოყენება უძრაობის პოზადმასშტაბირების დადება ამონახსენზეგარდაქმნის დადებაგარეგნული გარდაქმნის გამოყენებავიზუალური გარდაქმნის დადება პოზაზეფორმის სოლად გამოყენებაფუძეზე გამოყენებაგამოიყენე ფუჍიქ სოლზერკალიარეს ვარიანტებიარმატურაგანლაგებაკუნძულების განლაგება/სწორებაისრებიმიკუთვნებაქმედების მიკუთვნებააქტივთა კატალოგის მიკუთვნებაატრიბუტის სახელის მიკუთვნებაძვლებისგან აღებული ავტომატური მიკუთვნებააქციე მორგებული თვისებების სიდიდეები ნაგულისხმებადბადის სახელის მიკუთვნებაშრის სახელის მიკუთვნებამასალის მიკუთვნებამასალის სლოტის მიკუთვნებაახალი გეომეტრიის კვანძთა ჯგუფის მიკუთვნებამონიშნული ძვლების მიკუთვნებამალსახმობის მიკუთვნება...ნაირსახეობისთვის მიკუთვნებამნიშვნელობის, როგორც ნაგულისხმების მიკუთვნებაორიგინალისთვის მიკუთვნებაძვლების გარსებიდან მიკუთვნებააქტიური ჯგუფისთვის მიკუთვნებაკოლექციისთვის მიკუთვნებაკაუჭს მიკუთვნებაახალი კოლექციისთვის მიკუთვნებაახალი ჯგუფისთვის მიკუთვნებაწვეროების ჯგუფისთვის მიკუთვნებაცენტრთანკურსორთანკვანძების მიმაგრებაავტომატურიტრაექტორიის ავტოანიმაციაავტომატური შენახვა...ავტომატური სახელი წინ/უკანავტომატური სახელი მარცხნივ/მარჯვნივავტომატური სახელი ზედა/ქვედაავტოდასახელება ღერძის მიხედვითავტოდასრულებარესურსების ავტომატური შეფუთვახელმისაწვდომისაშუალოკუნძულების მასშტაბის გასაშუალოებანორმალების გასაშუალოებაბილიკების გასაშუალოვებაუკანადაბრუნება წინაზეუკან წინა ეკრანისკენფონის გადაადგილებაზუმით მოაახლოვე ფონიზუმით დააშორე ფონიფონის გამოსახულების ჩატევაფონის გამოსახულების გადატანაფონის გამოსახულების ზუმიფონი...უკანა გამოსახულების ნიმუშიუკუსვლა ისტორიაშიუკუღმაცხობაცხობა (დისკის ქეში სავალდებულოა)ქმედების ცხობაქმედების ცხობა...ყველას ცხობაყველა დინამიკის ცხობაგამოაცხვე ყველა სინათლის ზონდის მოცულობაყველანაირი ფიზიკის ცხობაარხების ცხობამონაცემების ცხობაგეომეტრიის კვანძის ცხობამიმმართველების ცხობაგამოსახულებების თანამიმდევრობის ცხობასაკვანძო ფაზების ცხობასინათლის ქეშის ცხობალაინ არტიქ ცხობამეშის ცხობახმაურის ცხობაგამოაცხვე ობიექტის გარდაქმნა გრიზ ფენსილადგამოაცხვე ობიექტის გარდაქმნა გრიზ ფენსილად...ოკეანის ცხობანაწილაკების ცხობაფიზიკის ცხობასიმულაციის ცხობაქეშიდან ცხობასაკვანძო ფაზებად ცხობაყველას ცხობა - ESC დასაპაუზებლადმონაცემთა ცხობა - ESC დასაპაუზებლადმიმმართველების ცხობა - ESC დასაპაუზებლადმეშის ცხობა - ESC დასაპაუზებლადხმაურის ცხობა - ESC დასაპაუზებლადნაწილაკების ცხობა - ESC დასაპაუზებლადპაკეტური ცვლილებასახელების ერთობლივი გადარქმევასახელების ერთობლივი გადარქმევა...გადახედვების ერთობლივი გასუფთავებაგადახედვების ერთობლივად გასუფთავება...გადახედვების ერთობლივი გენერირებაერთობლივად წარმოქმენი გადახედვები...წახნაგების შელამაზებაწინმიმდინარე კადრამდემოღუნვამონიშნულ მარკერებს შორისცერობიწიბოების დაცერობებაწვეროების დაცერობებაკამერის მიჯაჭვა მარკერებზეორად გაყოფადანის პირიცარიელიშეზავებააცდენის შეზავებააცდენის საკვანძო ფაზების შეზავებაშეზავებული პოზაპოზის აქტივის შეზავებაშეტრიალებული შეზავებული პოზაპოზის შეზავება უძრაობის პოზასთანშეზავება ფორმიდანნაგულისხმებ მნიშვნელობასთან შეზავებაშეზავება ქრობასთანსაკვანძო ფაზების აჩქარების მრუდთან შეზავებამეზობელთან შეზავებაBlender-იქ მაღაზიაBlender-იქ ვებსაიტიგაბუნდოვნებამსხვილიძვლის გარსიძვლის ზომაძვლის ოპერაციაძვლებიჩარჩოს ხედის აცდენაორივეორივე მეზობელიორივე მხარექვემოდანმართკუთხედიმართკუთხედით დამატებამართკუთხა ჭრამართკუთხა დაჯგუფებამართკუთხედით დამალვამართკუთხა შენიღბვამართკუთხა მონიშვნამართკუთხა მონიშვნა (ღერძის დიაპაზონი)მართკუთხა მონიშვნა (სახელურების ჩათვლით)ჩამაგრებულის მონიშვნა მართკუთხედითმართკუთხედით გამოვლენამართკუთხა მოკრეჭაგაშუალებაგამასაშუალოებელიწიბოთა მარყუჟების გადახიდვაწახნაგების გადახიდვასიკაშკაშე/კონტრასტიგამოსახულების დათვალიერებაფუნჯიფუნჯით რედაქტირებაპროქსის აგებაპროქსის / დროის კოდირების აგებაბატერუორტის დაგლუვებაატრიბუტითმანძილის მიხედვითწიბოს დაცერობების წონის მიხედვითწიბოთა ნაკეცების მიხედვითწახნაგთა ნაკრების საზღვრების მიხედვითდაუმაგრებელი ნაწილების მიხედვითმასალების მიხედვითნორმალების მიხედვითმკვეთრი წიბოების მიხედვითბოკეს ტიპითUV ნაკერების მიხედვითბეზიეგამოანგარიშებაძვლის ტრაექტორიების გამოანგარიშებამასის გამოანგარიშებამოძრაობის ტრაექტორიების გამოთვლაობიექტის მოძრაობის ტრაექტორიების გამოანგარიშებასიმულაციის გამოანგარიშება კადრამდეკადრამდე გამოანგარიშებაგამოანგარიშება...აქტივთა თაროს ჩამოსაშლელი სარკმლის გამოძახებამენიუს გამოძახებაპანელის გამოძახებასექტორული მენიუს გამოძახებაკამერაკამერის კადრის მორგება მონიშნულზეკამერის ლინზის მასშტაბიანიმაციის გაუქმებაფაილის ოპერაციის გაუქმებარენდერის ხედის გაუქმებაეკრანის ანაბეჭდი გადახედვისთვისმიმდინარე კადრის ცენტრირებაკურსორის ცენტრირება და ყველაფრის ჩარჩოში მოქცევაბოლო მონასმის ცენტრირებაკვანძების ცენტრირებახედის დაყენება კურსორის ირგვლივხედის მოქცევა თაგვის ირგვლივაქტიურის შეცვლაარმატურის ძვალთა აჼტიური კოლექციის შეცვლაასონიშნის შეცვლაშეჯახების ფორმის შეცვლამონაცემების/ფაილების შეცვლაეფექტის ტიპის შეცვლაცვლილების კოეფიციენტიკადრის შეცვლაჩასოლვის ნაკრების შეცვლა...მისამართის/ფაილების შეცვლასცენის შეცვლასცენის შეცვლა...ფორმის შეცვლამალსახმობის შეცვლა...დაშორების შეცვლამონაცემთა ხილული წყაროს შეცვლაშეცვალე ბლოკირება ფორმის სოლებზებლოკირების შეცვლა წვეროთა ჯგუფებზემონიშვნის ჭადრაკული გაუქმებაშვილობილიწრეწრიული მონიშვნაწრით მონიშვნა (გააუქმე მონიშვნა)წრით მონიშვნა (განავრცე)წრე •გასუფთავებაარხების გასუფთავებასაკვანძო ფაზების გასუფთავებადაუმაგრებელი წერტილების გასუფთავებადაუმაგრებელი წერტილების გასუფთავება...ბილიკების გასუფთავებაოპერატორის წინასწარი კონფიგურაციების გასუფთავებასივრცის მონაცემების გასუფთავებაწვეროთა ჯგუფის წონების გასუფთავებაგაასუფთავე I18n სამუშაო საცავიგაასუფთავე სამუშაო საცავიწმენდასანიშნეების გასუფთავებაგასუფთავებააქტიური ჯგუფის გასუფთავებაყველას გასუფთავებაყველა ნიშნიანი პაკეტის გასუფთავებაყველა სარენდერო შეზღუდვის გასუფთავებაანიმაციის გასუფთავებაანიმაციის მონაცემთა გასუფთავებააქტივის გასუფთავებააქტივის გასუფთავება (დააყენე ყალბი მომხმარებელი)გამოცხობილი ლაინ არტიქ გასუფთავებაძვლების ტრაექტორიების გასუფთავებაღილაკის სტრიქონის გასუფთავებამორგებული ნორმალების მონაცემების გასუფთავებამონაცემთა ბლოკების გადახედვების გასუფთავებამონაცემთა ბლოკების გადახედვების გასუფთავება...დრაივერების გაწმენდარედაქტირებულის გასუფთავებაპ.კ.-იქ ქმედების გასუფთავებაქრობის გასუფთავებაქრობების გასუფთავებაყალბი მომხმარებლის გასუფთავებაშემოცვეთის წონის გაუსფთავებაფილტრის გასუფთავებაწიბოს Freestyle-იქ აღნიშვნის გასუფთავებაწახნაგის Freestyle-იქ აღნიშვნის გასუფთავებალანდი წირების გასუფთავებაალაგმულის გაწმენდაშ.კ.-იქ ქმედების გასუფთავებამხოლოდ ირიბის გაწმენდაშებრუნებულის გასუფთავებასოლის გასუფთავებასაკვანძო ფაზაის გასუფთავება (ღილაკები)საკვანძო ფაზების გასუფთავებასაკვანძო ფაზების გასუფთავება...ჭდის გასუფთავებაბიბლიოთეკის უკუგდების უკუგდებახაზის გასუფთავებამდებარეობის გასუფთავებააღნიშნული პაკეტის გასუფთავებანიღბის გასუფთავებამოძრაობის ტრაექტორიების გასუფთავებაობიექტის ბორკილების გასუფთავებაობიექტთა მოდიფიკატორების გასუფთავებაობიექტთა ტრაექტორიების გასუფთავებასათავის გასუფთავებაუკუგდებულ მონაცემთა გასუფთავებამშობლის წაშლამშობლის შებრუნებული გარდაქმნის გასუფთავებაპოზის ბორკილების გასუფთავებაპოზის მდებარეობის გასუფთავებაპოზის ბრუნვის გასუფთავებაპოზის მასშტაბის გასუფთავებაპოზის გარდაქმნების გასუფთავებაგადახედვის დიაპაზონის გასუფთავებაბოლოდროინდელი ფაილების ქიიქ გასუფთავებაბოლოდროინდელი საგნების გასუფთავებასარენდერო მონაკვეთის გასუფთავებარენდერის სლოტის გასუფთავებახედის შეზღუდვის გასუფთავებატრიალის გასუფთავებაბრუნვის გასუფთავებამასშტაბირების გასუფთავებაძერწვის ნიღბის მონაცემების გასუფთავებანაკერის წაშლაფორმის სოლის გასუფთავებაფორმის სოლების გასუფთავებასიმკვეთრის გასუფთავებაწვეროებიდან სიმკვეთრის აღნიშვნის წაშლაერთი აქტივის გასუფთავებაცალი საკვანძო ფაზების გასუფთავებაგარეკანის მონაცემების გასუფთავებაამოხსნას გასუფთავებასტატუსის გასუფთავებალენტის აცდენის გასუფთავებალენტის გარდაქმნის მოცილებათემის გასუფთავებაგადახრის გასუფთავებამეთვალყურის გასუფთავებაბილიკის ტრაექტორიის გასუფთავებაუსარგებლო ქმედებების გასუფთავებამომხმარებლის გარდაქმნების გასუფთავებამაჩვენებელის გასუფთავებამაჩვენებლის მონაკვეთის გასუფთავებადაწკაპუნებასაკვანძო ფაზების წკაპით ჩასმაკლიპიკლიპი...მოკვეცის მონაკვეთიმოკვეცის მონაკვეთი...კლონირებადახურვაარის დახურვაფანჯრის დახურვაქსოვილის ფილტრიჩაშლაარხების ჩაშლაწიბოებისა და წახნაგების ჩაშლაგამოუყენებელი ბუდეების ჩაშლა და დამალვაკოლექციის ინსტანციაკოლექციის ინსტანცია...კოლექციის ლაინ არტიფერიფერის ფილტრიფერების შერევასვეტი მიმდინარე კადრზესვეტები მონიშნულ კლავიშებზესვეტები მონიშნულ მარკერებზედავარცხნაკონუსიდაკავშირებაყველას დაკავშირებათმის დაკავშირებაუდრეკი სხეულების დაკავშირებალენტების დაკავშირებაწვეროთა წყვილების დაკავშირებაწვეროების დაკავშირება გზითდაკავშირება გამონატანთანკონსოლის ავტოდასრულებაკონსოლის ბანერიკონსოლში გაშვებაკონსოლის ენაბორკილის სამიზნებორკილის ოპერაციაბორკილი F-წირადკონტექსტის მასივის ციკლიბულის კონტექსტური დაყენება კოლექციისთვისჩამოთვლადთა ციკლი კონტექსტშიჩამოთვლადთა მენიუ კონტექსტშიკონტექსტის ჩამოთვლადთა სექტორული სახემთელ რიცხვთა ციკლი კონტექსტშიკონტექსტური მენიუკონტექსტის მოდალური თაგვიკონტექსტის მასშტაბის წილადნიშნა სიდიდეკონტექსტის მასშტაბის მთელი სიდიდეკონტექსტური სიმრავლეკონტექსტური სიმრავლე ბულისკონტექსტური დაყენება ჩამოთვლადისკონტექსტური სიმრავლე წილადნიშნაკონტექსტური სიმრავლე სტრიქონულიკონტექსტური სიმრავლე მნიშვნელობაკონტექსტის გადართვაკონტექსტის გადართვის მნიშვნელობებიგაგრძელებახაზგარეშე გაგრძელებასაკონტროლო წერტილის რიგიატრიბუტის კონვერტირებაფერის ატრიბუტის კონვერტირებაწირის ტიპის კონვერტირებაწირების კონვერტირება ნაწილაკთა სისტემადცარიელი გამოსახულების კონვერტირება მეშის სიბრტყედნაწილაკთა სისტემის კონვერტირება წირებადკონვერტირება ნაწილაკების მეშადბრუნვის რეჟიმების კონვერტირებაკონვერტირებატიპის კონვერტირებამოცულობის კონვერტირებათეთრი სივრცის კონვერტირებაკონვერტირება წირებადკონვერტირება მეშადმეშის კონვერტირება სიბრტყედკონვერტირება ნაწილაკთა სისტემაშიამოზნექილობებიანი ქერქიკოპირებააქტიურის კოპირებააქტიურის კოპირება მონიშნულ ობიექტებზეყველა დრაივერის კოპირება მონიშნულზეყველა შრიქ კოპირება მონიშნულზეყველა მასალის კოპირება მონიშნულზეყველას კოპირება მონიშნულზეყველას კოპირება მონიშნულ ობიექტებზეფერის კოპირებაფერები მონიშნულზე გადაკოპირებაბორკილის გადაკოპირება მონიშნულზებორკილების კოპირება მონიშნულ ძვლებზებორკილების გადაკოპირება მონიშნულ ობიექტებზემონაცემთა მისამართის კოპირებადრაივერის კოპირებადრაივერის ცვლადების კოპირებადრაივერის კოპირება მონიშნულზედრაივერების კოპირება მონიშნულზეეფექტის კოპირებაF-მოდიფიკატორების კოპირებამონაცემთა სრული მისამართის კოპირებაგლობალური გარდაქმნის კოპირებაგამოსახულების კოპირებასაკვანძო ფაზების კოპირებაჭდის დააკოპირებაშრის კოპირება მონიშნულზეხაზთა ნაკრების კოპირებამარკერების გადაკოპირება სცენაშიმასალის კოპირებამასალის კოპირება მონიშნულზემასალების გადაკოპირება მონიშნულ ობიექტზეგასარკისებურებული UV კოორდინატების კოპირებამოდიფიკატორის კოპირებამოდიფიკატორის კოპირება მონიშნულზემოდიფიკატორების კოპირება მონიშნულ ობიექტებზეობიექტების კოპირებამხოლოდ პარამეტრების კოპირებავარიანტის გადაკოპირება მონიშნულ რიგებზენაწილაკის ინსტანციის ობიექტის კოპირებანაწილაკთა სისტემების კოპირებაპოზის კოპირებაპოზის კოპირება აქტივადწინანდელი ანაწყობების კოპირებაPython-იქ ბრძანების კოპირებაფარდობითი გარდაქმნის კოპირებაპატაკების გადაკოპირება გაცვლის ბუფერშიუდრეკი სხეულის ანაწყობების დაკოპირებაRigify-ქ პარამეტრების გადაკოპირება მონიშნულზემონიშვნების ნაკრებ(ებ)იქ დაკოპირებაანაწყობების დაკოპირებაანაწყობების კოპირება ნაგულისხმებშიცალის კოპირება მონიშნულზესფლაინების კოპირებამონასმების კოპირებასტუდიური განათების ანაწყობების კოპირებატექსტის კოპირებატექსტურის სლოტის ანაწყობების კოპირებაკვალის ანაწყობების კოპირებაბილიკების კოპირებატიპისა და პარამეტრების კოპირებაUV რუკების კოპირებაUV-იქ კოპირებავექტორის კოპირებაწვეროთა ჯგუფის კოპირება მონიშნულზეახალ დრაივერად კოპირებასკრიპტად კოპირებაკოპირება აქტიურიდანკოპირება აჼტიური ბილიკიდანობიექტებიდან კოპირებაგადაკოპირება აქტივთა ბიბლიოთეკაშიკოპირება გაცვლის ბუფერშიგაცვლის ბუფერში დაკოპირება(სკრიპტად)კოპირება მონიშნულზემონიშნულ ლენტებზე გადაკოპირებაგადაკოპირება მონიშნულ ლენტებზე...კოპირაითი ©კუთხის დახრილობაკორექტიულ დაგლუვებაზე მიჯაჭვაწახნაგების ჯგუფის შექმნაFreestyle-იქ მონასმის მასალის შექმნალანდი წირების შექმნანიღბის შექმნაახალი კოლექციის შექმნაახალი დირექტორიის შექმნაორიენტაციის შექმნასიბრტყის კვალის შექმნაპოზის აქტივის შექმნა...მონიშვნების ნაკრების შექმნაძვლების შექმნა და მონიშვნების ნაკრებში ჩამატებაავტორებიწაფენაბგერების წაფენაკუბიკუბური პროექციაახლანდელი გამოსაცხობი ქეშიკურსორიკურსორი ცენტრალურ ხედთანკურსორის მნიშვნელობა მონიშნულთანკურსორი აქტიურზეკურსორი ბადეზეკურსორი სათავესკურსორი პიქსელებსკურსორი მონიშნულზეკურსორი მონიშვნასთანკურსორი ვ. რ. ორიენტირთანკურსორი სამყაროს სათავეზეწირიწირის კალამიწირების ძერწვის რეჟიმის გადართვაწირის რუკის ხელსაწყოებიწირების კალამიმორგებული კამერის განახლებამორგებული ნორმალიმორგებული...ამოჭრაბმულების კვეთატექსტის ამოჭრარენდერის სლოტის წრებრუნვაციკლირება სივრცულ კონტექსტშიციკლის თუ სივრცის ტიპის დაყენებაCycles-იქ სამუშაო სივრცეცილინდრიცილინდრული პროექციაDOF მანძილი (ამოირჩიე)მონაცემთა სტეკის მოშორებადამთვალიერებლის კვანძის დეაქტივაციახარვეზების აღმოსაფხვრელი არხების სიაგამართვის მენიუდაადეციმირე (ნებადართული ცვლილება)დეციმირება (ფარდობითი)჏ირიქ დეციმირებაგეომეტრიის დეციმირებასაკვანძო ფაზების დეციმირებაკონტრასტის შემცირებაასოთშორისი ინტერვალის შემცირებარიცხვის შემცირებადეგენერირებულის განქარწყლებაგრადუსი °ფილმების დეინტერლეისიწაშლააქტიური კადრის წაშლააქტიური კადრ(ებ)იქ წაშლააქტიური საკვანძო ფაზის წაშლა (აჼტიური შრე)აჼტიური საკვანძო ფაზის წაშლა (ყველა შრე)აჼტიური საკვანძო ფაზების წაშლა (ყველა შრე)ყველას წაშლაყველა ცხობის წაშლაყველა ჯგუფის წაშლაფიზიკის ყველა ცხობის წაშლაყველა ნაკრების წაშლაყველა განბლოკილი ჯგუფის წაშლააქტივის წაშლააქტივთა კატალოგის წაშლაცხობის წაშლაძვალთა კოლექციის წაშლასანიშნის წაშლაშუალა კადრების წაშლაფუნჯის აქტივის წაშლაქეშირებული სიმულაციის წაშლაარხების წაშლაფერთა გრადაციის გაჩერების წაშლაბორკილის წაშლამიმდინარე ქეშის წაშლაწირის წაშლამონაცემთა ბლოკის წაშლადრაივერის წაშლადრაივერის ცვლადის წაშლადრაივერების წაშლადრაივერების წაშლა მონიშნულებიდანდუბლიკატი კადრების წაშლაწიბოთა მარყუჟის წაშლაწიბოების წაშლარედაქტირების წაშლაF-჏ირიქ მოდიფიკატორის წაშლაწახნაგების წაშლაკადრის წაშლაწარმოქმნილი სოლების წაშლაგეომეტრიული კვანძის ცხობის წაშლაგლობალურად წაშლაგრიზ ფენსილის ჯგუფის წაშლაგრიზ ფენსილის შრიქ წაშლაჯგუფის წაშლაიერარქიის წაშლაზედა დონეების წაშლაუვარგისი დრაივერების წაშლასაგასაღებო ფაზის წაშლასაკვანძო ფაზის წაშლა (ღილაკები)საკვანძო ფაზების წაშლასაკვანძო ფაზების წაშლა...ჩასოლვის ნაკრები საკვანძო ფაზის წაშლაჩასოლვის ნაკრები საკვანძო ფაზის წაშლა (სახელის მიხედვით)ნასკვის წაშლაბიბლიოთეკის წაშლასინათლის ქეშის წაშლადაუმაგრებელის წაშლამარკერის წაშლამარკერების წაშლაშემდეგი სიტყვის წაშლაკვანძის ინტერფეისის საგნის წაშლაორიენტაციის წაშლასხვა სამუშაო სივრცეების წაშლაუკუგდებული მონაცემების იერარქიის წაშლაპალიტრის ფერის წაშლაფიზიკის ცხობის წაშლაწერტილის წაშლაპოზის აქტივის წაშლაწინა სიტყვის წაშლაპროქსის წაშლაპატაკების წაშლადროში ხელახლა განაწილების სოლების წაშლასცენის წაშლასცენ(ებ)იქ წაშლაეკრანის წაშლასეგმენტის წაშლამონიშნული ძვლ(ებ)იქ წაშლაშერჩეული ფაილების წაშლამონიშვნათა ნაკრების წაშლაფორმის სოლის წაშლაცალი დრაივერის წაშლაცალი საკვანძო ფაზის წაშლალენტისა და მონაცემთა წაშლალენტების წაშლატექსტის წაშლაკვალის წაშლაბილიკების წაშლაგამოუყენებელი კვანძების წაშლაწვეროების წაშლაწონის წაშლასამუშაო სივრცის წაშლაწაშალე დაკოპირებითა და ხელახალი დაკავშირებითწაშალე ხელახალი დაკავშირებითანიმაციის განხმაურებასიმკვრივესიხშირის რეჟიმიმონიშვნის გაუქმებამონიშვნის გაუქმება (ქიიქ)ყველას მონიშვნის გაუქმებაძვლების კოლექციის მონიშვნის გაუქმებაძვლების მონიშვნის გაუქმებამასალის სლოტის მონიშვნის გაუქმებაობიექტის მონიშვნის გაუქმებაობიექტების მონიშვნის გაუქმებაპოზის ძვლების მონიშვნის გაუქმებამონიშვნათა ნაკრების მონიშვნის გაუქმებაწვეროთა ჯგუფის მონიშვნის გაუქმებამოხსნაბმულების მოხსნაკვანძების მოძრობაგამონატანების მოძრობამოძრობა და გადატანადეტალების ჩაღვრით შევსებანაკვთების აღმოჩენადეველოპერთა საზოგადოებადეველოპერის დოკუმენტაციაწვეროთა ჭუჭყიანი ფერებიდანამატის გათიშვაარხის ანაწყობის გათიშვაკოლექციის გათიშვაკოლექციის გათიშვა რენდერშიმარკერების გათიშვაგარდაქმნის გათიშვა და დატოვებაგაფართოების გათიშვაგათიშვა ხედის შრეშიგათიშვა რენდერშიგათიშვა სარკმელებშიგათიშე თემის გაფართოებებიყველა კავშირის წყვეტათმის კავშირის გაწყვეტალენტების კავშირის გაწყვეტაწყვეტილობის (ეილერის) ფილტრინაირსახეობის ასახვაგანქარწყლებაძვლების განქარწყლებაწიბოების განქარწყლებაწახნაგების განქარწყლებამონიშნული ძვლ(ებ)იქ განქარწყლებამონიშნულის განქარწყლებაწვეროების განქარწყლებაგაჩერებების თანაბრად გადანაწილებაგაჩერებების გადანაწილება მარცხნიდანბმულების არ ჩანაცვლებადოკუმენტაციახედის ურიკახედის ურიკა...შემოწირულობაშემოწირულობა Blender-ისთვისგათრევაგათრევა და დაგდებადახატვაწირის დახაზვაწირების დახაზვაწახნაგთა ნაკრებების დახატვააქტიური ფორმის სოლის გამოტოვებაკოლექციის გამოტოვებაფერის დაგდებაგაფართოების URL-იქ ჩაგდებაგეომეტრიის კვანძთა ჯგუფის ობიექტზე დაგდებამასალის დაგდება მასალების სლოტებშიმასალის დაგდება ობიექტზესახელის დაგდებაობიექტზე სახელიანი მასალის დაგდებაობიექტის ჩაგდება სცენაშისცენის ჩაგდებასამყაროს ჩაგდებადაგდება მშობლის წასაშლელად (გარდაქმნების არ შენარჩუნებისთვის გეჭიროს Alt)ფაილის ჩაგდება იმპორტირებისთვისდაგდება მშობლის დასაყენებლად (გარდაქმნების არ შესანარჩუნებლად გეჭიროს Alt)დუბლირებააქტიური კადრ(ებ)იქ დუბლიკაციააქტიური საკვანძო ფაზის დუბლიკაცია (აჼტიური შრე)აჼტიური საკვანძო ფაზის დუბლიკაცია (ყველა შრე)არიქ დუბლიკაცია ახალ ფანჯარაშიაქტივის დუბლიკაცია...კოლექციის დუბლიკაციაფერის ატრიბუტის დუბლიკაციაბორკილის დუბლიკაციამიმდინარეს დუბლიკაციაწირის დუბლიკაციაცარიელი საკვანძო ფაზების დუბლიკაციასაგნის დუბლირებასაკვანძო ფაზების დუბლირებაშრის დუბლიკაციაშრის დუბლიკაცია ახალ ობიექტზეხაზის დუბლიკაციადაკავშირებულის დუბლიკაციადაკავშირებული კოლექცის დუბლიკაციამარკერის დუბლიკატიმარკერის დუბლირება სცენაშიმარკერის დუბლირება სცენაში...ნიღბის დუბლირებამეტაბურთის ელემენტების დუბლიკაციაკვანძების დუბლიკაციაობიექტების დუბლიკაციანაწილაკთა სისტემის დუბლიკაციამონიშნული ძვლ(ებ)იქ დუბლირებაფორმის სოლის დუბლიკატილენტების დუბლირებამონასმების დუბლიკაციადროის მარკერის დუბლიკაციაწვეროთა ჯგუფის დუბლიკაციადინამიკური ფერწერის ცხობადინამიკური ტოპოლოგიადინამიკური ტოპოლოგიის გადართვააჩქარების წირისაკვანძო ფაზებისთვის აჩქარების მრუდის მინიჭებამილევის რეჟიმიაჩქარების მრუდის ტიპიწიბოწიბოს დაცერობების წონაწიბოს ნაკეციწიბოთა მარყუჟებიწიბოთა რგოლის მონიშვნაწიბოთა რგოლებიწიბოს გაცურებაწიბოს გახლეჩადირექტორიის მისამართის რედაქტირებადრაივერის რედაქტირებადრაივერის რედაქტირება...დინტოპო დეტალის ზომის რედაქტირებაგარეთ რედაქტირებაწახნაგების ჯგუფის რედაქტირებაჯგუფის რედაქტირებამეტამონაცემების რედაქტირებამეტამონაცემების რედაქტირება...მინიმალური მანძილის რედაქტირებარედაქტირების რეჟიმიგადახედვის გამოსახულების რედაქტირება...თვისების რედაქტირებათვისების მნიშვნელობის რედაქტირებაწყაროს რედაქტირებატექსტის რედაქტირებამნიშვნელობის რედაქტირებავოქსელის ზომის რედაქტირებაძვლის რედაქტირების ოპერაციაცარიელიცარიელი თმაცარიელი გამოსახულებადანამატის ჩართვაარხის ანაწყობის ჩართვაკოლექციის ჩართვაკოლექციის ჩართვა რენდერშიმარკერების ჩართვასაცავის ჩართვა ჩამოსაშლელი მენიუდანჩართვა რენდერშიჩართვა ხედის შრეშიჩართვა სარკმელებშიჩართე თემის გაფართოებებიდაშიფრე მეშის ვიჯეტი Python-შიმეტარიგის დაშიფრვამეტარიგის ნიმუშის დაშიფრვამეტარიგის დაშიფრვა Python-შინიმუშის დაშიფრვა Python-შიბოლოწერტილებიდეტალების დახვეწაგადაკეთების რეჟიმში გადასვლაშესვლა/გამოსვლა ჯგუფიდანსახელურების გათანაბრებაწაშლაგადანაცვლების წაშლაეილერის წყვეტილობის ფილტრიევრო €ფაილის გაშვებაფაილის გაშვების ფანჯარაPython-იქ წინასწარი კონფიგურაციის გაშვებაგამოსვლა ჯგუფიდანგადაკეთების რეჟიმიდან გამოსვლაგაფართოებააქტიური წახნაგების ნაკრების გაფართოებაარხების გაშლაწახნაგების ნაკრების გაფართოება ტოპოლოგიის მიხედვითნიღბის გაფართოება ნორმალების მიხედვითნიღბის გაფართოება ტოპოლოგიის მიხედვითყველას გავრცელება/ჩაშლაკოლონტიტულის მენიუების ჩამოშლა/აკეცვააფეთქების განახლებაექსპორტიAlembic-იქ ექსპორტიყველას ექსპორტიყველა კოლექციის ექსპორტიBVH-იქ ექსპორტიFBX-იქ ექსპორტიკლავიშების კონფიგურაციის ექსპორტი...ჩასოლვის ნაკრების ექსპორტი...PLY-იქ ექსპორტიPO-ქ ექსპორტი...STL-იქ ექსპორტისუბტიტრების ექსპორტიUSD-ქ ექსპორტიUV განლაგების ექსპორტიWavefront OBJ-ქ ექსპორტიglTF 2.0-იქ ექსპორტიექსპორტი ფაილადექსპორტი PDF-ადექსპორტი SVG-დექსპორტი...გაფართოებათა პაკეტის ინსტალაციის აღნიშვნაგაფართოებათა პაკეტის დეინსტალაციაგაფართოებათა პაკეტის დეინსტალაციის აღნიშვნაგარე საცავის სინქრონიზაციაგანვრცობაშვილობილის განვრცობამშობლის განვრცობაწვეროების განვრცობაფაილის გარე ოპერაციაწახნაგთა ნაკრების ამოღებაპალიტრის ამოღებაპალიტრის აღება გამოსახულებიდანექსტრაპოლაციის რეჟიმიამოყვანაამოყვანა ნორმალების გასწვრივკონტექსტის ამოყვანაამოიყვანე ჏ირი და გადააადგილეწიბოების ამოყვანაწახნაგების ამოყვანაწახნაგების ამოყვანა ნორმალების გასწვრივგანტოტვილი ამოყვანაამოყვანა ინდივიდუალურადინდივიდუალური წახნაგების ამოყვანაინდივიდუალური წახნაგების ამოყვანა და გადატანაინდივიდუალური ამოყვანა და გადაადგილებამრავალსახეობის ამოყვანამრავალსახეობის ამოყვანა ნორმალების გასწვრივმხოლოდ წიბოების ამოყვანამხოლოდ წიბოების ამოყვანა და გადატანამხოლოდ წვეროების ამოყვანამხოლოდ წვეროების ამოყვანა და გადატანამონაკვეთის ამოყვანამონაკვეთის ამოყვანა და გადატანამონაკვეთის ამოყვანა და შეკუმშვა/გაფართოვებაგანმეორებითი ამოყვანამონასმების წერტილთა ამოყვანაწვეროების ამოყვანაამოიყვანა და გადააადგილება ინდივიდუალურ ნორმალებზეამოიყვანა და გადაადგილება ნორმალებზეამოყვანა კურსორის გადატანასთანამოყვანა კურსორთანკურსორისკენ ამოყვანა, ან დამატებაპიპეტისაპიპეტე ძვალიპიპეტის ფერთა ზოლიპიპეტის ფერთა ზოლი (წერტილები)პიპეტის მონაცემთა ბლოკიპიპეტის სიღრმეპიპეტის დრაივერიFBX (.fbx)FBX (.fbx) (ძველებური)პ.კ.-დან შ.კ.-ზეპ.ლ.-დან შ.კ.-ზე ქმედებაპ.კ.-დან შ.კ.-ზე პოზაწახნაგიწახნაგის ფართობიწახნაგთა ნორმალების სიძლიერეწახნაგების მონაკვეთებიმონიშნული წახნაგების დამალვაწახნაგთა ნაკრების მართკუთხედის ჟესტიწახნაგთა ნაკრების გამოტანაწახნაგთა ნაკრების ქამანდის ჟესტიწახნაგთა ნაკრების ხაზის ჟესტიწახნაგების ნაკრები რედაქტირების რეჟიმში მონიშნულისგანწახნაგების ნაკრები შენიღბულისგანწახნაგების ნაკრები ხილულისგანწახნაგების ნაკრებთა ხილულობაწახნაგი კურსორის გადატანასთანწახნაგები გვერდების რაოდენობითქრობაჯეროვანი პოზიციებიჯეროვანი მხებობაყალბი მომხმარებელიხელსაწყოთა სათადარიგო სექტორული მენიუსწრაფი გადახედვაგადაყენების ანიმაციის შემოცვეთაფაილის სელექტორის ჩამოშლაშევსებასახსართა შორის შევსებახვრელების ამოვსებაშემავსებელი ნიღაბიდიაპაზონის შევსება მონიშვნითფილის შევსებაგაფილტრვაარხების გაფილტრვაქსოვილის გაფილტრვაფერის გაფილტრვამეშის გაფილტრვაბილიკების გაფილტრვაფილტრის ტიპიმოძიებაპოვნა და ჩანაცვლება...მონიშვნის მოძიება და დაყენებადაკარგული ფაილების მოძიებადაკარგული ფაილების ძიება...მომდევნოს მოძიებაკვანძის მოძიებაკვანძის ძიება...ძიება...პირველიმორგებაფონის ჩატევა ხელმისაწვდომ სივრცეშისვეტის მორგებაგადახედვის ფანჯარაში მოქცევასცენის კამერაზე ფიქსაციაბრტყელიბრტყელი წახნაგებისახელურების გათანასწორებაშეტრიალებაშეტრიალება (გაუმრუდებლად)შეტრიალება (ტოპოლოგიური)ფერთა გრადაციის შეტრიალებაშეტრიალება თარაზულადგამოსახულების შეტრიალებაფიქს-მასალის შეტრიალებასახელების შეტრიალებანორმალების ამოტრიალებაოთხკუთხა დამოზაიკების შეტრიალებაკვატერნიონების შეტრიალებამონაკვეთის შეტრიალებაშეტრიალება შვეულადიატაკიფლორინი ƒრედაქტირებების წმენდაფრენის ნავიგაციაფოკუსის რეჟიმიაქტიურ ოთხკუთხედებს მიყოლააქტიურ ოთხკუთხედებს მიყოლა...ძალოვანი ველიაქტიური საცავის იძულებითი განბლოკვასაცავის იძულებით განბლოკვა...წინწინსვლა ისტორიაშიპირდაპირყველაფრის კადრში მოქცევაყველაფრის მორგება ჩარჩოზეკადრით უკანკამერის საზღვრების ჩარჩოში მოქცევაკადრის არ჎ი კურსორის ქვეშკადრით წინკადრის აცდენაკადრის გადახედვის დიაპაზონიკადრის სცენის დიაპაზონიკადრის სცენის/გადახედვის დიაპაზონიმონიშნულის მოქცევა ჩარჩოშიმონიშნულის დაჩარჩოვება (ოთხმაგი ხედი)მონიშნული არხების კადრში მოქცევათავისუფალიყველას გათავისუფლებამონაცემების გათავისუფლებამიმმართველების გათავისუფლებამეშის გათავისუფლებახმაურის გათავისუფლებანაწილაკების გათავისუფლებააქტიური კვანძის ჭდიდანდაკავშირებული კვანძის ჭდიდანდაკავშირებული გამონატანის სახელიდანბეწვიგამის წაფენაგაუსის გაბუნდოვნებაგაუსის დაგლუვებაზოგადიგადახედვის წარმოქმნაგადახედვის წარმოქმნა ობიექტისგანრიგის წარმოქმნაგერმანული ესცეტი ßამოიღე კადრთა დიაპაზონიჩაერთეგიზმოგიზმოს მონიშვნაგიზმოს გადაკეთებაგიზმოჯგუფიელვარებამიმდინარე კადრზე გადასვლამშობელზე გადასვლაჩაბღაუჭებაკლონზე ჩაბღაუჭებაჩაბღაუჭება UV-ზეგრადიენტიგრადიენტი (წრფივი)გრადიენტი (რადიალური)გრავიტაციაგრიზ ფენსილის რკალის ფორმაგრიზ ფენსილის ოთხკუთხედით წაშლაგრიზ ფენსილის ოთხკუთხა ფორმაგრიზ ფენსილის წრიული ფორმაგრიზ ფენსილის ჏ირიქ ფორმაგრიზ ფენსილში ხატვაგრიზ ფენსილის საშლელი ქამანდიგრიზ ფენსილის პიპეტიგრიზ ფენსილის შევსებაგრიზ ფენსილის ჯგუფის ფერის ტეგიგრიზ ფენსილის ინტერპოლაციაგრიზ ფენსილის შრიქ ოპერაციაგრიზ ფენსილის ხაზის ფორმაგრიზ ფენსილის კვანძის ოპერაციაგრიზ ფენსილის წვეროს მოხატვაგრიზ ფენსილის ხატვის წონაგრიზ ფენსილის კალამიგრიზ ფენსილის პოლიხაზის ფორმაგრიზ ფენსილის ძერწვაგრიზ ფენსილის ჩამოჭრაგრიზ ფენსილი (Grease Pencil), როგორც PDFგრიზ ფენსილი (Grease Pencil), როგორც SVGბადებადით შევსებაარხების დაჯგუფებაარხების დაჯგუფება...ჯგუფში ჩასმაწახნაგების ნაკრების გაზრდანიღბის გაზრდამონიშვნის გაზრდახილულობის გაზრდაციტატის ნიშანი ციტატიქ ნიშანი »არეს ქმედებათა ზონების დამუშავებასახელურის ტიპიდაამუშავე ჩაგდებული .blend ფაილიდამალვაწახნაგების აჼტიური ნაკრების დამალვააქტიური შრიქ დამალვაყველას დამალვა შიგნითკოლექციის დამალვაწირების დამალვაარააქტიური შრეების დამალვადამალვა კოლექციის შიგნითშრის/შრეების დამალვაშენიღბულის დამალვამასალების დამალვაობიექტების დამალვაერთი დონის დამალვასხვა კოლექციების დამალვასხვების დამალვამონიშნულის დამალვამონიშნული წირების დამალვაბილიკების დამალვაბილიკების დამალვის გასუფთავებამოუნიშნავის დამალვამოუნიშნავი წირების დამალვადამალვა/გამოჩენაყველას დამალვა/გამოჩენაქამანდის დამალვა/გამოჩენახაზის დამალვა/გამოჩენაშენიღბულის დამალვა/გამოჩენაპოლიხაზის დამალვა/გამოჩენაფაილის გამოყოფაისტორიის დართვაისტორიის ციკლიახალ ობიექტზე გამოდებამონიშნულ ობიექტზე გამოდებაგამოდება მონიშნულ ობიექტის ძვალზეთარაზული გაყოფაელფერი/სიხასხასე/მნიშვნელობაI18n დანამატის ექსპორტიI18n დანამატის იმპორტიI18n ანაწყობების ჩატვირთვაI18n ანაწყობების შენახვაშ.კ.-დან პ.კ.-ზეშ.კ.-დან პ.კ.-ზე ქმედებაშ.კ.-დან პ.კ.-ზე პოზაიკო სფეროგამოსახულების პროპორციებიგამოსახულება გარეთ რედაქტირებაგამოსახულებაში ჩახატვაგამოსახულებების თანამიმდევრობაგამოსახულება ხედიდანგამოსახულება/თანამიმდევრობა...Alembic-იქ იმპორტიBVH-იქ იმპორტიBlender {:d}.{:d}-იქ სასურველი პარამეტრების იმპორტიFBX-იქ იმპორტიგამოსახულებების თანამიმდევრობის იმპორტიგამოსახულებების იმპორტი სიბრტყეებადკლავიშთა კონფიგურაციის ექსპორტი...OpenVDB მოცულობის იმპორტიOpenVDB-ქ იმპორტი...PLY-ქ იმპორტიPO-ქ იმპორტი...STL-იქ იმპორტიSVG-ქ იმპორტიSVG-ქ იმპორტი, როგორც გრიზ ფენსილისUSD-ქ იმპორტიWavefront OBJ-ქ იმპორტიglTF 2.0-იქ იმპორტიიმპორტი...მონიშნული ობიექტების მითვლაკონტრასტის მატებაასოთშორისი ინტერვალის ზრდარიცხვის გაზრდანომრის ინკრემენტირება ფაილის სახელშიშეწევაშეწევა, ან ავტოდასრულებაგაბერვაწახნაგების ნაკრებთა ინიციალიზაციაენების მონიშვნა Init I18n განახლებისთვისInit I18n განახლების ანაწყოებებინიღბის ინიციალიზაციაინიციალიზირების ანაწყობებიშენატანის ატრიბუტის გადართვაჩასმასუფთა კადრის ჩასმაცარიელი საკვანძო ფაზის ჩასმა (აჼტიური შრე)ცარიელი საკვანძო ფაზის ჩასმა (ყველა შრე)შუალედების ჩასმაჯგუფში ჩასმასოლის ჩასმასაკვანძო ფაზის ჩასმასაკვანძო ფაზის ჩასმა (ღილაკები)საკვანძო ფაზის ჩასმა (სახელით)საკვანძო ფაზების ჩასმის მენიუსაკვანძო ფაზის ჩასმა ჩასოლვის ნაკრებით...საკვანძო ფაზების ჩასმახაზის წყვეტის ჩასმაჩასმის აცდენაფორმის სოლის ჩასმაცალი საკვანძო ფაზის ჩასმატექსტის ჩასმაჩასვი უნიკოდიჩასვი კვანძთა ჯგუფის ელემენტიწახნაგებში ჩასმადაინსტალირებადანამატის დაინსტალირებააპლიკაციის შაბლონის დაინსტალირება...ხელმისაწვდომი განახლებების დაინსტალირებაგაფართოების დაინსტალირებადააინსტალირე მახასიათებელთა ნაკრები ფაილიდან...სინათლის დაინსტალირებააღნიშნულის დაინსტალირებაშაბლონის დაინსტალირება ფაილიდან...თემის დაინსტალირება...დისკიდან დაინსტალირებადაინსტალირება დისკიდან...დაინსტალირება...კოლექციის ინსტანცირებაინსტანცია სცენაშისინათლის ინტერაქტიული თვალის დევნება კურსორთანინტერაქტიული სარკეშიდა წახნაგებიინტერპოლაციათანამიმდევრობის ინტერპოლაციაინტერპოლაციის რეჟიმიგადაკვეთა (ბულის)გადაკვეთა (დანა)ცვლადის უვარგისი სახელიშებრუნებულიშებრუნებაალფა არ჎იქ შებრუნებალურჯი არ჎იქ შებრუნებაარხების შებრუნებამწვანე არ჎იქ შებრუნებაგამოსახულების ფერების შებრუნებაბლოკების შებრუნებანიღბის შებრუნებასამაგრების შებრუნებაწითელი არ჎იქ შებრუნებამონიშვნის შებრუნებაწვეროთა ჯგუფის შექცევახილულობის შექცევახილულის შებრუნებაწონის შებრუნებაგადაბრუნებული ძახილის ნიშანიგადაბრუნებული კითხვის ნიშნი ¿იზოლირებაკოლექციის იზოლირებაშრეების განცალკევებამასალის იზოლირებადახრილიშეერთებაარეს შეერთებაშეაერთე შევსებებიჯგუფის შენატანების შეერთებაკვანძების შეერთებაკადრში არსებული კვანძების შეერთებაპალიტრების შეერთებამონიშვნის შეერთებაკვლების შეერთებაშეერთება ფორმებადშეერთება სახელდებულ ჩარჩოშიშეერთება ახალ ჩარჩოშიგადახტომადროში გადახტომა დელტას მიხედვითგადახტომა...ქმედების სლოტზე გადახტომაბოლოწერტილზე გადახტომაგადახტომა ფაილთან წერტილზეგადახტომა კადრზეგადახტომა საკვანძო ფაზაზეგადახტომა საკვანძო ფაზებზეგადახტომა მარკერზეგადახტომა შემდეგ მარკერზეგადახტომა შემდეგ ლენტზეგადახტომა შემდეგ ლენტზე (ცენტრი)გადახტომა წინა მარკერზეგადახტომა წინა ლენტზეგადახტომა წინა ლენტზე (ცენტრი)გადახტომა მონიშნულზელენტზე გადახტომაგადახტომა სამიზნეზესაკვანძო ფაზის ტიპიმონიშნულის დამატება ჩასოლვის კომპლექტშიმონიშნულის მოცილება ჩასოლვის კომპლექტიდანსოლები ნიმუშებადდანადანის პროეცირებადანისმიერი ტოპოლოგიის ხელსაწყოლაპლასის დეფორმირებაზე მიჯაჭვაწვეროთა ლაპლასის დაგლუვებაქამანდით დამატებაქამანდით დაჯგუფებაქამანდით დამალვაქამანდით შენიღბვაქამანდით მონიშვნაUV-ქ ქამანდით მონიშვნაქამანდით გამოჩენაქამანდით მოკრეჭაუკანასკნელიბოლო სესიაგისოსებიმონიშნულის გისოსებით დეფორმაციაზარმაცი დაკავშირებამეტის გაგებამარცხენამარცხენა მეზობელისიგრძენაკლებიდონეებილიცენზიაშუქის რუკის ჩარიგებაშუქის რუკის ჩარიგება...თითო წვეროზე წონების რიცხვის ლიმიტიჯამის ლიმიტიწვეროთა ჯგუფების ერთიანად შეზღუდვაშეზღუდული განქარწყლებახაზიხაზის დასაწყისიხაზის წყვეტახაზის დასასრულიწახნაგთა ნაკრები ხაზითხაზით დამალვახაზით შენიღბვახაზის ნომერიხაზის პროეცირებახაზით გამოჩენახზით მოკრეჭაბმულით დაკავშირებააქტიური კვანძის დაკავშირება მონიშნულთანდამბლოკველების გამომცემებზე მიბმაკოლექციის ბმულით დაკავშირებაბმულის გათრევის ოპერაციის ტესტიცარიელის დაკავშირება ბილიკთანკვანძების დაკავშირებაობიექტების მიბმა სცენაზეობიექტების დაკავშირება სცენასთან...მიმღებების გამომცემებზე მიბმამაჩვენებლის დაკავშირებადაკავშირება კოლექციასთანდაკავშირება სცენასთანდაკავშირება დამთვალიერებელთანმაჩვენებლის კვანძთან დაკავშირებადაკავშირება...მონაცემების ბმულით დაკავშირება/გადატანაბმულით დაკავშირებულიდაკავშირებული დუბლიკატიდაკავშირებული ბრტყელი წახნაგებიკავშირის წყაროკავშირის დანიშნულებაბმულების გაწყვეტასიის ფილტრიჩატვირთვამორგებული გადახედვის ჩატვირთვაBlender-იქ ქარხნული სასურველი პარამეტრების ჩატვირთვაBlender-იქ ქარხნული ანაწყობების ჩატვირთვაქარხნული სასურველი პარამეტრების ჩატვირთვაქარხნული ანაწყობების ჩატვირთვაქარხნული {:s} ანაწყობების ჩატვირთვამუდმივის ჩატვირთვა აქედან...სასურველი პარამეტრების ჩატვირთვაგადახედვის გამოსახულების ჩატვირთვალოკალური ხედილოკალიზებული მონაცემებიმდებარეობაყველას დაბლოკვაყველა შრიქ დაბლოკვაყველა მასალის დაბლოკვაყველა საცავის დაბლოკვა (დატესტვა)ყველა ბლოკის შებრუნებამხოლოდ მონიშნულის დაბლოკვამხოლოდ მოუნიშნავის დაბლოკვამონიშნულის დაბლოკვალენტების დაბლოკვაბილიკების დაბლოკვამოუნიშნავის დაბლოკვამოუნიშნავი მასალების დაბლოკვაგამოუყენებელის დაბლოკვაგამოუყენებელი მასალების დაბლოკვამარყუჟის კვეთამარყუჟის გაკვეთა და გაცურებამარყუჟის მონიშვნადაუმაგრებელი გეომეტრიაგაკეთებასაბაზისოდ ქცევაკოლექციის გააქტიურებაწიბოს/წახნაგის გაკეთებაჯგუფის შექმნაინსტანცირებული წახნაგის შექმნაინსტანციების განამდვილებაშიდად ქცევაბიბლიოთეკის უკუგდების შექმნაბმულის გაკეთებაბმულების შექმნაგალოკალურებამარკერების გალოკალურებამეტას გაკეთებამეტა ლენტის გაკეთებაპანელის გადამრთველად ქცევამშობლის შექმნამშობლად გადაქცევა შებრუნების გარეშემშობლის შექმნა შებრუნების გარეშე (შეინარჩუნე გარდაქმნა)მისამართების გააბსოლუტურებამისამართების გაფარდობითებასიბრტყისეული წახნაგების გაკეთებაგათანაბრებასეგმენტის გაკეთებაფორმის სოლის საბაზისო სოლად ქცევაცალმომხმარებლიანად ქცევათვალის დევნების იძულებაწვეროს გადაქცევა მშობლადბმულების შექმნა და ჩანავცლებაგამოუყენებელი მონაცემების მართვაგამოუყენებელი მონაცემების მართვა...სახელმძღვანელოყველას აღნიშვნაყველა პაკეტის აღნიშვნაFreestyle-იქ წიბოს აღნიშვნაFreestyle-იქ წახნაგის აღნიშვნაშეკვრის აღნიშვნანაკერად აღნიშვნამკვეთრად აღნიშვნამკვეთრად აღნიშვნა წვეროებისგანაქტივად აღნიშვნაცალ აქტივად აღნიშვნამარკერის მართკუთხა მონიშვნანიღაბიმართკუთხა შენიღბვის ჟესტინიღბის ამოღებანიღბის ფილტრინიღბის ჩაღვრით შევსებანიღაბი ზღვრისგანნიღაბი ღრმულებისგანქამანდით შენიღბვის ჟესტიხაზით შენიღბვის ჟესტიშემნიღბველი პოლიხაზის ჟესტინიღბის ამოჭრანიღბის ამოჭრა და ხვრელების ამოვსებანიღბის ამოჭრა ახალ ობიექტადშენიღბვა ფერის მიხედვითნიღაბი ღრმულისგანნიღაბი წახნაგების ნაკრებთა ზღვრისგანნიღაბი მეშის ზღუდეებისგანშენიღბვა ზემოთა შრითშენიღბვა ზედა/ქვედა შრითშენიღბვა ქვემოთა შრითნიღაბი...საკვანძო ფაზების დამთხვევავიდეოს სიგრძეზე მისადაგებაწინა დამთხვევადაქანების დამთხვევატექსტურული სივრცის მისადაგებამასალებიარის გამაქსიმალურებასაზომისაშუალომეხსიერების სტატისტიკასაძიებელი მენიუ...შერწყმაყველას შერწყმაანიმაციის შერწყმაშერწყმა ქვედასთანჯგუფის შერწყმაგამოსახულებების შერწყმაკვანძების შერწყმანორმალების შერწყმაშერწყი UV-ები მანძილის მიხედვითმანძილის მიხედვით შერწყმამეშის დეფორმირებაზე მიჯაჭვამეშის ფილტრიმეშის სიბრტყე...გაწელვის დაყვანა მინიმუმამდეგასარკისებურებასოლების გასარკისებურებაRigify-იქ პარამეტრების გასარკისებურებაფორმის სოლის გასარკისებურებატიპისა და პარამეტრების გასარკისებურებაწვეროთა ჯგუფის გასარკისებურებაწვეროთა ჯგუფის გასარკისებურება (ტოპოლოგია)სარკე Xსარკე Yსარკისებურიშერევის კვანძებიმიქსდაუნირეჟიმიმოდიფიკატორის ოპერაციაჭდის მოდიფიცირებაპოზის აქტივის მოდიფიცირებამაიმუნიმეტიმეტი...მოძრაობის დაფიქსირება (.bvh)თაგვით დაწკაპუნება არხებზეთაგვით დაწკაპუნება NLA ბილიკებზეგადაადგილებააქტიური მოდიფიკატორის ინდექსზე გადატანალენტის აჼტიური მოდიფიკატორის გადატანა ინდექსზეგადატანა საბაზისოს შემდეგანოტაციის შრიქ გადატანაარეს ნაპირების გადაადგილებაგადატანა UI რიგებს შორისძვლების კოლექციის გადაადგილებასანიშნის გადატანაარხების გადაადგილებაბორკილის ჩამოწევაბორკილის აწევაბორკილის გადატანა ინდექსთანკურსორის გადაადგილებაშტრიხის სეგმენტის გადატანაჩამოწევაბოიდის წესის ჩამოწევაბოიდის მდგომარეობის ჩამოწევაეფექტის ჩამოწევაინსტანციის ობიექტის ჩამოწევამოდიფიკატორის ჩამოწევასამიზნის ჩამოწევაეფექტის გადატანა ინდექსზეჩანაწერის გადატანაგადაიტანე ექსპორტერიFreestyle-იქ მოდულის გადატანასაგნის გადატანაშრის გადატანახაზთა ნაკრების გადატანახაზ(ებ)იქ დაწევახაზ(ებ)იქ აწევახაზების გადატანამარკერის გადაადგილებამასალის გადატანამოდიფიკატორის გადატანასათავის გადატანაპალიტრის ფერის გადატანასეგმენტის გადაადგილებამონიშვნისას მოძრაობამონიშვნათა ნაკრები ქიაში გადატანაფორმის სოლის გადატანასლოტების გადატანა ახალ ქმედებაშილენტის მოდიფიკატორის გადატანალენტების ჩამოწევალენტების აწევატექსტურის სლოტის გადატანატექსტურის სივრცის გადატანადროის მარკერის გადაწევააწევაბოიდის წესი აწევაბოიდის მდგომარეობის აწევაეფექტის აწევაინსტანციის ობიექტის აწევამოდიფიკატორის აწევასამიზნის აწევაწვეროთა ჯგუფის გადატანაგადატანა და შეერთებაშრის გადაადგილებამოძრაობა ღერძზეგადატანა ძვალთა კოლექციაშიგადატანა ძირშიგადატანა კოლექციაშიგადატანა ბოლოშიგადატანა შრეზეგადასვლა ხაზის დასაწყისზეგადასვლა ხაზის დასასრულზეგადასვლა შემდეგ სიტყვაზეკვანძებზე გადატანაგადასვლა წინა სიტყვაზეგადატანა თავშიგადაადგილება/განვრცობა მიმდიონარე კადრიდანფილმი...წიბოთა რამდენიმე მარყუჟის მონიშვნაწიბოთა რამდენიმე რგოლის მონიშვნამრავალკამერიანი სელექტორირამდენიმე გამოსახულებაგამრავლება ×გამრავლებამრავალგარჩევადობის დადება ფუძეზემრავალგარჩევადობიანი გადანაცვლების საშლელიმრავალგარჩევადობიანი გადანაცვლების გათხიპნამრავალგარჩევადობის გარე შეფუთვამრავალგარჩევადობიანი გარდასახვამრავალგარჩევადობის გარე შენახვამრავალგარჩევადობიანი დაყოფაჩახშობაარხების ჩახშობაბმულების ჩახშობალენტების ჩახშობამოუნიშნავი ლენტების დახშობახედის NDOF ორბიტირებახედის NDOF ორბიტირება ზუმთან ერთადხედის NDOF პანორამირებაNDOF პანორამირება/ზუმიხედის NDOF გარდაქმნაახალიახალი ქმედებაახალი აქტივის კატალოგიძვლების ახალი კოლექციაახალი კამერა ვ. რ. ორიენტირისგანახალი კოლექციაახალი კომბინირებულიკომპოზიტირების კვანძების ახალი ჯგუფიკომპოზიტორის სეკვენსერის კვანძთა ახალი ჯგუფიახალი წიბო/წახნაგი წვეროებისგანახალი წახნაგები წიბოებისგანახალი საქაღალდეგეომეტრიის კვანძთა ახალი ჯგუფიახალი გეომეტრიის კვანძების მოდიფიკატორიახალი გეომეტრიის კვანძთა ხელსაწყოს ჯგუფიახალი გამოსახულებაახალი გამოსახულება სიბრტყის მარკერიდანახალი საგანიახალი შრეახალი სინათლის მიბმის კოლექციახაზის ახალი სტილიახალი მთავარი ფანჯარაახალი ნიღაბიახალი მასალაახალი კვანძოვანი ხეპალიტრის ახალი ფერიახალი პანელის გადართვანაწილაკების ახალი ანაწყობებინაწილაკის ახალი სამიზნეახალი სცენაახალი ეკრანიმონიშვნების ნაკრებისეკვენსერის ახალი სცენაახალი სლოტიახალი ტექსტიახალი ტექსტურაახალი ფანჯარაახალი სამუშაო სივრცეახალი სამყაროახალი ობიექტებისგანახალი ობიექტებისგან, შეტრიალებულიმომდევნო აქტიურიმომდევნო ბლოკიმომდევნო ასონიშანიმომდევნო საქაღალდემომდევნო ხაზიმომდევნო სიტყვამომდევნო სამუშაო სივრცედასაინსტანცირებელი კოლექციები არააკვანძის ვარიანტებიკვანძის გადახედვაკვანძის შენატანის მოდიფიცირებაარამრავალსახეობისებურიარაფერინორმალიზებააქტიურის ნორმალიზებაყველას ნორმალიზებაწვეროთა ყველა ჯგუფის ნორმალიზებაწვეროთა ჯგუფის ნორმალიზებაწონების ნორმალიზებანორმალების ვექტორთა ხელსაწყოებიNurbs წრეNurbs ჏ირიNurbs ცილინდრიNurbs სფეროNurbs ზედაპირიNurbs ტორუსიობიექტიობიექტი და მონაცემებიობიექტი & მონაცემები & მასალებიობიექტის ანიმაციაობიექტის მონაცემების ანიმაციაობიექტის ლაინ არტიობიექტის რეჟიმის მენიუმოძველებული აღნიშნულიწიბოთა მარყუჟის აცდენაწიბოთა მარყუჟის მინდორიაცდენილ წიბოთა გაცურებამონიშნულ საკვანძო ფაზებზემონიშნულ მარკერებზეერთი ობიექტიხაზზე თითო ობიექტიონლაინ სახელმძღვანელოPython-იქ ონლაინ ცნობარიმხოლოდ შევსებებიმხოლოდ მონასმებიგაუმჭვირვალობაგახსნაBlend ფაილის გახსნაქეშის ფაილის გახსნაქეშირებული რენდერის გახსნაკლიპის გახსნადრაივერების რედაქტორის გახსნაფაილის გახსნა გარეთფაილის მდებარეობის გახსნაშრიფტის გახსნაგამოსახულების გახსნაგამოსახულებების გახსნამდებარეობის გახსნა გარეთსასურველი პარამეტრების გახსნა...წინასწარ დაყენებული ვებსაიტის გახსნახმოვანის გახსნახმოვანი მონოს გახსნასტილის მოდულის ფაილის გახსნატექსტის გახსნაგახსნა...გახსნა/დახურვაოპერატორის "შპარგალკა"ოპერატორის ჩამოთვლადთა სექტორული სახეოპერატორის წინასწარი კონფიგურაციაოპერატორის ძიება...საპირისპირო ორბიტირებასათავემოხაზულობამონახაზის ანიმაციის მონაცემთა ოპერაციამონახაზის ბორკილის ოპერაციამონახაზის მონაცემთა ოპერაციამონახაზის რედაქტირების რეჟიმის გადართვამონახაზის ID მონაცემთა ასლიმონახაზის ID მონაცემთა ოპერაციამონახაზის ID მონაცემთა ჩასმამონახაზის ID მონაცემთა ხელახალი განაწილებაბიბლიოთეკის ოპერაცია მონახაზშიმონახაზის ბიბლიოთეკის უკუგდების ოპერაციამონახაზის ბიბლიოთეკის უკუგდების დეფექტების აღმოსაფხვრელი ოპერაციამონახაზის მოდიფიკატორის ოპერაციამონახაზის ობიექტის ოპერაციამონახაზის პოზირების რეჟიმის გადართვამონახაზის სცენის ოპერაციაქმედების დაყენება მონახაზშიუკუგდებულ მონაცემთა იერარქიაშეფუთვაგეომეტრიული კვანძის ცხობის შეფუთვაგამოსახულების შეფუთვაკუნძულების ჩარიგებადაკავშირებული ბიბლიოთეკების შეფუთვარესურსების შეფუთვახმის შეფუთვახატვახედის პანორამირებახედის პანორამირების მიმართულებაპანელის გადართვამშობელიმშობელი დირექტორიამშობელი კვანძოვანი ხენაწილაკის რედაქტირების გადართვანაწილაკების სისტემაჩასმამონაცემთა ბლოკების ჩასმადრაივერის ჩასმადრაივერის ცვლადების ჩასმაF-მოდიფიკატორების ჩასმაფაილის ჩასმაშეტრიალებულის ჩასმაგლობალური გარდაქმნის ჩასმაგამოსახულების ჩასმასაკვანძო ფაზების ჩასმახაზთა ნაკრების ჩასმამასალის ჩასმაობიექტების ჩასმაპოზის ჩასმაშეტრიალებული პოზის ჩასმამონიშვნათა ნაკრებ(ებ)იქ ჩასმასფლაინების ჩასმამონასმების ჩასმატექსტის ჩასმატექსტურის სლოტის ანაწყობების ჩასმაბილიკების ჩასმაUV-ქ ჩასმავექტორის ჩასმაწონის ჩასმა მონიშნულზეX-შეტრიალებული პოზის ჩასმაჩასმა და ცხობაჩასმა ახალ აქტივადჩასმა შრიქ მიხედვითჩასმა გაცვლის ბუფერიდანმონიშნულ სოლებზე ჩასმატრაექტორიამისამართი/ფაილებიცხობის დაპაუზებაკალამიწახნაგთა თითო ნაკრებზეთითო დაუმაგრებელ ნაწილზეპრომილე ‰თითო წვეროზეპერსპექტიული/ორთოგრაფიულიუმოკლესი გზის არჩევაჩამაგრებასცენის ჩამაგრება სამუშაო სივრცეშიჩქმეტაUV-ქ მოჩქმეტაბრუნვის ცენტრი აჼტიურ წვეროსთანბრუნვის ცენტრი ნიღბის კიდესთანბრუნვის ცენტრი სათავესთანბრუნვის ცენტრი კურსორის ქვეშ მყოფ ზედაპირთანბრუნვის ცენტრი შეუნიღბავთანკურსორის მოთავსებაობიექტის თაგვის ქვეშ მოთავსებაუბრალო ღერძებისიბრტყეანიმაციის დაკვრადარენდერებული ანიმაციის დაკვრაწერტილების ღრუბელინორმალების სამიზნისკენ მიშვერამიმართვა სამიზნისკენ...წერტილებიწახნაგების ჩაჯვარედინებაპოლუსები რაოდენობითპოლიმრავალკუთხას აგებააგებული მრავალკუთხედის წაშლა კურსორთანაგებული მრავალკუთხედის გაქარწყლება კურსორთანაგებული მრავალკუთხედის წახნაგი კურსორთანაგებული მრავალკუთხედის გახლეჩა კურსორთანაგებული მრავალკუთხედის გარდაქმნა კურსორთანპოლიხაზიპოლიხაზით დამატებაწახნაგთა ნაკრები პოლიხაზითპოლიხაზით დამალვაპოლიხაზით შენიღბვაპოლიხაზით ჩვენებაპოლიხაზით მოკრეჭაპოზის გამასაშუალოებელიპოზის არ჎იქ ოპერაციაფუნტი £სასურველი პარამეტრები...წინასწარ ჩატვირთვაკარების წინასწარ გამოტანაღილაკზე დაჭერაწინა აქტიურიწინა ბლოკიწინა ასონიშანიწინა საქაღალდეწინა ხაზიწინა სიტყვაწინა სამუშაო სივრცეპროექციის დადებაპროექციის რედაქტირებაგამოსახულების პროეცირებახაზის პროეცირების ჟესტიპროეცირება ხედიდანპროეცირება ხედიდან (ფარგლებში)პოზის გავრცელებაგავრცელება ფორმებზეარხების დაცვააფუებაწმენდაყველას გაწმენდაგამოუყენებელი მონაცემების წმენდა...მიწოლაქმედების ცამოწევაწაწეული პოზა შუა პოზისგანმიწოლა მოქაჩვასაკვანძო ფაზების მიწოლა მოქაჩვამიწოლა/მოქაჩვაPython API-ქ ცნობარიოთხმაგი ხედის ზომის შეცვლაQuadriFlow მეშის გარდასახვადაკვანტვაწვეროთა წონების დაკვანტვასწრაფი რედაქტირებასწრაფი აფეთქებასწრაფი ბეწვისწრაფი სითხესწრაფი კვამლიგამოსვლაBlender-იქ დახურვარადიალური კონტროლირადიუსიშემთხვევითიგაშემთხვევითებაფერების გაშემთხვევითებაწახნაგების ნაკრებთა ფერების გაშემთხვევითებაგარდაქმნის გაშემთხვევითებაწვეროების გაშემთხვევითებარიგის ხელახლა წარმოქმნამონიშნული ფორმების წერტილების ხელახლა ჩასოლვაფორმის წერტილების ხელახლა ჩასოლვადროში ხელახლა გაანაწილე ფორმის სოლებიხედის შრეების წაკითხვაშენატანების ხელახლა მიკუთვნებახელახლა აწყობაBVH-იქ ხელახლა აგებაქვემოთა ქვედანაყოფების აღდგენაპროქსებისა და დროის კოდირების ინდექსების ხელახლა აგებასახელურების ხელახლა გამოთვლაშიდას ხელახლა გამოთვლანორმალების ხელახლა გამოთვლაგარეგანის ხელახლა გამოთვლატრიალის ხელახლა გამოთვლაკაუჭის რეცენტრირებაავტოშენახვის აღდგენაბოლო სესიის აღდგენაგამთანაბრებელი გრაფიკების ხელახლა განსაზღვრაქმედების აღდგენაკატალოგის რედაქტირებების აღდგენაბოლოს აღდგენახელახლა გამოსახვის წამმზომირეფერენსი...მარკერების სრულყოფაგანახლებაყველას განახლებაარქივის განახლებააქტივების ბიბლიოთეკის განახლებამონაცემთა ბლოკების გადახედვის განახლებადრაივერების განახლებაფაილების ქიიქ განახლებაI18n მონაცემთა განახლება...ინსტანციის ობიექტების განახლებალოკალური განახლებადისტანციური განახლებასეკვენსერის განახლებაქმედებების ქიიქ განახლებამონაკვეთიმონაკვეთის ალფადარეგისტრირებაფაილის ასოცირების დარეგისტრირებარეგისტრირებული სავაჭრო ნიშანი ®ჩვეულებრივიხელახლა ჩასოლვამოშვებაწახნაგების ნაკრებების მოშვებაპოზის მიახლოვება შუალასთანUV-ქ მოშვებაშენიშვნები გამოშვებაზეხელახლა ჩატვირთვაკლიპის ხელახლა ჩატვირთვაისტორიის ფაილის გადატვირთვაგამოსახულების ხელახლა ჩატვირთვაგამოსახულებების ხელახლა ჩარტვირთვაბიბლიოთეკის გადატვირთვასკრიპტების ხელახლა ჩატვირთვაგაშვების ფაილის გადატვირთვალენტების ხელახლა ჩატვირთვალენტების ხელახლა ჩატვირთვა და სიგრძის დარეგულირებათარგმანის ხელახლა ჩატვირთვაგადატანაბიბლიოთეკის მდებარეობის შეცვლადაკავშირებული ID-ქ გადატანააგებულების გარდასახვამოცილებაAOV-ქ მოცილებააქტიური ჯგუფის მოცილებააქტიური ჩასოლვის ნაკრების მოცილებააქტიური ჩასოლვის ნაკრების მისამართის მოცილებადანამატის მოცილებაყველა ჯგუფის მოცილებაყველა მასალის მოცილებანაწილაკთა ყველა სისტემის მოცილებაანიმაციის მოცილებაანოტაციის შრიქ მოცილებააქტივთა ბიბლიოთეკის მოცილებააქტივის ტეგის მოცილებაატრიბუტის მოცილებაავტოგაშვების მისამართის მოცილებაბოიდის წესის მოცილებაბოიდის მდგომარეობის მოცილებაძვალთა კოლექციის მოცილებაძვალთა კოლექციის მითითების მოცილებაძვლის მოცილება ძვალთა კოლექციიდანძვლების მოცილება მონიშვნათა ნაკრებიდანფუნჯის მოცილებაკამერის ფონური გამოსახულების მოცილებატილოს მოცილებაკოლექციის მოცილებაფერის ატრიბუტის მოცილებაკრიპტოკაშეს ბუდის მოცილებაშტრიხის სეგმენტის მოცილებადუბლიორების მოცილებადრაივერის მოცილებაცარიელი ანიმაციის მონაცემების მოცილებაექსპორტერის მოცილებაგაფართოების საცავის მოცილებაგარე მახასიათებელთა ნაკრების მოცილებაფაილის ასოცირების მოცილებაშევსების ნიშნულთა მოცილებაFreestyle-იქ მოდულის მოცილებასინათლის მიბმის კოლექციიდან მოცილებაშუალედების მოცილებაშუალედების მოცილება (ყველა)გრიზ ფენსილის ეფექტის მოცილებაკაუჭის მოცილებაშ.კ.-იქ წაშლასაგნის მოცილებაკლავიშების კონფიგურაციის მოცილებაკლავიშრუკის საგნის მოცილებაკლავიშრუკის კონფიგურაციის მოცილებაშრის მოცილებაშრეთა ჯგუფის მოცილებასინათლეთა ჯგუფის მოცილებახაზთა ნაკრების მოცილებანიღბის შრიქ მოცილებამასალის სლოტის მოცილებამეტას მოცილებამეტა-ლენტების მოცილებამოდიფიკატორის მოცილებაუკუგდების მოცილებაუკუგდებების მოცილებადასახატი ჏ირიქ წერტილის მოცილებანაწილაკის ინსტანციის ობიექტის მოცილებანაწილაკთა სისტემის სლოტის მოცილებანაწილაკის სამიზნის მოცილებაგადახედვის მოცილებათვისების წაშლაPython-იქ სკრიპტის დირექტორიის მოცილებარენდერის სლოტის მოცილებარენდერის ხედის მოცილებასაცავის მოცილებასაცავისა და ფაილების მოცილებაუდრეკი სხეულების მოცილებაუდრეკი სხეულის მოცილებაუდრეკი სხეულის ბორკილის მოცილებაუდრეკი სხეულის სამყაროს მოცილებარიგების ფილტრის მოცილებასეგმენტის მოცილებამონიშნული ძვლების მოცილებამონიშნული ობიექტების მოცილება ყველა ნაკრებიდანმონიშნული ჩანაწერის წაშლამონიშნული საგნების მოცილებამონიშნულის მოცილება აჼტიური კოლექციიდანმონიშნული ძვლების მოცილება კოლექციიდანფორმის სოლის მოცილებამალსახმობის მოცილებაცალი უკუგდების მოცილებაბრუნვის სტაბილიზაციის კვლების მოცილებასტაბილიზაციის კვალის მოცილებალენტის მოდიფიკატორის მოცილებაზედაპირის სლოტის მოცილებასამიზნის მოცილებატექსტური ველის მოცილებათემის მოცილებამოაშორე ფილათვალსადევნებელი ობიექტის მოცილებაUV რუკის მოცილებაგამოუყენებლის მოცილებაძვალთა გამოუყენებელი კოლექციები მოცილებაგამოუყენებელი კოლექციების მოცილებამოაშორე გამოუყენებელი სინათლეთა ჯგუფებიმასალის გამოუყენებელი სლოტების მოცილებაგამოუყენებელი სლოტების მოცილებავ. რ. ორიენტირის მოცილებაწვეროთა ჯგუფის მოცილებახედის შრიქ მოცილებააქტიური ჯგუფიდან მოცილებაყველადან მოცილებამოცილება ყველა კოლექციიდანყველა ჯგუფიდან მოცილებაკოლექციიდან მოცილებაკადრიდან მოცილებაჩასოლვის ნაკრებიდან მოცილებამოცილება ლოკალური ხედიდანსწრაფი რჩეულებიდან მოცილებაწვეროთა ჯგუფიდან მოცილებასახელის გადარქმევაქმედების სლოტის სახელის გადარქმევააქტიური ძვლის სახელის გადარქმევა...აჼტიური საგნისთვის სახელის გადარქმევა...აჼტიური ობიექტისთვის სახელის გადარქმევა...ანოტაციის შრიქ სახელის გადარქმევაარმატურის ძვალთა კოლექციის სახელის გადარქმევაძვლის სახელის გადარქმევაძვალთა კოლექციის სახელის გადარქმევაარხის გადარქმევამონაცემთა ბლოკის სახელის გადარქმევარედაქტირების ძვლის სახელის გადარქმევაფაილის, ან დირექტორიისთვის სახელის გადარქმევაგრიზ ფენსილის ნახატის სახელის გადარქმევაგრიზ ფენსილის შრიქ სახელის გადარქმევაგრიზ ფენსილის შრეთა ჯგუფი სახელის გადარქმევამარკერის სახელის გადარქმევამოდიფიკატორის სახელის გადარქმევაNLA ბილიკების სახელის გადარქმევაობიექტის სახელის გადარქმევაპოზის ძვლის სახელის გადარქმევაწვეროთა ჯგუფის სახელის გადარქმევახედის საგნის სახელის გადარქმევახედის შრიქ სახელის გადარქმევაფორმის სოლის სახელის გადარქმევაგადარქმევა...რენდერიაქტიური ობიექტის რენდერიანიმაციის რენდერიაუდიოს რენდერი...შეცვლილი შრიქ რენდერიგამოსახულების რენდერირენდერის ფლეიბლასტიფლეიბლასტის დარენდერება საკვანძო ფაზებზესარენდერო მონაკვეთისარენდერო მონაკვეთი...დასარენდერებელი თანამიმდევრობის გადახედვასეკვენსერის ანიმაციის რენდერისეკვენსერის გამოსახულების რენდერისარენდერო სლოტების ციკლში მომდევნოსარენდერო სლოტების ციკლში წინადასარენდერებელი სურათის გადახედვასარკმლის რენდერის გადახედვახელახლა დალაგებაარმატურის ძვალთა კოლექციების გადალაგებასვეტების გადალაგებაF-჏ირიქ მოდიფიკატორის გადალაგებახელახლა მოათავსე გრიზ ფენსილის შრიქ ნიღაბიშრის ხელახლა დალაგებაშრეების ხელახლა დალაგებამეშის სივრცულად გადალაგებარიგში უკან გადანაცვლებარიგში დაწინაურებაისტორიის გამეორებაისტორიის გამეორება...ბოლოს გამეორებაჩანაცვლებაჩანაცვლება და მონიშვნის დაყენებაქმედების ჩანაცვლებაყველას ჩანაცვლებაგამოსახულების ჩანაცვლებასაკვანძო ფაზის ჩანაცვლებასაკვანძო ფაზების ჩანაცვლებაბმულების ჩანაცვლებაცალი საკვანძო ფაზის ჩანაცვლებაახალი ქმედებით ჩანაცვლებაჩანაცვლება...ოპერატორების ხელახლა გაშვებაშეტყობინება დაკარგული ფაილების შესახებშეტყობინება ხარვეზის შესახებსაცავიმონასმების გადაპროეცირებამონასმების გადაპროეცირება...დაბრუნება ქა჏ყიქ მდგომარეობაშიყველას დაბრუნება ნაგულისხმებ მნიშვნელობებზეუკანა დეკორაციის პირველსახის დაბრუნებაფერთა თავდაპირველი გრადაციის დაბრუნებაწირის პროფილის პირველსახის დაბრუნებამანძილის პირველსახის დაბრუნებაშემოცვეთის ანიმაციის ჩამოყრაკაუჭის ქა჏ყიქ მდგომარეობაში დაბრუნებაასოთშორისი ინტერვალის პირველსახის დაბრუნებაბიბლიოთეკის უკუგდების პარამეტრების ჩამოყრაკვანძის პირველსახის დაბრუნებაკვანძების პირველსახის დაბრუნებადაუბრუნე ჩარჩოში მყოფ კვანძებს პირველსახეორიგინალი სიგრძის დაბრუნებაუკუგდებულ მონაცემთა პირველსახის დაბრუნებაპროფილის პირველსახის დაბრუნებაბოლოდროინდელისთვის პირველსახის დაბრუნებადროში ხელახლა განაწილების პარამეტრების ჩამოყრაანაწყობების ჩამოყრაცალის დაბრუნება ნაგულისხმებ მნიშვნელობაზეორიგინალზე დაბრუნებაგარდაქმნის დაბრუნება ქა჏ყიქ მდგომარეობაშიUV-ქ პირველსახის დაბრუნებაჩაუსოლავის პირველსახის დაბრუნებავექტორების პირველსახის დაბრუნებაწვეროს თავდაპირველი ფერის დაბრუნებახედის პირველსახენაგულისხმებ თემაზე დაბრუნებანაგულისხმებ მნიშვნელობაზე დაბრუნებაზომის შეცვალასვეტის ზომის შეცვლაგამოსახულების ზომის შეცვლაკვანძის ზომის შეცვლაკონფლიქტის მოგვარებააღდგენაარეების აღდგენაკლავიშრუკის საგნის აღდგენაკლავიშთა რუკ(ებ)იქ აღდგენაოპერატორის ნაგულისხმები მნიშვნელობების აღდგენაწინა ქმედების აღდგენამოუნიშნავის დარენდერების შეზღუდვაგაგრძელებაუკუგდებული მონაცემების იერარქიის ხელახალი სინქრონირებაუკუგდებული მონაცემების იერარქიის იძულებითი ხელახალი სინქრონირებახელახლა გაანაწილე ლენტები დროშიდროში ხელახლა განაწილებაგამომჟღავნებაწირების გამოვლენაწახნაგების/წვეროების გამოვლენადამალულის გამოვლენამონიშნულის გამომჟღავნებაფერების შექცევაUV-იქ შექცევასაწყის მდგომარეობაში დაბრუნებაფუნჯის აქტივის პირველსახის დაბრუნებადაბრუნება აქტივზეშენახულ სასურველ პარამეტრებზე დაბრუნებაგათიშული F-წირების გამოცოცხლებამარჯვენამარჯვენა მეზობელიRigify - ფერთა ნაკრების დამატებაRigify - ფერთა ნაკრების დამატება თემიდანRigify - ფერთა სტანდარტული ნაკრებების დამატებაRigify - მომხმარებლის მიერ განსაზღვრული აჼტიური/მონიშნული ფერები დადებაRigify - მეტარიგის დაშიფრვაRigify - მეტარიგის ნიმუშის დაშიფრვაRigify-იქ დაშიფრვის ვიჯეტიRigify რიგის წარმოქმნაRigify - აჼტიური/მონიშნულის მოპოვება ფერები ამჟამინდელი თემიდანRigify - ფერთა ყველა ნაკრების მოცილებაRigify - ფერთა ნაკრების მოცილებაRigify - მეტარიგის შრეთა აფგრეიდიRigify-იქ მეტარიგის ტიპების აფგრეიდიგაფხრეწაწიბოს მორღვევამონაკვეთის მორღვევაწვეროების მორღვევაწვეროების მორღვევა და განვრცობაწვეროების მორღვევა და ამოვსებატრიალიდაგვერდება მარცხნივდაგვერდება მარჯვნივძირებიბრუნვაბრუნვა 180°-ითბრუნვა 90°-ით საათის იქრიქ მიმართულებითბრუნვა 90°-ით საათის იქრიქ მიმართულების საწინააღმდეგოდფერების ბრუნვაწიბოს ბრუნვა საათის იქრიქ საწინააღმდეგო მიმართულებითწიბოს ბრუნვა საათის იქრიქ მიმართულებითგამოსახულების ორთოგონალური ბრუნვანორმალების ბრუნვამონიშნული წიბოს ბრუნებაUV-იქ ბრუნვახედის ბრუნვაბრუნვა...ბრუნვაბრუნვა - ღერძის გადართვასახაზავის დამატებასახაზავის მოცილებაPython ფაილის გაშვებასკრიპტის გაშვებაSTL (.stl)SVG, როგორც გრიზ ფენსილი (Grease Pencil)ნიმუშიფერის ნიმუშის აღებადეტალის ზომის ნიმუშის აღებაჯგუფის ნიმუშიხაზის ნიმუშის აღებანიმუში წვეროთა ჯგუფიდანწონის ნიმუშინიმუშები სოლებადშენახვაყველა გამოსახულების შენახვაყველა მოდიფიცირებულის შენახვაშენახვა, როგორცშენახვა აქტივად...გამოსახულებად შენახვაშენახვა, როგორც...აქტივების კატალოგების შენახვაBlender-იქ ფაილის შენახვაფუნჯის აქტივის შენახვააქტივის ცვლილებების შენახვაასლის შენახვა...მორგებული სტუდიური განათების შენახვაგამოსახულების შენახვაინკრემენტული შენახვაახალი სასურველი პარამეტრების შენახვამუდმივის შენახვა აჼ...სასურველი პარამეტრების შენახვაეკრანის ანაბეჭდის შენახვაეკრანის ანაბეჭდის შენახვა (რედაქტორი)ეკრანის ანაბეჭდის შენახვა (რედაქტორი)...ეკრანის ანაბეჭდის შენახვა...თანამიმდევრობის შენახვასაწყის ფაილად შენახვასისტემური ინფორმაციის შენახვა...თემის შენახვამაჩვენებლის გამოსახულების შენახვაასლის შენახვა...ფუნჯის აქტივად შენახვაფორმის სოლად შენახვაშენახვა სტუდიურ განათებადScalable Vector Graphics (.svg)მასშტაბირებასაშუალო მასშტაბირებასაკვანძო ფაზების საშუალო მასშტაბირებად-ძვლების მასშტაბირებად-ძვლის მასშტაბირებამასშტაბირების გალიაგარსის მანძილის გათიშვაშემოცვეთის მასშტაბირებარადიუსის მასშტაბირებამონაკვეთის ზომის მასშტაბირებასაძერწი/სახატავი ფუნჯის ზომის მასშტაბირებატექსტურის სივრცის მასშტაბირებამასშტაბირება ჩასატევადმასშტაბირება მეზობლისგანმასშტაბირება შესავსებადსცენის კამერა ვ.რ.-იქ ორიენტირთანსცენის ლაინ არტიჩახრახნასკრიპტის კვანძის განახლებაგადაფურცლვაჩამოფურცლვაგადაფურცლვა მარცხნივგვერდის გადაფურცლვაგადაფურცლვა მარჯვნივაფურცლვაგადაფურცლვა დართვაგადაფურცლვის ზოლისქროლერის აქტივაციაძერწვაძერწვის რეჟიმინაკერები კუნძულებისგანსაძიებელი მენიუძიების ოპერატორიერთ მენიუში ძიებაძიება...მონიშვნამონიშვნა (დაკავშირებული სახელური)მონიშვნა (დაკავშირებული დრო)მონიშვნა (ქიიქ)მონიშვნა (ჩარჩოს გვერდი)მონიშვნა (დაუკავშირებელი)აჼტიური კამერის მონიშვნაყველას მონიშვნაყველას მონიშვნა ტიპის მიხედვითმონაცვლეობით მონიშვნამონიშვნა ღერძზეძვლების მონიშვნაძვლების კოლექციის ძვლების მონიშვნასასაზღვრო მარყუჟის მონიშვნამომნიშვნელი მართკუთხედიმონიშვნა პოლუსების რიცხვითმონიშვნა მონასმის ტიპის მიხედვითკამერის მონიშვნაარხის მონიშვნაარხის საკვანძო ფაზების მონიშვნამომნიშვნელი წრედაკავშირებულის მონიშვნაბორკილის სამიზნის მონიშვნასამართავი წერტილების რიგის მონიშვნადირექტორიის მონიშვნაბოლოების მონიშვნამონიშვნის განვრცობამონიშვნის განვრცობა (ქიიქ)წახნაგების მონიშვნა გვერდების მიხედვითშევსებულის მონიშვნაჩარჩოს შვილობილების მონიშვნადაჯგუფებულის მონიშვნამონიშნე დაჯგუფებული...მონიშვნის გაზრდასახელურის მონიშვნამონიშნე სახელურებიიერარქიის მონიშვნაკაუჭის მონიშვნაშიდა წახნაგების მონიშვნასოლის მონიშვნასოლის / სახელურების მონიშვნასაკვანძო ფაზების მონიშვნამომნიშვნელი ქამანდიმარცხენას/მარჯვენას მონიშვნანაკლების მონიშვნასინათლის მიბმის ბლოკერების მონიშვნასინათლის მიბმის მიმღებების მონიშვნახაზის მონიშვნადაკავშირებულის მონიშვნაყველა ბმულით დაკავშირებულის მონიშვნადაკავშირებული ბრტყელი წახნაგების მონიშვნააქედან ბმულით დაკავშირებულის მონიშვნადაკავშირებული ამორჩეულის მონიშვნააქ ბმულით დაკავშირებულის მონიშვნამიბმული წვეროების მონიშვნადაკავშირებულ წვეროთა არჩევანის მონიშვნამარყუჟის მონიშვნამარყუჟის შიდა მონაკვეთის მონიშვნადაუმაგრებელი გეომეტრიის მონიშვნამონიშნე მარკერები მიმდინარე კადრის წინ/შემდეგმასალის მონიშვნამასალის სლოტის მონიშვნაარჩევანის მენიუსარკისებური მონიშვნამონიშვნის რეჟიმიმეტის მონიშვნაშმდეგის მონიშვნაშემდეგი ელემენტის მონიშვნაარამრავალსახეობის მონიშვნაობიექტის მონიშვნაობიექტთა იერარქიის მონიშვნაობიექტების მონიშვნაობიექტების მონიშვნა კოლექციაშიორიენტაციის არჩევაპირგადადების მონიშვნადასახატი ჏ირიქ წერტილის მონიშვნამშობელი ძვლის მონიშვნამშობელი ჩარჩოს მონიშვნამშობელის, ან შვილობილების მონიშვნაფაქტურის მონიშვნაფაქტურის მონიშვნა...დაკავშირებულის არჩევის მონიშვნაჩამაგრებულის მონიშვნაპოზის ძვლების მონიშვნაწინას მონიშვნაწინა ელემენტის მონიშვნაშემთხვევითის მონიშვნაპატაკის მონიშვნაძირების მონიშვნამონიშვნა იმავე კოლექციაშიმონიშვნების ნაკრების მონიშვნამახვილი წიბოების მონიშვნაუმოკლესი გზის მონიშვნამხარის მონიშვნამონიშნე კადრის მხარემსგავსის მონიშვნამსგავსი მონაკვეთების მონიშვნაგახლეჩილის მონიშვნაბრუნვის სტაბილიზაციის კვლების მონიშვნასტაბილიზაციის კვლების მონიშვნატექსტის მონიშვნაფილის მონიშვნადროის მარკერის მონიშვნაბოლოების მონიშნამონიშვნის გადართვამონიშვნის გადართვა (ქიიქ)დაუჯგუფებელის მონიშვნაწვეროთა ჯგუფის მონიშვნახედის საგნის მონიშვნასიტყვის მონიშვნამონიშვნა ატრიბუტითმონიშვნა ტიპის მიხედვითმონიშნული ობიექტებიმონიშნული ჩამაგრებულიმონიშნული მოუნიშნავ მოსაზღვრეზემონიშნული კურსორზემონიშნული კურსორზე (აცდენა)მონიშნული პიქსელებზემონიშვნამონიშვნის მოხატვამონიშნული აქტიურზემონიშნული მიმდინარე კადრზემონიშნული კურსორზემონიშნული კურსორზე (დატოვე აცდენა)მონიშნული კურსორის სიდიდესმონიშნული ბადეზემონიშნული უახლოეს კადრთანმონიშნული უახლოეს მარკერთანმონიშნული უახლოეს წამთანგანცალკევებაძვლების გამოცალკევებაგანცალკევებული შევსებებიგამოსახულებების განცალკევებასლოტების განცალკევებათანამიმდევრობის გაცურებასეკვენსერის გადაცვლის მონაცემებისეკვენსერის ხედის ზუმის პროპორციებისეკვენსერის ოპერაცია2D კურსორის დაყენება3D კურსორის დაყენებააქტიური კამერის დაყენებააქტიური კლიპის დაყენებააქტიური ჯგუფის დაყენებააქტიური სოლების ნაკრების დაყენებააქტიური შრიქ დაყენებააქტიური მასალის დაყენებააქტიური მოდიფიკატორის დაყენებააქტიური ობიექტის კამერად დაყენებააქტიური ფორმის სოლის დაყენებალენტის აჼტიური მოდიფიკატორის დაყენებაწვეროთა აჼტიური ჯგუფის დაყენებაატრიბუტის დაყენებაღერძის დაყენებადააყენე Blend ფაილის სამუშაო ფერითი სივრცემთავრულობის დაყენებარეგისტრის დაყენებაკლიპის რეჟიმის დაყენებაფერის ატრიბუტის დაყენებაფერის ტეგის დაყენებაკუთხის ტიპის დაყენებაკურსორის დაყენებაკურსორის აცდენაზე დაყენებაწირის ხუფების დაყენებაწირის რადიუსის დაყენებაწირის გარჩევადობის დაყენებაწირის ტიპის დაყენებაწირების წერტილის დაყენებაწირების ზედაპირის ობიექტის დაყენებაციკლური მდგომარეობის დაყენებაჯგუფის კვანძის ნაგულისხმები სიგანის დაყენებაბოლო კადრის დაყენებაგაფართოების ტეგების დაყენებაF-჏ირიქ ექსტრაპოლაციის დაყენებაიატაკის დაყენებაკადრის დაყენება (ლენტის გადახედვა)კადრების დიაპაზონის დაყენება ლენტებზეგეომეტრიის გაშემთხვევითების დაყენებაგანზრახული წონის დაყენებასახელურის ტიპის დაყენებაალაგმულის დაყენებამხოლოდ ირიბის დაყენებაშებრუნებულის დაყენებასაკვანძო ფაზა A-ქ დაყენებასაკვანძო ფაზა B-ქ დაყენებასაკვანძო ფაზის აჩქარების მრუდის ტიპის დაყენებასაკვანძო ფაზის სახელურის დაყენებასაკვანძო ფაზების ინტერპოლაციასაკვანძო ფაზის ტიპის დაყენებაბიბლიოთეკის ID-ქ დაყენებანორმალების დაყენება წახნაგებიდანობიექტის რეჟიმის დაყენებაობიექტის რეჟიმის დაყენება ქვე-რეჟიმთან ერთადკურსორიდან აცდენის დაყენებაობიექტიდან აცდენის დაყენებასათავის დაყენებაგადაფარების მონაკვეთის დაყენებამუდმივი ფუჍიქ დაყენებაბრუნვის ცენტრის პოზიციის დაყენებასიბრტყის დაყენებაგადახედვის დიაპაზონის დაყენებაგადახედვის დიაპაზონის დაყენება მონიშნულზეგადახედვის დიაპაზონის დაყენება ლენტებზედიაპაზონის დაყენება ლენტებზერენდერის ფერის დაყენებასარენდერო მონაკვეთის დაყენებარენდერის ზომის დაყენებაგარჩევადობის დაყენებახედის შეზღუდვის დაყენებადაგვერდების დაყენებაბრუნვის რეჟიმის დაყენებამასშტაბის დაყენებასცენის კადრების დაყენებაეკრანის დაყენებამონიშვნის რეჟიმის დაყენებამონიშნული ლენტების პროქსის დაყენებამონიშვნის დაყენებასიმკვეთრის დაყენება კუთხის მიხედვითამონახსნის მასშტაბის დაყენებაამომხსნელის საკვანძო ფაზის დაყენებასისწრაფის დაყენებასფლაინის ტიპის დაყენებასაწყისი კადრის დაყენებასაწყისი წერტილის დაყენებასტერეო 3D-იქ დაყენებამონასმის ტიპის დაყენებასტილის დაყენებათემის დაყენებახელსაწყოს დაყენება ფუნჯის ტიპის მიხედვითხელსაწყოს დაყენება ინდექსის მიხედვითხელსაწყოს დაყენება სახელის მიხედვითერთგვაროვანი გაუმჭვირვალობის დაყენებაერთგვაროვანი სისქე დაყენებამომხმარებლის მონაკვეთის დაყენებაწვეროთა ფერების დაყენებასარკმლის ფონის დაყენებაკედლის დაყენებაწონის დაყენებაX ღერძის დაყენებაY ღერძის დაყენებაქმედების დაყენებადააყენე აჼტიური ქმედებააქტიურ მასალად დაყენებაფონად დაყენებაწახნაგებიდან დაყენებაანაწყობები აქტიურიდანდაყენებათვალის სადევნებელი სცენის აწყობაავტომატურად გლუვად შეფერადებაშეფერადება ბრტყლადშეფერადება გლუვადგლუვად შეფერადება კუთხის მიხედვითიერფერის განახლებაფორმის გამოკვეთაფორმის გავრცელებამახვილი წიბოებიმახვილი კუთხეებიგაკვეთრებანიღბის გამკვეთრებაძვრასაკვანძო ფაზების ძვრასოლების ძვრაუმოკლესი გზაჩვენებააქტიურის ჩვენებაყველას ჩვენებაყველას ჩვენება შიგნითყველა შრიქ ჩვენებაყველა მასალის ჩვენებაკოლექციის ჩვენებადრაივერების რედაქტორის ჩვენებადამალული ობიექტების ჩვენებადამალული ლენტების ჩვენებაიერარქიის ჩვენებაინფო ჟურნალის ჩვენებაკოლექციის შიგნეულის ჩვენებაობიექტის იერარქიიის ჩვენებაერთი დონის ჩვენებაპაკეტის ჩვენების გასუფთავებაპაკეტის ნაკრების ჩვენებადროში ხელახლა განაწილების სოლების ჩვენებაანაწყობების ჩვენებაბილიკების ჩვენებაერთი დონის ჩვენება/დამალვარენდერის ხედის ჩვენება/დამალვაწახნაგების ნაკრების შეკუმშვანიღბის შეკუმშვახილულობის შეკუმშვაშეკუმშვა/გაბერვაჩამკეტის ჏ირიქ წინასწარი კონფიგურაციააქტიურის მხარეკადრის მხარეგამარტივებამონასმის გამარტივებაცალი ისარიცალი ძვალიერთმომხმარებლიანი ქმედებაერთმომხმარებლიანი სამყაროგარეკანის არმატურის შექმნაკანის დაუმაგრებლად აღნიშვნა/აღნიშვნის წაშლაგარეკანის რადიუსების გათანაბრებაგარეკანის ზომის შეცვლაგარეკანის ძირად აღნიშვნაგაცურებამარკერის გაცურებადასახატი ჏ირიქ წერტილის გაცურებასიბრტყის მარკერის გაცურებაწერტილის გაცურებასფლაინის სიმრუდის გაცურებაწვეროების გაცურებაგასრიალებალენტის შიგთავსის გასრიალებალენტების გასრიალებაპატარა მთავრულებიUV-ქ ჭკვიანური პროეცირებაUV-ქ ჭკვიანური პროეცირება...გათხიპნაგლუვიდაგლუვება (გაუსის)დაგლუვება (ძველებური)჏ირიქ რადიუსის დაგლუვებაწირის გადახრის დაგლუვებაწირის წონის დაგლუვებაგლუვი წიბოებიწახნაგების დაგლუვებასოლების დაგლუვებალაპლასის დაგლუვებანიღბის შერბილებანორმალების ვექტორების დაგლუვებაწერტილების დაგლუვებათანაბარი გადაფურცლვამონასმის დაგლუვებავექტორების დაგლუვებაწვეროთა ფერების შერბილებაწვეროთა ჯგუფის დაგლუვებაწვეროთა წონების გათანაბრებაგლუვი წვეროებიწვეროების დაგლუვება (ლაპლასის)გლუვი ხედითანაბარი 2D ხედიმიკვრაკურსორის მიკვრაკურსორის მნიშვნელობის მიკვრა მონიშნულზეკურსორის მიკვრა აქტიურზეკურსორის მიკვრა ბადეზეკურსორის მიკვრა მონიშნულზემიაკარი კურსორი მონიშნული წერტილებსკურსორის მიკვრა სამყაროს სათავესწირების მიკვრა ზედაპირზესოლების მიკვრამონიშნულის მიკვრამონიშნულის მიკვრა აქტიურზემონიშნულის კურსორზე მიკვრამონიშნულის ბადეზე მიკვრალენტების მიკვრალენტების მიკვრა მიმდინარე კადრზემიკვრა დეფორმირებულ ზედაპირზემიკვრა უახლოეს ზედაპირზესიმეტრიულ მდებარეობაზე მიკვრაგამყარებაწახნაგების გამყარებაამონახსენიკამერის ამოხსნაკამერის მოძრაობის ამოხსნაობიექტის მოძრაობის ამოხსნაელემენტების დალაგებამეშის ელემენტების დალაგებაპალიტრის დალაგებადაალაგე წვეროთა ჯგუფებიძვლების იერარქიის მიხედვით დალაგებასახელის მიხედვით დალაგებადალაგება სვეტიდანხმახმის წაფენახმა ნიმუშებადხმა...სპიკერისისწრაფის კონტროლისფეროსფერული პროექციადაბზრიალებაქუდიგახლეჩაარეს გაყოფაჩაზნექილობებიანი წახნაგების გახლეჩამრავალკამერიანის გახლეჩაარა-სიბრტყისეული წახნაგების გახლეჩანორმალების გახლეჩალენტების გახლეჩაგახლეჩა კურსორის გადატანასთანმონასმის გახლეჩაკვადრატულისტაბილიზაციისა და ბრუნვის ბილიკებისტაბილიზაციის ბილიკებიStanford PLY (.ply)მარაგში შენახული ქმედების რედაქტირების დაწყებალენტის ქმედებათა გადაკეთების დაწყება (სრული სტეკი)ლენტის ქმედებათა გადაკეთების დაწყება (ქვედა სტეკი)დამარაგების ქმედებასტატისტიკატრაფარეტული ფუნჯის მართვაშეკერვამარაგში შენახული ქმედების რედაქტირების შეჩერებალენტის ქმედებების გადაკეთების შეწყვეტაშეინახე ბრძანების გაუქმების ანაბეჭდი აქტივთა კატალოგის რედაქტირებებისთვისგაწელვაგაწელვა შესავსებადლენტის გარდაქმნის დაყენება მორგებაზემონასმიმონასმის ჏ირიქ ძერწვამონასმის რეჟიმიმონასმებიმონასმების ხატვის რეჟიმის გადამრთველიმონასმების ძერწვის რეჟიმის გადამრთველიმონასმის წვეროების რეჟიმის გადამრთველიმონასმის წონის რეჟიმის გადამრთველიძლიერიდაყოფაწიბოთა რგოლის დაყოფამონასმის დაყოფადაყოფა და დაგლუვებადაყოფის კომპლექტიგამოკლებახაზზედა ²ხაზზედა ³ხაზზედა ¹მხარდაჭერაზედაპირის დეფორმირებაზე მიჯაჭვაზედაპირის დაგლუვებაგაცვლაარეების გაცვლასფერები გაცვლამონაცემთა გაცვლაცარიელი ჯგუფის ჩანაცვლებაშენატანების გადაცვლაბმულების გაცვლაკვანძის ჩანაცვლებაკვანძთა ჯგუფის აქტივის ჩანაცვლებალენტის გადაცვლალენტების გაცვლაჩანაცვლების ზონამიმართულების შეცვლაგადაინაცვლე პოლუსზეგადაინაცვლე ბრუნვაზეგასიმეტრიულებაქმედების ხანგრძლივობს სინქრონირებაბუდეების დასინქრონირებადავიწროებადროებითი ფუნჯის გადამრთველის ტიპიიერფერთა კვანძების ჩაშენების ტესტირებადატესტე კლავიშთა კონფიგურაცია კონფლიქტებზეტექსტიტექსტის ავტოდასრულებატექსტურის გრადიენტიტექსტურის ხატვის რეჟიმიგადახრადროის აცდენადროის აცდენის საკვანძო ფაზებიწვერები3D ობიექტადყველა გამონატანთანბოლო საკვანძო ფაზაზე (გააციკლურე)დაკავშირებულ გამონატანებთანდაუმაგრებელ გამონატანებთანქვედა რეგისტრშიმომდევნო საკვანძო ფაზაზესფეროდზედა რეგისტრშიმსხვილის გადართვარეგისტრის გადართვაგადართე არ჎იქ რედაქტირებადობაარხის ანაწყობის გადართვაკომენტარების გადართვაციკლურობის გადართვასაექსპოზიციო ფურცლის გადართვაყალბი მომხმარებლის გადართვაძალის ველის გადართვაგრაფიკების რედაქტორის გადართვადამალული კვანძოვანი ბუდეების გადართვადამალული ფაილების დამალვის გადართვაგაკრულის გადართვაბიბლიოთეკის უკუგდების რედაქტირებადობის გადართვალოკალური ხედის გადართვამონიშვნის დაბლოკვის გადართვაარის გამაქსიმალურების გადართვამეტას გადართვამეტა ლენტის გადართვაჩახშობის გადართვაკვანძის ჩახშობის გადართვაკვანძების ვარიანტების გადართვაკვანძის გადახედვის გადართვაობიექტის მონიშვნის გადართვაგამონატანის შრიქ გადართვაზედ გადაწერის გადართვასამაგრის გადართვასამაგრის ID-ქ გადართვაპოზირების რეჟიმის გადართვაოთხმაგი ხედის გადართვამონაკვეთის გადართვამონიშნულის გადართვამონიშვნის გადართვასეკვენსერის/გადახედვის გადართვაშეფერადების ტიპის გადართვამცირე ზომის მთავრულების გადართვასტილის გადართვასისტემური კონსოლის გადართვააქტიური ტიპის გადართვახაზგასმის გადართვაVR სესიის გადართვამაჩვენებლის კვანძი გადართვახილულობის გადართვასრული ეკრანის გადართვარენტგენის გადართვახელსაწყოხელსაწყოთა ზოლიხელსაწყოთა ზოლის პრომპტიზემოდანტორუსიგამოსახულებაზე გრიზ ფენსილის გადატარებამარკერების თვალის დევნებაბილიკების დალაგებაბილიკის ტრაექტორიანაგულისხმებად ანაწყობების თვალის დევნებაბურთულიანი მანიპულატორიგადაიტანე პ.კ.-იქ ანიმაცია შ.კ.-ზეგადაიტანე შ.კ.-იქ ანიმაცია პ.კ.-ზემეშის მონაცემების გადატანაგადაიტანე მეშის მონაცემთა განლაგებაგადატანის რეჟიმიძერწვის რეჟიმის გადატანაფორმის სოლის გადატანაUV რუკების გადატანაწონების გადატანაგარდაქმნაგარდაქმნის გიზმოს დაყენებაგარდაქმნა კურსორის გადატანასთანგარდაქმნა გიზმოსგანგარდაქმნის თვისებებიგარდაქმნები დელტაშიგარდასვლასამკუთხედები ოთხკუხედებადწახნაგების გასამკუთხედებამოჭრამართკუთხედით მოკრეჭის ჟესტიქამანდით მოკრეჭის ჟესტიხაზით მოკრეჭის ჟესტიპოლიხაზით მოკრეჭის ჟესტიდეფექტების აღმოფხვრაგადაკეთებამოგრეხვატიპიUSD-იქ იმპორტირება დასრულებულიაUV-ქ გარღვევაUV-ქ გარღვევა გადატანაUV მონიშვნის რეჟიმიUV სფეროდაყოფის გაუქმებაყველას განსოლოვებალენტის განმეტავებასლოტის მიკუთვნების გაუქმებადაუკავშირებელი ბუდეებიხაზგასმულიქმედების გაუქმებაკატალოგის რედაქტირებების გაუქმებაგაუქმებების ისტორიაგაუქმების გაგზავნაგაუქმება და აღდგენაგანჯგუფებაარხების განჯგუფებადაუჯგუფებელი წვეროებიყველას გამოჩენასიგრძის გაერთიანებაგამოწევადეინსტალირებააღნიშნულის დეინსტალირებასტუდიური განათების მოშლაUniversal Scene Description (.usd*)კავშირის წყვეტაქმედების კავშირის გაწყვეტაკოლექციის ჩახსნამონაცემთა ბლოკთან კავშირის გაწყვეტაობიექტის კავშირის გაწყვეტაპანელის გადამრთველის კავშირის წყვეტაქმედების კავშირის გაწყვეტამასალის კავშირის გაწყვეტატექსტურის კავშირის გაწყვეტასამყაროს კავშირის გაწყვეტაყველას განბლოკვაყველა მასალის განბლოკვაყველა საცავის განბლოკვა (დატესტვა)მონიშნულის განბლოკვალენტების განბლოკვაბილიკების განბლოკვამოუნიშნავის განბლოკვაყველას აღნიშვნის მოხსნაარხების ხმის ჩართვამონიშვნა გაუქმებული ლენტების დახშობის გაუქმებალენტის ჩახშობის გამორთვაამოლაგებაგეომეტრიული კვანძის ცხობის ამოლაგებაგამოსახულების ამოლაგებასაგნის ამოლაგებადაკავშირებული ბიბლიოთეკების ამოლაგებარესურსების ამოლაგებახმის ამოლაგებაჩამაგრების მოხსნაარხების დაცვის მოხსნარეგისტრაციის გაუქმებათვისების გადაყენებადაყოფის გაუქმებაგადაძრობაგადაძრობა კუთხეზე დაფუძნებულიგადაძრობა კონფორმულიგადაძრობა მინიმალური გაწელვითგანახლებამოძრაობის ყველა ტრაექტორიის განახლებაობიექტთა ყველა ტრაექტორიის განახლებაყველა ტრაექტორიის განახლებაყველას განახლება კადრამდეანიმირებული გარდაქმნის ბორკილების განახლებაანიმაციის განახლებაანიმაციის ქეშის განახლებაარმატურის მოძრაობის ტრაექტორიების განახლებაBlender-იქ საცავის განახლებაძვლების ტრაექტორიების განახლებამორგებული ვ. რ. ორიენტირის განახლებაგამოყოფის განახლებაI18n დანამატის განახლებაI18n Blender-იქ საცავის განახლებაI18n სტატისტიკის განახლებაI18n სამუშაო საცავის განახლებაგამოსახულების განახლება სიბრტყის მარკერიდანობიექტთა ტრაექტორიების განახლებატრაექტორიის განახლებადიაპაზონის სცენიდან განახლებაპატაკების ასახვის განახლებასცენის კადრთა დიაპაზონის განახლებასამუშაო საცავის განახლებაგანახლება ობიექტებისგანგანახლება ობიექტებისგან, შეტრიალებულისახის რიგის აფგრეიდიმეტარიგის აფგრეიდიალფას გამოყენება კვანძებზესიღრმით კომბინირების კვანძების გამოყენებაკვანძების გამოყენებამომხმარებელთა საზოგადოებები.blend სტრიქონების ვალიდაციაკოლექციის მითითებების ვალიდაციაძვლის დამალვის თვისების ვერსიის დანომრვაწვეროწვეროთა ფერი წონიდანწვეროების დაკავშირებაწვეროების დაკავშირების გზაწვეროს ნაკეციწვეროთა ჯგუფის დონეებიწვეროთა მოხატვაწვეროთა მოხატულობის სიკაშკაშე/კონტრასტიწვეროთა მოხატულობის ელფერი/სიხასხასე/მნიშვნელობაწვეროთა მოხატულობის შებრუნებაწვეროთა მოხატულობის დონეებიწვეროთა მოხატვის რეჟიმიწვეროთა მოხატულობის ფერის დაყენებაწვეროს მონიშვნის დამალვაწვეროს გაცურებაშვეული გაყოფაყველას ნახვა გრაფიკების რედაქტორშიანიმაციის ნახვახედის ღერძიხედი კამერიდანცენტრის ჩვენებადეტალების ნახვადოკუმენტაციის ნახვახედის დაგდებახედის კიდით პანორამირებახედის ფილტრიდათვალიერება გრაფიკების რედაქტორშიხედის ბლოკის ცენტრიხედის ბლოკის გასუფთავებახედის მიბლოკვა აქტიურზესახელმძღვანელოს ნახვახედში გზისკვლევა (სიარული/ფრენა)ონლაინ სახელმძღვანელოს ნახვახედის ორბიტირებანახვა პერსპექტიულში/ორთოგრაფიულშირენდერის ნახვახედის დაგვერდებახედის გადაფურცლვამონიშნულის დათვალიერებაცალის ნახვა გრაფიკების რედაქტორშიხედის ზუმიხედის ზუმის თანაფარდობანახვა გრაფიკების რედაქტორშიმაჩვენებელი მონაკვეთირენდერი სარკმელშიხილულობის ფილტრიგაფართოებების პლატფორმის მონახულებავებსაიტის მონახულებაგარეგნული გეომეტრია ობიექტებადვოქსელის მეშის გარდასახვასიარულით ნავიგაციასიარულით მონიშვნაფაილის სიარულით მონიშვნა/მონიშვნის გაუქმებაკედელიდაბრეცაWavefront (.obj)სუსტიწონაწონის გრადიენტიწონის ხატვაწონის ხატვის რეჟიმიწონის ხატვის ნიმუშების ჯგუფიწონის ნიმუში წონის მოხატვიდანწონის ხატვის გადამრთველის მიმართულებაწონის დაყენებაწონა ძვლებიდანშედუღებაწიბოების შედუღება წახნაგებთანრა არიქ ახალიგაწმენდამავთულბადესიტყვასამუშაო სივრცის უკან გადატანასამუშაო სივრცის წინ გადატანაX ღერძიXR გზისკვლევა ფრენითXR გზაკვლევის ბღაუჭაXR გზაკვლევის პარამეტრების ჩამოყრაXR ნავიგაცია ხელების გაცვლითXR გზაკვლევა ტელეპორტირებითY ღერძიიენა ¥ზუმი 1:12D ხედის დაზუმვაკამერის ზუმი 1:1მოახლოვებადაშორებაზუმი მონაკვეთზე...ხედის დაზუმვადაზუმვა ჩარჩოშიდაზუმვა ჩასატევადglTF 2.0 (.glb/.gltf)glTF მასალის გამონატანიოპერატორს '%s' რეგისტრირება ჩართული არ აქვს, გამოძახების არასწორი ფუნქციაოპერატორს '%s' გაუქმება ჩართული არ აქვს, გამოძახების არასწორი ფუნქციაოპერატორი '%s' ვერ მოიძებნა!ოპერატორი ფაილთა ქიიქ ელემენტიოპერატორის ხატულას ფონიოპერატორის ხატულას ზედაპირიოპერატორის რეჟიმიოპერატორის თაგვის ტრაექტორიაოპერატორის სახელიოპერატორის ვარიანტებიოპერატორის წინასწარი კონფიგურაციებიოპერატორის თვისებებიოპერატორის მონასმის ელემენტიოპერატორს გაუქმებულის აღდგენა არ შეუძლიაოპერატორის გაშვების რეჟიმიოპერატორი აქტივირებულია დაწკაპუნება-გათრევის მოვლენის გამოყენებითოპერატორი უკვე დარეგისტრირებულიაოპერატორი გაყინულია, მისი ანაწყობების ცვლილებს ეფექტი არ ექნება, სანამ არ გაალღვობოპერატორს აკლია srnaოპერატორის სახელი (Python-ში სტრიქონად)ოპერატორი ვერ მოიძებნა: bpy.ops.{:s}ოპერატორს აღადგინე '%s' რეგისტრირება ჩართული არ აქვს, გამოძახების არასწორი ფუნქციაოპერატორი აღადგინე '%s': არასწორი კონტექსტიოპერატორების რეესტრიოპერატორი, რომელიც საშუალებას აძლევს ფაილის დამმუშავებლებს, მიიღონ ჩაგდებული ფაილებიოპერატორი, რომელსაც შეუძლია, მოუაროს ექსპორტს bl_file_extensions-ში მიცემული გაფართოებების მქონე ფაილებისთვისოპერატორი, რომელსაც შეუძლია, გაუმკლავდეს იმპორტს bl_file_extensions-ში მიცემული გაფართოებების მქონე ფაილებისთვისაქტივის მითითების თვისებებით საგნის აქტივაციისას გამოსაძახებელი ოპერატორიაქტივის მითითების თვისებების მქონე საგნის გათრევისას გამოსაძახებელი ოპერატორიოპერატორებიშენატანის საპირისპიროOptiXOptiX მოდულის ხარვეზების აღმოფხვრაოპტიკური ცენტრილინზის ოპტიკური ცენტრილინზის ოპტიკური ცენტრი პიქსელებშიოპტიმალური ასახვაანიმაციის ზომის ოპტიმიზაციაანიმაციების ოპტიმიზაციაფორმის სოლთა ოპტიმიზაციაყველა ბირთვის ოპტიმიზაცია. უსწრაფესი რენდერი, შესაძლოა, გამოიწვიოს ფონზე CPU-ქ დამატებითი გამოყენებამხოლოდ გადაკვეთის ბირთვების ოპტიმიზაცია. უფრო ქ჏რაფი რენდერი, ფონზე CPU-ქ უმნიშვნელო დამატებითი გამოყენებაოპტიმიზირებული წვდომა ფორმის სოლების წერტილთა მონაცემებზე, როცა foreach_get/foreach_set აქსესორები გამოიყენება. ფრთხილად: ძველებური ჏ირიქ ფორმის სოლების მხარდაჭერა არ აქვს.იერფერების ოპტიმიზირება (დარჩენილია {})ვარიანტივარიანტების ვიჯეტების ფერებივარიანტი წირით დეფორმირებისთვის: დეფორმაციის ჩასაჭერად გამოიყენე მეშის ზღუდეებივარიანტი ჏ირ-დეფორმირებისთვის: აიძულე დეფორმირებული შვილობილი, მთელი ტრაექტორიის სიგრძეზე გაიწელოსვარიანტი ტრაექტორიებისა და ჏ირ-დეფორმირებისთვის: გამოიყენე ჏ირიქ რადიუსი მის მიმდევარ ობიექტებსა და დეფორმირებულ ობიექტებზენებაყოფლობითი არგუმენტინებაყოფლობითი ჭდენებაყოფლობითი უკუთავსებადობა არასტანდარტული სარენდერო ძრავებისთვის. ეხება სინათლეებსნებაყოფლობითი მორგებული კვანძის ჭდენებაყოფლობითი კოეფიციენტი იმ კომპონენტის მოდულაციისთვის, რომელიც გაივლის თმაში, აირეკლება თმის უკანა მხრიდან და გაივლის თმას. ეს კომპონენტი დაახლოებით შემომავალი მიმართულების გარშემოა ორიენტირებული და იღებს თმაში არსებული პიგმენტის ფერს. ფიზიკური სისწორისთვის 1.0-ზე დატოვენებაყოფლობითი კოეფიციენტი თმის ზედაპირიდან სინათლის პირველი ასხლტომის მოდულაციისთვის. ამ კომპონენტის ფერი ყოველთვის თეთრია. ფიზიკური სიზუსტისთვის ეს 1.0-ზე დატოვენებაყოფლობითი კოეფიციენტი გავლის კომპონენტის მოდულაციისთვის. იღებს თმაში არსებული პიგმენტის ფერს. ფიზიკური სისწორისთვის დატოვე 1.0-ზენებაყოფლობითი იდენტიფიკატორი კვანძი ქ მიერ ოპერირებისთვისნებაყოფლობითი მისამართი, რომელიც განსაზღვრავს ახალი კატალოგის ჩასადებ მდებარეობასნებაყოფლობითი მონაკვეთის ტიპი, რომელთანაცაა კლავიშრუკა ასოცირებულისივრცის არჩევითი ტიპი, რომელთანაც კლავიშრუკაა ასოცირებულიფილის ნებაყოფლობითი ჭდენებაყოფლობითი ზევით მიმართული ვექტორი, რომელიც როგორც წესი, ზედაპირის ნორმალიანებაყოფლობითი. თუ დაკონკრეტებულია, ეს სახელი გამოიყენება ახლად წარმოქმნილი რიგის, ვიჯეტების კოლექციისა და სკრიპტისთვის. სხვა შემთხვევაში, სახე გენერირდება მეტარიგის ობიექტის სახელის საფუძველზე 'metarig'-იქ 'rig'-ით, ან 'META'-ქ 'RIG'-ით ჩანაცვლებით, ანდა 'RIG-' წინსართის დამატებით. უვკე წარმოქმნილი რიგის განახლებისას მისი სახელი არასოდეს იცვლებანებაყოფლობითად უკუაგდე კონტექსტი მოდულითვარიანტებივარიანტები გათიშულია, სანამ ფაილი შეინახებავარიანტები ამ ოპერატორის თაროს ტიპისთვისვარიანტები ამ ბლენდფაილის იმპორტირების ოპერაციისთვისვარიანტები ამ ოპერატორის ტიპისთვისვარიანტები:Opusან (Or)ორბიტირებაორბიტირება და პანორამირებაორბიტირება მონიშნულის გარშემოორბიტირების ღერძიორბიტის ცენტრიორბიტირება ქვევითორბიტირება მარცხნივორბიტირების მეთოდიორბიტირება მარჯვნივორბიტირების მგრძნობიარობაორბიტირება ზევითდააორბიტირე და დაზუმე ხედი 3D თაგვითორბიტირების მეთოდი სარკმელშიდააორბიტირე ხედიდააორბიტირე ხედი მარცხნისაკენდააორბიტირე ხედი მარჯვნისაკენდააორბიტირე ხედი ქვევითკენდააორბიტირე ხედი ზევითკენდააორბიტირე ხედი 3D თაგვითთანმიმდევრობაწყება Uწყება Vკუნძულების თანმიმდევრობამიმართე ბრუნვა მოცემული მიმართულებითმიმართე ეილერის ბრუნვა მოცემული მიმართულებითორიენტირება მიმდინარე გარდაქმნის ანაწყობისკენორიენტირება სარკმლისკენორიენტირება ნორმალებითდაუმიზნე y ღერძიორიენტაციაორიენტაციის ღერძისაორიენტაციო ძვალიორიენტაციის სლოტიორიენტაციის წონაღერძის ორიენტაცია ფილტრის გადანაცვლების შესაზღუდადფილტრის ძალის შესაზღუდი ღერძის ორიენტაციავექტორს A ატრიალებს ზედაპირის B საპირისპიროდ, ნორმალის C მიერ განსაზღვრის მიხედვით. შედეგად აბრუნებს (dot(B, C) < 0) ? A : -Aორიგ. FPSორიგ. სიმაღლეორიგ. სიგანესათავესათავის აცდენაგამოსახულების სათავე გარდაქმნისთვისმასშტაბირების სათავე თითოეული ელემენტისთვის. თუ რამდენიმე ელემენტია დაკავშირებული, მათი ცენტრი გასაშუალოებულიასათავის აცდენის მანძილისათავე 3D კურსორთანსათავე მასის ცენტრთან (ზედაპირი)სათავე მასის ცენტრთან (მოცულობა)სათავე გეომეტრიასთანორიგინალიორიგინალი ფუძეორიგინალი კოორდინატებიორიგინალი IDორიგინალი შ.კ ამომხსნელიორიგინალი სიგრძეორიგინალი რეჟიმიორიგინალი ნორმალიორიგინალი პერლინიორიგინალი სიბრტყეორიგინალი შემომსაზღვრელი ჩარჩოკადრთა თავდაპირველი დიაპაზონი: {:d}-{:d} ({:d})ორიგინალი კადრი წამშიორიგინალი გამოსახულების სიმაღლეორიგინალი გამოსახულების სიგანეძვლის თავდაპირველი სიგრძეორიგინალი სცენა, რომლისთვისაც აიგო დამოკიდებულებათა გრაფიკიორიგინალი ზედაპირის მეში ცარიელიაორიგინალ ზედაპირს UV რუკა არ აქვს: "{}"ძვლის თავდაპირველი გარდაქმნა არმატურის სივრცეში, განსაზღვრული რედაქტირების რეჟიმშიორიგინალი არადეფორმირებული მდებარეობა გამოყენებული დეფორმირების ეფექტის სიძლიერის გამოსათვლელად (ნაცვლად ამისა დაარედაქტირე/დააანიმირე დეფორმირებული მდებარეობა)ორიგინალი წვეროთა რაოდენობა არ ემთხვევა %u %u-სორიგინალი ხედის შრე, რომლისთვისაც აიგო დამოკიდებულებათა გრაფიკისათავეებისათავეები (ყველა)ნაბოლარა დანაკარგის თავიდან ასაცილებლად სცენაში ბიბლიოთეკის ობოლი ობიექტები იქნა დამატებულიორთოგრაფიულიორთოგრაფიული კამერის მასშტაბი (ზუმის მსგავსი)ორთოგრაფიული მასშტაბიორთოგრაფიული კამერის მასშტაბი (ზუმის მსგავსი)სხვასხვა ინტერპოლაციასხვა ლენტებიგეომეტრიის სხვა ტიპები, მაგ.: ჏ირი, მეტაბურთი, და სხვ. (კონვერტირებული მეშებად)მეორე ობიექტს ფორმის სოლი არ აქვსაქტიური ლენტის ზემოქმედების ქვეში მყოფი სხვა ლენტები (გარკვეულწილად საზიარო დროით, ქვეშ, ან ეფექტ-მიკუთვნებული)გარდა კონტროლში მიწებების ბორკილების ჩამატებისა, რიგი იქცევა, როგორც დეფორმირების ერთ სეგმენტიანი საბაზისო ჯაჭვიმომხმარებლის სხვა გზა, ბიმანუალური ქმედებებისთვის, მაგ.: "/მომხმარებელი/ხელი/მარჯვენა"სხვებიუნციებიგარეთმეხსიერების ამოწურვის შეცდომაX ბოლოZ ბოლომეხსიერება ამოიწურაქსოვილის ობიექტის ალოკაციაზე მეხსიერება ამოიწურასამკუთხედების ალოკაციაზე მეხსიერება ამოიწურაწვეროთა ალოკაციაზე მეხსიერება ამოიწურაგარეთაგარეთა კონუსის კუთხეგარეთა კონუსის მოცულობაგარეთა კუთხეებიგარეთა ნაკეციგარეთა ნიღაბიგარე დახრილი კუთხეგარე წერტილებიგარე რადიუსიგარეთა სისქეგარეთა წახნაგის სისქეხელსაწყოებისთვის გამოსაყენებელი გარეგანი ფორმაგადინებაგადინების დონის სიმრავლემოხაზულობამოხაზულობის ფერიმოხაზულობის მასალამოხაზულობის მოდიფიკატორიმოხაზულობის მონიშნულობამოხაზულობის სიმსხოაქტიური პოზის ძვლების მოხაზულობის ფერიმონიშნული პოზის ძვლების მოხაზულობის ფერიმონასმთა მოხაზულობის მოდიფიკატორი კამერის ხედიდანმოხაზულობა აჼტიურ კამერას საჭიროებსმონახაზიმონახაზის სინქრონირებამონახაზის სივრცის მონაცემებიგამონატანიგამონატანი Aშედეგის ატრიბუტებიგამონატანი Bგამონატანის ფაილის მისამართიგამომავალი ელემენტიგამომავალი ელემენტებიშედეგის სახელიგამონატანის კვანძიშედეგის მისამართიშედეგის მისამართებიგამონატანის თვისებებიგამონატანის ხარისხიგამონატანის გადამრთველიშედეგის წვეროთა ჯგუფებიგამონატანის წვეროთა ჯგუფიგამონატანი თეთრი წერტილიაწარმოე დაკუბიკებული ზედაპირი დაგლუვების გარეშეგამოიტანე ფერის ამომრჩევი ვიჯეტის მიერ არჩეული ფერის მნიშვნელობააწარმოე მრავალსახეობის მეში მაშინაც კი, თუ ძირითადი მეში არამრავალსახეობრივია, რომელშიც წიბოებს 3, ან მეტი დაკავშირებული წახნაგი აქვთ. ეს მეთოდი უფრო ნელია.გამოიტანე მეში, რომელიც შეესაბამება ორიგინალი მეშის მოცულობასგამოიტანე შემთხვევითი მნიშვნელობაგამოიტანე გრიზ ფენსილის შრიქ მონიშვნაგამოიტანე წიბოთა არჩევანი მეშის წიბოების გასწვრივ გზების მიყოლითგამოიტანე ერთი კოლექციაგამოიტანე ერთი მასალაგამოიტანე ერთი ობიექტიაწარმოე გლუვი ზედაპირი მკვეთრი ნაკვთების აღმოჩენის გარეშეაწარმოე მეშის გამყარებული ვერსია მარტივი ამოყვანის გზითაწარმოე ზედაპირი, რომელიც ქმნის მკვეთრი ნაპირებისა და კუთხეების რეპროდუქციას შემავალი მეშიდანგამომავალი ფერითი სივრცის ანაწყობებიგამოიტანე წირები მეშის წიბოების გასწვრივ გზების მიყოლითგამოიტანე მონაცემები კვანძთა ჯგუფის შიგნიდანსიმულაციის ზონიდან გამომავალი მონაცემებიგამოიტანე კოლექციის თითოეული შვილობილი ცალკე ინსტანციად, დაალაგე ანბანურადაწარმოე გლუვად და არა ბრტყლად შეფერადებული წახნაგებინაწარმი ფაილის კონტეინერიგამონატანის ფორმატი გამოსახულებებისთვის. PNG უდანაკარგოა და ზოგადად უკეთესი, მაგრამ შესაძლოა, ვებ აპლიკაციებისათვის JPEG იყოს უმჯობესი ფაილის უფრო მცირე ზომის გამო. შეიძლება მათი გამოტოვებაც, თუ საჭირო არ არიანგამონატანის ფორმატი. ბინარული ყველაზე ეფექტურია, მაგრამ შესაძლოა, JSON უფრო იოლად რედაქტირებადი იყოს მოგვიანებითგამონატანი ბადე ველების გამოთვლილი მნიშვნელობებითგამოიტანე გამოსახულება AVIF ფორმატშიგამოიტანე გამოსახულება Cineon ფორმატშიგამოიტანე გამოსახულება DPX ფორმატშიგამოიტანე გამოსახულება JPEG 2000 ფორმატშიგამოიტანე გამოსახულება JPEG ფორმატშიგამოიტანე გამოსახულება OpenEXR ფორმატშიგამოიტანე გამოსახულება PNG ფორმატშიგამოიტანე გამოსახულება Radiance HDR ფორმატშიგამოიტანე გამოსახულება SGI IRIS ფორმატშიგამოიტანე გამოსახულება TIFF ფორმატშიგამოიტანე გამოსახულება Targa ფორმატშიგამოიტანე გამოსახულება WebP ფორმატშიგამოიტანე გამოსახულება bitmap ფორმატშიგამოიტანე გამოსახულება მრავალშრიან OpenEXR ფორმატშიგამოიტანე გამოსახულება არაკომპრესირებულ Targa ფორმატშინაწარმი გამოსახულების გარჩევადობაგამოიტანე სინათლის ფერის ინფორმაცია სცენის სამყაროშიგამოიტანე სინათლის ინფორმაცია სინათლის ობიექტშიგამომავალი ქია ველების გამოთვლილი მნიშვნელობებითგამომავალი კვანძი ზონაში არ უნდა იყოსგამოიტანე ნორმალები ამობურცულობის რუკისთვის - თუ საჭირო არაა, გათიშვას შეუძლია, მუშაობა დააჩქაროსგამონატანის ბუდეები მრავალ-შენატანიანი ვერ იქნებაგამოიტანე სტრიქონის სიმბოლოები, რომლებიც პირდაპირ კლავიატურაზე ვერ აიკრიფებაგამოიტანე ზედაპირის მასალის ინფორმაცია რენდერში გამოსაყენებლადგამოიტანე ძვლის პოზა არმატურის ობიექტის გარდაქმნასთან მიმართებაშიაწარმოე მთელი ობიექტი ერთ ინსტანციად. ეს იძლევა არაგეომეტრიული ობიექტების ტიპების ინსტანცირების საშუალებადგამოიტანე გეომეტრია კოლექციის აცდენასთან მიმართებაშიგამოიტანე გეომეტრია შემავალი ობიექტის გარდაქმნასთან მიმართებაში, ხოლოდ მდებარეობა, ბრუნვა და მასშტაბირება სამყაროს სათავესთან მიმართებაშიგამოიტანე სახელურების პოზიციები შესაბამის სამართავ წერტილებთან შეფარდებაში გეომეტრიის ლოკალური სივრცის ნაცვლადგამოიტანე შეტანილი სფლაინის გამოთვლილი წერტილები, NURBS-იქა და ბეზიეს სფლაინებისთვის განკუთვნილი გარჩევადობის ატრიბუტის მიხედვით. პოლისფლაინები უცვლელიაგამოიტანე ნორმალისა და ბრუნვის მნიშვნელობები, რომლებიც მანამდე იქნენ გამოტანილი, სანამ კვანძი გლუვი ნორმალების გათვალისწინებას დაიწყებდაგამოიტანე მოცემულ სტრიქონში არსებულ სიმბოლოთა რაოდენობაგამომავლებიგამომავლები:ამოსმაჩასმის ნაცვლად გარეთ ამოსმაგარეთანოტირებული არეს გარეთგარეთა მინდორიზედაპირს გარეთგარე მანძილი UI-ქ ერთეულებში მონაკვეთის კიდიდან, რომლიდანაც უნდა შეწყდეს პანორამირებაშეპირაპირების გარეთა მხარე თაღისებურიაშეპირაპირების გარეთა მხარე ბასრიაშეპირაპირების გარეთა მხარე კვადრატული საკერებელიასიჩქარე გარეთკენზემოდანგამოსახულების ზემოდანხის საგნების რომელ ნაწილზე უნდა იქნას ოპერაცია გამოყენებულიგადაბუნდოვნებაგანხმაურების საერთო ჎არიქ჎ი OpenImageDenoise-იქ გამოყენებისასზოგადი მანძილის კოეფიციენტი დეფორმაციისთვისზოგადი კოეფიციენტი დეფორმაციისთვისნისლის ეფექტის ზოგადი მინიმალური ინტენსიურობანაწნავების ზოგადი რადიუსიკულულების ზოგადი რადიუსი3D თაგვის ზოგადი მგრძნობიარობა ბრუნვისთვის3D თაგვის ზოგადი მგრძნობიარობა გადაადგილებისთვისტექსტურის ზოგადი მასშტაბიტექსტურის ზოგადი მასშტაბი. მასშტაბი არიქ წახნაგის მასშტაბის მნიშვნელობაზე განაყოფის მზღუდავი ჩარჩოს კოეფიციენტიგადაბუნდოვნებაგადავსებაკიდულიკიდულის მაქსიმუმიკიდულის მინიმუმიპირგადადებაპირგადადების რეჟიმიპირგადადების მიჯნაგვერდების ტიპები ნაწილობრივი დამთხვევითპირგადადებული წიბოები კონტურადერთი და იგივე მიმართულების მქონე პირგადადებული წირები გაერთიანების სახით შეივსებაპირგადადებული კუნძულები ერთმანეთს ეწებებადროის პირგადადებაგადაფარებაგადაფარების ბლოკირებაგადაფარების რეჟიმიგადაფარების აცდენაგადაფარების ანაწყობებიგადაფარებული გლუვი მავთულებიგადაფარების ტიპიგადაადე წინა პლანის გამოსახულება უკანა პლანისასრასტრირებული ნიღბის გადაფარების შეზავების კოეფიციენტიგადააფარე ფერი ყოველ მეორე რიგსგადაფარების ასახვის მეთოდიგადაადე არსებულ სოლებს ახლებიგადაფარების რეჟიმი რასტრირებული ნიღბისთვისგადაფარებებიუკუგდებადიუკუგდებულიუკუგდებული მონიშნულიმონაცემთა უკუგდებული ბლოკების სახელები რედაქტირებადი არააუკუგდებაფონური გამოსახულების უკუგდებაკოლექციის უკუგდებაბორკილის უკუგდებანაკეცის უკუგდებაკადრის უკუგდებანაგულისხმები საკვანძო ფაზების ჩასმის უკუგდება - გარეგნულინაგულისხმები საკვანძო ფაზების ჩასმოს უკუგდება - მხოლოდ საჭიროიტერაციების უკუგდებაშრეების უკუგდებამდებარეობის უკუგდებამოდიფიკატორის უკუგდებაკვანძის ფორმატის უკუგდებანორმალების უკუგდებაუკუგდების ოპერაციებიპირგადადების არევის ქცევის უკუგდებაგადაფარების უკუგდებათვისებათა უკუგდებასცენის ანაწყობების უკუგდებაუკუაგდე ამომხსნელის იტერაციებიბილიკის უკუგდებაგარდაქმნის უკუგდებაასევე უკუაგდე არააჼტიური ვოქსელებისთვის შენახული ყველა მნიშვნელობაუკუაგდე ნაგულისხმები ანაწყობი, საკვანძო ფაზების ჩასასმელად 'ვიზუალური გარდაქმნის' საფუძველზეუკუაგდე ნაგულისხმები ანაწყობი, რომ მხოლოდ იჼ ჩასვა საკვანძო ფაზები F-წირებში, სადაც საჭიროაუკუაგდე რენდერის ნიმუშების რიცხვი ამ ხედის შრისთვის, 0 სცენის ანაწყობს გამოიყენებსუკუაგდე ობიექტისა და კოლექციის გადაკვეთის პრიორიტეტის მნიშვნელობაუკუგდების ოპერაცია ვერ მოცილდებაუკუგდების თვისება ვერ მოცილდებამოცემული "mouse_event" პოზიციებისგან ობიექტის სივრცისეული პოზიციების ხელახლა გამოთვლის მეშვეობით უკუაგდე მოცემული "მდებარეობის" მასივიუკუაგდე ამომხსნელის იტერაციების რიცხვი ამ ბორკილისთვისჩაანაცვლე სფლაინის წერტილის რადიუსი დავიწროების რადიუსითუკუაგდე სცენის აჼტიური კამერაუკუაგდე სიმულაციის კადრთა დიაპაზონი სცენიდანუკუაგდე სამყარო ამ ხედის შრეშიუკუგდებები აჼტიური ფუნჯის ზოგიერთი ანაწყობისთვისგამოსახულების ნამატიგამოსახულების ნამატის ზომაგადაცდენაგადაცდენა გათიშულიაგადაცდენა გათიშულიასცენის გრაფიკისა და მონაცემთა ყველა ხელმისაწვდომი ბლოკის მიმოხილვაგადაწერაგადააწერე %sგადაწერა ყველაზემიმდინარე ქმედებაზე გადაწერაგადაწერა მთელ დიაპაზონზეგადაწერა არსებულზე:მასალაზე გადაწერაგადაწერის რეჟიმიწინაზე გადაწერაგადაწერა დიაპაზონზეგაშვების ფაილზე გადაწერაგადააწერე გაშვების ფაილის შაბლონსგადაწერა ტექსტურებზევიჯეტის მეშებზე გადაწერაგადააწერე ყველა ელემენტის მონაცემებსაკრეფვისას ასონიშნები ჩასმის მაგივრად გადააწერეგადავაწერო არსებულ ცხობის მონაცემებს?გადააწერე არსებულ ფაილებსროცა ტექსტურებს აექსპორტირებ, გადააწერე არსებულ ფაილებსგადააწერე არსებულ ფაილებს რენდერის დროსგადააწერე არსებულ, იმავე სახელის მქონე მასალასაგებისას გადააწერე არსებულ პროქსი ფაილებსგადავაწეროთ ფაილი Blender-იქ უფრო ძველი ვერსიით?გადაეწეროს ფაილს OpenColorIO-იქ ამ კონფიგურაციით?ზედ გადაწერა %s-სთვის მონიშნული არაა, გამოტოვებაზედ გადააწერე სოლებს ჩასმულ დიაპაზონშიზედ გადააწერე სოლებს ჩასმულ დიაპაზონში, ყველა დაკოპირებული სოლის დიაპაზონის გამოყენებითგადააწერე ამის წინ შექმნილ იმავე სახელის მქონდე ორიენტაციასმფლობელიმფლობელის სივრცეოზონიP1P2PBR გაფართოებებიPC2PCMPIC/FLIP ფარდობა. მნიშვნელობა 1.0 იწვევს სრულიად FLIP-ზე დაფუძნებულ სიმულაციას. სიმულაციებისთვის, რომლებიც უფრო მცირე შხეფებს უნდა ქმნიდეს, უფრო დაბალი მნიშვნელობა გამოიყენე.PIZPLY ექსპორტი: ფაილი '%s' ვერ იხსნებაPLY ექსპორტი: კოლექციის '%s' მოძიება ვერ მოხერხდაPLY იმპორტიორი: %s: %sPLY იმპორტიორი: იმპორტი წარუმატებელია, წვეროები არ არიქPLY იმპორტიორი: იმპორტი წარუმატებელია, უცნობი შეცდომაPNGPNG (.png)PNG გამოსახულება (.png)PO Blender-იქ ფაილის მისამართიPO სამუშაო ფაილის მისამართიPOT ფაილის მისამართიPPM ბაზაPPM კოეფიციენტიჩარიგებაPack Bitsგარე შეფუთვაგამოსახულებების შეფუთვაკუნძულების ჩარიგებაჩარიგების ჎არიქ჎იUV კუნძულების ჩალაგებაUV კუნძულების ჩარიგების ველიჩაალაგე მეშის ყველა წახნაგიშეფუთე ყველა გამოსახულება .blend ფაილშიშეფუთე ყველა გამოყენებული გარე ფაილი ამ .blend-შიშეფუთე ყველა გამოყენებული გარე ფაილი ამ .blend ფაილშიშეფუთე გამოსახულება .blend ფაილში ჩაშენებული მონაცემების სახითშეფუთე გამოცხობილი მონაცემები დისკიდან .blend ფაილშიშეფუთე გადანაცვლებები გარე ფაილიდანჩაარიგე ყოველი წახნაგის UV-ები UV ზღუდეებშიჩაარიგე კუნძულები აჼტიურ UDIM გამოსახულების ფილაში, ან UDIM ბადის იმ ფილაში, სადაც 2D კურსორი მდებარეობსჩაარიგე კუნძულები უახლოეს UDIM-შიჩაალაგე კუნძულები მორგებულ მონაკვეთშიჩაალაგე მხოლოდ მონიშნული წახნაგებიშეფუთე გამოცხობილი მონაცემები .blend ფაილშიშეფუთე ხმა მიმდინარე blend ფაილშიჩარიგების ადგილიჩაარიგე კუნძულთა შემომსაზღვრელი ჩარჩოს დასაწყისშიშეფუთვა {}პაკეტის IDპაკეტის ID დაუყენებელიაშეფუთულიშეიფუთა %d ფაილიშეფუთული ფაილიშეფუთული ფაილი, დააწკაპუნე ამოსალაგებლადშეფუთული ფაილებიშეფუთულ მრავალშრიან ფაილებში ხატვა შეუძლებელიაშეფუთულ მრავალშრიან ფაილებში ხატვა შეუძლებელია: %sშეფუთულ მონაცემთა ბლოკებს სახელი ვერ გადაერქმევაშეფუთული ბიბლიოთეკის მონაცემთა ბლოკი, ამოსალაგებლად და გასალოკალურებლად დააწკაპუნეშეფუთული ბიბლიოთეკის გამოსახულება ვერ შეინახება: "%s" "%s"-დანშეიფუთა მეხსიერების გამოსახულებაში "%s"UV-ების შეფუთვა...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterგვერდიხატვასაღებავის ალფასაღებავის ფერისაღებავის ფერის გრადიენტიდასახატი წირიდასახატი წირებიდასახატი წირების მონაცემთა ბლოკებიხატვის ხარვეზების აღმოფხვრაგრიზ ფენსილის მონასმების ხატვახატვის ნიღაბიხატვის რეჟიმისაღებავის წყარომოსახატი ზედაპირიმოსახატი ზედაპირების სიასაღებავის სისველედახატე ფერი მონასმის წერტილებზედახატე მონასმი აჼტიური ფერის ატრიბუტის შრეშიჩახატე შტრი჎ი მიმდინარე წვეროთა ჯგუფის წონებშიჩახატე შტრი჎ი გამოსახულებაშიდახატე ყველა მონიშნული ძვლის წონებზე, მათი შეფარდებითი ზეგავლენის შენარჩუნებითსაღებავის ალფადახატე გამოსახულებები 2D-შიმეტწილად დახატე ხედისკენ მომართულ წახნაგებზემეტად დახატე იმ წახნაგებზე, რომლებიც ამ კუთხის მიხედვით ხედისკენ იყურებახატვის სლოტის ხატულამოსახატი ზედაპირების სიადახატე მასალა ფერითი ატრიბუტითდახატე აჼტიური მასალის ძირითადი ფერის გამოყენებითდახატე წონა აჼტიურ წვეროთა ჯგუფშისაღებავის სისველე, რომელიც სისველის რუკაში ჩანს (ზოგიერთი ეფექტი მხოლოდ სველ საღებავზე ზემოქმედებს)გრადიენტით ხატვაერთი ფერით ხატვახატვის წირიახალისაღებავის რუკის შრემოხატვის რუკებიშეწყვილებული გამონატანიპალიტრაახალიპალიტრა '%s' მოცემულ ფერს არ შეიცავსპალიტრის ფერიპალიტრის სფლაინებიპალიტრა შექმნილიაპალიტრების მონაცემთა ბლოკებიპალიტრა. მეტი ფერის ნიმუშის ასაღებად გამოიყენე მარცხენა დაწკაპუნებაპალიტრებიმტევნის ბრუნვის ღერძიპანორამირებაპანორამირება/ზუმი კამერის ხედშიპანორამირების კუთხეპანორამირება ქვევითპანორამირება მარცხნივპანორამირება მარჯვნივპანორამირების მგრძნობიარობაპანორამირება ზევითხედის პანორამირებადააპანორამირე და აბრუნე ხედი 3D თაგვითდააპანორამირე ხედიდააპანორამირე ხედი ქვევითკენდააპანორამირე ხედი სასურველი მიმართულებითდააპანორამირე ხედი მარცხნისაკენდააპანორამირე ხედი მარჯვნისაკენდააპანორამირე ხედი ზევითკენდააპანორამირე ხედი, როცა თაგვი კიდეზეა დაჭერილიდააპანორამირე ხედი 3D თაგვითდააპანორამირე/დაზუმე კამერის ხედი ნაცვლად იმისა, რომ დატოვო კამერის ხედი ორბიტირებისასპანელიპანელი "%s" ვერ მოიძებნაპანელის ფონიპანელის კოლონტიტულიპანელის იდენტიფიკატორიპანელის მოხაზულობაპანელის სიმრგვალეპანელის ტექსტიპანელის სათაურიპანელის სათაურის შრიფტიპანელის გადართვაპანელს უკვე აქვს გადამრთველიპანელი, რომელიც UI-ქ ელემენტებს შეიცავსპანელის აღწერაპანელი, რომლიდანაც უნდა დაემატოს ბუდეები დამატებულ ჯგუფის შენატანის/გამონატანის კვანძსახალ კვანძებზე პანელი ნაგულისხმებად იხურებაპანელი მონიშნულია ინტერფეისშიპანელის სახელიპანელი, რომელიც საგანს შეიცავსპანელის/მენიუს ჩრდილის სიძლიერეპანელის/მენიუს ჩრდილის სიგანეპანელებიპანორამირებაპანორამის ტიპიპანორამულიქაღალდიაღლუმიპარაგრაფიპარალაქსიპარალაქსის რადიუსიპარალაქსისადმი მგრძნობიარე VMMპარალელურიპარალელური ნორმალებიპარალელური კამერები თანამთხვევის გარეშეპარალელური ხაზებიპარალელოგრამიპარამეტრების რედაქტორი0-დან 1-მდე პარამეტრი გაფართოების გაყოლებაზეპარამეტრებიპარამეტრები და ანაწყობები ფაილბრაუზერისთვისპარამეტრები, რომლებიც განსაზღვრავს, როგორ გამოიყენებოდეს ვიდეოკლიპის მონაცემთა ბლოკი სხვა მონაცემთა ბლოკის მიერპარამეტრები, რომლებიც განსაზღვრავენ, როგორ უნდა იქნას გამოყენებული გამოსახულების მონაცემთა ბლოკი სხვა მონაცემთა ბლოკის მიერგამოსახულების ხანგრძლივობის, აცდენისა და მსგავსი ანაწყობების განმსაზღვრავი პარამეტრებირენდერის სლოტის განმსაზღვრელი პარამეტრებიპარამეტრები, რომლებიც განსაზღვრავს, ვიდეო კლიპის რომელი კადრია ასახულიპარამეტრები, რომლებიც განსაზღვრავენ, გამოსახულების რომელი შრე, გადავლა და კადრია ასახულიშ.კ.-იქ ამომხსნელის პარამეტრებიპარამეტრები მორგებული (OSL-ზე დაფუძნებული) კამერებისთვისპარამეტრები iTaSC შ.კ. ამომხსნელისთვისპარამეტრულიპარამეტრული პოზიცია ჏ირიქ სიგრძის გაყოლებაზე, სადაც მის 'მიმდევარი' ობიექტები უნდა იმყოფებოდნენ (პოზიცია გამოითვლება 'ტრაექტორიის სიგრძის' მნიშვნელობაზე გაყოფით)მშობელიმშობელი არქივის ბიბლიოთეკამშობელი ძვალიმშობლის ინდექსიშებრუნებული მშობელიმშობელი ინვერსიული მატრიცამშობლის შებრუნებული გარდაქმნაშრეთა მშობელი ჯგუფიმშობელი ობიექტი კაუჭისთვის, ასევე ხელახლა გამოითვლის და ასუფთავებს აცდენასმშობელი ნაწილაკებიმშობელი მისამართიმშობლის ტეგებიმშობლის ტიპიმშობელი წვერომშობელი წვეროებიმშობელი ფანჯარამშობელი ძვალი (იმავე არმატურაში)მშობელი ძვლების კოლექცია. გაითვალისწინე, რომ ამაზე წვდომა საჭიროებს ძვალთა ყველა კოლექციის სკანირებას მშობლის საპოვნელად.რედაქტირებადი მშობელი ძვალი (ამავე არმატურაში)მშობელი ინდექსი კონტექსტურ მისამართშიმშობელი ინტერფეისის ნაწილი არაადაუქვემდებარე ახლად შექმნილი ობიექტები ორიგინალ მაინსტანცირებელსმშობელი ობიექტიამ პოზის ძვლის მშობელიმშობლისადმი მიმართებითი გარდაქმნის მატრიცა. ფრთხილად: მხოლოდ ობიექტის დაქვემდებარებას ითვალისწინებს, ასე რომ, მაგ.: ძვლის დაქვემდებარების შემთხვევაში იღებ არმატურის ობიექტისადმი მიმართებით მატრიცას, და არა უშუალოდ მშობელ ძვალსდაუქვემდებარე მონიშნული ობიექტები მონიშნულ წვეროებსმშობელი, რომელზეც მიმაგრებულია ეს კვანძიდაუქვემდებარე 2D თვალის დევნების გაუმრუდებელ პოზიციასმშობელი:დაქვემდებარების ანაწყობები ელემენტის შენიღბვისთვისდაქვემდებარება:მშობლებიშეცდომის პარსინგი %s-შიდაანაწევრება მეშის კუნძულების მიხედვითგეომეტრიის ნაწილი, საიდანაც უნდა აისახოს მონაცემებიმეშის იქ ნაწილი, რომელიც სიმულირდება, როცა მონასმი აქტიურიანაწილობრივინაწილობრივი გადაფარება სეკვენსერის ზემოდან კადრის აცდენითნაწილაკინაწილაკების (ვიწრო) ზოლის სიგანე (რაც მაღალია მნიშვნელობა, მით უფრო მსხვილია ზოლი და მეტია ნაწილაკი)ნაწილაკების რაოდენობანაწილაკების ფუნჯინაწილაკების რედაქტირებანაწილაკოვანი თმის სოლინაწილაკების ინფონაწილაკოვანი ინსტანციანაწილაკის ინსტანციის ობიექტის წონანაწილაკის სოლინაწილაკის სიცოცხლის მაქსიმუმინაწილაკის მდებარეობანაწილაკების აცდენანაწილაკის თვისებებინაწილაკის რადიუსინაწილაკთა რენდერინაწილაკთა ანაწყობებინაწილაკთა ანაწყობების ტექსტურის სლოტინაწილაკების სპეც. ხელსაწყოებინაწილაკოვანი სისტემანაწილაკების სისტემის ნომერინაწილაკთა სისტემა, რომელსაც ეს მოდიფიკატორი აკონტროლებსნაწილაკოვანი სისტემებინაწილაკოვანი სამიზნენაწილაკის ხელსაწყონაწილაკის UVნაწილაკის განახლების რადიუსინაწილაკის სიჩქარენაწილაკების რიცხვინაწილაკების მონაცემთა ბლოკებინაწილაკის რედაქტირების ფუნჯინაწილაკთა ეფექტორები თავიანთ თავებზე ზემოქმედებენნაწილაკი ნაწილაკთა სისტემაშინაწილაკის ინსტანციის ობიექტის სახელინაწილაკის სოლი თმის ნაწილაკთა სისტემისთვისნაწილაკების რიცხვის კოეფიციენტი (რაც მაღალია მნიშვნელობა, მით მეტია ნაწილაკი)ნაწილაკის ორიენტაციის ღერძი (არ ზემოქმედებს აფეთქების მოდიფიკატორის შედეგებზე)ნაწილაკების ფიზიკის ტიპინაწილაკების რადიუსის კოეფიციენტი (რაც მაღალია მნიშვნელობები, მით უფრო დიდია (გამეშებული) ნაწილაკები. მეშის მასშტაბირების შეცვლის შემდეგ შესწორებას საჭიროებს.ნაწილაკების რადიუსის კოეფიციენტი. გაზარდე ეს მნიშვნელობა, თუ სიმულაციას მოცულობის დაკარგვა ეტყობა, შეამცირე - თუ მოცულობის მატება ეტყობა.ნაწილაკთა ბრუნვებზე ზემოქმედებს შეჯახებები და ეფექტორებინაწილაკის მასშტაბინაწილაკის მონიშვნისა და ასახვის რეჟიმინაწილაკთა ანაწყობები, გამოყენებადია ნაწილაკთა მრავალი სისტემისთვისნაწილაკთა ზომა სიმულაციის უჯრედებშინაწილაკთა სისტემა შეიძლება, რედაქტირდეს ნაწილაკის რეჟიმშინაწილაკთა სისტემა დარედაქტირდა ნაწილაკის რეჟიმშინაწილაკთა სისტემას არაერთი წერტილის ქეში აქვსნაწილაკთა სისტემა ობიექტშინაწილაკთა სისტემის ინსტანცირების მოდიფიკატორინაწილაკთა სისტემის სახელინაწილაკთა სისტემის ანაწყობებინაწილაკთა სისტემის სიმულაციის მოდიფიკატორიობიექტის მიერ გამოცემული ნაწილაკთა სისტემებინაწილაკოვანი სამიზნის სახელინაწილაკის ტიპინაწილაკის ინსტანციანაწილაკის ინსტანციის მოდიფიკატორინაწილაკთა პარამეტრებიღერძინაწნავიშვილობილებიწრეურთიერთკვეთაკულულაგამოცემადახვევაახალიარანაირიარაფერიმშობლებინაწილაკის ასახვაწერტილისიმძლავრერადიალურიდარენდერებულიტრიალიბრუნვასიხეშეშესპირალიტალღოვანინაწილაკთა სისტემანაწილაკთა სისტემის მოდიფიკატორინაწილაკებინაწილაკების მაქსიმუმინაწილაკების ანაწყობებინაწილაკები და ინსტანცირებანაწილაკები იღუპება, როცა ეჯახება დეფლექტორ ობიექტსნაწილაკები წარმოქმნილი ნაწილაკების სისტემის მიერნაწილაკები ზღვარშიობიექტის ნაწილაკებიანი ნაწილი რენდერში უნდა ჩანდესნაწილაკები შექმნა დენადი ნივთიერების სიმულაციამნაწილაკები/წახნაგიგადაყოფაგაყოფის კოეფიციენტიგაყოფის მაქსიმუმიგაყრის მინიმუმივირტუალურ მშობლებთან გადაყოფა ხელმისაწვდომი არააგადავლაგადავლის ფილტრიგადავლის ინდექსიგადაცემალენტის სახელურებზე მიშვებაშუქ-ჩრდილის შემცველი გადავლა, რომელიც უნდა გამრავლდეს ფონზეგადავლა მრავალშრიან გამოსახულებაშიგაუშვი ტალღები მეშის გვერდებს მიღმაპასპარტუჩარჩოს გარე ალფაგადავლებიგადავლები მხარდაუჭერელიარომელი გადავლები უნდა შევიდეს აჼტიურ ცხობის გადავლაშიგადავლები გამოყენებული განმახმაურებლის მიერ ხმაურის გასამიჯნად იერფერებისა და გეომეტრიის დეტალებისგანპასიურიგამტარიგატარება ხელმისაწვდომი არააჩასმაჩასვი გრიზ ფენსილის წერტილები, ან მონასმები გაცვლის შიდა ბუფერიდან აჼტიურ შრეშიჩასმის მეთოდინორმალის ჩასმაშრით ჩასმაჩასვი შიგთავსი ფაილიდანჩასვი შიდა გაცვლის ბუფერში შენახული მონასმების ასლებიჩასვი მონაცემთა ბლოკები შიდა გაცვლის ბუფერიდანჩასვი დრაივერი: ჩასასმელი დრაივერი არ არსებობსჩასვი მოსალოდნელი 3 რიცხვი, ფორმატირებული შემდეგნაირად: '[n, n, n]'ჩასვი მოსალოდნელი 4 რიცხვი, ფორმატირებული შემდეგნაირად: '[n, n, n, n]'ჩასვი საკვანძო ფაზები გასარკისებურებული ძვლებიდან, თუ ისინი არსებობსჩასვი საკვანძო ფაზები შიდა გაცვლის ბუფერიდან მონიშნული არხებისთვის, დაწყებული მიმდინარე კადრიდანჩასვი სოლები მიმდინარე კადრამდეჩასვი სოლები ორიგინალი დროიდანჩასვი სოლები კურსორის Y-პოზიციასთან ფარდობითჩასვი სოლები მიმდინარე კადრთან მიმართებაში კოპირებისასჩასვი სოლები კურსორს ქვეშ მყოფი ჏ირიქ მნიშვნელობასთან ფარდობითჩასვი სოლები დაწყებული მიმდინარე კადრიდანჩასვი სოლები მნიშვნელობის აცდენითჩასვი სოლები პირველი სოლის დამთხვევით კურსორის მარცხნივ მდებარე სოლზეჩასვი სოლები პირველი სოლის დამთხვევით კურსორის მარჯვნივ მდებარე სოლზეჩასვი სოლები იმავე მნიშვნელობებით, რომლითაც დაკოპირდნენჩასვი ახალი გამოსახულება გაცვლის ბუფერიდანასვი კვანძები შიდა გაცვლის ბუფერიდან აჼტიურ კვანძოვან ხეშიჩასვი ნორმალი შიდა გაცვლის ბუფერშიჩასვი ობიექტები შიდა გაცვლის ბუფერიდანჩასმა უკანჩასვი პირველსა და უკანასკნელი მონიშნულ სოლებს შორის ყველა კადრზე, საჭიროების შემთხვევაში ახალი საკვანძო ფაზების შექმნითჩასვი კადრებში, რომლებსაც აქვთ მონიშნული სოლი, ამ კადრებზე ახალი სოლების შექმნის შესაძლებლობითჩასვი მხოლოდ ამჟამინდელ მნიშვნელობებში, ანიმაციის მონაცემების მანიპულირება მხოლოდ იმ შემთხვევაში, თუ ავტო-ჩასოლვა ჩართულიაჩასვი მონიშნული UV წვეროებიჩასვი სფლაინები შიდა გაცვლის ბუფერიდანჩასვი ლენტები გაცვლის შიდა ბუფერიდანჩასვი ტექსტი გაცვლის ბუფერიდანჩასვი სხვაგან მონიშნული და არა დაკოპირებული ტექსტი (მხოლოდ X11/Wayland)ჩასვი აქტივი, რომელიც წინად დაკოპირდა ბრძანებით დააკოპირე აქტივადჩასვი შიდა გაცვლის ბუფერში მყოფი დრაივერი გამოყოფილ ღილაკშიჩასვი შიდა გაცვლის ბუფერის შიგთავსი ხაზთა აჼტიურ ნაკრებშიჩასვი მასალის ანაწყობები და კვანძებიშეტრიალებულად ჩასვი შენახული პოზა მიმდინარე პოზაშიჩასვი შენახული პოზა მიმდინარე პოზაშიჩასვი ტექსტურეáƒ‘áƒ˜áƒĄ ანაწყობები და კვანძებიჩასვი სოლების დროის აცდენააქტიურში ჩასმაჩასვი ბილიკები შიდა გაცვლის ბუფერიდანჩასმულია %d აქტივიჩასმულია %d ძვალი და გამოტოვებულია %d მოუნიშნავი ძვალი%d-ივე ძვალი ჩასმულიაჩაისვა მხოლოდ %d ძვალი %d დაკოპირებულიდანჩაისვა მხოლოდ %d ძვალი %d დაკოპირებულიდან და გამოტოვებულია %d მოუნიშნავი ძვალისვამს მატრიცას გაცვლის ბუფერიდან ამჟამად აჼტიურ პოზის ძვალში, ან ობიექტში. იყენებს სამყაროსეული სივრცის მატრიცებსსაკერებელიტრაექტორიამისამართი '%s' ვერ გახდება აბსოლუტურიმისამართი '%s' ვერ გახდება აბსოლუტური %s '%s'-ისთვისმისამართი '%s' ვერ გახდება ფარდობითი %s '%s'-ისთვისმისამართი '%s' ვერ მოიძებნა (მფლობელი მონაცემთა ბლოკი ცნობილი არაა)მისამართი '%s' ვერ მოიძებნა, მონაცემთა დაკავშირებული ბლოკიდან '%s' (ბიბლიოთეკიდან '%s')მისამართი '%s' ვერ მოიძებნა, მონაცემთა ლოკალური ბლოკიდან '%s'ტრაექტორია შემდეგტრაექტორიის ანიმაციატრაექტორია აქამდეტრაექტორიის შედარებატრაექტორიის ბორკილიტრაექტორიის ხანგრძლივობატრაექტორიის ბოლოტრაექტორიის მიმართვამომდევნო საკვანძო ფაზების ბილიკიწინა საკვანძო ფაზების ბილიკიტრაექტორიის სიგრძემისამართის ნიღაბიმისამართის რეჟიმიმისამართის გამონატანიმისამართი ფარდობითიმისამართის გამყოფიტრაექტორიის თავიტრაექტორიის საფეხურებიმისამართების კონფლიქტი: %d ქეში დაყენებულია მისამართზე %sტრაექტორიის რედაქტირების რეჟიმიგზა მონაცემთა ბლოკიდან ამჟამად რედაქტირებაში მყოფი კვანძოვანი ხისკენტრაექტორიის ინტერპოლაცია ამ წერტილთანტრაექტორია უკვე ანიმირებულიატრაექტორია რედაქტირებაშიამისამართი ცარიელია, შენახვა შეუძლებელიამისამართი ID-ქა, რომელიც გამოიყენება კონტროლისთვის გამოსახულების წარმოსაქმნელადAlembic არქივში მყოფი ობიექტის მისამართისიღრმესთან ერთად დასაყენებელი თვისების მისამართიასარჩევი თვისების მისამართი პირველადსა და მეორეულ მონაცემთა მისამართებს შორისტექსტურის ამსახველის საბრუნებლად გამოყენებული თვისების მისამართიმისამართი თვისებისა, რომელიც გამოიყენება კონტროლის ფერის დასაყენებლადმისამართი თვისებისა, რომელიც გამოიყენება კონტროლისთვის ფერით შევსების დასაყენებლადკონტროლისთვის ზუმის დონის დასაყენებლად გამოყენებული თვისების მისამართიტრაექტორიის წერტილი მონიშნულია რედაქტირებისთვისფაილების ბრაუზერში ამჟამად ასახულ დირექტორიასთან შეფარდებული მისამართი (ფაილის სახელის ჩათვლით)გზის მონიშვნა საჭიროებს ორი ერთნაირი ელემენტის მონიშვნასტრაექტორიის დროში განაწილება ხდება აბსოლუტურ კადრებშიCSV ფაილის მისამართიOBJ ფაილის მისამართიOpenVDB ფაილის მისამართიSPLY ფაილის მისამართიSTL ფაილის მისამართიანიმაციის/კადრთა თანამიმდევრობის მორგებული დამკვრელის მისამართი.blend ფაილებიანი დირექტორიის მისამართი გამოსაყენებელი აქტივთა ბიბლიოთეკადგზა საქაღალდემდე, სადაც გარე გამოცხობილი გამოსახულებები ინახებაჩასოლვის ნაკრებში მდებარე გამოსაყენებელი ანაწყობის მისამართიტექსტური ფაილის მისამართიალტერნატიული გაშვების ფაილის მისამართიგამოსახულების რედაქტორის მისამართიაქტივთა ბიბლიოთეკის მისამართი არ არსებობს:ამჟამად დათვალიერებადი მონაცემების მისამართიგადანაცვლების გარე ფაილის მისამართიფაილის მისამართიgltfpack-იქ მისამართიgltfpack ბინარულის მისამართიგამოსახულების ფაილის მისამართიმისამართი, რომელზეც ძველებური დანამატების პაკეტები უნდა დაინსტალირდესინტერფეისის შრიფტიქ მისამართიინტერფეისის მონოგანივი შრიფტიქ მისამართითვისების ანაწყობის მისამართი.blend ფაილის მისამართიარქივის მისამართიასახული მონაცემების მისამართიელცხრილში ასახული მონაცემების მისამართიმისამართი დირექტორიისა, სადაც იმპორტირებული ტექსტურები გადაკოპირდებაბიბლიოთეკის მისამართიბიბლიოთეკის .blend ფაილის მისამართიAlembic არქივში ობიექტის მისამართი, რომელიც გამოიყენება გეომეტრიის მონაცემების საძიებლადAlembic არქივში მყოფი ობიექტის მისამართი, რომელიც გამოიყენება გარდაქმნის მატრიცის მოსაძებნადpot შაბლონის ფაილის მისამართიშესაბამისი po ფაილის მისამართი Blender-იქ წყაროს საცავშიშესაბამისი po ფაილის მისამართი სამუშაო საცავშიშენახული ანაწყობების ფაილის მისამართიმორგებული კამერის განმსაზღვრელი იერფერის მისამართიმისამართი ზედმეტად გრძელია, შენახვა შეუძლებელიამისამართი: {!r}მისამართი: {:s}მისამართებიტრაექტორიების შედარებატრაექტორიების დიაპაზონიტრაექტორიების ტიპიობიექტების მისამართები Alembic არქივშიმისამართები:ფაჼტურაფაჼტურიქ არე:ფაჼტურიქ შემომსაზღვრელი ჩარჩოფაქტურის კუთხეებიფაქტურის დამთხვევაფაქტურის რეჟიმიფაქტურის ზომაფაქტურის არეს შემომსაზღვრელი ჩარჩო ნორმალიზებულ კოორდინატებშიშიდა შეპირაპირებისთვის გამოსაყენებელი ფაქტურაშეპირაპირების გარეთა მხარეს გამოსაყენებელი ფაქტურაობიექტების დასაკავშირებლად გამოყენებული ფაქტურაფაქტურებიპაუზადააპაუზე ცხობაგადახედვის დაპაუზებადააპაუზე ყველა სარკმლის გადახედვის რენდერითათიპიკის გამკვეთრება 'JONSWAP' და 'TMA' მოდელებისთვისმიწის თხილი (უნაჭუჭო)მიწის თხილი (ნაჭუჭიანი)კალმის შეტრიალებაკალმის ზეწოლა ამცირებს ტექსტურის ზეგავლენასკალმის გადახრა უკნიდან (-1.0) წინ (+1.0)კალმის გადახრა მარცხნიდან (-1.0) მარჯვნივ (+1.0)პენტაგონურიყოველ წირზეყოველ განზომილებაზეგადანაცვლება თითო წვეროზეკოეფიციენტის ყოველ ფაქტორზეთითო რენდერის შრიქ ნიმუშების რაოდენობა უკუაგდებს სცენის ნიმუშებსნიმუშების რაოდენობა თითო პიქსელზეგარეკანის მონაცემი ყოველ წვეროზე, გარეკანის მოდიფიკატორთან ერთად გამოსაყენებლადპროცენტიპროცენტიპროცენტული კოეფიციენტითითოეული ჏ირიქ გასწვრივ ძირიდან დეფორმაციის შეზავების პროცენტული ოდენობასარკმლისთვის გამოყენებული პროცენტული რაოდენობაპროცენტული მაჩვენებელი იმისა, თუ რამდენად ახდენს გავლენას ლენტის ფერები სხვა ლენტებზეშენატანი ლენტის სიგრძის პროცენტული მაჩვენებელიმაქსიმალური ქიქ჏რაფიქ პროცენტული მაჩვენებელი3D ხედში აქაქა჎ი ნაწილაკების პროცენტული რაოდენობარენდერის ზომის პროცენტულობა, რენდერის შიდა ბუფერებისთვის გამოსახულების ნამატის სახით დასამატებლადშენატანი ლენტის სიგრძის პროცენტული მაჩვენებელიპროცენტული მასშტაბი რენდერის გარჩევადობისთვისპროცენტული მნიშვნელობა, რომელიც განსაზღვრავს სამიზნის პოზიციას ჏ირიქ გასწვრივაღქმითიაღქმისთვის უდანაკარგოაღქმისთვის ერთგვაროვანი მნიშვნელობები, რომლებიც ფერის ამომრჩევს ემთხვევაჩაატარე RIS ნიმუშის აღება მიმართულზე, შემომავალი სინათლის დისტრიბუციის ნაწარმსა და BSDF-ზე დაყრდნობითჩაატარე შედარების ოპერაცია ორ მოცემულ შენატანზეჩაატარე ლოგიკური ოპერაცია ბულის მოცემულ შენატანებზეჩაატარე მატრიცის გამრავლება ორ შემავალ მატრიცაზეერთჯერადად გაჭერი სამოქმედო არეალის ობიექტიჩაატარე ბიტური ოპერაციები 32-ბიტიან მთელებზეჩაატარე ქრომატული ამოჭრაც (უკანა პლანის მოსაცილებლად) და მოწმენდაც (უკანა პლანიდან ფერის გადმოცემის შესასწორებლად)ჩაატარე ქრომატული ადაპტაცია სხვა თეთრი წერტილიდანჩაატარე განხმაურება მომხმარებლის სასურველ პარამეტრებში, სისტემის ჩანართში კონფიგურირებულ GPU მოწყობილობებზე. ასე მნიშვნელოვნად უფრო ქ჏რაფია, ვიდრე CPU-ზე, მაგრამ დამატებით GPU მეხსიერებას მოითხოვს. როცა დიდი სცენებს მეტი GPU მეხსიერება სჭირდება, ამ ვარიანტის გათიშვა შესაძლებელიაჩაატარე გარე ოპერაცია ფაილზე, ან საქაღალდეზემოახდინე არამკაფიო/მრავალსიტყვიანი გატოლება. ფრთხილად: შეიძლება, ნელი იყოსჩაატარე დონის რეგულირებები გამოსახულების ფერთა თითოეულ არხზემათემატიკური ოპერაციების ჩატარებათითოეული გეომეტრიული ელემენტისთვის (მაგ.: წვეროებისთვის, წიბოებისთვის და სხვ.) ცალცალკე ჩაატარე ოპერაციებიგანახორციელე ამჯამინდელი გაშვების ქმედება კურსორს ქვეშ მყოფი ფაილისთვის (მაგ.: გახსენი ფაილი)ჩაატარე სხვადასხვა მათემატიკური ოპერაციები მოცემულ მთელ შენატანებზეჩაატარე ვექტორული მათემატიკური ოპერაციაშესრულებაშესრულების წინასწარი კონფიგურაციებიპერიოდიტალღის პერიოდიხმაურის პერიოდიპერლინის ხმაური 1გპერლინის ხმაური 2Dპერმანენტული დეფორმირებამუდმივად დაუშვი სკრიპტების გაშვებასამუდამოდ წაშალე ფუნჯის აქტივის blend ფაილი. ეს ქმედება ვერ გაუქმდება.სამუდამოდ წაშალე ფუნჯი. ეს ქმედება ვერ გაუქმდება.სამუდამოდ წაშალე პოზის აქტივის blend ფაილი. ეს ქმედება ვერ გაუქმდება.პერმანენტულად დამალული კოლექციები:შეღწევადობანებართვებისპარსული - ﯽﺳﺭﺎﻓმუდმივიმუდმივი მონაცემებიმუდმივი მონაცემების მისამართიმუდმივი IDმუდმივი იდენტიფიკატორიმუდმივი UIDელცხრილთან ასოცირებული მუდმივი მონაცემებიცხრილთან ასოცირებული მუდმივი მონაცემებიამ ელცხრილების რედაქტორებში ნაჩვენები ცხრილების მუდმივი მონაცემებიმუდმივი იდენტიფიკატორი ობიექტების კადრთაშორისი შეხამებისთვის მოძრაობის გადღაბნითწვდომის პერსონალური სიტყვაფორმა, შესაძლოა, ზოგიერთმა საცავმა მოითხოვოსპერსპექტიულიპერსპექტიული კამერის ფოკუსური მანძილის მნიშვნელობა მილიმეტრებშიპერსპექტივის მატრიცაპერსპექტიული კამერის ფოკუსური მანძილიPgDownPgUpფაზაფაზის მამრავლიფაზის აცდენატალღის ფაზის წანაცვლებაფაზის ფუნქცია გაბნეული სინათლისთვისსინუსური გადანაცვლების ფაზაფიფიზიკის სიმულაცია ქსოვილისთვისფიზიკური გამტარიფიზიკური თვისებებიფიზიკური სინათლის წყაროფიზიკური მოდელი მდრეკავი ძალების სიმულაციისათვისფიზიკაზე დაფუძნებული glTF სინათლის ერთეულები (cd, lx, nt)ფიზიკაზე დაფუძნებული, იოლი გამოსაყენებელი იერფერი თმისა და ბეწვის დასარენდერებლადფიზიკაზე დაფუძნებული, იოლი გამოსაყენებელი იერფერი ზედაპირის მასალების რენდერისთვის, დაფუძნებული OpenPBR მოდელზეფიზიკაფიზიკის თვისებებიფიზიკის ტიპიფიზიკის სიმულაცია დენადი ნივთიერებებისთვის, როგორებიცაა წყალი, ზეთი და კვამლიამორჩევაინსტანციის ამორჩევაინსტანციის ამორჩევა ჩართულია, მაგრამ ასარჩევი ინსტანციები არ არსებობს. ვუბრუნდებით შენატანის ინსტანციად გამოყენებას.შემთხვევით ამორჩევააარჩიე დრაივერის სამიზნედ გამოსაყენებელი თვისებაამოირჩიე ობიექტები კოლექციიდან შემთხვევითობის პრინციპითამორჩეული ძვალი არ ეკუთვნის უკვე არჩეულ არმატურასძვლის ამორჩევა წარუმატებელი იყოპიკომეტრებისურათებისექტორული მენიუსექტორული მენიუს ფერებისექტორული მენიუ გათრევისასსექტორული მენიუებისექტორული მენიუს ღილაკის ამაზე უფრო დიდხანს დაჭერა აშვებისას მენიუს დაითხოვს (წამის 1/100-ში)სექტორული მენიუს ზომა პიქსელებშისექტორული მენიუები თაგვის თავდაპირველ პოზიციას გამოიყენებს დროის ამ ოდენობის ცენტრად (წამის 1/100-ში)სამაგრისამაგრის (წვეროთა სასურველი პოზიცია) ზამბარათა გახევებასაზღვრების ჩამაგრებაგიზმოს ჩამაგრებამიზანზე დამაგრების სიძლიერეჩამაგრებული ჯგუფისამაგრის IDმასალის ჩამაგრებაჩამაგრების მეთოდირეჟიმის ჩამაგრებასცენის ჩამაგრებასიმულაციის ზღუდის ჩამაგრებასამაგრის გახევებასამაგრის წვეროთა ჯგუფიპარამეტრთან ჩამაგრებაჩაამაგრე თითოეული ჏ირი გარკვეულ წერტილთან ოპერაციისთვისჩამაგრება გრაფიკების რედაქტორშირეჟიმის ჩამაგრება ფუნჯზეჩამაგრება ბოლოშიჩქმეტაUV-ქ მოჩქმეტაპინგ პონგიპინგპონგის რეჟიმიჩამაგრებულიჩამაგრებული არმატურა 3D სარკმელში აჼტიური არააჩამაგრებული კუნძულები ადგილზეა დამაგრებულიჩამაგრებული კუნძულები მხოლოდ გადაადგილდებაჩამაგრებული კუნძულები მასშტაბს არ შეიცვლისჩამაგრებული კუნძულები არ იბრუნებსჩამაგრებული წვეროების მონიშვნა მხოლოდ წვეროთა რეჟიმში შეიძლებამილსადენიდგუშიტანგაჟიბგერის სიმაღლის კოეფიციენტი დოპლერის ეფექტის გამოსათვლელადბრუნვის ცენტრიბრუნვის ღერძიბრუნვის ცენტრის ბორკილიბრუნვის ცენტრის კონტროლიბრუნვის ცენტრის აცდენაბრუნვის ცენტრიბრუნვის ცენტრი Xბრუნვის ცენტრი Yაბრუნე აჼტიური ობიექტის გარშემოაბრუნე მონიშნული ობიექტ(ებ)იქ შემომსაზღვრელი ჩარჩოს ცენტრის გარშემოაბრუნე ყოველი ობიექტის საკუთარი სათავის გარშემოაბრუნე ყოველი მონიშნული კუნძულის საკუთარი მედიანური ცენტრის გარშემოაბრუნე 2D კურსორის გარშემოაბრუნე 3D კურსორის გარშემოაბრუნე მონიშნული ობიექტების მედიანური ცენტრის გარშემობრუნვის ცენტრი ბრუნვისთვის/მასშტაბირებისთვისბრუნვის ცენტრი მონასმის წერტილის პარამეტრ u-ქ კონტექსტში (0 <= u <= 1)ბრუნვის ცენტრის მდებარეობა აჼტიური ობიექტის პოზიციაზეაბრუნვის ცენტრის მდებარეობა მონიშნული ობიექტის პოზიციაზეაბრუნვის ცენტრი დაბორკილ უდრეკ სხეულებს შორისაამასშტაბირებისა და ბრუნვის ოპერაციების ბრუნვის ღერძიპიქსელიპიქსელური მხატვრობაპიქსელის პროპორციებიპროპორციული თანაფარდობა პიქსელებშიპიქსელური პროპორცია Xპიქსელური პროპორცია Yპიქსელის კოორდინატებიპიქსელების სიმკვრივეპიქსელების სიმკვრივის წინ. კონფიგურაციებიპიქსელური ფილტრიპიქსელური ზომაპიქსელური პროპორციული თანაფარდობაპიქსელების ფილტრის ტიპიპიქსელების ფილტრის სიგანეპიქსელური ზომაპიქსელური ზომა სარკმელში დარენდერებისთვისსცენიდან აღებული პროცენტით დამასშტაბირებული პიქსელის ზომაპიქსელირებაპიქსელირების ეფექტიპიქსელირების ეფექტიგამოსახულების პიქსელირებაპიქსელებიპიქსელები გაბუნდოვნების არეში მდებარედ ითვლება, თუ სხვაობა მათ მსაზღვრელსა და ცენტრალური პიქსელის მსაზღვრელს შორის ამ მიჯნას ჩამოუვარდებათუ მეზობლად მდებარე პიქსელთა 10%-ზე მეტს გააჩნია კაშეს მნიშვნელობები, რომლებიც პიქსელის კაშე მნიშვნელობისგან ტოლერანტობის ამ სიდიდით განსხვავდება, ეს პიქსელები კიდეების ნაწილად ითვლებაპიქსელებიდან წინწკლები მოცილდება მხოლოდ მაშინ, თუკი მეზობლად მდებარე განსხვავებულ პიქსელთა რიცხვი ამ თანაფარდობის ფარგლებს გასცდება მეზობლების საერთოდ რიცხვთა შეფარდებაში. მეზობლები განსხვავებულად ითვლება, თუ ფერთა მიჯნის შენატანს გასცდებიანპიქსელებიდან წინწკლები მხოლოდ იმ შემთხვევაში მოცილდება, თუ მათ ფერებსა და მათი მეზობლების საშუალო ფერს შორის განსხვავება ამ მიჯნას გასცდებამონასმის ხატვისას გამოძრავებული პიქსელები ყოველ ღერძზეპიქსელი Blender-იქ ერთეულშიპიქსელი დუიმშიპიქსელები, რომელთა სიკაშკაშის მნიშვნელობები ამ მაქსიმუმს აღემატება, ჩასოლილი არააპიქსელები, რომელთა სიკაშკაშის მნიშვნელობები ამ მინიმუმს ჩამოუვარდება, ჩასოლილიაპიქსელი სანტიმეტრშიპიქსელი/დუიმიპიქსელი მეტრშიპიქსელი/{:s}მარკერის განთავსებამონასმის მომდევნო წვეროს განთავსებამოათავსე კურსორიგანათავსე მარკერები მთელი კადრის გასწვრივგანათავსე მარკერები მხოლოდ ანოტაციის ხელსაწყოთი მოხაზულ არეებს შიგნითგანათავსე მარკერები მხოლოდ ანოტაციის ხელსაწყოს მიერ მოხაზულ არეებს გარეთმოათავსე ახალი მარკერი მითითებულ მდებარეობაზემოათავსე ახალი მარკერი სასურველ (დაწკაპუნებულ) პოზიციაზეგანათავსე შერევის კვანძი ყველაზე ქვედა კვანძის სიმაღლეზეგანათავსე შერევის კვანძი ორ კვანძს შორისმოათავსე კურსორი მონიშნული საკვანძო ფაზების შუა წერტილზემიუჩინე კურსორის მნიშვნელობას ადგილი მონიშნული საკვანძო ფაზების საშუალო მნიშვნელობაზეგანათავსე კურსორი ახალ მდებარეობაზე 'გადახტომის' გარეშე (როცა კურსორზე-მიბლოკვა გამოიყენება)განათავსე წვეროები ზედაპირზე, რომელიც ქვედანაყოფების უსასრულო დონეებით იქნებოდა წარმოშობილი (რაც შეიძლება გლუვი ფორმა)დროებით ჩამნაცვლებელიდროებით ჩამნაცვლებლებიგანთავსებაგანთავსება აღმოჩენილი ნაკვთებისთვისუბრალომარტივი ღერძებიუბრალო გადაჯაჭვასიბრტყისეულისიბრტყული ზონდისიბრტყესიბრტყის ალფასიბრტყის კუთხესიბრტყის ღერძისიბრტყის ნორმალისიბრტყის აცდენასიბრტყის აცდენის ზეწოლასიბრტყის წერტილისიბრტყის კვალისიბრტყის კვალის დეფორმაციასპეციალურად სიბრტყის კვალის გამოსახულებებისთვისსიბრტყის კვლებისიბრტყის შემოკრეჭასიბრტყე პროეცირებული მონასმისათვისორიენტაციისთვის გამოსაყენებელი სიბრტყესიბრტყის კვალი '%s' ადევნების ობიექტში %s ვერ მოიძებნასიბრტყის კვალი მონიშნულიასიბრტყის დაბრეცის გარდაქმნა კუთხეთა ცხადი მნიშვნელობების გამოყენებითთაბაშირიპლასტმასიპლასტიკურობადაკვრააუდიოს დაკვრაყოველი კადრის დაკვრადაკვრა აქდაკვრის რეჟიმიდაუკარი ანიმაციადაუკარი ნორმალური სისწრაფით სცენის FPS-იქ მიუხედავადდაუკარი აუდიო თანამიმდევრობის რედაქტორიდან სკრაბინგის დროსაუდიოს დაკვრა თანამიმდევრობის რედაქტორიდან, სხვა მხრივ ჩახშული აუდიოდარენდერებული კადრების/ფილმების დაკვრა გარე დამკვრელის გამოყენებითდაკვრა უკუღმადაუკარი ეს ფაილიდაკვრადაკვრის სამართავებიკადრების სიხშირე დაკვრისას (FPS)მხოლოდ დაკვრის დროსდაკვრის მასშტაბირებახმის დაკვრის პანორამირება (მხოლოდ მონო წყაროებისთვის)ბგერის სიმაღლე დაკვრის დროსდაკვრის ხმის სიძლიერედამკვრელითავაკითავაკის აცდენათუ შეიძლება, ჯერ ნაირსახეობა შექმენითუ შეიძლება, გათიშე/ჩართე 'ქმედების ფილტრი' ქიიქ განსაახლებლადთუ შეიძლება, დაარედაქტირე UI-იქ თარგმნის დანამატის სასურველი პარამეტრებითუ შეიძლება, ჩართე ონლაინ წვდომა სისტემის ანაწყობებიდან.თუ შეიძლება, გაგზავნე ხარვეზის შესახებ ანგარიში.თუ შეიძლება, მონიშნე ერთი გამოსახულება მაინცთუ შეიძლება, აღსადგენად მონიშნე მხოლოდ 1 კადრითუ შეიძლება, მონიშნე ორი ლენტიმკვეთრიწერტილიწერტილი 1წერტილი 2წერტილი 3წერტილი 4წერტილოვანი ქეშიწერტილების ქეშის სიაწერტილების ქეშიწერტილების ღრუბელიწერტილთა ღრუბელი მეშის ობიექტებისგანწერტილთა ღრუბელი: {} წერტილიწერტილთა ღრუბლებიწერტილების თვლაწირის წერტილის ინდექსიწერტილის სიმკვრივეწერტილთა ჯგუფის IDწერტილის ინდექსიწერტილის ინდექსი წირშიწერტილების ინფოწერტილოვანი სინათლეწერტილის კვალიწერტილის ზევით მიმართულებაწერტილების ქეში ფიზიკის სიმულაციებისთვისწერტილების ქეში უნდა გამოცხვესწერტილთა ღრუბელის კომპონენტი, რომელიც მხოლოდ წერტილთა მონაცემებს შეიცავსწერტილოვანი ღრუბლის მონაცემთა ბლოკიწერტილთა ღრუბლების მონაცემთა ბლოკებიწერტილების ღრუბლის ობიექტს არ აქვს სათავის ამ ოპერაციის მხარდაჭერაწერტილთა ღრუბელი, ან მეში, რომლის წერტილებიც უნდა შეირწყასწერტილოვან ღრუბლებს მხოლოდ ერთი მასალის მხარდაჭერა აქვს; მონიშნული შენატანი ველი ვერ იქნებაწერტილის კოორდინატებიწერტილი წერტილოვან ღრუბელშიწერტილი ფორმის სოლშიწერტილი ფორმის სოლში ბეზიეს წირებისთვისწერტილი ფორმის სოლში წირებისთვისწერტილი გისოსების ბადეშიმოცემულ შრეში წერტილი ვერ მოიძებნაწირის წერტილიწირის წერტილი, რომელიც ჏ირიქ დატანისთვის გამოიყენებატრაექტორიის წერტილი გამოყენებული პროფილის განსასაზღვრადწყაროს წერტილი, რომელიც სამიზნეს მიეკვრებაწერტილის მონიშვნის რეჟიმიმონიშნული წერტილიმიუშვირე მონიშნული მორგებული ნორმალები მითითებულ სამიზნესწერტილი, რომლის ირგვლივაც უნდა მოხდეს ბრუნვამიმართე სამიზნისკენ უმოკლესი ბრუნვის გამოყენებითმიუთითე სამიზნისკენ თვალის სადევნებელი ღერძის გაყოლებაზე, და დანარჩენი ღერძები დაბლოკემიატრიალე სამიზნისკენ, უმცირესი აუცილებელი ბრუნვის საშუალებითწიღე ფერის ზოლის წერტილოვანი ნიმუშიწერტილი:წერტილთა ღრუბელიახალიმიმთითებელიმიმთითებელი მისამართზე image_id არაა IDწვეტიანობაწერტილებიწერტილები (მხარდაუჭერელი)წერტილები Uწერტილები Vშემოცვეთის განმსაზღვრელი წერტილებიწერტილების ბადე, ამჟამად მხარდაუჭერილი მოცულობის ობიექტების მიერწერტილები U მიმართულებით (ვერ შეიცვლება, როცა არსებობს ფორმის სოლები)წერტილები V მიმართულებით (ვერ შეიცვლება, როცა არსებობს ფორმის სოლები)წერტილები W მიმართულებით (ვერ შეიცვლება, როცა არსებობს ფორმის სოლები)჏ირიქ წერტილებიგისოსების წერტილებიწერტილები თითო წირზეწერტილები, რომლებიც მეშის წვეროებად დაკონვერტირდებაწერტილები წირებადწერტილები SDF ბადედწერტილები წვეროებადწერტილები მოცულობადწერტილები, რომელთა ამოქზნექილობების ქერქი უნდა გამოითვალოსწერტილები, რომელთაგანაც უნდა წარმოიქმნას წირებიწერტილები, რომლებზეც უნდა მოხდეს ინსტანცირებაწერტილები, რომელთა პოზიციებიც უნდა დამოდიფიცირდესწერტილები, რომელთა რადიუსებიც უნდა დაყენდესწერტილები, რომლებიც მოცულობად კონვერტირდებაწერტილები, რომელთა მოცულობაც მანძილის ველის ნიშნიან ბადედ კონვერტირდებაწერტილები:%sწერტილები:%s/%sპუასონის დისკოპუასონის კოეფიციენტი ელასტიკური დეფორმაციისთვის. უფრო მაღალი მნიშვნელობები მოცულობას მეტად ინარჩუნებს, მაგრამ მეტ გამობერვასაც იწვევს.ჩაჯვარედინების ცენტრიჩაჯვარედინების აცდენაწახნაგის ჩაჯვარედინების ცენტრის გამოთვლაპოლარული 0 არიქ Xპოლარული 0 არიქ Yპოლარული ZXპოლარული ZYპოლუსიპოლუსის კუთხეპოლუსების რიცხვიპოლუსის შერწყმის კუთხის დასაწყისიპოლუსების შერწყმის დასრულების კუთხეპოლუსების შერწყმის დაწყების კუთხეპოლუსის ქვე-სამიზნეპოლუსის სამიზნეპოლუსის ღერძი ბრუნვისთვისპოლუსის ბრუნვის აცდენაპოლონური - Polskiპოლიაგებული მრავალკუთხედის წახნაგი კურსორთანაგებული მრავალკუთხედის გახლეჩა კურსორთანაგებული მრავალკუთხედის გარდაქმნა კურსორთანმრავალკუთხედების მონაცემთა ტიპებიმრავალკუთხედიმრავალკუთხედის ფართობიმრავალკუთხედის ცენტრიწახნაგის ნორმალიმრავალკუთხედის ნორმალებიმრავალკუთხედი მეშის მონაცემთა ბლოკშიგაკუთხოვნებაგამრავალკუთხედებაგამრავალკუთხედების გარჩევადობა რენდერშიგამრავალკუთხედების გარჩევადობა 3D სარკმელშიმრავალკუთხედებიმეშის მრავალკუთხედებიპოლიხაზიმრავალწევრიმრავალწევრის თანმიმდევრობაპოლისტიროლიგახსენი მენიუს კონტექსტური ძიება მიმდინარე კონტექსტშიგახსენი ძიება მიმდინარე კონტექსტის ყველა ხელმისაწვდომ ოპერატორშიგახსენი კონტექსტური ძიება ყველა მენიუშიპორტალიპორტალის სიღრმეშემთხვევით მოსანიშნი საგნების პორციაპორტუგალიური (ბრაზილიური) - PortuguĂŞs brasileiroპორტუგალიური (პორტუგალიური) - PortuguĂŞs europeuპოზ.პოზირებაპოზის აქტივი კოპირებულია, გამოიყენე ჩასმა, როგორც ახალი აქტივი ნებისმიერ აქტივთა ბრაუზერში ჩასასმელადპოზის ძვალიპოზის ძვლის ფერიპოზის ძვლებიპოზის თავის პოზიციაპოზის შ.კ. სეგმენტებიპოზების ბიბლიოთეკაპოზის ბიბლიოთეკა აქტივთა სისტემაზეა დაფუძნებული.პოზის მდებარეობის აცდენაპოზის აღმნიშვნელებიპოზის მატრიცაპოზირების რეჟიმიპოზის სახელიპოზირების ვარიანტებიპოზის სათავის აცდენაპოზის პოზიციაპოზის ბრუნვის აცდენაპოზის სივრცეპოზის ბოლოს პოზიციაპოზის აქტივების მოდიფიცირება მხოლოდ პოზირების რეჟიმში შეიძლებაპოზების ბიბლიოთეკა მხოლოდ პოზირების რეჟიმში მყოფი არმატურებისთვისააპოზისძვლის ბორკილებიპოზიციაპოზიცია 1პოზიცია 2პოზიციის კოეფიციენტიპოზიციის ველიპოზიციის რეჟიმიპოზიციის დაკვანტვაპოზიციის დაკვანტვის ბიტებიპოზიცია Xპოზიცია ბილიკის გაყოლებაზეპოზიცია და მოხაზულობაამ კვალიდან რეკონსტრუირებული შეკვრის პოზიციანიღბის ტრაფარეტის პოზიცია სარკმელშიდროში ხელახლა განაწილების სოლის პოზიცია დროის ზოლზეტრაფარეტის პოზიცია სარკმელშიწირის ბოლო სამართავი წერტილის პოზიცია"჏ირიქ ფორმის განსასაზღვრად გამოყენებული ბოლო სახელურის პოზიცია. აცდენის რეჟიმში - ბოლო წერტილთან შეფარდებაშიპირველი სამართავი წერტილის პოზიციაპირველი წვეროს პოზიციასაგნის პოზიცია თავის მშობელ პანელშიბოლო სამართავი წერტილის პოზიციაშუა სამართავი წერტილის პოზიციაშუა სამართავის პოზიცია, ნულის შემთხვევაში გათიშულიათაგვის პოზიცია გამოყენებული რეჟიმებისთვის "ზედაპირი" და "აჼტიური წვერო"჏ირიქ Ⴭირიქ წერტილის პოზიციამეორე სამართავი წერტილის პოზიციაგანაჭერის მდებარეობაწირის დასაწყისის სამართავი წერტილის პოზიციაწირის ფორმის განსასაზღვრად გამოყენებული ქა჏ყიქი სახელურის პოზიცია. აცდენის რეჟიმში - ქა჏ყიქ წერტილთან შეფარდებაშიწირის ბოლოს წერტილის პოზიციატორსოს სამართავისა და ბრუნვის ცენტრის პოზიციატალღის პოზიცია ზოლების მიმართულების გაყოლებაზე. ეს შესაძლოა, გამოყენებულ იქნას გამრუდების მეტი კონტროლისთვისმოათავსე სცენის კამერა მონიშნულ ორიენტირთანგადასახტომი პოზიციაპოზიცია, მოხაზულობა და ინტენსივობაპოზიცია:პოზიციურიპოზიციური თვალის დევნებადადებითიდადებითი ღერძიწაღმა მხარეებიდადებითი X ღერძიდადებითი Y ღერძიდადებითი Z ღერძიმეშის დადებითი დაგლუვებამონაცემების შესაძლო დანაკარგი ამ ფაილის შენახვისას! %s მოდიფიკატორი არარეკომენდირებულია (ობიექტი: %s)თანამდევი დამუშავებაქვესაფეხურების მომდევნო პროცესითანამდევი დამუშავებაპოსტერიზებაგადადე ამუშავება ხელსაწყოს ოპერატორის გაშვებამდე (როცა ხელსაწყოსთან გამოიყენება)თანამდევი დამუშავებაპოტენციალის რადიუსიგირვანქებისიმძლავრეხარისხის რეჟიმისიზუსტესიზუსტის რეჟიმი2D რედაქტორებში ბრუნვის ნაზრდებად გამოყენებული სიზუსტის კუთხე3D რედაქტორებში ბრუნვის ნაზრდებად გამოყენებული სიზუსტის კუთხესიზუსტის რეჟიმიკონვერგენციის სიზუსტე ხელახალი იტერაციის შემთხვევაშიმონასმის სემპლირების სიზუსტე. დაბალი მნიშვნელობები ნიშნავს უფრო ზუსტ შედეგს, ხოლოდ ნული თიშავს სემპლირებასსწრაფი გლობალური განათების სხივთა მარშირების სიზუსტეეკრანული სივრცის სხივების მიდევნების სიზუსტეწინასწარ განსაზღვრული ინერციული გადასვლები, მოძრაობის გრაფიკებისთვის (ყველა ნაკლებად "დრამატულიდან" ყველაზე მეტად "დრამატულამდე")კვანძის წინასწარ განსაზღვრული ფერიკვალის წინასწარ განსაზღვრული ფერიწინასწარ განსაზღვრული თვალის დევნების კამერის თანდაყოლილი მახასიათებლებითვალის დევნების წინასწარ დადგენილი ანაწყობებიწინასწარჭვრეტაწინასწარ განჭვრიტე სამიზნის მოძრაობაპრიიტჰამიპრიიტჰამი 1999 (ძველებური)DEF დაქვემდებარების მჯობინებაამჯობინე წიბოების გასწვრივ გაცურება სიგანეების გასათანაბრებლადთანაბარი სიგანეების ქონას წიბოების გასწვრივ გაცურება ამჯობინესასურველი პარამეტრები3D ხედიწვდომადობაწირის დამატებამეშის დამატებაყველაანიმაციაცხობაკამერაფერადიკომპოზიტირებაძირეულიმუქიდეველოპმენტიგაფართოებაუკუკავშირითამაშის ძრავაგეომეტრიული კვანძებიგრიზ ფენსილიმაღალი კონტრასტიიმპორტ-ექსპორტიშთაგონების წყაროძველებური (სხვა)ძველებური (მომხმარებლის)ნათელიგანათებამასალამეშიმოდელირებაკვანძიობიექტიხატვაფიზიკაფაიფლაინისაბეჭდირენდერიდარიგვასცენაძერწვასეკვენსერისისტემატექსტური რედაქტორითვალის დევნებაგადაადგილებაUVმომხმარებლის ინტერფეისისასურველი პარამეტრების ასახვის ტიპინავიგაციის სასურველი პარამეტრებისასურველი პარამეტრები შეიცვალადათვალიერების მონაცემებთან დაკავშირებული სასურველი პარამეტრებისასურველი პარამეტრები შენახულიასასურველი პარამეტრები, რომლებიც მხოლოდ აპებისთვის მუშაობსაღმოჩენის დროს მოსანიშნი სასურველი ხელსაწყო (ცვლილებების ძალაში შესასვლელად Blender-იქ გადატვირთვას მოითხოვს)ამჯობინებს ფონის კომპონენტების დაკავშირებასამჯობინებს წინა პლანის კომპონენტების დაკავშირებასამჯობინებს, დააკავშიროს ფერი, რომელიც ყველაზე იშვიათად ჩნდება ამჟამინდელი პოზიციის ადგილობრივ სამეზობლოშიამჯობინებს, დააკავშიროს ფერი, რომელიც ყველაზე ხშირად ჩნდება ამჟამინდელი პოზიციის ადგილობრივ სამეზობლოშიკადრების წინასწარ გამოტანაწინასწარ გამოიტანე კადრები დისკიდან უფრო ქ჏რაფი დაკვრისთვის/თვალის დევნებისთვისწინასწარ ჩატვირთვა...წინასწარი ფილტრიწინასწარ გაფილტრე ხმაურიანი მიმმართველი (ალბედო და ნორმალი) გადავლები, რათა გააუმჯობესო განხმაურების ჎არიქ჎ი OpenImageDenoise-იქ გამოყენებისასწინასწარ გაფილტრე ხმაურიანი მიმმართველი გადავლები ფერის განხმაურებამდე. აუმჯობესებს ჎არიქ჎ქ, როცა მიმმართველი გადავლები ხმაურიანია, დამუშავების დამატებითი დროის გამოყენებითწინასწარ გაფილტრე ხმაურიანი მიმმართველი გადავლები გამოსახულების განხმაურებამდე. როცა მიმმართველი გადავლები ხმაურიანია, დამუშავების დამატებითი დროის გამოყენებით აუმჯობესებს ჎არიქ჎ქ.წინსართიწინასწარ გამრავლებულიალფას წინასწარი გამრავლებადამატებითი ანიმაციების მომზადებაგამოუყენებელი ტექსტურების მომზადებამოამზადე სცენა 3D ობიექტების ამ ჩანაწერში კომპოზიტირებისთვისწინასწარი გადავლაწინასწარი დამუშავებაწინასწარ შერჩეული რეჟიმი ამ ფუნჯის გამოყენებისასშენარჩუნებაატრიბუტების შენარჩუნებაფერების შენარჩუნებადეტალების შენარჩუნებასიგრძის შენარჩუნებამეშის ზღუდის შენარჩუნებაბგერის სიმაღლის შენარჩუნებაწინას შენარჩუნებაწინა ნიღბის შენარჩუნებანაკერების შენარჩუნებასიმკვეთრის შენარჩუნებაშეინარჩუნე UTF-8-ით დაშიფრული სიმბოლოები USD პრიმიტივებისა და თვისებების სახელების ჩაწერისას (საჭიროებს პროგრამას, რომელიც ნაწარმი ფაილების გახსნისას იყენებს USD 24.03-ქ, ან უფრო მაღალს)ვოკალური ფორმანტების შენარჩუნებამოცულობის შენარჩუნებაგაფილტრვისას შეინარჩუნე კონტურული ხაზებიშეინარჩუნე კუთხეები, რომლებსაც ამ მიჯნაზე უფრო მახვილი დახრილობის კუთხე აქვსშეინარჩუნე თითოეული ჏ირიქ სიგრძე დეფორმირების განმავლობაშიშეინარჩუნე ტექსტურების ფაილთა მისამართები უკვე იმპორტირებული USD ფაილებიდან. დააექსპორტირე დარჩენილი ტექსტურები 'textures' საქაღალდეში USD ფაილის გვერდითშეინარჩუნე კუნძულთა განლაგებაშეინარჩუნე კუნძულთა თანმიმდევრობაშეინარჩუნე ნაკერები დაცერობებული წიბოების გასწვრივშეინარჩუნე მკვეთრი წიბოები დაცერობებულ წიბოთა გასწვრივშეინარჩუნე წირების სიგრძე სეგმენტურ საფუძველზეშეინარჩუნე უწინდელი ნიღაბი და დაამატე, ან გამოაკელი ფერების მიერ წარმოქმნილი ახალი შენიღბვაშეინარჩუნე სამიზნე მონაცემთა წინანდელი მდგომარეობაშეინარჩუნე სამყაროსეული გარდაქმნა დაქვემდებარებისასშეინარჩუნე მოცულობა ბრუნვების გამოყენებისასინარჩუნებს არსებულ გეომეტრიას კვეთის სიბრტყის გასწვრივწინასწარი კონფიგურაციაწინასწარი კონფიგურაციის სახელიწინასწარი კონფიგურაციები გარე ანიმაციის დამკვრელებისთვისგამოსაყენებელი წინასწარ დაყენებული თვალთახედვაწინასწარი კონფიგურაციებიდაჭერაBlender-იქ ფანჯრის გარეთ ნიმუშის ასაღებად 'Enter'-ქ დააჭირეშეზავების დასაყენებლად დააჭირე +-ქა და --ქ, ან გორგოლაჭსდაჭერა აშვებადააჭირე კლავიშსდაჭერა იწვევს დაუყოვნებლივ აქტივაციას, ხელს უშლის დაწკაპუნების ხელსაწყოსთვის გადაცემასაჭერს აჼტიურ ღილაკსწნევაზეწოლის გადანაწილება რყევაზეზეწოლითი შენიღბვაზეწოლის შემთხვევითობაწნევის მასშტაბიზეწოლის გადანაწილება ზომაზეზეწოლის გადანაწილება სიძლიერეზეწნევის წვეროთა ჯგუფიდენადი გარემოს სამოქმედო არეალის წნევის ველიაირიდე ანაწყობების ცვლილებები ოპერატორის ხელახლა გაშვებისთვის, გამოსადეგია მძიმე გეომეტრიაში რამდენიმე რამის ერთბაშად შეცვლისთვისთავიდან აიცილე დამთვალიერებლის სიმაღლეში ცვლილებებითავიდან აიცილე დამთვალიერებლის მდებარეობის ცვლილებებითავიდან აიცილე დამთვალიერებლის ბრუნვის ცვლილებებითავიდან აიცილე დამთვალიერებლის მასშტაბირების ცვლილებებითავიდან აიცილე დამთვალიერებლის ზევით ორიენტაციის ცვლილებებიარ დაუშვა შემოცვეთის თვითგადაკვეთათავიდან აიცილე UV-ქ შეტრიალება, შეტრიალებამ შესაძლოა, შეამციროს გამრუდება, სამაგრების პოზიციების მიხედვითაირიდე მარკერის რედაქტირებათავიდან აიცილე წვეროების სარკის მიღმა გასვლა გარდაქმნის დროსთავიდან იცილებს UV-ქ შეტრიალებასმომხმარებელს ხელს უშლის იმ ოპერაციის უკუგდების ოპერაციის მოდიფიცირებაში (გამოუყენებელი)გადახედვაგადახედვის ფონიგადახედვა გარდაქმნისასგადაფარების ანაწყობების გადახედვაგადახედვის გადაფარებებიგადახედვის ხარისხიგადახედვის დიაპაზონიგადახედვის დიაპაზონის ბოლო კადრიგადახედვის დიაპაზონის ქა჏ყიქი კადრიგარჩევადობის გადახედვაგადახედვის ფიგურაგადახედვის ზომაგადახედვის მიკვრაგადახედვის სამყაროგადახედვის ზუმიგადახედე ყველა არ჎ქ ამის ტოლი, ან ნაკლები მნიშვნელობით. 0 ყველა არ჎ქ აჩვენებს, ხოლო უარყოფითი სიდიდეების შემთხვევაში, თუ შესაძლებელია, მათი აბსოლუტური მნიშვნელობის რაოდენობის მეტა-ლენტის დონეზე ადის და იჼ მყოფ ყველა არ჎ქ აჩვენებს.გამოსახულებისა და ხატულის გადახედვაამ მონაცემთა ბლოკის გადახედვის გამოსახულება და ხატულა (მონაცემთა ამ ტიპის მხარდაჭერის არარსებობის შემთხვევაში - ყოველთვის 'არცერთი')მასალების გადახედვა წინასწარ განსაზღვრული გარემოსეული განათების მეშვეობითგადახედვის ფიგურა გამოყენებული კვანძების გადახედვების მიერგადახედე ფინალურ სცენას აჼტიური სარენდერო ძრავის გამოყენებითმოფხეკის სიბრტყეების გადახედვა კურსორში მოსმის დროსგადახედე ამ ფაილსგადახედვებიგადახედვების გასუფთავების პროცესი წარუმატებელი იყო ფაილისთვის '{:s}'!გადახედვების წარმოქმნის პროცესი წარუმატებელი იყო ფაილისთვის '{:s}'!წინაწინა კუთხური სიჩქარეწინა ასონიშანიწინა წიბოს ინდექსიწინა წარუმატებელიწინა საკვანძო ფაზაწინა ხაზიწინა კვანძიწინა გვერდინაწილაკის უწინდელი მდებარეობანაწილაკის უწინდელი სიჩქარეუწინდელი ბრუნვაწინა სიტყვაშეზავების წინა ტიპი/ოპერაციაწინა კადრიწინა, ან მონიშნულიპრიუიტისპირველადიპირველადი ღერძიძვლის პირველადი ღერძიპირველადი ფერიპირველადი სამართავი შრეებიმონაცემთა მთავარი მისამართიპირველადი ბრუნვის ღერძიგამჭვირვალე არეების ინდიკატორი ჭადრაკული ფაჼტურიქ პირველადი ფერირადიალური კონტროლით დასაყენებელი თვისების პირველადი მისამართიბრუნვის პირველხარისხოვანი ღერძი:პრიმიტივიპრიმიტიული ბულისპრიმიტიული წილადნიშნაპრიმიტიული მთელი რიცხვიპრიმიტივებიPrimvar (პრიმიტიული ცვლადი) '%s' (ინტერპოლაცია %s, ტიპი %s) ვერ კონვერტირდება Blender-შიმთავარი წერტილიპრინციპულიპრინციპული BSDFთმის პრინციპული BSDFპრინციპული მოცულობაპრინციპული იერფერიბეჭდვადაბეჭდე მწარმოებლურობა კონსოლშიდაბეჭდე შეტყობინება ტერმინალის ინიციალიზაციისასდაბეჭდე მეხსიერების სტატისტიკა კონსოლშიდაბეჭდე ეს ფაილიპრიორიტეტი აჼტიურ ფერსბგერის სიმაღლის დინამიკური ცვლილებებისთვის პრიორიტეტად დასახე თანმიმდევრულობაპრიორიტეტად დასახე ბგერის სიმაღლის დამუშავების მაღალი ხარისხიპრიორიტეტად დასახე სისწრაფე და არა აუდიო ხარისხიპრიორიტეტიProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes Profileალბათურად გაანადგურე სინათლის ნიმუშები, როცა სინათლოს წვლილი ამ ზღურბლს ჩამოსცდება (მეტი ხმაური, მაგრამ უფრო ქ჏რაფი რენდერი). ნული თიშავს ტესტს და არასოდეს აიგნორირებს სინათლეებსალბათობაალბათური სიმკვრივე ყოველ ერთეულოვან მანძილზე მომხდარი გარეგაბნევის მოვლენის ყოველ ფერის არხზემასალაში განვლილ ყოველ ერთეულოვან მანძილზე შთანთქმული სინათლის ყოველი ფერის არ჎იქ სიმკვრივის ალბათობაზონდიდასასრული ზონდის მოკვეცისა, რომლის მიღმაც ობიექტები ანარეკლებში ა჌არ გამოჩნდებადასაწყისი ზონდის მოკვეცისა, რომლის მიღმაც ობიექტები ანარეკლებში ა჌არ გამოჩნდებაპრობლემა ობიექტის "%s" ცხობის დროსპრობლემა გამოცხობილი რუკის "%s"-ში შენახვის დროსპრობლემა ობიექტისთვის "%s" ცხობის რუკის შინაგანად შენახვის დროსპროცედურული - ფერის ტექსტურა დაფუძნებული ტრიგონომეტრიულ ფუნქციებზეპროცედურული - შექმენი ღრუბლისებური ფრაქტალური ხმაურის ტექსტურაპროცედურული - შექმენი ფრაქტალური ხმაურის ტექსტურაპროცედურული - შექმენი გრადაციის ტექსტურაპროცედურული - შექმენი უჯრედისებური ფაქტურები უორლის ხმაურზე დაყრდნობითპროცედურული - მაღალი მოქნილობის ფრაქტალური ხმაურის ტექსტურაპროცედურული - მარმარილოსებური ხმაურის ტექსტურა ტალღებისგან წარმოქმნილი ზოლებითპროცედურული - ხმაურის ტექსტურა დაბრეცილი ხმაურის ორი ალგორითმის მიერპროცედურული - შემთხვევითი ხმაური, ყოველ კერზე, ყოველი კადრისა და ყოველი პიქსელისთვის სხვადასხვა შედეგს იძლევაპროცედურული - ტალღებისგან წარმოქმნილი ზოლებით, ან ზოლებით, ნებაყოფლობითი ხმაურითფერთა შეზავების პროცედურული ტექსტურაპროცედურული გამრუდებული ხმაურის ტექსტურაპროცედურული მასგრეივის ტექსტურაპროცედურული ხმაურის ტექსტურაპროცედურული ვორონოის ტექსტურადაამუშავე ძვალთა თვისებებიდაამუშავე მონაცემთა თვისებებიდაამუშავე წვეთვის ეფექტი (სველი საღებავის წვეთვა გრავიტაციის მიმართულებით)დაამუშავე კუმშვის ეფექტი (შეკუმშე საღებავის არეები)დაამუშავე გავრცელების ეფექტი (გაშალე სველი საღებავი ზედაპირზე)დაამუშავე რენდერის (და კომპოზიტირებული) შედეგი ვიდეო სეკვენსერის რედაქტორის ფაიფლაინში, თუ სეკვენსერის ლენტები არსებობსდაამუშავე დარენდერების შედეგი კომპოზიტირების ფაიფლაინში, თუ კომპოზიტირების კვანძთა ჯგუფი სცენას მიკუთვნებულიაწარმოშვი შეზავების კოეფიციენტი ზედაპირის ნორმალსა და ხედის მიმართლებას შორის კუთხის დაფუძველზე ფრენელის განტოლების მეშვეობით. როგორც წესი, გამოიყენება ანარეკლების შესარევად განაპირა კუთხეებთანწარმოშვი შეზავების კოეფიციენტი ზედაპირის ნორმალსა და ხედის მიმართულებას შორის კუთხის საფუძველზე. როგორც წესი, გამოიყენება იერფერების დაშრევებისთვის იერფერთა შერევის კვანძითშექმენი სქემა წრიული, ოვალური და კვადრატული კონტურული შტრიხებითწარმოქმენი კაშე, რომელიც წინა პლანის შიგთავსის იზოლირებას ახდენს ფონის ეტალონურ გამოსახულებასთან მისი შედარების გზითქმნის ნაკლებ პოლუსებს და უკეთეს ტოპოლოგიური მიმდინარეობაპროფილიპროფილის წირიპროფილის კოეფიციენტიპროფილის გეომეტრიაპროფილის შენატანიპროფილის რეჟიმიპროფილის ობიექტიპროფილის ტრაექტორიის რედაქტორი, რომელიც გამოიყენება პროფილის ტრაექტორიის ასაგებადპროფილის წერტილიპროფილის გარჩევადობაპროფილის ფორმაპროფილის ტიპიპროფილის საკონტროლო წერტილებიპროგრამაპროგრამირების შეცდომა: გარდაქმნის გასუფთავების ფუნქცია, ან ჩასოლვის ნაკრების სახელი ნაპოვნი არააპროგრესიპროგრესის ზოლიპროგრესის ზოლის ვიჯეტების ფერებიპროგრესიაპროეცირებაA-ქ პროეცირება B-ზეპროეცირების ღერძიპროეცირების მანძილიდააპროეცირე ინდივიდუალური ელემენტებიპროეცირების ლიმიტიპროეცირების რეჟიმიპროეცირება მონიშნულზესაპირისპირო პროეცირებაწერტილის პროეცირებადაააპროეცირე წერტილი მატრიცის გამოყენებით, ბრუნვის, მასშტაბისა და პერსპექტივის დაყოფის მეშვეობითდააპროეცირე დარედაქტირებული რენდერი აჼტიური კამერიდან ისევ უკან ობიექტზედააპროეცირე კონტურული ხაზები სინათლის წყაროს ობიექტის გამოყენების გზითდააპროეცირე რედაქტირებული გამოსახულება ისევ ობიექტზედააპროეცირე განსაზღვრული მიმართულებითაც და საპირისპიროთიცდააპროეცირე ზედაპირზედააპროეცირე მონასმები X-ში დაბლოკილ სიბრტყეზედააპროეცირე მონასმები Y-ში დაბლოკილ სიბრტყეზედააპროეცირე მონასმები Z-ში დაბლოკილ სიბრტყეზეUV რუკის კოორდინატების პროექცია სხვა ობიექტის უარყოფითი Z ღერძიდანდააპროეცირე მეშის UV წვეროები, როგორც ჩანს მიმდინარე 3D ხედშიდააპროეცირე მეშის UV წვეროები სფეროს მორკალულ ზედაპირზედააპროეცირე მეშის UV წვეროები ცილინდრის მორკალულ კედელზედააპროეცირე მეშის UV წვეროები კუბის ექვს წახნაგზედააპროეცირე გამოტანილი მეში ორიგინალ ნაძერწშიდააპროეცირე გეომეტრია ხაზით განსაზღვრულ სიბრტყეზეფორმის პროეცირება სხვა ობიექტზემონასმები მხოლოდ მონიშნულ ობიექტებზე დააპროეცირეპროეცირება ნაძერწშიპროეცირებულიპროეცირებული (2D)პროეცირებული წიბო ინტერპოლირებულიპროეცირებული წახნაგი ინტერპოლირებულიპროეცირებული Xპროეცირებული Yპროეცირებული ხედიდანპროექციაპროექციის შეზავებაპროექციის მატრიცაპროეცირების რეჟიმიპროექციის ტიპიპროექცია Xპროეცირება სარკოვანი ბურთის ორთოგრაფიული ფოტოდანშენატანი გამოსახულების პროექციავირტუალურ ცილინდრზე პროეცირება თავისი ცენტრიდან, ჰგავს მბრუნავ პანორამულ კამერასპროეცირება გადააძრობს მეშის ობიექტების მონიშნულ წახნაგებსპროექტორებიაპროეცირებს მეშს მოცულობისა და ორიგინალი მეშის დეტალების შესანარჩუნებლადპრომპტიდადასტურების მოთხოვნათვისება:გავრცელებაგაავრცელე მასშტაბისამართავებზე გავრცელებამოგრეხვის გავრცელებაგაავრცელე ყოველი ინფორმაციული, შეცდომისა, თუ გამაფრთხილებელი შეტყობინება აღმავალი მიმართულებითგაავრცელე ინსტანციის ატრიბუტები წერტილების სამოქმედო არეალში და არა წირების. ეს თვისება 5.0-ქა და უფრო ადრინდელ ვერსიებთან თავსებადობისთვის არსებობს.აღმავალი მიმართულებით მხოლოდ შეცდომებისა და გაფრთხილებათა შესახებ შეტყობინებები გაავრცელეაღმავალი მიმართულებით მხოლოდ შეცდომათა შესახებ შეტყობინებები გაავრცელეგანავრცე პოზა ყელა საკვანძო ფაზაზე მიმდინარე კადრსა და თვისება 'კადრს' შორისგანავრცე პოზა მიმდინარე კადრიდან ყველა საკვანძო ფაზაზე, სანამ ისინი ა჌არ მოიძებნებაგაავრცელე პოზა ყველა საკვანძო ფაზაზე, რომელიც ხვდება სცენის მარკერებიან კადრებზე მიმდინარე კადრის შემდეგგანავრცე პოზა ყველა მონიშნულ საკვანძო ფაზაზეგანავრცე პოზა მხოლოდ მიმდინარე კადრის მომდევნო პირველივე საკვანძო ფაზაზეგანავრცე პოზა მხოლოდ ბოლო საკვანძო ფაზაზე (ანუ გააციკლურე ქმედება)გაავრცელე მასშტაბირება მთავარი სამართავებიდან ჯაჭვშიგანავრცე მოგრეხა მთავარი სამართავებიდან ჯაჭვშიგავრცელება:გავრცელების ნაბიჯებითვისებებითვისებების სივრცეთვისებები, რომლებიც ამ დრაივერისთვის შემავალი მონაცემების როლს ასრულებენთვისებები და გვერდითა ზოლებიკონფიგურირებულ ექსპორტიორთან ასოცირებული თვისებებითვისებები უკუგდების მონაცემებიდან ვერ რედაქტირდებაგამოსახულებისა და ტექსტურის ხატვის რეჟიმის თვისებებიხატვის რეჟიმის თვისებებინაწილაკის რედაქტირების რეჟიმის თვისებებიUDIM ფილის თვისებებიწვეროებისა და წონის ხატვის რეჟიმის თვისებებითვისებების სივრცის მონაცემებიოპერატორის გამოძახებისას დასაყენებელი თვისებებითვისებათვისება '%s.%s' ვერ მოიძებნათვისების განსაზღვრებათვისების რედაქტირებათვისების რედაქტორებითვისების ხატულას ფონითვისების ხატულას ზედაპირითვისების სახელითვისების წონებითვისება დაემატა ჩასოლვის ნაკრებს: '%s'თვისება ვერ იქნება ერთდროულად ბულისაც და წილადნიშნაცთვისების data_path რედაქტირებათვისებას მისამართიდან '%s' აქვს %d-იანი სიგრძე, %d-იქ მაგივრადთვისება მისამართიდან '%s' არაა წილადნიშნათვისება დინამიკურად შეიქმნა შესრულებისასთვისება არიქ ფაილის სახელის, ფაილის მისამართის, ან დირექტორიის გამონატანიეს თვისება არიქ მისამართი, რომელსაც აქვს "//" წინსართის მხარდაჭერა, რაც იმის ნიშანია, რომ მდებარეობა ".blend" ფაილის დირექტორიასთან შეფარდებითიაეს თვისება წარმოადგენს მისამართს, რომელსაც აქვს "{variable_name}" ცვლადიანი გამოსახულების სინტაქსის მხარდაჭერა, რომელიც ჩაანაცვლებს მითითებული ცვლადის მნიშვნელობას გამოსახულების ადგილასთვისება ანიმირებადია RNA საშუალებითთვისება რედაქტირებადია დაკავშირებული ინსტანციებიდან (ცვლილებებია შეუნახავია)თვისება რედაქტირებადია RNA-იქ მიერთვისება არარედაქტირებადიათვისება არარედაქტირებადია: %sთვისება ნებაყოფლობით რეგისტრირდება, როგორც ტიპის რეგისტრაციის ნაწილითვისება უკუგდებადია RNA-იქ მიერთვისება რეგისტრირებულია, როგორ ტიპის რეგისტრაციის ნაწილითვისება უნდა იყოს არაფერი, მანძილი, კოეფიციენტი, პროცენტი, კუთხე, ან პიქსელითვისება უნდა იყოს მთელი რიცხვი, ან წილადნიშნათვისების სახელი (სტრიქონად)თვისების სახელის რედაქტირებათვისება სახელად '%s' ვერ მოიძებნათვისება ჩასოლვის ნაკრებიდან მოცილებულიათვისება, რომელიც ინახავს პირობით, მომხმარებლის მიერ განსაზღვრულ თვისებებსთვისების ტიპი არ ემთხვევა შენატანის ბუდეს "(%s)"თვისების მნიშვნელობა ჩამოთვლაში არააორიგინალი გამოსახულების წყაროს პიქსელური ხაზების პროპორციები სემპლირებისთვისპროპორციული რედაქტირებაპროპორციული რედაქტირება ქმედებებშიპროპორციული რედაქტირება F-წირებშიპროპორციული რედაქტირების მილევაპროპორციული რედაქტირება ობიექტებშიპროპორციული რედაქტირება მხოლოდ დაკავშირებული გეომეტრიის გამოყენებითპროპორციული რედაქტირება ეკრანის სივრცის მდებარეობების გამოყენებითპროპორციული ზომაპროპორციული რედაქტირების რეჟიმიპროპორციული რედაქტირება F-წირების რედაქტორშიპროპორციული რედაქტირება ქმედებების რედაქტორშიპროპორციული რედაქტირებაპროპორციული რედაქტირება ობიექტის რეჟიმიდაცვადაიცავი ფერი შემდგომი რედაქტირებისა და/ან კადრის ცვლილებებისგანდაიცავი შრე შემდგომი რედაქტირების და/ან კადრის ცვლილებებისგანდაიცავი ფორმის სოლი შემთხვევითი ძერწვისა და რედაქტირებისგანდაიცავი ჎იქ კვანძი რედაქტირებისგანუკუგდებისგან დაცულიპროტოტიპებიწარმოადგინე ჭეშმარიტი/მცდარი მნიშვნელობა, რომელიც შეიძლება, ხეში არსებულ სხვა კვანძებს დაუკავშირდესწარადგინე ჯგუფის მორგებული ID თითოეული შრისთვის და ერთი და იგივე ID-ქ მქონე ყველა შრე გაერთიანდებაწარმოადგინე ბრუნვის მნიშვნელობა, რომელიც შეიძლება, ხეში სხვა კვანძებს დაუკავშირდესმონიშნე ბეზიეს სამართავი წერტილების სახელურთა ტიპებზე დაყრდნობითთითოეულ სფლაინში მონიშნე ბოლო წერტილების პირობითი რაოდენობამონიშნე წახნაგები, რომლებიც მითითებულ მასალას შეიცავსწარმოადგინე სტრიქონული მნიშვნელობა, რომელიც შეიძლება, ხეში სხვა კვანძებს დაუკავშირდესწარმოადგინე ვექტორული მნიშვნელობა, რომელიც შეიძლება, ხეში სხვა კვანძებს დაუკავშირდესწარმოადგინე მთელი მნიშვნელობა, რომელიც შეიძლება, ხეში სხვა კვანძებს დაუკავშირდესწარმოადგინე ინფორმაცია მოძრაობის თვალისდევნების წერტილების შესახებ, როგორიცაა x და y მნიშვნელობებიწარადგინე განცალკევებული მდებარეობა, ბრუნვა და მასშტაბიპროქსები Blender-იდან მოცილებულია (%d პროქსი ავტომატურად კონვერტირდება ბიბლიოთეკის უკუგებებად, %d პროქსი ვერ კონვერტირდა და მოსუფთავდა). განიხილე ბიბლიოთეკის ნებისმიერი .blend ფაილის ხელახლა შენახვა Blender-იქ ახალ ვერსიაშისიახლოვესიახლოვის მანძილისიახლოვის გეომეტრიასიახლოვის რეჟიმისიახლოვის მილევა გამოიყენება მოცულობის შიგნითსიახლოვის მილევის ტიპიპროქსიპროქსის მორგებული დირექტორიაპროქსის მორგებული ფაილიპროქსი დირექტორიაპროექსი რენდერის ზომაპროქსის ანაწყობებიპროქსის კონფიგურაციაპროქსის ზომაპროქსი %s-სთვის ჩართული არაა, გამოტოვებაპროქსი დაკარგულია ობიექტიდან %s lib %sპროქსი დაკარგულია ობიექტიდან %s lib პროქსი პარამეტრები ვიდეო კლიპისთვისპროქსი პარამეტრები თანამიმდევრობის ლენტისთვისპროქსი/დროის კოდიბადის გამარტივებააფუების რეჟიმიაფუების მოცულობამოქაჩვამოქაჩე წერტილები ფუნჯის შუაგულისკენჩამოშლადიჩამოსაშლელების ვიჯეტების ფერებიმოშვებულ ნაპირებს ერთმანეთისკენ ქაჩავსქაჩავს ქსოვილს კურსორის ქა჏ყიქი პოზიციისკენპულსის კოდის მოდულაცია (RAW)ძარღვიანიზუსტი სინათლეებისრულიად შემთხვევითიგამოუყენებელი მონაცემების წმენდა ამ ფაილიდანმიწოლაგარეკვაწაწეული პოზაჩამოწიე ქმედება NLA სტეკზე ახალ ლენტადჩამოწიე ქმედება NLA სტეკის თავში ახალ ლენტადგიზმოს ყოველი გამოყენების შემდეგ გაგზავნე გაუქმების ერთი ნაბიჯიმეორეხარისხოვანი ნაწილაკები, რომლებმაც სამოქმედო არეალი დატოვეს, ისევ ამ არეალში შერეკეუბიძგე ჩრდილის ტერმინატორს სინათლისკენ, რათა დამალო არტეფაქტები დაბალ პოლიგონალურ გეომეტრიაზემიწოლა/მოქაჩვამიაწექი/მოქაჩე მონიშნულ საგნებსმიწოლა/მოქაჩვა: %.4f%s %sმიწოლა/მოქაჩვა: %s%s %sფონში ჩადებაჩადე ახალი ობიექტები აჼტიურ კოლექციაშიჩადე ჩასმული ობიექტები აჼტიურ კოლექციაშიდააბრუნე მეტა-ლენტის შიგთავსი სეკვენსერშიPxr24 (დანაკარგით)პითონიPython API-ქ ცნობარიPython-იქ კონსოლისკრიპტინგი Python-შიPython-იქ სკრიპტების დირექტორიებიPython-იქ სკრიპტების დირექტორიაPython-იქ მინიშნებებიPython-იქ ავტომატურად ჩასატვირთი დანამატებიენაამ კომპილაციაში Python გათიშულიაPython-იქ შეფასება წარუმატებელია: Python-იქ შეფასება წარუმატებელია: {:s}Python-იქ გამოსახულება, რომელიც კვანძის თავდაპირველ ანაწყობად უნდა გამოითვალოსუსაფრთხოებისთვის Python შეზღუდულიაPython-იქ სკრიპტი სტილის მოდულის განსასაზღვრადპითონის მნიშვნელობა მხარდაუჭერელი მორგებული თვისების ტიპებისთვისPython: {}Python: {}.{}ოთხკუთხაოთხკუთხედის კუთხის ტიპიოთხკუთხედების მეთოდიოთხად გაპობაოთხმაგი ხედიოთხმაგი ხედის რეგიონებისისტემას არ აქვს კვად-ბუფერის მხარდაჭერაკვად-ბუფერის ფანჯარა წარმატებით შეიქმნაკვადრატულიკვადრატული ბეზიეკვადრატული წინაღობაკვადრატული სფეროკვადრატული აჩქარებაგამოიყენე QuadriFlow მეშის გარდასახვა მონიშნულ მეშზეQuadriFlow: მეშის გარდასახვა გაუქმებულიაQuadriFlow: მეშის გარდასახვა დასრულებულიაQuadriFlow: მეშის გარდასახვა წარუმატებელიაQuadriFlow: მეში უნდა იყოს მრავალსახეობის ტიპის და უნდა გააჩნდეს წახნაგების ნორმალები, რომლებიც თანმიმდევრული მიმართულებითაა გაშვერილიოთხგვერდახარისხიხარისხის ნაბიჯებიხარისხი გამოსახულების ფორმატებისთვის, რომლებსაც უდანაკარგო შეკუმშვის მხარდაჭერა გააჩნიაJPEG ექსპორტის ხარისხიანიზოტროპიული გაფილტრვის ხარისხიგამოსახულების ექსპორტის ხარისხიასაგები პროქსის ხარისხიშეფუთვის ჎არიქ჎ი. უფრო დიდი მნიშვნელობები უფრო ნელი იქნება, მაგრამ ნაკლებ ადგილს გაფლანგავსბგერის სიმაღლის აწევ-დაწევის ხარისხისიმულაციის ჎არიქ჎ი თითო კადრზე მოსულ ნაბიჯებში (უფრო მაღალი ნიშნავს უკეთეს ჎არიქ჎ქ, მაგრამ უფრო ნელია)჎არიქ჎იქ ვარიანტები სხივთა მიდევნების პროცესისათვისრაოდენობითი უჩინრობაჭვარტლის რაოდენობა დენად ნივთიერებაშიდაკვანტვის ბიტები ფერთა მნიშვნელობებისთვის (0 = დაკვანტვის გარეშე)დაკვანტვის ბიტები ზოგადი მნიშვნელობებისთვის, როგორებიცაა წონები, ან სახსრები (0 = დაკვანტვის გარეშე)დაკვანტვის ბიტები ნორმალების მნიშვნელობებისთვის (0 = დაკვანტვის გარეშე)დაკვანტვის ბიტები დადებითი მნიშვნელობებისთვის (0 = დაკვანტვის გარეშე)დაკვანტვის ბიტები ტექსტურის კოორდინატთა მნიშვნელობებისთვის (0 = დაკვანტვის გარეშე)პოზიციის დაკვანტვამეოთხედიმეოთხე რიგის აჩქარებაკვატერნიონიკვატერნიონი (WXYZ)კვატერნიონის ატრიბუტიკვატერნიონის ატრიბუტის მნიშვნელობაკვატერნიონული ბრუნვაკვატერნიონის ტიპის მონაცემები, გავლენას ახდენს ბრუნვაზეკვატერნიონის ბრუნვაკვატერნიონის ბრუნვა (ზემოქმედებს NLA შეზავებაზე)კვატერნიონი ბრუნვადსაძიებო ველში ჩასასმელი მოთხოვნარიგის ზომასწრაფი ეფექტებისწრაფი რჩეულებისწრაფი დაყენებაQuickTimeQuickTime ანიმაციასწრაფად ააწყვე ლაინ არტი აჼტიური კოლექციისთვისსწრაფად ააწყვე ლაინ არტი აჼტიური ობიექტისთვისსწრაფად ააწყვე ლაინ არტი მთელი სცენისთვისმეხუთე რიგის აჩქარებაBlender-იქ დახურვაRR/D ფოტორეცეპტორიRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (წითელი, მწვანე, ლურჯი) ფერის სივრცეRGB წირებიRGB ლიმიტის არ჎იRGB აღლუმიალფა არ჎ი მრავლდება RGB არხებზე გამჭვირვალე პიქსელებშიალფა არ჎ი გავლენას არ ახდენს RGB არხებზე გამჭვირვალე პიქსელებშიRGB-იქ ფერითი სივრცეRGB წირების მოდიფიკატორი თანამიომდევრობის ლენტისთვისRGB BW-შიRGB XYZ-ისკენRGB მნიშვნელობებიRGBARGBA ფერის 32-ბიტიანი წილადნიშნა სიდიდეებიRGBA ფერი sRGB ფერით სივრცეშიRGBA ფერი სცენის წრფივ ფერით სივრცეშიRGBA ფერის ბუდე კვანძშიRGBA ფერი 32-ბიტიანი წილადნიშნა მნიშვნელობებითRGBA ფერი 8-ბიტიანი დადებითი მთელი სიდიდეებითRK4RLERMBRNA მასივის ინდექსიRNA მისამართიგამოყენებული თვისების RNA მისამართი (ID-ბლოკიდან)RNA მისამართი F-჏ირიქ ზემოქმედების ქვეშ მყოფი თვისებისკენმხოლოდ ID-ების RNA კოლექციები, საგანზე მითითება თავად ID მიმთითებელსაც იყენებს და არა მხოლოდ მის სახელსRNA მისამართი, რომელსაც ამ თვისებასთან მივყავართ, მფლობელი ID-დანRNA თვისების განსაზღვრებაRNA ტიპი გამოყენებული ნებისმიერ შესაძლო მონაცემებზე მიმთითებლებისათვისRNA შეხვეული ბულისRNA შეხვეული წილადნიშნაRNA შეხვეული მთელიRNA შეხვეული სტრიქონიRVრადიალურირადიალური გამრუდებარადიალური მილევის ხარისხირადიალური სიხეშეშერადიალური სიმეტრიის რიცხვირადიალური მიჯრარადიალური დისტორსიის მოდელი, რომელიც გავრცელებულ კამერებს ერგებარადიალური მილევის ჎არიქ჎ი (ნამდვილი გრავიტაციული მილევა = 2)რადიალური ველი ობიექტის ცენტრის მიმართულებითრადიალური მხები X, Y, ან Z ღერძების ირგვლივრადიალურად ამრუდებს გამოსახულებას, რათა შექმნას ლულისმაგვარი, ან სანემსესმაგვარი დისტორსიაRadiance HDR (.hdr)რადიანებირადიანები: {}რადიოღილაკებირადიოვიჯეტის ფერებირადიუსირადიუსი (მშობელი)რადიუსი - ვექტორის სიგრძერადიუსი 1რადიუსი 2ქვედა რადიუსირადიუსის მილევათავის რადიუსირადიუსის ინტერპოლაციამაქს. რადიუსიმინ. რადიუსირადიუსის აცდენარადიუსის მასშტაბირადიუსით მასშტაბირებაზედა რადიუსირადიუსი X:რადიუსი Y:რადიუსის ცვლილების გამოყენება მიმდინარე მონასმებზედაცერობების რადიუსირადიუსი სათავიდან ჭრილების ცენტრამდერადიუსი ბადის ნიმუშში უვარგისი ბადის ნიმუშებში ჩასაკოპირებელი ვარგისი ბადის ნიმუშების საძიებლადრადიუსი, რომლის ფარგლებშიც ხდება დუბლიკატი წირების აცდენა მიმმართველებისგანბოიდების პირადი სივრცის რადიუსი ჰაერში (ნაწილაკის ზომის %)ბოიდების პირადი სივრცის რადიუსი ხმელეთზე (ნაწილაკის ზომის %)შვილობილების რადიუსი მშობლის გარშემოწირის სამართავი წერტილების რადიუსისაშლელი 'ფუნჯის' რადიუსიელვარების ეფექტის რადიუსიძვლის თავის რადიუსი (მხოლოდ გარსით დეფორმირებისთვის)ბირთვის რადიუსი გამოყენებული პიქსელებში სირბილის, ან სიმკვეთრის მოსამატებლადშემზღუდველი სფეროს რადიუსიახლად დამატებული წირების რადიუსი, როცა არ ხდება მისი სხვა წირებისგან ინტერპოლირებაძვლის კუდის რადიუსი (მხოლოდ გარსით დეფორმირებისთვის)დაცერობებული გეომეტრიის რადიუსი, არ მოიცავს ამოყვანასკონუსის ქვედა წრეწირის რადიუსიფუნჯის რადიუსი პიქსელებშიშიდა ჏რიქ რადიუსი; შესაძლოა, გარე რადიუსზე დიდი იყოსგარეთა ჏რიქ რადიუსი; შესაძლოა, შიდა რადიუსზე მცირე იყოსხვეულების რადიუსიგარეკანის რადიუსისფეროს, ან ცილინდრის რადიუსიკონუსის ზედა წრეწირის რადიუსიტორუსის განივი კვეთის რადიუსივირტუალური ცილინდრის რადიუსირადიუსი, რომელიც მყარად მოიხატებაგამოსაყენებელი რადიუსიყოველი ნაწილაკის პოზიციის განახლების გამოსათვლელი რადიუსი (მაღალი მნიშვნელობები შედარებით ნელია, მაგრამ ნაწილაკები ნაკლებად ქაოტურად მოძრაობენ)ყოველი უჯრედის პოტენციალის გამოსათვლელი რადიუსი (შედარებით მაღალი მნიშვნელობები უფრო ნელია, მაგრამ უფრო თანაბარ პოტენციალის ბადეებს ჰქმნის)შეზავებისთვის მეზობლების მოსანიშნი რადიუსიმაქსიმალური ზეწოლისას (ან პლანშეტის გამოუყენებლობისას) გამოსაყენებელი რადიუსითავდაპირველ დაწკაპუნებაზე არეს ნორმალის გამოსათვლელი რადიუსი, ფუნჯის რადიუსის პროცენტულ სიდიდეშირადიუსი:აიყვანე სამიზნის მასშტაბი მითითებულ ხარისხშიმოხვეტაგრადაციაშემთხვევითიშემთხვევითი კუთხეშემთხვევითი ხერხემალიდრეკის შემთხვევითი გახევებაშემთხვევითი ცენტრიშვილობილის შემთხვევითი ზომაშემთხვევითი ფერიშემთხვევითი წირიშემთხვევითი დემპფირებადასასრულის შემთხვევითი კოეფიციენტიშემთხვევითი ხახუნიშემთხვევითი სიგრძეშემთხვევითი ნიღაბიხმაურის შემთხვევითი აცდენაშემთხვევითი აცდენაშემთხვევითი თანმიმდევრობაშემთხვევითი ორიენტაციაშემთხვევითი თითოეულ კუნძულზეშემთხვევითი ფაზაშემთხვევითი პოზიციაშემთხვევითი რადიუსიშემთხვევითი ბრუნვაშემთხვევითი სიხეშეშეშემთხვევითობის მარცვალიშემთხვევითი პირველსაწყისი ოპერაციისთვისშემთხვევითი ანაწყობებიშემთხვევითი ზომაშემთხვევითი დასაწყისის კოეფიციენტიშემთხვევითი მნიშვნელობაშემთხვევითი გზაშემთხვევითი გზა (კანი)ფუნჯის შემთხვევითი ანაწყობებიშემთხვევითი კოეფიციენტი ავტომატურად წარმოქმნილი UV ბრუნვისთვისშემთხვევითი კოეფიციენტი ორიგინალი ელფერის მოდიფიცირებისთვისშემთხვევითი კოეფიციენტი ორიგინალი ქი჎აქ჎აქიქ მოდიფიცირებისათვისშემთხვევითი კოეფიციენტი ორიგინალი მნიშვნელობის მოდიფიკაციისთვისშემთხვევითი მილევაშემთხვევითი ID ამ ინსტანციისთვის, როგორც წესი, გაშემთხვევითებული შეფერადებისთვისხმაურის ტექსტურის შემთხვევითი აცდენა თითოეული წირისთვისბრუნვის კუთხის შემთხვევითი აცდენა ყოველ წირზეშემთხვევითი ყოველ წახნაგთა ნაკრებზეშემთხვევითი ყოველ დაუმაგრებელ ნაწილზეშემთხვევითი ყოველ წვეროზეშემთხვევითი ბრუნვები, რომლის შედეგადაც ერთგვაროვნად გადანაწილებულ მიმართულებებს ვიღებთ. Z ღერძის ირგვლივ ბრუნვა სრულიად შემთხვევითია.ნიმუშის აღების შემთხვევითი მოდელი გამოყენებული ინტეგრატორის მიერშემთხვევითობის პირველსაწყისიშემთხვევითი პირველსაწყისი ოპერაციისთვისამომხსნელთან გამოსაყენებელი შემთხვევითი პირველსაწყისი. სხვადასხვა პირველსაწყისები აიძულებს მეშის გარდამსახველს, მეშის სხვადასხვა ოთხკუთხოვანი განლაგებები მოიფიქროსთმის ღერების შემთხვევითი გახევებადემპფირების შემთხვევითი ვარიაციახახუნის შემთხვევითი ვარიაციაამპლიტუდის შემთხვევითი ვარიაციაორიენტაციის შემთხვევითი ვარიაციაშვილობილი ნაწილაკის ზომის შემთხვევითი ვარიაციაშემთხვევითი ვექტორი თითოეული წირისთვისგაშემთხვევითებაამპლიტუდის გაშემთხვევითებაღერძის გაშემთხვევითებაფერის გაშემთხვევითებაშეტრიალების გაშემთხვევითებამდებარეობის გაშემთხვევითებააცდენის გაშემთხვევითებაგაშემთხვევითების ფაზაბრუნვის გაშემთხვევითებამასშტაბის გაშემთხვევითებამასშტაბის ღერძთა გაშემთხვევითებაგაშემთხვევითების პირველსაწყისიზომის გაშემთხვევითებაგარდაქმნების გაშემთხვევითებაგააშემთხვევითე დელტა გარდაქმნის მნიშვნელობები ჩვეულებრივი გარდაქმნის მაგივრადკადრთა ყოველი რიცხვის გაშემთხვევითებაგააშემთხვევითე არსებული მონიშვნა, ან შექმენი ახალი შემთხვევითი მონიშვნაგააშემთხვევითე ინსტანციის გარდაქმნები ინდივიდუალურ ლოკალურ სივრცეშიგაშემთხვევითე ობიექტის მდებარეობა, ბრუნვა და მასშტაბიგაშემთხვევითება მხოლოდ საკვანძო ფაზებზეგააშემთხვევითე მონიშნულ ელემენტთა თანმიმდევრობაგააშემთხვევითე ნაწილაკთა ორიენტაციაგააშემთხვევითე პოზიცია ბილიკის გაყოლებაზეგააშემთხვევითე მოძრაობა ბილიკის ირგვლივგააშემთხვევითე ბრუნვა რჩეული საორიენტაციო ღერძის გარშემომონასმის აცდენის გაშემთხვევითებაგაშემთხვევითე UV კუნძულის მდებარეობა, ბრუნვა და მასშტაბიაგებისას გააშემთხვევითე წახნაგები, ან წიბოებიგააშემთხვევითე მდებარეობის მნიშვნელობებიგააშემთხვევითე გეომეტრიის ელემენტების (მაგ.: წვეროების, ან წიბოების) თანმიმდევრობა ზოგიერთი ისეთი ოპერაციის შემდეგ, სადაც თანმიმდევრობა გარანტირებული არაა. ეს თავიდან იცილებს ისეთ რამეზე დაყრდნობის შესაძლებლობას, რაც შეიძლება, მომავალში შეიცვალოსგააშემთხვევითე ბრუნვის მნიშვნელობაგააშემთხვევითე ბრუნვის მნიშვნელობებიგააშემთხვევითე მასშტაბის მნიშვნელობებიგააშემთხვევითე ინსტანციების გარდაქმნაგააშემთხვევითე გარდაქმნები ასლებს შორისგააშემთხვევითე გარდაქმნები ყველა გაბნეულ ინსტანციას შორისგააშემთხვევითე წვეროთა პოზიციებიწვეროების გაშემთხვევითებააშემთხვევითებს არსებულ მონიშვნას, ან ქმნის ახალ შემთხვევით მონიშვნასშემთხვევით მონიშნე UVW სამართავი წერტილებიშემთხვევით მონიშნე მეტაბურთის ელემენტებიშემთხვევითობის პრინციპით მონიშნე რამდენიმე საკონტროლო წერტილიწვეროების შემთხვევითობით მონიშვნაშემთხვევითობაშემთხვევითობის კოეფიციენტი ნაწილაკთა სემპლირებისთვისშემთხვევითობის კოეფიციენტი ზეწოლისათვის ახალ მონასმებშიშემთხვევითობის კოეფიციენტი ახალი მონასმების სიძლიერეშიხერხემლის გაწელვის შემთხვევითობაცენტრის შემთხვევითობარადიუსის შემთხვევითობადიაპაზონიდიაპაზონის მაქსიმუმიდიაპაზონის მინიმუმიდიაპაზონის მონიშვნადიაპაზონის გამოყოფა დროშებისთვის ხელმისაწვდომი არაა!სიხშირესიხშირის კონტროლი: ბუფერის ზომა (კბ)ქი჎შირიქ კონტროლი: მაქს. სიხშირე (კბიტი/წმ)ქი჎შირიქ კონტროლი: მინ. სიხშირე (კბიტ/წმ)ფარდობაფუნჯის რადიუსისა და არეს ცენტრის ნიმუშის ამღები რადიუსის თანაფარდობაფუნჯის რადიუსისა და სველ საღებავში შესაზავებელი ფერის ნიმუშის ამღები რადიუსის თანაფარდობაფუნჯის რადიუსისა და ნორმალის ნიმუშის ამღები რადიუსის თანაფარდობაპროპორციული თანაფარდობა ფრენის მინიმალურ და მაქსიმალურ სისწრაფეებს შორისპროპორციული თანაფარდობა ტრიალის მინიმალურ და მაქსიმალურ სისწრაფეებს შორისაგურის რიგის სიმაღლის თანაფარდობა ტექსტურის მასშტაბთანაგურის სიგანის თანაფარდობა ტექსტურის მასშტაბთანწაღმა ზედაპირზე მოხვედრების პროპორციები, რომელთა ქვემოთაც ბადის ნიმუში განათებისთვის ა჌არ გაითვალისწინებაფარდობა წაღმა ზედაპირზე მოხვედრების ფარდობა, რომლის ქვემოთაც ბადის ნიმუში მეზობლად მდებარე ბადის სინჯის განათებას გამოიყენებსნიმუშების პროპორცია ციკლში, რომელშიც ფუნჯი ჩართულიაგასფერულებული ნორმალის პროპორციული ფარდობა ორიგინალ ნორმალთანპროცენტული რაოდენობა, რომლამდეც უნდა ჩამოვიდეს სამკუთხედების რაოდენობა (მხოლოდ ჩაშლა)უფორმატოდაუმუშავებელი (არარეკომენდირებული)Raw ქეშიდაუმუშავებელი ქეშის ზომადაუმუშავებელი გამოსახულებებიდაუმუშავებელი მონაცემები (ბაიტები, ჩაშენებული ფაილის ზუსტი შიგთავსი)ფაილის ფორმატი Raw (.raw)შემავალი ზეწოლის მნიშვნელობა, რომელიც 100%-ად ინტერპრეტირდება Blender-იქ მიერსხივების სათვალავისხივის სიღრმესხივის მიმართულებასხივის სიგრძესხივის ხაზის სიგანესხივების პორტალის BSDFსხივის რადიუსისხივის ხილულობაპროექციისთვის გამოსაყენებელი სხივის მიმართულება (თუ ფუნჯის ობიექტი იმ მიმართულებით მდებარეობს, ზედ დაიხატება)სხივტყორცნარეილირეილის ფაზის ფუნქცია, უმეტესწილად გამოიყენება სინათლის ტალღის სიგრძეზე უფრო მცირე ნაწილაკებისთვის, როგორიცაა დედამიწის ატმოსფეროში გაბნეული მზის სინათლესხივებისხივების მიდევნების მაქს. სიხეშეშესხივების მიდევნების გავლასხივების მიდევნება სიღრმის ბუფერისკენ. სათადარიგოდ იქონიე სინათლის ზონდები უვარგისი სხივებისთვის.სხივმიდევნებული გავლასხივის მიდევნებასხივის მიდევნების წინასწარი კონფიგურაციებილოკალური მონაცემების ხელახლა გამოყენებახელახლა მიამაგრე წირები დეფორმირებულ ზედაპირს არსებული მიმაგრების ინფორმაციის გამოყენებით. ეს მხოლოდ მაშინ მუშაობს, როცა ზედაპირის მეშის ტოპოლოგია არ შეცვლილამონასმის ნიმუშების ხელახალი აღება განსაზღვრული სიგრძის სეგმენტებითხელახალი მრავალმნიშვნელობიანი სემპლირებარეაქციის გამომწვევირეაქცია მრავალჯერრეაქციის სისწრაფერეაქტორირეაქტორის სამიზნე ობიექტირეაქტორის ნაწილაკთა სამიზნე სისტემაწაკითხვაწასაკითხი მონაცემებიმხოლოდ წაკითხვადიწაიკითხე USD Primvar-ები (პრიმიტიული ცვლადები) მეშის ატრიბუტებადწაიკითხე სიახლეების შესახებ Blender-იქ ამ ვერსიაშიწაიკითხე რენდერის ყველა შრე ყველა გამოყენებული სცენისთვისწაიკითხე მიმდინარე სცენის ყველა ხედის შრე ქეშიდან, საჭიროების მიხედვითწაიკითხე ქეში გარე ლოკაციიდანწაიკითხე ბიბლიოთეკა: '%s', '%s', მშობელი '%s'წაიკითხე მეშის UV კოორდინატებიწაიკითხე მეშის ფერითი ატრიბუტებიამ წახნაგის არარედაქტირებადი ფართობიწაიკითხე შეფუთული ბიბლიოთეკა: '%s', მშობელი '%s'წაიკითხე მოცულობის მონაცემთა ატრიბუტები მოცულობის ბადეებიდანმხოლოდ წაკითხვადი ვექტორიმხოლოდ წაკითხვადი მთელი რიცხვიარარედაქტირებადი გარე მითითება მიბმულ მონაცემთა ბლოკსა და მის ბიბლიოთეკის ფაილზემხოლოდ-წაკითხვადი დროშა, რომელიც მიუთითებს, რომ ძვალთა სულ ცოტა, ერთი კოლექცია მაინც არიქ მონიშნული, როგორც 'სოლო'მხარდაჭერილი ოპერაციების მხოლოდ-წაკითხვადი მისწავლებაწაკითხვადი მითითებები იმაზე, თუ ფუნჯის რომელი ოპერაციებია მხარდაჭერილი მიმდინარე საძერწი ხელსაწყოს მიერმხოლოდ-წაკითხვადი საცავი მოწოდებული სისტემის მიერრენდერის შედეგის წაკითხვა: ზომები არ ემთხვევა, მოსალოდნელი იყო %dx%dრენდერის შედეგის წაკითხვა: მოსალოდნელი არ჎ი "%s.%s" ვერ მოიძებნარენდერის შედეგის წაკითხვა: მოსალოდნელი არ჎ი "%s.%s", ან "%s" ვერ მოიძებნაკითხულობს ზედაპირის მეშთან დაკავშირებულ მიმაგრების ინფორმაციასკითხულობს ინფორმაციას ყოველი ჏ირიქ შესახებკითხულობს ინფორმაციას ყოველი ჏ირიქ Ⴭირიქ წერტილის შესახებკითხულობს ინფორმაციას თითოეული ჏ირიქ ბოლოს წერტილის შესახებკითხულობს ინფორმაციას ჏ირიქ ყოველი წერტილის წინა სეგმენტის შესახებგამტარის გარდატეხის ინდექსის ნამდვილი ნაწილი, ხშირად ეწოდება nყველას რეალიზებაინსტანციების რეალიზებადაარეალიზე ჩადგმული ინსტანციების ყველა დონე ზედა დონის ინსტანციებისთვის. უკუაგდებს სიღრმის შენატანის მნიშვნელობასრეალიზება წერტილების სამოქმედო არეალშირეალიზებული წირების მონაცემებს მეტისმეტად ბევრი ელემენტი აქვს.რეალიზებული მონაცემები შეყვანილ გეომეტრიაში იგნორირდებაროცა ინსტანციების არჩევა ჩართულია, რეალიზებული გეომეტრია არ გამოიყენებარეალიზებლ გრიზ ფენსილს მეტისმეტად ბევრი შრე აქვს.რეალიზებულ მეშს მეტისმეტად ბევრი ელემენტი აქვს.წერტილთა რეალიზებულ ღრუბელს მეტისმეტად ბევრი წერტილი აქვს.ნამდვილ დროშიგანახლებები ნამდვილ დროშიხელახლა გამოიყენე და განაახლე წინასწარი კონფიგურაცია, ცვლილებების მოცილებითხელახლა დაალაგე გეომეტრიული ელემენტები, მათი ინდექსების შეცვლითგადაალაგე ანიმაციის მონიშნული არხებიხელახლა დაალაგე ზოგიერთი წახნაგი, რათა სცადო ნაკლებად დეგენერირებული გეომეტრიის მიღებახელახლა მიაკუთვნე შენატანები ეფექტის ლენტისთვისდანაყოფების ხელახლა აგებააღადგინე მიმდინარე ძირითადი მეშის დაყოფის ქვემოთა დონეხელახლა ააგე ყველა მონიშნული პროქსი და დროის კოდირების ინდექსებიხელახლა ააწყვე ყველა მონიშნული პროქსი და დროის კოდირების ინდექსი ფონურ რეჟიმშიხელახლა ააწყვე მონიშნული ლოკალური უკუგდებები თავიანთი დაკავშირებული მითითებებისგან, ისევე, როგორც მათი დამოკიდებულებათა იერარქიებიხელახლა ააწყვე მონიშნული ლოკალური უკუგდებები თავიანთი დაკავშირებული მითითებებისგან, ისევე, როგორც მათი იერარქიული დამოკიდებულებები, და აიძულე ეს იერარქიები, დაკავშირებულ მონაცემებს მიესადაგოს (ანუ მონაცემთა ბლოკების მიმთითებლების თვისებებზე არსებული უკუგდებების იგნორირებით)აღადგენს ყველა შესაძლო დაყოფის დონეს უფრო დაბალი გარჩევადობის ძირითადი მეშის წარმოსაქმნელადჩაწერაRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 ნიტიანი დისპლეი, 100 ნიტიანი ეტალონური სითეთრითRec.2100-PQRec.2100-PQ 10000 ნიტიანი დისპლეი, 100 ნიტიანი ეტალონური სითეთრითხელახლა გამოთვალე ყველა ხილული მოძრაობის ტრაექტორია ობიექტებისა და პოზებისთვისხელახლა გამოიანგარიშე და გაასუფთავე გარდაქმნის აცდენახელახლა გამოთვალე ანიმაციის მონაცემები მონიშნული წერტილებზე საექსპოზიციო ფურცელში მონიშნული კადრებისთვისსახელურების სიგრძის ხელახლა გამოთვლახელახლა გამოთვალე მონიშნული ობიექტების მოძრაობის ტრაექტორიებიხელახლა გამოთვალე ტრაექტორიები იმ ძვლებისთვის, რომლებსაც ისინი უკვე აქვსხელახლა გამოთვალე მონიშნული სახელურების მიმართულებახელახლა გამოიანგარიშე ნაძერწის BVH (შემომსაზღვრელი მოცულობის იერარქია) მწარმოებლურობის გასაუმჯობესებლადხელახლა ჩამოსხმაჩრდილის კაუსტიკის მიღებამიიღე ჩრდილებში მიახლოებითი კაუსტიკა ამ ობიექტზე გარდამტეხი მასალებისგან. სინათლეებს, გამომცემ და მიმღებ ობიექტებს ჩრდილის კაუსტიკის ვარიანტები უნდა ჰქონდეთ დაყენებული ამის ჩასართავადმიმღები კოლექციაბოლოდროინდელიბოლოდროინდელი ფაილებიბოლოდროინდელი საქაღალდეებისპეციალურად ბოლოდროინდელი საგნებისთვისახლახანს მოძიებულებიხელახალი ცენტრირებახელახალი ცენტრირების ტაიმაუტირეკომენდირებულია ქ჏რაფი დაშიფრვისთვისრეკომენდირებულია, თუ უამრავი დრო გაქვს და გინდა კომპრესირების საუკეთესო ეფექტურობაშენახვისას ხელახლა გამოთვალე ID-იქ მომხმარებელთა რიცხვიblend ფაილში შენახვამდე ხელახლა გამოთვალე ID-იქ მომხმარებელთა ყველა რაოდენობა. იძლევა საშუალოებას, გვერდი ავუაროთ კოდში მომხმარებელთა უვარგისი რიცხვის დამუშავებას, რამაც შეიძლება, მონაცემების უმართებულოდ აღმოჩენილი, გამოუყენებელი ბლოკების გამო მონაცემთა დაკარგვა გამოიწვიოსხელახლა გამოთვალე მიჯაჭვა დინამიკურად სხვა დეფორმერებზე ზედ დამატებით (უფრო ნელია და მეტ მეხსიერებას იყენებს)რეკონსტრუირებულირეკონსტრუირებული კამერებირეკონსტრუქციაჩაწერაჩაწერის მსვლელობა წყვეტების გარეშეაღდგენახელახლა შექმენი ფაილიმართკუთხედირეკურსიარეკურსიავიდეო სეკვენსერში აღმოჩენილია რეკურსია. ლენტი %s კადრზე %d არ დარენდერდებააღმოჩენილია რეკურსია, ამ ლენტის გამოყენება შეუძლებელიარეკურსიებირეკურსიული წაშლარეკურსიული ჩაკეტვა დაუშვებელიარეკურსიული ჩაკეტვები მხარდაუჭერელიარეკურსიულად შეამოწმე ირიბად გამოუყენებელი მონაცემთა ბლოკები, რათა დარწმუნდე, რომ არც ერთი დაობლებული მონაცემთა ბლოკი არ რჩება გაშვების შემდეგრეკურსიულად დაადუბლირე კოლექცია, მისი ყველა შვილობილი და ობიექტი, ბმულით დაკავშირებული ობიექტის მონაცემებითრეკურსიულად დაადუბლირე კოლექცია, მისი ყველა შვილობილი, ობიექტი და ობიექტის მონაცემებიწითელიწითელი არხიწითელი მწვანე ლურჯიწითელი არხიფერის ველის წითელი კომპონენტიწითელი-ზღვისფერიწითელი:ხელახლა განსაზღვრე გამთანაბრებელი გრაფიკებიწირის წერტილების ხელახალი გადანაწილებათანაბრად გაანაწილე მოცულობის დაკოპირებული ცვლილება მფლობელის სამ ღერძს შორისახდენს არსებული საკონტროლო წერტილების თანაბარ განაწილებას თითოეული ჏ირიქ გაყოლებაზექმედების აღდგენააღადგინე გაუქმებული წინა ქმედებააღადგინე აქტივების კატალოგის ბოლო გაუქმებული რედაქტირებაშერევის კოეფიციენტის შემცირება 0.01-ითშერევის კოეფიციენტის შემცირება 0.1-ითმოძრაობის შემცირებაშეამცირე UV-იქ გაწელვა კუთხეების მოშვების გზითფუნჯის ქიქჼიქ შემცირება ამ კოეფიციენტით, როცა მონასმი 'კუთხის' მიმართულების მართობულიაშეამცირე გამოსახულების დეტალები ინდივიდუალური პიქსელების უფრო გამოკვეთის გზით, დაკუბუკებული, ან მოზაიკისებური შესახედაობისთვისშეამცირე დაექსპორტირებული ფაილის ზომა დუბლიკატი საკვანძო ფაზების მოცილებითშეამცირე დამატებითი სიჩქარე, რომელიც შეიძლება, აგროვდეს, როცა ობიექტები ერთმანეთს ეჯახება (ცოტათი ამცირებს სიმულაციის სტაბილურობას, ამიტომ მხოლოდ აუცილებლობის შემთხვევაში გამოიყენე)შეამცირე ფერების რიცხვი გამოსახულებაში, რაც დააკონვერტირებს გლუვ გრადიენტებს მკვეთრ გადასვლებადშეამცირე შემთხვევითობა პიქსელთა შორის, რათა გააუმჯობესო GPU რენდერის პროცესი, რენდერისას არტეფაქტების შესაძლო წარმოშობით, თუ ძალიან დაბალზე იქნება დაყენებულიშეამცირე ძვრა კუნძულებშიშეამცირე გეომეტრიის სიხშირეშეამცირე ხმაური მეშის ზედაპირზე ფორმის მინიმალური ცვლილებებითშეამცირე ფუნჯის სიძლიერე, სადაც სიმეტრიულ წანაცხებებზე გადადისამცირებს წახნაგების საბოლოო რიცხვს გეომეტრიის გამარტივების გზით იჼ, სადაც დეტალი საჭირო არააამცირებს წახნაგების საბოლოო რიცხვს გეომეტრიის გამარტივებით იჼ, სადაც დეტალები არაა საჭირო, წარმოქმნის სამკუთხედებს. 0-ზე დიდი მნიშვნელობა თიშავს პოლუსების შესწორებას.შემცირების კოეფიციენტი პირის მეორეული მარყუჟების თითოეული დონისთვისრეფერენსიმითითების განზომილებასანიმუშო მანძილიმითითება არსებულზემითითების გამის კომპრესიამითითების IDმითითების სოლიმითითების წერტილისაყრდენი პოზიციამითითებათა ნაკრებისანიმუშო სფეროს ზომასანიმუშო სფეროებიმითითების მნიშვნელობამითითებული ჏ირიქ ობიექტი მასივისთვისეტალონური მანძილი, რომელზეც ხმის სიძლიერე 100%-იამითითება Rigify-იქ პარამეტრების ველიდან ძვალთა კოლექციაზე.მდებარეობა, რომლის მიმართაც უნდა მოხდეს სწორებამითითების რიცხვი კადრებისა, სანამ კადრების დაკავება მოხდება (გამოიყენე '1-3' და '5-7' ურთიერთსაპირისპირო დასაკავებელი ფაქტურებისთვის)მითითების ობიექტი აკუმულირებული გარდაქმნის განსასაზღვრადმითითების წერტილი ანკერის სტაბილიზაციაზე (სხვა კადრები ამ კადრის პოზიციასთან მიმართებაში დარეგულირდება)საყრდენი პოზიცია დეფორმაციამდესრულყოფაფოკუსური მანძილის სრულყოფასრულყოფის მეთოდიმთავარი წერტილის სრულყოფარადიალურის სრულყოფატანგენსურის გაუმჯობესებასრულყავი ფოკუსური სიგრძე კამერის ამოხსნისასსრულყავი მთავარი წერტილი კამერის ამოხსნისასსრულყავი დისტორსიის მოდელის რადიალური კოეფიციენტები კამერის ამოხსნისასდახვეწე მონიშნულ მარკერთა პოზიციები ტრეკერის თავიდან გაშვებით მიმდინარე კადრზე კვლის მითითებიდანსრულყავი დისტორსიის მოდელის ტანგენსური კოეფიციენტები კამერის ამოხსნისასსრულყოფა:ხელახლა მორგებაარეკლე A B-ქ ნორმალის გარშემო. B-ქ ნორმალიზება საჭირო არაა.ანარეკლიანარეკლის მიდევნების ვარიანტებიარეკლვისა და გავლის იერფერები ოპტიმიზირებული თმის დასარენდერებლადანარეკლი მასალებისთვის, როგორიცაა ქსოვილი. როგორც წესი, ირევა სხვა იერფერებთან (როგორიცაა დიფუზიური იერფერი) და ცალკე აღებული დიდად გამოსადეგარი არააანარეკლი მიკროფაცეტური გადანაწილებით, გამოიყენება ისეთი მასალებისთვის, როგორებიცაა ლითონი, ან სარკეებიამრეკლავიამრეკლავი კაუსტიკაგარდატეხის BSDFგარდატეხის სიღრმეგარდამტეხიგარდამტეხი კაუსტიკაგანახლებადრაივერების განახლებაგანაახლე მონაცემები მოდიფიკატორში აფეთქებაგანაახე გაფართოებები და მოძველებული დანამატები, მოდულებისა და მეტამონაცემების ხელახალი ჩატვირთვით (გადატვირთვას წააგავს)განაახლე ქმედებათა სიაგანაახლე ინსტანციის ობიექტებისა და მათი წონების სიაგანაახლე ფაილების სიაგანაახლე გაფართოებათა ქია ყველა დისტანციური საცავისთვისგანაახლე გაფართოებათა ქია აჼტიური საცავისთვისგანაახლე სეკვენსერის რედაქტორიმონაკვეთის მონაცემებიმონაკვეთის სიმაღლემონაკვეთის მაქსიმალური Xმონაკვეთის მაქსიმალური Yმონაკვეთის მინიმალური Xმონაკვეთის მინიმალური Yმონაკვეთის პირგადადებამონაკვეთის პოზიცია X-ზემონაკვეთის პოზიცია Y-ზემონაკვეთის გადართვამონაკვეთების გადართვის სექტორული მენიუმონაკვეთის ტიპიმონაკვეთის სიგანემონაკვეთის სემპლირების კოორდინატებიმონაკვეთი ვერ დაიხატა!მონაკვეთი ეკრანზე 'ტივტივებს', არანაირ ფიქსირებულ წყობას არ იყენებსმონაკვეთის სიმაღლემონაკვეთი დაყოფილ ეკრანის არეშიმონაკვეთი გაიპობა თარაზულად და შვეულადმონაკვეთია სივრცის ტიპში ვერ მოიძებნამონაკვეთის სპეციფიური მონაცემები (ტიპი დამოკიდებულია მონაკვეთის ტიპზე)მონაკვეთის სიგანემონაკვეთებიმონაკვეთების ხილულობის გადართვამონაკვეთები აქტივებზე ქ჏რაფი წვდომისსათვისმონაკვეთები, რომლებადაც იყოფა ეს არედარეგისტრირებამშობლის რეგისტრირებარეგისტრირება ყველა მომხმარებლისთვისდაარეგისტრირე სამართავი, როგორც გამოცვლადი მშობლობის კანდიდატირეგისტრირებულირეგისტრირებული ნებაყოფლობითკლავიშთა რეგისტრირებული კონფიგურაციებიაქტივთა თაროს კლასის რეგისტრაცია: '%s' უკვე დარეგისტრირებულია, მიმდინარეობს წინა რეგისტრაციის გაუქმებააქტივთა თაროს კლასის რეგისტრაცია: '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %dფაილის დამმუშავებლის კლასის რეგისტრაცია: '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %did თვისების კლასის რეგისტრაცია: '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %dკვანძის კლასის რეგისტრაცია: '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %dკვანძის კლასის რეგისტრაცია: '%s', bl_idname '%s'-იქ რეგისტრაცია ვერ გაუქმდაკვანძის კლასის რეგისტრაცია: '%s', bl_idname '%s' უკვე რეგისტრირებულია, ხდება წინა რეგისტრაციის წაშლაკვანძის კლასის რეგისტრაცია: '%s', bl_idname '%s' ჩაშენებული კვანძიაკვანძის ბუდის კლასის რეგისტრაცია: '%s' მეტისმეტად გრძელია, მაქსიმალური სიგრძეა %dკვანძოვანი ჎იქ კლასის რეგისტრაცია: '%s' ზედმეტად გრძელია, მაქსიმალური სიგრძეა %dკვანძოვანი ჎იქ კლასის რეგისტრაცია: '%s', bl_idname '%s'-იქ რეგისტრაცია ვერ გაუქმდაკვანძოვანი ჎იქ კლასის რეგისტრაცია: '%s', bl_idname '%s' უკვე რეგისტრირებულია, ხდება წინა რეგისტრაციის წაშლაპანელის კლასის რეგისტრირება:რეგისტრაცია Microsoft Store-იქ ინსტალაციებიდან შეუძლებელიახელახლა გაზრდაყოველი კადრისთვის ხელახლა გაზარდე თმაჩვეულებრივირეგულარული გამოსახულება ძიებისთვისრეგულარული გამოსახულება ჩანაცვლებისთვისჩვეულებრივი ვიჯეტების ფერებიჩვეულებრივი კლავიშის დაჭერა, როგორც მოდიფიკატორირეიტერაციაურთიერთდემოკიდებულების ხაზის პოზიციაურთიერთდამოკიდებულებებიურთიერთობაურთიერთდამოკიდებულების ხაზებიფარდობითიშეფარდებითი აქტივის იდენტიფიკატორიშეფარდებითი დეტალიმიმართებითი წიბომიმართებითი წახნაგიშეფარდებითი კადრიფარდობითი სოლიშეფარდებითი სარკისებური ეფექტიფარდობითი ობიექტიფარდობითი აცდენაშეფარდებითი აცდენის გადანაცვლებაშეფარდებითი დაქვემდებარებაშეფარდებითი მისამართიფარდობითი მისამართებიფარდობითი სივრცეშეფარდებითი დასაწყისიშეფარდებითიპიქსელთან შეფარდებითივირტუალური მშობლების შეფარდებითი რაოდენობაკაუჭის შეფარდებითი ძალამეზობელი ელემენტების ფარდობითი შერეული წონაწახნაგთა მიახლოებითი რიცხვი ამჟამინდელ მეშთან შედარებითნაწილაკების შეფარდებითი აცდენა, გამოსაყენებელი ინსტანცირებისთვის, რამდენიმე ინსტანციის დამთხვევის თავიდან ასაცილებლადფორმების ახალი ფორმის მეთოდთან მიმართებითი პოზიციებიჩასამუქებელი არეალის ფარდობითი ზომასოლის ფარდობითი დრო თმის სიგრძეზეჩასამუქებელი არეალის ფარდობითი გადაადგილებათითოეული კუთხოვანი სეგმენტის ფარდობითი სიგანე. შესაძლოა, გამოიყენებოდეს ტექსტურების დასამასშტაბირებლად თითოეულ სეგმენტზე მოსარგებადწახნაგების ნაკრების მოშვებამოშვების მეთოდიპოზის მოშვებატოპოლოგიის მოშვებაUV-ქ მოშვებამოუშვი მეშიაშვებააშვება ადასტურებსგამოშვების შენიშვნებიდაშვების დრობორკილების ხელახლა დაკავშირებახელახლა ჩატვირთვაგამოსახულებების ხელახლა ჩარტვირთვახელახლა ჩატვირთე გაშვების ფაილი ანაწყობების აღსადგენადხელახლა ჩატვირთე ტექსტის მონაცემთა ბლოკი თავისი ფაილიდანხელახლა ჩაიტვირთოს აჼტიური ტექსტური ფაილი?ხელახლა ჩატვირთე ყველა მონაცემი ამ ბიბლიოთეკიდანკლიპის ხელახლა ჩატვირთვახელახლა ჩატვირთე მიმდინარე გამოსახულება დისკიდანჩატვირთე ფაილი ხელახლა და დაუშვი Python-იქ სკრიპტების გაშვებაგადატვირთე დისკიდანგადატვირთე დისკიდან (დააიგნორირე ლოკალური ცვლილებები)ხელახლა ჩატვირთე სასურველი პარამეტრები ბოლო შენახული მდგომარეობიდანსკრიპტების ხელახლა ჩატვირთვახელახლა ჩატვირთე ლენტები სეკვენსერშიგადატვირთე მოცემული ბიბლიოთეკაჩატვირთე შენახული ფაილი ხელახლა{:d} გამოსახულება ხელახლა ჩაიტვირთაგადატვირთავს ისტორიასა და სანიშნეებსმდებარეობის შეცვლაგადაიტანე დაკავშირებული ID სხვაგან, ანუ დასაკავშირებლად ახალი ID აირჩიე და მისი ლოკალური მოხმარება ახლად დაკავშირებულ მონაცემთა ბლოკზე გაანაწილე). ამჟამად მხოლოდ შინაგანი ოპერატორის სახით არსებობს, მომხმარებლისთვის პირდაპირ ხელმისაწვდომი არააგადაიტანე მოცემული ბიბლიოთეკა სხვა რამდენიმედან ერთერთზეშეუცვალე მდებარეობა კურსორის ქვეშ მყოფ ბიბიოლთეკასნაშთიდარჩენილი წვეროები, რომლებიც წიბოთა წყვილებს აცალკევებს, შენარჩუნდება, თუ მათი წიბოების მოხრის კუთხე ამ მიჯნას გადააჭარბებს.ხელახლა განაწილებამონაცემთა ID-ქ ხელახლა განაწილებაშეფარდებითი ხელახალი განაწილებამომხმარებელთა ხელახლა განაწილებახელახლა გაანაწილე მნიშვნელობა დიაპაზონიდან სასურველ დიაპაზონზეხელახლა გაანაწილე შეფარდებითი მისამართები, როცა სხვა დირექტორიაში ინახავექსპორტის ანაწყობების დამახსოვრებადაიმახსოვრე ბოლოს გამოყენებული სცენა მიმდინარე სამუშაო სივრცისთვის და გადადი მასზე, რამდენჯერაც ეს სამუშაო სივრცე კვლავ გააქტიურდებადაიმახსოვრე ბოლო გამოყენებული სცენა სამუშაო სივრცისთვის და რამდენჯერაც ეს სივრცე კვლავ გააქტიურდება, გადადი მასზეაგებულების გარდასახვამეშის გარდასახვის რეჟიმიმეშის გარდასახვის მოდიფიკატორიმეშის გარდასახვა QuadriFlow-თი...გაფართოების საცავის დისტანციური URL, ფაილების სისტემაზე მითითება შეიძლება ფაილის URI სქემით იყოს: "file://"მოცილებამოაცილე აჼტიური AOVაჼტიური სინათლეთა ჯგუფის მოცილებამოცილდეს დანამატი: {!r}?არმატურის ობიექტის მოცილებათუ შესაძლებელია, მოაცილე არმატურის ობიექტი. თუ არმატურას რამოდენიმე ძირეული ძვალი აქვს, ობიექტი არ მოცილდებაკრიპტო შრიქ დამატებამორგებულის მოცილებამოაცილე ციკლურობის F-მოდიფიკატორი, თუ საჭირო აღარააკავშირგაწყვეტილის მოცილებადუბლიკატების მოცილებაგაფართოებების საცავის მოცილებამოაცილე F-მოდიფიკატორები F-წირიდან, რათა დაამატო საკვანძო ფაზებიფაილების მოცილებაშუალედების მოცილებამოაცილე გრიზ ფენსილის შრეთა ჯგუფი აჼტიური ობიექტიდანშენატანების მოცილებამოაშორე შრიქ ნიღაბიდაუმაგრებელი წერტილების მოცილებასახელდებული ატრიბუტის მოცილებაგამონატანების მოცილებადიაპაზონის გარე ნაწილის მოცილებაშეფუთვის მოცილებამოაშორე დასახატი ჏ირიქ წერტილისათავსოს მოცილებასაცავისა და ფაილების მოცილებამოაშორე უდრეკი სხეულის ბორკილი ობიექტიდანმოაცილე ობიექტს უდრეკი სხეულის ანაწყობებიმოაშორე უდრეკი სხეულის სიმულაციის სამყარო მიმდინარე სცენიდანმონიშნული ძვლების მოცილებამოაცილე მონიშვნის ნაკრების ძვლები ამჟამინდელი მონიშვნიდანსამიზნე ნაწილაკების მოცილებასამიზნისგან ძვრის მოცილებამიჯნის მოცილებამოაშორე UV რუკაწონების მოცილებამოაშორე მონიშვნების ნაკრები ამ არმატურიდანმოაცილე ფონური გამოსახულება კამერიდანმოაცილე კლავიშრუკის მორგებული კონფიგურაცია წინასწარი კონფიგურაციების სიიდანმოაცილე მორგებული თემა წინასწარი კონფიგურაციების სიიდანმოაცილე ეფექტი აჼტიურ გრიზ ფენსილის ობიექტსმოაშორე კაუჭი აჼტიური ობიექტიდანმოაშორე მოდიფიკატორი აჼტიური ობიექტიდანმოაშორე მოდიფიკატორი ლენტიდანმოაცილე .blend ფაილის მისამართი, რომ აქტივთა ბრაუზერმა მისი ჩვენება ა჌არ სცადოსმოაცილე მონასმის ნაწილი მონასმის ხერხემლის დასაწყისისა და დასასრულისგანმოაცილე მეშის პორცია ხაზის ერთი მხრიდანმოაშორე რიგების ფილტრი წესებიდანწაშალე მონაცემთა ბლოკის გამოყენება და გააუქმე მიკუთვნებაწაშალე აჼტიური ანოტაციის შრემოაშორე აჼტიური მისამართი აჼტიური ჩასოლვის ნაკრებიდანმოაშორე აჼტიური ფერი პალიტრიდანმოაცილე აჼტიური საგანიმოაცილე ყველა შ.კ. ბორკილი მონიშნული ძვლებიდანმოაცილე მინიშვნათა ყველა ნაკრები ამ არმატურიდანმოაცილე ყველა ატრიბუტი, რომლებიც ემთხვევა იმ პატერნს, რომელსაც შეუძლია, ერთი დროებითი ცვლადი (*) იქონიოსყველა უკუმხრის მოცილება გამოთვლის სისწრაფისთვის, ეს შექმნის კიდეებს წინაღობის სხვა დონეებში და არა ისე, როგორც მაშინ, როცა გათიშულიამოაცილე ძვლების ყველა კოლექცია, რომელსაც არც ძვლები აქვს, არც შვილობილები. ეს რეკურსიულად ხდება, ასე რომ, ძვალთა იქ კოლექციებიც მოცილდება, რომლებსაც მხოლოდ გამოუყენებელი შვილობილები გააჩნიამოაცილე ყველა ბორკილი ჩასოლილი ობიექტების/ძვლებისგან. ამ ანაწყობით სწორი ცხობის მისაღებად ვიზუალური ჩასოლვა ჩართული უნდა იყოსმოაცილე ყველა ფაილი:მოაცილე მონიშნულ ობიექტებს ყველანაირი საკვანძო ფაზების ანიმაციამოაცილე მონიშნულ ლენტებს ყველანაირი საკვანძო ფაზებიანი ანიმაციამოაძრე მონიშნულ კვანძებს ყველა ბმული, და სცადე მეზობელი კვანძების ერთად დაკავშირებამოაცილე ყველა მასალამოაცილე ნაწილაკთა ყველა სისტემა აჼტიური ობიექტის ფარგლებშიწაშალე ყველა მონიშნული საკვანძო ფაზამოაშორე ყველა ფორმის სოლიმოაცილე ყველა მონასმი, რომელიც შევსების ხელსაწყოსგან ნიშნულების სახით შეიქმნამოაშორე წვეროთა ყველა განბლოკილი ჯგუფიმოპაშორე ყველა გამოუყენებელი განათ&ების ჯგუფიმოაშორე წვეროთა ყველა ჯგუფიმოაშორე აქტივთა კატალოგი აქტივთა ბიბლიოთეკიდან (შიგთავსის აქტივებს არ შეეხება და ისინი გამოჩნდება, როგორც მიუკუთვნებელი)მოაშორე არსებული საგასაღებო სიტყვიანი ტეგი აჼტიურ აქტივსმოაცილე გაფართოების საცავიმოაცილე საგანი ინდექსების სვიჩიდანმოაშორე უკუგდების შრე არქივიდანმოხსენი უკუგდების ოპერაციამოვაციო მონიშნულ ობიექტებს ანიმაცია?მოიხსნას ანიმაცია მონიშნული ლენტებიდან?მოაცილე ნებისმიერი საკვანძო ფაზა, რომელიც წინას დუბლიკატიამოაცილე ატრიბუტი გეომეტრიასმოაცილე გრიზ ფენსილის ორ კადრს შორის ინტერპოლაციით წარმოქმნილი შუალა კადრებიმოაცილე მონიშნულის არხები პოზის აქტივიდანმოაცილე ფერის ატრიბუტი გეომეტრიასმოაცილე ფერები ლურჯი და მწვანე ეკრანიდან, ერთი RGB არ჎იქ დანარჩენებთან შედარებით შეზღუდვის გზითმოაშორე ბორკილი ბორკილთან სტეკიდანმოაშორე მიმდინარე UI-აჼტიური თვისება მიმდინარე ჩასოლვის ნაკრებიდანიმ წირების მოცილება, რომელთა ძირეული წერტილები ზედმეტად ახლოსაამოაშორე დუბლიკატი საგნები ისტორიაშიმოაშორე ელემენტები გაუქმებისასმოაშორე იმავე ID-ქ მქონე არსებული დანამატებიმოაშორე იმავე ID-ქ მქონე არსებული შაბლონიარსებობის შემთხვევაში მოაშორე არსებული თემის ფაილიამოიღე ექსპორტერი ექსპორტერთა სიიდანმოვაცილო ექსპორტიორი?მოიშორე გაფართოების ფაილები საცავიდან მოცილების მერემოაცილე გარე მახასიათებელთა ნაკრები (რიგები, მეტარიგები, ui შაბლონები)მოაშორე ველები ვიდეო ჩანაწერებიდანწაშალე ყველა ჯგუფიდანმონიშვნიდან მოცილებამოაცილე მიმდინარე რეჟიმიდანმოაშორე მონიშვნიდანმოაშორე შუალედი მიმდინარე კადრთან მარჯვნივ პირველ ლენტებამდე, ლენტების მონიშვნისა და ბლოკირების მიუხედავადწაშალე სიბრტყის უკან მყოფი გეომეტრიაწაშალე სიბტრყის წინ მყოფი გეომეტრიამოაცილე კლავიშების კონფიგურაციამოაცილე კლავიშთა რუკის საგანიმოაცილე საგასაღებო ფაზები მონიშნულ ობიექტებსა და ძვლებს მიმდინარე კადრიდანმოაცილე საკვანძო ფაზები მონიშნულ ლენტებს მიმდინარე კადრიდანმოაცილე შრე კრიპტოკაშეს კვანძიდანმოაცილე ჩანაწერს ლინზის დისტორსია, მოძრაობის ადევნების კამერის ანაწყობთა მეშვეობითმოაშორე დაუმაგრებელი წიბოებიმოაშორე დაუმაგრებელი წახნაგებიმოაცილე დაუმაგრებელი წერტილებიმოაშორე დაუმაგრებელი წვეროებინიღბის შრიქ მოცილებამოაშორე ნიღბის ფორმის საკვაძო ფაზა აჼტიური ნიღბის შრეს მიმდინარე კადრთანმოაცილე კვანძები და ხელახლა დააკავშირე კვანძები, თითქოს წაშლა ჩახშობილი ყოფილიყომოაცილე შენატანთან დაკავშირებული კვანძებიგამორიცხე ობიექტი თვალის დევნებიდანწაშალე ობიექტი ყველა სცენიდანმოაცილე კაშედან ობიექტი, ან მასალა, ამორჩევის გამონატანიდან ფერის არჩევის გზითგაუქმებისას მოცილებამოაცილე ორიგინალი წახნაგებიმოაცილე ორიგინალი გეომეტრიამოაცილე ოპერატორის ვადაგასული თვისებები წინასწარი კონფიგურაციებიდან, რომლებმაც შეიძლება, პრობლემები შექმნასმოაშორე ნაწილაკთა სისტემები სამიზნე ობიექტებსმოაშორე ავტოგაშვებიდან გამოსარიცხი მისამართიმოაშორე მონიშნული F-წირები თავიანთი ამჟამინდელი ჯგუფებიდანმოაშორე მონიშნული ძვლები მონიშვნების ნაკრებიდანმოაშორე მონიშნული ძვლები ძვალთა აჼტიური კოლექციიდანმოაშორე მონიშნული ძვლები არმატურიდანმოაშორე მონიშნული სამართავი წერტილები, ან წირებიმოაცილე გეომეტრიის მონიშნული ელემენტებიმოაშორე მონიშნული საგნები (ცისფერ-ნაცრისფერი რიგები) აჼტიური ჩასოლვის კომპლექტიდანმოაცილე აჼტიური საგანი ინტერფეისიდანმოაცილე მონიშნული კვანძებიმოაცილე მონიშნული ობიექტები უდრეკი სხეულის სიმულაციიდანმოაშორე მონიშნული ობიექტები კოლექციიდანმონიშნული ობიექტები მოაშორე ყველა კოლექციიდანმოაცილე სხვებთან საკმარისად ახლოს მდებარე მონიშნული ნაწილაკებიმონიშნული წერტილების მოცილებამოაცილე მონიშნული კვალი ბრუნვის სტაბილიზაციიდანმოაცილე მონიშნული კვალი გადაადგილების სტაბილიზაციიდანმოაშორე ობიექტს ფორმის სოლიკომბინირებამდე მოაცილე სამიზნის გარდაქმნას ძვრამოაშორე მოცულობით ბადეს მეჩხერობა, აჼტიური ფილების ვოქსელებად გადაქცევითმოაშორე აჼტიური გრიზ ფენსილის შრემოაშორე ძვალთა აჼტიური კოლექციამოაცილე ჩასოლვის აჼტიური ნაკრებიამოიღე აჼტიური ხაზთა ნაკრები ხაზთა ნაკრებების სიიდანმოაშორე აჼტიური ობიექტი ამ კოლექციიდანმოაცილე აჼტიური სეგმენტი შტრი჎იქ მოდიფიკატორიდანმოაცილე აჼტიური სეგმენტი დროის მოდიფიკატორიდანმოაცილე ფერი ამ მონასმის ქვეშიდან მისი ნიღბად გამოყენების მეშვეობითმოაცილე რენდერის მიმდინარე სლოტიმოაშორე მორგებული ნორმალების შრე, თუ ასეთი არსებობსწაშალე დრაივერ(ებ)ი დაკავშირებული თვისებებისთვის, რომლებიც წარმოდგენილია გამოყოფილი ღილაკითავტომატურად მოაცილე ელემენტი, როცა კავშირი გაუწყდებაამოიღე მოდიფიკატორი მოდიფიკატორთა სიიდანმოაშორე ობიექტი ობიექტთა კოლექციიდან, რომელიც შეიცავს აჼტიურ ობიექტებსმოაცილე მოცემული სახელის მქონე ატრიბუტიწაშალე მშობელ-შვილობილის ურთიერთკავშირი ძვლებსა და მათ მშობლებს შორისმოაცილე ამ მონაცემთა ბლოკის გადახედვამოაცილე საცავის ფაილთა სისტემის ბლოკიმოაცილე მონიშნული ობიექტები მონიშვნების ყველა ნაკრებიდანამოიღე მონიშნული ჩანაწერი სიიდანმოაშორე მონიშნული ინსტანციის ობიექტიმოაცილე მონიშნული მასალის სლოტიმოაშორე ნაწილაკთა მონიშნული სისტემამოაშორე მონიშნული ნაწილაკის სამიზნემოაშირე მონიშნული რენდერის ხედიმოაშორე მონიშნული ზედაპირის სლოტიმოაცილე მონიშნული წვეროები აჼტიურ, ან ყველა წვეროთა ჯგუფ(ებ)სმოაცილე მონიშნული ხედის შრემოაცილე სტილის მოდული სტეკიდანმოაშორე ბორკილს სამიზნემოაშორე ტექსტური ველიმოაშორე ამ ანიმაციის მონაცემთა კონტეინერიმოაშორე ამ ინსტალაციის ასოციაციები .blend ფაილებთანმოაცილე ეს ობიექტი, ან კოლექცია სინათლის მიბმის კოლექციიდანმოაცილე ეს რიგი ძვალთა კოლექციის მითითების სიიდანგამოუყენებელი მასალის სლოტების მოცილებაუჩინარი რედაქტორების გამოუყენებელი ანაწყობების წაშლამოაშორე წვეროთა ჯგუფის მიკუთვნებები, რომლებიც საჭირო არაამოაცილე წვეროები ჯგუფებიდან, რომელთაც ნულოვანი წონა აქვთ შექცევამდემოაცილე წვეროები, რომელთა წონაც ამ ლიმიტს ჩამოუვარდება, ან უდრისმოაცილე წვეროთა ჯგუფს ზღვარს ჩამოცილებულ წონებიანი წვეროებიმოაცილე, ლოკალური ფაილების დატოვებით.მოაცილე, ლოკალური ფაილები ვერ მოიძებნა.მოცილდა %d ორმაგი ნაწილაკიმოცილდა %d მასალამოცილებულია %d სლოტიმოცილებულია %d წვერომოცილებულია %d წვერომოცილებული რედაქტორების რაოდენობა: %dმოცილებულია ბორკილი: %sმოცილებულია ეფექტი: %sმოცილდა მოდიფიკატორი: %sმოცილდა {:d} ცარიელი და/ან მხოლოდ ყალბი მომხმარებლის ქმედებებიმოცილდა {:d} ძვალთა {:d} კოლექციიდანმოცილებულია: %d წვერო, %d წიბო, %d წახნაგიაშორებს ფილას გამოსახულებიდანმონიშნული ლენტებიდან ხსნის ქრობის ანიმაციასაცილებს სოლებს მოცემული დიაპაზონის გარეთ, ტოვებს მხოლოდ ახლად გამოცხობილებსგეომეტრიიდან შეკვრის მოცილება შეიძლება, ხელსაყრელი იყოს მონაცემთა ზედმეტი ასლების თავიდან ასაცილებლადსახელის გადარქმევააქტიური საგნის სახელის გადარქმევამარკერის სახელის გადარქმევაგადაარქვი სახელი მონიშნულ დროის მარკერსUV რუკების სახელების გადარქმევაშეუცვალე აჼტიურ UV რუკას სახელი "st"-ზე, რათა USD კონვენციებს შეესაბამებოდესთაგვის ქვეშ მყოფი ანიმაციის არ჎იქ სახელის გადარქმევაგადარქვი სახელი ფაილს, ან ფაილების დირექტორიასგადაარქვი სახელი პირველ მონიშნულ დროის მარკერსრამდენიმე საგნისთვის სახელის ერთდროულად შეცვლაგადაარქვი სახელი აჼტიურ ელემენტსგადაარქვი სახელი აჼტიურ საგანს მონაცემთა ნაკრების ხედშიგადაარქვი სახელი აჼტიურ საგანს და არა იმას, რომელიც თაგვის ქვეშააგადარქმევა {:d} {:s}ატრიბუტ '%s'-ქ სახელი შეეცვალა '%s'-ით, ობიექტ '%s'-ში, შრე '%s'-ზე, კადრ %d-ში!გადაერქვა {:d}-ქ {:d} {:s}-დანრენდერიდაარენდერე გარემომცველი წინაღობა ამ შრეზერაოდენობა რენდერშირენდერის განკბილვადარენდერება, როგორცასხლტომები რენდერშირენდერის ქეშირენდერის ქეშის მისამართირენდერის მონაცემებირენდერის დისპლეის ტიპისარენდერო ძრავაამ შრეზე დაარენდერე გრიზ ფენსილირენდერის ადგილიმაინსტანცირებლის დარენდერებამხოლოდ საკვანძო ფაზების რენდერისარენდერო შრეAOVგარემომცველი წინაღობაკომბინირებულიკრიპტოაქტივიკრიპტომასალაკრიპტოობიექტიმონაცემებიდიფუზიური ფერიდიფუზიური სინათლეგამოცემაგარემოზოგადისინათლენისლინორმალიპოზიციარენდერის გადავლაიერფერის AOVჩრდილისპეკულარული ფერისპეკულარული სინათლეგამჭვირვალემოცულობითი სინათლერენდერის შრეებირენდერის დონეებითხევადი ობიექტების რენდერირენდერის მეთოდიგაუმჭვირვალობის რენდერირენდერის შედეგირენდერის შედეგის დირექტორიარენდერის გადავლასარკმელში საჩვენებელი რენდერის გადავლარენდერის გადავლებირენდერის გადახედვარენდერის თვისებებისარენდერო მონაკვეთისარენდერო გარჩევადობარენდერის გარჩევადობა Uრენდერის გარჩევადობა Vრენდერის შედეგირენდერის შედეგისა და მაჩვენებელი კვანძის შეფუთვა შეუძლებელიარენდერის ნიმუშებიერთი შრიქ რენდერირენდერის ზომადაარენდერე ცა ამ შრეშირენდერის სლოტირენდერის სლოტებიკვამლის ობიექტების რენდერიდაარენდერე მყარი წახნაგები ამ შრეშირენდერის ნაბიჯებიდაარენდერე ღერები ამ შრეშირენდერის ტექსტურის ლიმიტირენდერის დრორენდერი Uგაუმრუდებლად დარენდერებარენდერის ხედირენდერის ხედებიდაარენდერე სიმულაციის ველი, ხოლო მისი ვოქსელების მნიშვნელობები დაიტანე ფერად გრადიენტზე, ან გამოიყენე წინასწარ განსაზღვრული ფერის კოდიდაარენდერე ნიმუშთა მითითებული მაქსიმუმის ქვეწყება. როგორც წესი, რამოდენიმე მოწყობილობაზე გადანაწილებული დარენდერებისთვის გამოიყენებადაარენდერე მომხმარებლის მიერ განსაზღვრული სარენდერო მონაკვეთი, კადრის ზომის ფარგლებშიაქტიური სცენის რენდერიდაარენდერე სეკვენსერის აჼტიური სცენადაარენდერე მონაცვლეობითი თვალები (ასევე ცნობილია, როგორც გვერდის შეტრიალება, გრაფიკულ ბარათში კვად-ბუფერის მხარდაჭერა აუცილებელია)დაარენდერე და ასახე წახნაგები გლუვად, წვეროთა ინტერპოლირებული ნორმალების გამოყენებითდაარენდერე და ასახე წახნაგები ერთგვაროვნად, წახნაგის ნორმალების გამოყენებითდაარენდერე 12.5%-იანი გარჩევადობითდაარენდერე 15%-იანი გარჩევადობითდაარენდერე 50%-იანი გარჩევადობითდაარენდერე სრული გარჩევადობითდაარენდერე კრიპტოკაშეს აქტივის გადავლა, ერთი და იგივე მშობლის მქონე ობიექტების ჯგუფების იზოლირებისთვისდაარენდერე კრიპტოკაშეს მასალის გადავლა, მასალის იზოლირებისთვის კომპოზიტირებაშიდაარენდერე კრიპტოკაშეს ობიექტის გადავლა, ობიექტების კომპოზიტირებისთვის დასაიზოლირებლადდაარენდერე მიმდინარე სცენა, როცა შენატანის კვანძის შრე შეიცვლებადაარენდერე, როგორც წრიული 3D გეომეტრია, ახლოდან დათვალიერებისას აკურატული შედეგებისთვისსისწრაფისთვის დაარენდერე წირები წრიულ 3D გეომეტრიად, სამართავ წერტილებს შორის წრფივი ინტერპოლაციითდაარენდერე წირები ბრტყელ ლენტებად მომრგვალებული ნორმალებით, ქ჏რაფი რენდერისთვისრენდერის შეცდომა (%s) შენახვა შეუძლებელია: '%s'ყოველი პიქსელი დაარენდერე კამერის თვალთაშორისი მანძილის შუაგულის გარშემო ტრიალითდაარენდრე ფაილები ამ სცენის ანიმაციის დიაპაზონიდანმიმდინარე კადრის შემდეგი კადრები ფონზე დაარენდერე უფრო სწრაფად დასაკრავადრენდერის სიმაღლე DV-NTSC-სთვის 480 პიქსელი უნდა იყოს!რენდერის სიმაღლე DV-PAL-ისთვის 576 პიქსელი უნდა იყოს!დაარენდერე მაღალი გარჩევადობის გამოსახულებები ამ ზომის ფილებად, რათა შეზღუდო მეხსიერების გამოყენება. დარენდერებისას ფილები დისკზე ქეშირდება, მეხსიერების დასაზოგადდაარენდერე სინათლეები და სინათლის ზონდებიდაარენდერე დაკარგული გამოსახულებები/ვიდეოფაილები მყარი ყოჩივარდასფერითდაარენდერე მოძრაობის გადღაბნა ამ შრეში, თუ ამ სცენაში ჩართულიადაარენდერე რამდენიმე გამჭვირვალე შრე (შეიძლება წარმოშვას გამჭვირვალების დახარისხებასთან დაკავშირებული პრობლემები)დაარენდერე რამდენიმე გამჭვირვალე შრე (შეიძლება წარმოშვას გამჭვირვალობის დახარისხებასთან დაკავშირებული პრობლემები) (არარეკომენდირებულია: გამოიყენე 'use_transparency_overlap')დაარენდერე ობიექტები ალაგმულად, ან კაშედ, გამოსახულებაში ნული ალფათი ხვრელის შექმნით, რომელიც კომპოზიტირებაში შეივსება ნამდვილი ჩანაწერით, ან სხვა რენდერითმხოლოდ იქ კადრები დაარენდერე, რომლებშიც მონიშნულ ობიექტებს ანიმაციის მონაცემებში საკვანძო ფაზები აქვს. მხოლოდ ანიმაციის დარენდერებისას გამოიყენებადაარენდერე მშობელი ნაწილაკებირენდერის გადავლის ინდექსი3D სარკმელში საჩვენებელი რენდერის გადავლასარკმლის კომპოზიტორში რენდერის გადავლების მხარდაჭერა მხოლოდ EEVEE-ქ აქვსტექსტურის ალფა არ჎იქ მიხედვით დაარენდერე მრავალკუთხედები გამჭვირვალედდაარენდერე გადახედვა გაუმრუდებელი პროქსის გამოყენებითრენდერის ანაწყობებირენდერის ზომა GPU-სთვის მეტისმეტად დიდია, მის ნაცვლად გამოიყენე CPU კომპოზიტორირენდერის სლოტის სახელიგამოსახულების რენდერის სლოტებიდაარენდერე სპეკულარული ათინათებიდაარენდერე სტილიზებული მონასმები ამ შრეშიდაარენდერე ზედაპირი გამჭვირვალობის გარეშედაარენდერე ტექსტი ოპტიმალური თარაზული განთავსებისთვისკოლექციის რენდერიაქტიური სცენის ნაცვლად დაარენდერე სეკვენსერის სცენადაურთე შტამპის ინფოს ტექსტი დარენდერებულ გამოსახულებასდაარენდრე სარკმელი ამ სცენის ანიმაციის დიაპაზონისთვისდაარენდერე სარკმელი ამ სცენის ანიმაციის დიაპაზონისთვის, მაგრამ დაარენდერე მხოლოდ მონიშნულ ობიექტთა საკვანძო ფაზებიდაარენდერე ეს ეფექტი რენდერის გარჩევადობის 12.5%-ზედაარენდერე ეს ეფექტი რენდერის გარჩევადობის 25%-ზედაარენდერე ეს ეფექტი რენდერის გარჩევადობის 50%-ზედაარენდერე ეს ეფექტი რენდერის გარჩევადობის 6.25%-ზედაარენდერე გამტარი ზედაპირები გამჭვირვალედ, მინის სხვა ფონზე კომპოზიტირებისთვისდაარენდერე სეკვენსერის OpenGL დისპლეის მეშვეობითრენდერის ხედი '%s' სცენიდან '%s' ვერ მოცილდარენდერის ხედის სახელირენდერის თვალთახედვის წერტილი 3D სტერეოსა და მრავალხედიანი რენდერისთვისდაარენდერე ხედები მარცხენა და მარჯვენა თვალისთვის ორ სხვადასხვანაირად გაფილტრულ ფერად ერთ გამოსახულებაში (ანაგლიფური სათვალეა საჭირო)დაარენდერე ხედები მარცხენა და მარჯვენა თვალებისთვის ერთ გამოსახულებაში გარიგითობრივებულად (3D-ისთვის მზა მონიტორი აუცილებელია)დაარენდერე ხედები მარცხენა და მარჯვენა თვალებისთვის ერთიმეორის ზემოთდაარენდერე ხედები მარცხენა და მარჯვენა თვალისთვის გვერდიგვერდდაარენდერე მოცულობები ამ შრეშირენდერის სიგანე DV-სთვის 720 პიქსელი უნდა იყოს!რენდერის ხედიდარენდერებადი ობიექტებიდარენდერებულიდარენდერებული შვილობილებითანამიმდევრობის რენდერი...სარენდერო ანაწყობები სცენის მონაცემთა ბლოკისათვისსარკმლის დარენდერება...რენდერი...რენდერებიFreestyle-იქ შედეგს ცალკე გადავლაში არენდერებს, ნაცვლად იმისა, რომ კომბინირებულ გადავლას გადააფაროსგადაწყობაშენატანების გადალაგებაგამონატანების გადალაგებახელახლა დალაგების ინდექსები ვარგისი უნდა იყოსხელახლა დალაგების ინდექსებს დუბლიკატები არ უნდა გააჩნდესხელახლა დაალაგე მეშის წახნაგები და წვეროები მათი სივრცული პოზიციის მიხედვით, BVH-იქ აწყობისა და ძერწვის პროცესის გაუმჯობესებისთვის.გადააადგილე გრიზ ფენსილის აჼტიური ნიღბის შრე ქიაში ზემოთ/ქვემოთგადაიტანე სამუშაო სივრცე ქიაში პირველ ადგილზეგადაიტანე სამუშაო სივრცე ქიაში ბოლო ადგილზეგამეორებაგანმეორებითი გამოძახებაგამოსახულების გამეორებაგასამეორებელი შენატანიგანმეორების საგანიგანმეორებული საგნებისარკისებური გამეორებამოძრაობის გამეორებაგასამეორებელი გამონატანიგასამეორებელი გამონატანის კვანძის IDX-იქ გამეორებაY-იქ გამეორებაგანმეორების ზონასაკვანძო ფაზების დიაპაზონის გამეორება ისე, როგორც არისგაიმეორე საკვანძო ფაზების დიაპაზონი, ოღონდ დასაწყისისა და დასასრულის მნიშვნელობებს შორის გრადიენტზე დაფუძნებული აცდენითუკანასკნელი ქმედების გამეორებაგაიმეორე კადრები ყოველ მეორე ციკლში დაკვრის უკუმიმართულებითგაიმეორე კადრთა დიაპაზონის წინა ქა჏ყიქი და მომდევნო დამასრულებელი კადრებიგაიმეორე მოდიფიცირებული F-჏ირიქ მნიშვნელობებიგამეორება აცდენითისევ და ისევ შეატრიალე გამოსახულება თარაზულად და ვერტიკალურადგამეორების მამრავლი X მიმართულებითგამეორების მამრავლი Y მიმართულებითწარმოქმნილი ზედაპირის განმეორებები X-შიწარმოქმნილი ზედაპირის განმეორებები Y-შიჩანაცვლებაქმედების ჩანაცვლებაყველას ჩანაცვლებაალფას ჩანაცვლებაფერის ჩანაცვლებაარსებულის ჩანაცვლებაჩაანაცვლე ყველა თავისუფალი სახელური გასწორებულით და ყველა გასწორებული - თავისუფალითგრიზ ფენსილის ეფექტების ჩანაცვლებაჩანაცვლების სიგრძემასალის ჩანაცვლებამოდიფიკატორების ჩანაცვლებაორიგინალის ჩანაცვლებარადიუსის ჩანაცვლებამონიშნულის ჩანაცვლებასტრიქონის ჩანაცვლებატექსტის ჩანაცვლებატექსტური ობიექტის შრიფტების ჩანაცვლებაჩაანაცვლე წვეროთა ჯგუფ A-ქ წონები წვეროთა ჯგუფ B-სებითჩაანაცვლე მოცემული სტრიქონის სეგმენტი სხვითჩაანაცვლე აჼტიური კვანძი ცარიელი ჯგუფითყველა სოლის ჩანაცვლებაჩაანაცვლე ყველა შემთხვევაჩაანაცვლე მინიჭებული ანიმაციის მონაცემებიჩაანაცვლე მინიჭებული კოლექციის ინსტანციაჩაანაცვლე მინიჭებული კოლექციებიჩაანაცვლე მინიჭებული მასალებიჩაანაცვლე მიკუთვნებული ობიექტის მონაცემებიჩაანაცვლე ფუნჯის ფერი ქი჊ჼარიქ ფერადი გრადიენტითჩაანაცვლე კომპონენტის მნიშვნელობებიჩაანაცვლე მიმდინარე გამოსახულება სხვით დისკიდანჩაანაცვლე ეფექტის ლენტი სხვა ლენტით, რომელიც იმავე რაოდენობის შენატანს იღებსჩასვი არსებული F-მოდიფიკატორები, ნაცვლად უბრალოდ ქიიქ ბოლოში დამატებისაჩაანაცვლე არსებული დრაივერების ცვლადები, უბრლოდ არსებული ქიიქ ბოლოში დართვის მაგივრადჩაანაცვლე ბრტყელი სიბრტყეები ჩანაწერში სხვა გამოსახულებით, აღმოჩენილი სიბრტყის კვლების მიერ, მოძრაობის თვალის დევნებიდანჩაანაცვლე გლობალური განათება გარემომცველი წინაღობით ასხლტომების დადგენილი რაოდენობის შემდეგჩაანაცვლე არააჼტიური ფილები არააჼტიური კვანძებით. უფრო ქ჏რაფია, ვიდრე ტოლერანტულობაზე დაფუძნებული გამარტივება, გამოსადეგია ისეთ შემთხვევებში, როგორიცაა ვიწრო ზოლის SDF ბადეები მხოლოდ შიდა, ან გარეთა ფონის მნიშვნელობებით.ჩაანაცვლე დანიშნულების ადგილას მყოფი მოდიფიკატორებიჩაანაცვლე ბუდის კავშირები ახალი ბმულებითანაცვლებს მონასმის ხერხემლის გეომეტრიას ბეზიეს ჏ირიქ მიახლოებით ორიგინალი ხერხემლის გეომეტრიასთანჩაანაცვლე ტექსტი სახელშიჩაანაცვლე ტექსტი მითითებული ტექსტით და დააყენე მონიშნულადჩაანაცვლე ტექსტი მითითებული ტექსტითჩაანაცვლე აჼტიური დაკავშირებული ID (და მისი დამოკიდებულებები, თუ ასეთები არსებობს) იმავე, ან სხვა ბიბლიოთეკიდან აღებული სხვა ID-თჩაანაცვლე მონასმის იმ წერტილების ფერი, რომლებზეც ფერი უკვე გამოყენებულიაჩაანაცვლე შემომავალი გეომეტრია მონიშნული შენატანის გეომეტრიითჩაანაცვლე შემავალი გამოსახულების ალფა არ჎ი ალფას შემავალი მნიშვნელობითჩაანაცვლე ორიგინალი რადიუსიჩაანაცვლე ორიგინალი ბრუნვა დაკოპირებულითჩაანაცვლე ორიგინალი გარდაქმნა დაკოპირებულითჩაანაცვლე ორიგინალი გარდაქმნა ქმედების არხებითჩაანაცვლე ორიგინალი გარდაქმნა ატრიბუტიდან აღებულითჩაანაცვლე მშობელი სხვა ძვლით მას შემდეგ, რაც ყველა ძვალი შეიქმნება. მხოლოდ CTRL-იქ, DEF-იქ, ან MCH-იქ გამოყენება წინსართებს ჩაანაცვლებსჩაანაცვლე მონიშნული კვანძები მითითებული ტიპითჩაანაცვლე მონასმის გაუმჭვირვალობა ნაცვლად თითოეული წერტილის მოდულირებისამონასმის ქიქჼიქ ჩანაცვლებაჩაანაცვლე ეს არეჩაანაცვლე მითითების მნიშვნელობა მისი უკუგდების მეშვეობითჩაანაცვლე წვეროთა კოორდინატები ქეშირებული მნიშვნელობებითჩაანაცვლე მონიშნული ობიექტების წვეროთა ჯგუფები აჼტიური ობიექტის წვეროთა ჯგუფებითჩამნაცვლებელიმონიშნულით ჩანაცვლებაგადანაცვლების ქმედებათავიდან დაკვრახელახლა გაუშვი მონიშნული პატაკებისაცავის დირექტორიასაცავის ინდექსიპატაკიგააგზავნე ხარვეზზე პატაკი ვერსიის შესახებ წინასწარ შევსებული ინფორმაციითშეტყობინება ყველა დაკარგული გარე ფაილის შესახებპატაკებიადგენს ანგარიშს დროის შესახებ, ერთეულებში პიქსელი/მილიწამში. მხარდაჭერილია მხოლოდ CPU რენდერის მოწყობილობებზებრუნვის ცენტრის გადატანაგადაიტანე ძერწვის გარდაქმნის ბრუნვის ცენტრი აჼტიური არეს გაფართოების ზღუდესთანსაცავებისაცავისაცავი "{:s}": {:s}{:s}საცავის საგანგაშო სიგნალი:საცავის URLსაცავს განაგებს მომხმარებელი, შენახული მომხმარებელთა დირექტორიაშისაცავი დაუყენებელიასაცავი წვდომის სიტყვაფორმას მოითხოვსსაცავი: {:s}ალფას რეპრეზენტაცია გამოსახულების ფაილში, გამოსახულების შენახვისა და ჩატვირთვის დროს აქეთ-იქით კონვერტაციისთვისალფა ინფორმაციის წარმოდგენა RGBA პიქსელებშიწარმოადგენს ორთოგრაფიული კამერის "ორთოგრაფიულ მასშტაბს". თუ კამერას უკავია პოზიცია სინათლის მდებარეობაზე ამ მასშტაბით, მაშინ იქ წარმოადგენს ჩრდილის "კამერის" დაფარვას.გადააპროეცირე ატრიბუტები ახალ მეშზეგადააპროეცირე მონიშნული მონასმები მიმდინარე თვალთახედვიდან, თითქოს ახლად დაიხატა (მაგ.: 3D კურსორის შემთხვევითი გამოძრავების, ან სარკმლის შემთხვევითი ცვლილებების პრობლემების აღმოსაფხვრელად, ან დეფორმირებად გეომეტრიას დასამთხვევად)ხელახლა დააპროეცირე მონასმები სცენის გეომეტრიაზე, თითქოს 'ზედაპირზე' განთავსებით იყოს დახატულიგადააპროეცირე მონასმები ისე, რომ ერთსა და იმავე სიბრტყეზე აღმოჩნდნენ, თითქოს ამჟამინდელი ხედვის წერტილიდანაა დახატული 'კურსორის' მონასმის განთავსების მეშვეობითგადააპროეცირე მონასმები X-Y სიბრტყის მეშვეობითგადააპროეცირე მონასმები X-Z სიბრტყის მეშვეობითგადააპროეცირე მონასმები Y-Z სიბრტყის მეშვეობითგადააპროეცირე მონასმები 3D კურსორის ორიენტაციის მეშვეობითგადაპროეცირების შეცდომაგანზიდვის ფაქტორიგანზიდვა გახევების მამრავლიამოითხოვე ყველა გადაკვეთის ნიღბის დამთხვევა და არა მხოლოდ ერთისმოითხოვე ყველა მასალის ნიღბის დამთხვევა და არა მხოლოდ ერთისმოითხოვე, რომ წერტილებს, რომელთაც შიდა ზამბარები აკავშირებს, ნორმალების მოპირდაპირე მიმართულებები ჰქონდესაუცილებელირენდერის აუცილებელი ზომა ({}px) აღემატება ტექსტურის ზომის გადმოცემულ ლიმიტს ({}px).საჭიროებს AMD GPU-ქ RDNA არქიტექტურითმოითხოვს წვდომის სიტყვაფორმასსაჭიროებს Apple Silicon-ქ macOS %s-ით, ან უფრო ახალსსაჭიროებს Intel GPU-ქ Xe-HPG არქიტექტურითსაჭიროებს Intel GPU-ქ Xe-HPG არქიტექტურით დასაჭიროებს NVIDIA GPU-ქ გამოთვლის უნარით %sმოითხოვს სულ ცოტა სამ წვეროსსაჭიროებს მონიშნულ წვეროებს წვეროთა აჼტიურ ჯგუფზეხელახლა აქტივები და აქტივების კატალოგები წაიკითხე დისკზე მდებარე აქტივების ბიბლიოთეკიდანმარშრუტის შეცვლაავტომატური ჭდეების გადამისამართებახელახალი სემპლირებახელახლა სემპლირების სათვალავიწირის ხელახალი სემპლირებახელახლა სემპლირების სიგრძეხელახლა სემპლირების რეჟიმიხელახლა სემპლირების მასშტაბიშემავალი ჏ირიქ ხელახალი სემპლირება მეშად ქცევამდედროებითი კადრები გამოსახულებთა თანამიმდევრობის დაკარგული კადრებისთვის შეინახეპირველსახის დაბრუნებაუკანა ფონის გამოსახულების ზუმის დაბრუნება თავდაპირველ მდგომარეობაშიშვილობილების პირველსახეფერთა თავდაპირველი გრადაციის დაბრუნებაწირის პირველსახეკვანძების პირველსახის დაბრუნებანორმალის პირველსახის დაბრუნებაპოზის ძვლების პირველსახის დაბრუნება ქმედებათა შორისფორმის სოლების პირველსახის დაბრუნება ქმედებათა შორისგარდაქმნის დაბრუნება ქა჏ყიქ მდგომარეობაშიდააბრუნე UV პროეცირება ქა჏ყიქ პარამეტრებზედააბრუნე UV გარდაქმნა ნაგულიხმებ მნიშვნელობებზედაუბრუნე პირველსახე სესიის საბაზისო პოზის ფარდობით ვ. რ. ნავიგაციის დელტებსსიდიდეების ჩამოყრახედის პირველსახედააბრუნე ფერის თავდაპირველი ტეგიდააბრუნე წირებისა და შავი/თეთრი წერტილის პირველსახედააბრუნე შემოცვეთის წონები ყველა მონიშნული წერტილის ანიმაციის მნიშვნლობებშიდააბრუნე გამოსახულების გარდაქმნა ნაგულიხმებ მნიშვნელობაზედააბრუნე მანძილის შეზღუდვა პირვანდელ მდგომარეობაში მანძილის შეზღუდვის ბორკილისთვისჩამოყარე მდებარეობის დელტებიდააბრუნე მონიშნულ ძვალთა მდებარეობა, ბრუნვა და მასშტაბირება თავიანთ ნაგულისხმებ მნიშვნელობებზედააბრუნე მონიშნული ძვლების მდებარეობები თავიანთ ნაგულისხმებ მნიშვნელობებზედააბრუნე თავდაპირველი ნორმალებიდააბრუნე ოპერატორის ნაგულისხმები პარამეტრებიდააბრუნე ძვლის პირვანდელი სიგრძე გაწელვის ბორკილისთვისდააბრუნე პოზის ძვლის გარდაქმნები საკვანძო ფაზებდადებულ მდგომარეობაშიდაუბრუნე პირველსახე პოზის ძვლებს ყველა დაექსპორტებულ ქმედებას შორის. ეს საჭიროა, როცა ზოგიერთი ძვალი ზოგ ანიმაციაზე ჩასოლილი არაადააბრუნე ბოლოდროინდელი ფაილები ქა჏ყიქ მდგომარეობაშიჩამოყარე ბრუნვის დელტებიდააბრუნე მონიშნული ძვლების ბრუნვები თავიანთ ნაგულისხმებ მნიშვნელობებზეჩამოყარე მასშტაბის დელტებიდააბრუნე მონიშნულ ძვალთა მასშტაბირება ნაგულისხმებ მნიშვნელობებზედააბრუნე მონიშნული ლენტების მასშტაბირება ქა჏ყიქ მდგომარეობაშიდაუბრუნე პირველსახე თითოეული დაექსპორტებული ქმედების ფორმის სოლებს. ეს საჭიროა, როცა ზოგიერთ SK არ჎ი ზოგიერთ ანიმაციაზე ჩასოლილი არაადაუბრუნე ლენტის დროში განაწილებას პირველსახედააბრუნე ლენტის გარდაქმნის მდებარეობადააბრუნე ლენტის გარდაქმნის მდებარეობა, მასშტაბი და ბრუნვადააბრუნე ლენტის გარდაქმნის ბრუნვადააბრუნე ლენტის გარდაქმნის მასშტაბიდაუბრუნე პირველსახე მეშის ასლს, რომელიც იძერწებადააბრუნე შემოცვეთის წონა ნულზედააბრუნე თარაზული ხედი მიმდინარე სცენის კადრთა დიაპაზონზე, გადახედვის დიაპაზონის გათვალისწინებით, თუ იგი აქტიურიადააბრუნე შიდა გაცვლის ბუფერი და/ან მონიშნული ელემენტის ნორმალი ქა჏ყიქ მდგომარეობაშიდააბრუნე მონიშნული ლოკალური უკუგდება თავის დაკავშირებული მითითებების მნიშვნელობებზედააბრუნე მონიშნული ლოკალური უკუგდებები თავიანთ დაკავშირებული მითითებების მნიშვნელობებზედააბრუნე ტრაფარეტის ტრანსფორმაცია ნაგულისხმებ მდგომარეობასჩამოყარე გარდაქმნის შესწორებები, რომლებიც დაქვემდებარებაზე იქნა გამოყენებული, თავად დაქვემდებარების მოცილების გარეშედაუბრუნე თითოეული ინდივიდუალური შვილობილი ინსტანციის გარდაქმნას პირველსახედააბრუნე გამონატანის ყოველი შვილობილი ინსტანციის გარდაქმნები ქა჏ყიქ მდგომარეობაში. გამოიყენება მხოლოდ მაშინ, როცა 'განაცალკევე შვილობილები' ჩართულიახედის პარამეტრების ჩამოყრადააბრუნე ყველა ფორმის სოლის წონა 0-ზე, ან უახლოეს მნიშვნელობაზე, რომელიც ლიმიტებს ითვალისწინებსდააბრუნე ფონური გამოსახულების ზუმი და პოზიცია ქა჏ყიქ მდგომარეობაშიდააბრუნე ამ თვისების მნიშვნელობა თავის ნაგულისხმებ მნიშვნელობაზედააბრუნე მასივის ყველა ელემენტი ნაგულისხმებ მნიშვნელობებზედააბრუნე ნაგულისხმები თემის ფერებიდაბრუნდი ნაგულისხმებ თემაზე, თუ ეს თემა აქტიურიადააბრუნე წვეროს პირვანდელი ფერი ყველა, ან მონიშნული მონასმებისთვისდააბრუნე დათვალიერებადი არე ქა჏ყიქ მდგომარეობაში, რათა გამოაჩინო საკვანძო ფაზების დიაპაზონიდააბრუნე დათვალიერებადი არე ქა჏ყიქ მდგომარეობაში, რომ აჩვენოს ლენტების მთელი დიაპაზონიდააბრუნე დათვალიერებადი არე მონიშნული საკვანძო ფაზების დიაპაზონის ჩვენებაზედააბრუნე დათვალიერებადი არე, რათა გამოაჩინო საკვანძო ფაზების მონიშნული დიაპაზონიდააბრუნე დათვალიერებადი არე ქა჏ყიქ მდგომარეობაში, რომ აჩვენოს მონიშნული ლენტების დიაპაზონიდააბრუნე დათვალიერებადი არე ქა჏ყიქ მდგომარეობაში, რათა გამოაჩინო კურსორის ქვეშ მდებარე არხიდაუბრუნე გადახედვად არეს პირველსახე, რათა აჩვენოს მონიშნული არხებიაბრუნებს აბსოლუტური ფორმის სოლების დროში განაწილებასგარდასახვაგარდასახე F-჏ირიქ მნიშვნელობები, მაგ.: შეცვალე მოძრაობათა ამპლიტუდაგარდასახვას მხოლოდ დაყოფის უფრო მაღალ დონეებთან შეუძლია მუშაობაობიექტის წინააღმდეგობა მოძრაობისადმიზომის შეცვლაშეცვალე ოთხმაგი ხედის არეების ზომაკვადრანტების ზომის შეცვლამონაკვეთის ზომის შეცვლაშეცვალე კვანძის ზომაშეცვალე ელცხრილის სვეტის ზომაშეცვალე ელცხრილის სვეტის ზომა მონაცემთა სიგანის მიხედვითშეცვალე რედაქტორების ზომები კიდეებიდან გათრევის მეშვეობითშეცვალე გისოსების ზომა მონიშნულ, დეფორმირებად ობიექტებზე მოსარგებადშეცვალე გამოსახულების ზომაშეცვალე ობიექტების ზომა, რომ შემომსაზღვრელი ჩარჩო ამ მნიშვნელობის ქვემოთ დატოვო. მნიშვნელობა 0 ჩაჭერას თიშავსშეცვალე ზომა მაქსიმუმ 1024 ზომამდეშეცვალე ზომა მაქსიმუმ 2048 ზომამდეშეცვალე ზომა მაქსიმუმ 256 პიქსელამდეშეცვალე ზომა მაქსიმუმ 4096 პიქსელამდეშეცვალე ზომა მაქსიმუმ 512 პიქსელამდეშეცვალე ხედის ზომა ისე, რომ ყველა კვანძს ხედავდეშეცვალე ხედის ზომა ისე, რომ მონიშნულ კვანძებს ხედავდეგარჩევადობაგარჩევადობის დანაყოფებიგარჩევადობის ლიმიტიგარჩევადობის რეჟიმიგარჩევადობის გადახედვა Uგარჩევადობის მასშტაბიგარჩევადობა Uგარჩევადობა Vსარკმლის გარჩევადობაგარჩევადობა Xგარჩევადობა Yგარჩევადობა Zგარჩევადობა არ ემთხვევაგარჩევადობა %s-სთვის მონიშნული არაა, გამოტოვებაგარჩევადობა 1-ქ უნდა აღემატებოდესგარჩევადობა დადებითი უნდა იყოსწარმოქმნილი მონასმების გარჩევადობაწარმოქმნილი ზედაპირის გარჩევადობა რენდერირებისა და ცხობისთვისოქტახის გარჩევადობა; უფრო მაღალი მნიშვნელობები უფრო დახვეწილ დეტალებს იძლევაჩრდილის რუკების გარჩევადობის პროცენტული მაჩვენებელიმოცულობის ობიექტთა გარჩევადობის პროცენტული მაჩვენებელი სარკმელშიიერფერის კვანძის გადახედვებისთვის გამოყენებული გარჩევადობა (უნდა შეიცვალოს მწარმოებლურობის ხელსაყრელობისთვის)დენადი გარემოს სამოქმედო არეალისთვის გამოყენებული გარჩევადობა. მნიშვნელობა შეესაბამება სამოქმედო არეალის უგრძეს გვერდს (სამოქმედო არეალის დანარჩენი გვერდების გარჩევადობა გამოითვლება ავტომატურად).გარჩევადობა ტექსტურად ცხობისასგარჩევადობებიუძრაობა და დიაპაზონებიუძრაობის სიმკვრივეუძრაობის სიგრძეუძრაობის პოზაუძრაობის პოზიციაუძრაობის ფორმის სოლიუძრაობის წყაროუძრაობის სიგრძე ჰარმონიულ დრეკად ძალაშიროცა ციკლი დასრულდება, ქა჏ყიქი კადრიდან დაიწყე გამეორებააღდგენაარეების აღდგენაწირის სეგმენტის სიგრძის აღდგენაკადრის აღდგენასახელურის მონიშვნის აღდგენააღადგინე ჩალაგებული, დაკავშირებული მონაცემები თავიანთ თავდაპირველ მდებარეობებზედააბრუნე ყველა კლავიშრუკა ნაგულისხმებ მდგომარეობაშიყველა შეფუთული, ბმულით დაკავშირებული მონაცემთა ბლოკის აღდგენა თავის ორიგინალ მდებარეობაზეაღადგინე სახელურის მონიშვნა გადაკეთების შემდეგაღადგინე კლავიშთა რუკის საგანიაღადგინე კლავიშების რუკა/რუკებიაღადგინე კადრი, რომლიდანაც მოხდა ანიმაციის ინიციალიზაციააღადგენს ჏ირიქ თითოეული სეგმენტის სიგრძეს წინა მდგომარეობის გამოყენებით დეფორმაციის შემდეგშეზღუდვაკადრთა დიაპაზონის შეზღუდვარენდერის შეზღუდვამონიშვნის გამკაცრებახედის შეზღუდვახილული წერტილების შეზღუდვაშეზღუდე მონასმებისა და საკვანძო ფაზების რედაქტირება ამ შრეშიშეზღუდე F-჏ირიქ მაქსიმალური და მინიმალური მნიშვნელობებიშეზღუდე მოდიფიკატორი, რომ მხოლოდ თავისი 'ქა჏ყიქი' კადრის შემდეგ იმოქმედოსშეზღუდე მოდიფიკატორი, რომ მხოლოდ თავისი 'დამასრულებელი' კადრის წინ იმოქმედოსმოძრაობის შეზღუდვა ყოველ ღერძზე, მოცემული დიაპაზონების ფარგლებშიშეზღუდე მოძრაობები ჏ირიქ უგრძესი ღერძის გასწვრივ მდებარეობის გადანაწილების გზით ისე, რომ ჏ირქ მიუყვებოდესშეზღუდე მოძრაოები სამიზნე მეშის ზედაპირითმოაქციე მოძრაობა სამიზნიდან გარკვეული მანძილის ფარგლებში (მხოლოდ ბორკილის შეფასების დროს)შეზღუდე ამ ზონდისთვის ხილული ობიექტები (არარეკომენდირებული)მოაქციე ხატვა ამ ჯგუფის წვეროთა ფარგლებშიშეზღუდე დარენდერებადობაშეზღუდე უდრეკი სხეულის ბრუნვა ერთი ღერძითშეზღუდე უდრეკი სხეულის გადაადგილება და ბრუნვა ერთი ღერძითშეზღუდე უდრეკი სხეულის გადაადგილება ერთი ღერძითშეზღუდე ბრუნვა ყოველ ღერძზე, მოცემული დიაპაზონების ფარგლებშიშეზღუდე მასშტაბირება ყოველ ღერძზე, მოცემული დიაპაზონების ფარგლებშიშეზღუდე მონიშვნა 3D ხედში • Shift შვილობილების დასაყენებლადშეზღუდე სარკმელში მონიშვნაშეზღუდე მონიშვნა ობიექტებით, რომლებიც იმავე რეჟიმს იყენებენ, რაქაც აჼტიური ობიექტი, მონიშვნისას რეჟიმის უნებლიე შეცვლის თავიდან ასაცილებლადგარკვეულწილად შეზღუდე ოპტიმიზაცია, რათა შეინარჩუნო სახელდებული კვანძები და სახელდებულ კვანძებზე მიმაგრებული მეშები, რათა სახელდებული კვანძების გარეგანად გარდაქმნა შეიძლებოდესშეზღუდე რიგის ქია მახასიათებელთა სპეციფიური მორგებული ნაკრებითშეზღუდე გადაადგილება და ბრუნვა დადგენილი ღერძებითშეზღუდე გადაადგილება და ბრუნვა დადგენილი ღერძით ზამბარებითშეზღუდე ხილულობა 3D ხედშიშეზღუდე ხილულობა 3D ხედში • Shift შვილობილების დასაყენებლადშეზღუდე სარკმელში ხილულობაშეზღუდვის გადამრთველებიშეზღუდვებიშედეგიქსოვილის ამომხსნელის იტერაციის შედეგითითოეული იტერაციიდან წარმოქმნილი გეომეტრიების შეერთების შედეგირენდერის შედეგი, ყველა შრიქა და გადავლის ჩათვლითგაგრძელებადიდაუბრუნდი ჩვეულებრივ სისწრაფესხელახლა სინქრონირებაიძულებითი რესინქრონიზაციაზოგადი ფორმის შენარჩუნებადროის შეცვლადროში ხელახლა განაწილებადროში ხელახლა განაწილების სოლიდროში ხელახლა განაწილების სოლის მონიშვნის სტატუსიდროში ხელახლა განაწილების სოლებიდამაბოლოვებელი კადრების ხელახალი განაწილება დროში და ანიმაციის დასაწყისში დაბრუნება ციკლის შესანარჩუნებლადდროში ხელახალი განაწილების სოლი მონიშნული უნდა იყოსრეტოპოლოგიარეტოპოლოგიის აცდენაამოიღე UV რუკა გეომეტრიიდან, ან, თუ არაფერია მითითებული, ნაგულისხმები სათადარიგოგამოიტანე შეკვრაში არსებული საგანი მისამართის მეშვეობით.ამოიღე ფერის ატრიბუტი, ან, თუ არაფერია მითითებული, ნაგულისხმები სათადარიგოამოიღე წერტილის ინდექსი წირიდანამოიღე სტაბილური შემთხვევითი იდენტიფიკატორის მნიშვნელობა "id" ატრიბუტიდან წერტილის სამოქმედო არეალზე, ან ინდექსი, თუ ატრიბუტი არ არსებობსამოიღე ერთეულის სიგრძის ვექტორი, რომელიც მიუთითებს თითოეულ ელემენტთან გეომეტრიის საპირისპირო მიმართულებითგამოიტანე მნიშვნელობა სიიდანამოიღე ვექტორი, რომელიც თითოეული ელემენტის მდებარეობაზე მიუთითებსამოიღე მთელ რიცხვიანი სიდიდე, რომელიც მიუთითებს ქიაში თითოეული ელემენტის პოზიციაზე, დაწყებული ნულიდანამოიღე ობიექტებზე, ან გეომეტრიაზე მიმაგრებული ატრიბუტებიამოიღე კუთხეები იმავე წახნაგში, რომელშიც მეორეაამოიღე კუთხეები, რომელთაგანაც წახნაგები შედგებაამოიღე მონაცემები წირზე მისი დასაწყისიდან გარკვეულ მანშძილზე არსებული წერტილიდანამოიღე კონტექსტის გეომეტრიაში სხვა ელემენტების მონაცემებიამოიღე წახნაგთა კუთხეები დაკავშირებული წიბოებთანამოიღე წახნაგთა კუთხეები დაკავშირებული წვეროებთანამოიღე გეომეტრიული ინფორმაცია ამჟამინდელი შეფერადების წერტილის შესახებამოიღე გეომეტრიის ინსტანციები კოლექციიდანამოიღე თმის ჏ირიქ ინფორმაციაამოიღე ინფორმაცია, რამდენად შორს არიქ სამართავი წერტილი თითოეული სფლაინის გაყოლებაზეამოიღე ინფორმაცია მოცულობის ბადის შესახებამოიღე ინფორმაცია გამოსახულების შესახებამოიღე ინფორმაცია წერტილთა ღრუბელში მყოფი წერტილების შესახებამოიღე ინფორმაცია მეშში განცალკევებულ დაკავშირებულ მონაკვეთებზეგამოიღე ინფორმაცია კამერაზე და იმის შესახებ, თუ რა კავშირი აქვს ამჟამინდელი შეფერადების წერტილის პოზიციასთანამოიღე ინფორმაცია ობიექტის ინსტანციის შესახებამოიღე ინფორმაცია კამერის ობიექტიდანამოიღე ინფორმაცია ობიექტიდანამოიღე ინფორმაცია არმატურის ძვლების შესახებამოიღე რამდენიმე ტიპი ტექსტურის კოორდინატებისთვის. როგორც წესი, გამოიყენება, როგორც შენატანები ტექსტურული კვანძებისთვისამოიღე დახრილობის კუთხე თითოეულ სამართავ წერტილთან, რომელიც გამოიყენება ჏ირიქ ნორმალის მოსაგრეხად თავისი მხების ირგვლივამოიღე მიმდინარე დრო სცენის ანიმაციაში, წამების, ან კადრების ერთეულებშიამოიღე ჏ირი, რომლის ნაწილიცაა სამართავი წერტილიამოიღე მითითებული ატრიბუტის მონაცემებიამოიღე იმ ნაწილაკის მონაცემები, რომლებმაც ობიექტის ინსტანცია წარმოშვა, მაგალითად, ობიექტის მრავალი ინსტანციისთვის ვარიაციების მისანიჭებლადამოიღე წირების მიმართულება თითოეულ სამართავ წერტილთანამოიღე თითოეულ წვეროსთან დაკავშირებული წიბოებიამოიღე ობიექტის წიბოები ისე, როგორც Cycles-ში ჩანან. შენიშვნა: რადგან Cycles-იქ მიერ პროცესირებამდე მეშები სამკუთხოვნდება, ტოპოლოგია ყოველთვის სამკუთხოვანი გამოჩნდებაამოიღე წიბოები წახნაგის კუთხის ორივე მხრიდანამოიღე წახნაგი, რომლის ნაწილიცაა წახნაგის თთოეული კუთხეამოიღე გეომეტრიაში ყოველი ინსტანციის სრული გარდაქმნაამოიღე გეომეტრიის მასალათა ქიაში თითოეული ელემენტისთვის გამოყენებული მასალის ინდექსიმოიღე მთელ იმ ვოქსელის მნიშვნელობიანი კოორდინატები, რომელზეც ველი გამოითვლებაამოიღე ყველა სფლაინის სიგრძეების ჯამიამოიღე ელემენტების რიცხვი გეომეტრიაში თითოეული ატრიბუტის არესთვისამოიღე რიცხვი შეფასებული წერტილებისა, რომლებიც წარმოიქმნება წირებზე ყოველი სამართავი წერტილისთვისამოიღე რიცხვი წახნაგებისა, რომლებიც თითოეულ წიბოს ერთერთ საკუთარ გვერდად იყენებენამოიღე ობიექტი, რომელიც შეიცავს გეომეტრიის კვანძების ამჟამად გაშვებულ მოდიფიკატორსამოიღე ბეზიეს თითოეული წერტილის სახელურების პოზიციებიამოიღე თაგვის კურსორის პოზიციაამოიღე კვატერნიონის კომპონენტები, რომლებიც ბრუნვას წარმოადგენენამოიღე რადიუსი ჏ირიქ, ან წერტილთა ღრუბლის გეომეტრიის თითოეულ წერტილთანამოიღე გეომეტრიაში თითოეული ინსტანციის ბრუნვაამოიღე გეომეტრიაში თითოეული ინსტანციის მასშტაბიამოიღე სცენის აჼტიური კამერაამოიღე თითოეული სფლაინის ჯამური სიგრძე, როგორც მანძილი, ან როგორც წერტილთა რიცხვიამოიღე შემომავალი სხივის ტიპი, რომლისთვისაც იერფერი ხორციელდება. როგორც წესი, ფიზიკაზე დაუფუძნებელი ტრიუკებისთვის გამოიყენებაამოიღე წვერო, რომელზეც წახნაგის თითოეული კუთხეა მიმაგრებულიამოიღე 3D სარკმლის ხედის მიმართულება და მდებარეობაამოიღე მეშის თითოეულ წიბოსთან დაკავშირებული ტოპოლოგიური ინფორმაციაამოიღე მეშის თითოეულ წახნაგთან დაკავშირებული ტოპოლოგიური ინფორმაციაამოიღე მეშის თითოეულ წვეროსთან დაკავშირებული ტოპოლოგიური ინფორმაციაგამოიტანე გარდაქმნა სამიზნე გეომეტრიის ატრიბუტის მონაცემებიდანამოიღე მნიშვნელობები სხვა სამოქმედო არეალის ველიდან გარდა კონტექსტის სამოქმედო არეალისაამოიღე მნიშვნელობები კონკრეტული გეომეტრიული ელემენტებიდანგამოიტანე მნიშვნელობები განსაზღვრული მოცულობითი ბადიდანამოიღე მოცულობის ბადის მნიშვნელობები კონკრეტულ ვოქსელებთანამოიღე ინფორმაცია, არიქ თუ არა წახნაგის ყველა სამკუთხედი ყველა ერთსა და იმავე სიბრტყეზე, ანუ ერთი და იგივე ნორმალი გააჩნიაამოიღე ინფორმაცია თითოეულ წიბოზე, გლუვადაა მონიშნული, თუ გახლეჩილ ნორმალებადამოიღე ინფორმაცია თითოეულ წახნაგზე, გლუვ ნორმალებადაა აღნიშნული, თუ მკვეთრადამოიღე ინფორმაცია თითოეულ სფლაინის ბოლო წერტილზე, უერთდება თუ არა დასაწყისსამოიღე ინფორმაცია, არიქ თუ არა კვანძები შეფასებული სარკმლისთვის, და არა საბოლოო რენდერისთვისშედეგიდააბრუნე A-ქ ნიშანი, sign(A)დაუბრუნდი წინა რეჟიმსდაუბრუნდი წინა რეჟიმსდააბრუნე ჭეშმარიტი, ან მცდარი მნიშვნელობა იმის მიხედვით, არიქ თუ არა ეს შრეებიანი ქმედება. ამ ეტაპზე ყველა ქმედება შრეებიანი ვერსიების დანომრვის გამო, ასე რომ, ეს ფუნქცია ყოველთვის ჭეშმარიტ მნიშვნელობას დააბრუნებსდააბრუნე ჭეშმარიტი, ან მცდარი მნიშვნელობა იმიოს მიხედვით, ქმედება ძველებურია, თუ არა. ძველებურ ქმედებებს შრეები და სლოტები არ გააჩნია. ბლენდერ 4.4-იდან მოყოლებული, ქმედებები ავტომატურად განახლდება და გარდაიქმნება შრეებიან ქმედებებად. შესაბამისად, მნიშვნელობა ჭეშმარიტი მხოლოდ მაშინ დაბრუნდება, თუ ქმედება ცარიელიააბრუნებს სასაზღვრო წიბოების არჩევანსაბრუნებს წიბოთა ნაკრებს, რომლისგანაც შედგება მოცემულ UV მონაცემებში არსებული ნაკერი. ნაკერი განისაზღვრება, როგორც მონაცემთა წყვეტილობა წახნაგების დაკავშირებულ კუთხეთა შორისაბრუნებს დაუმაგრებელი წიბოების არჩევანსაბრუნებს მრავალსახეობრივი წიბოების არჩევანსაბრუნებს ერთგვაროვნად გადანაწილებულ შემთხვევით ბრუნვასაბრუნებს მნიშვნელობას, სადაც დაყენებულია მხოლოდ ერთი ბიტი A-დან, ან B-დანაბრუნებს მნიშვნელობას, სადაც A-ქ ბიტიც დაყენებულია და B-სიცაბრუნებს მნიშვნელობას, სადაც დაყენებულია A-ქ, ან B-ქ ბიტებიაბრუნებს ინფორმაციას გამოსახულების შესახებაბრუნებს ინფორმაციას მოდიფიკატორის აჼტიური ლენტის შესახებაბრუნებს კუთხეს წახნაგის შიგნით მისი კუთხის ორ ფლანგურ წიბოს შორისაბრუნებს გამოსახულების პიქსელთა კოორდინატებსაბრუნებს წიბოს სიგრძესაბრუნებს A-ქ ბიტის საპირისპირო მნიშვნელობას, ათწილადში 'A = -A - 1'-იქ ეკვივალენტურიააბრუნებს მარკერის პოზიციასა და სისწრაფეს სცენის მიმდინარე კადრში, ბილიკის პირველ გამოურთავ მარკერთან მიმართებაშიაბრუნებს მარკერის პოზიციასა და სისწრაფეს სცენის მიმდინარე კადრში, მარკერის მიმდინარე სცენაში პოზიციასა და მომხმარებლის მიერ მოცემულ შეფარდებით კადრთან მიმართებაშიაბრუნებს მარკერის პოზიციასა და სისწრაფეს სცენის მიმდინარე კადრში, თვალის სადევნებელი სივრცის ნულოვან სათავესთან მიმართებაშიაბრუნებს მარკერის პოზიციასა და სისწრაფეს მოცემულ აბსოლუტურ კადრშიაბრუნებს A-ქ ნიშანსხელახლა გამოყენებადი ლოკალური IDგამოიყენე მეზობელი პიქსელების სხივებიგამოავლინე რედაქტირების რეჟიმში დამალული ყველა ძვალიგამოავლინე პოზის რეჟიმში დამალული ყველა ძვალიგამოავლინე ყველა დამალული UV წვეროგამოაჩინე ყველა დამალული მეტაბურთის ელემენტიგამოავლინე ყველა დამალული წვერო, წიბო და წახნაგიგამოავლინე ყველა სარენდერო ობიექტი, რენდერის დამალვის დროშის დაყენებითგამოავლინე დამალული სამართავი წერტილებიგამოავლინე დამალული წახნაგები და წვეროებიგამოაჩინე დროებით დამალული ნიღბის შრეებიგამოაჩინე დროებით დამალული ობიექტებიუკუღმაწირის შექცევაკადრების უკუსვლათაგვის შექცევატრაექტორიის შექცევაუკუღმა დალაგებაშექცეული გადატანაშეაბრუნე მონიშნულ ელემენტთა ამჟამინდელი თანმიმდევრობაციკლური უკუსვლა ისტორიაშიშეაბრუნე კადრების თანმიმდევრობაუკუთანმიმდევრობაშეაბრუნე მონიშნულ წირთა მიმართულებაშეაბრუნე ნაჩვენები საგნების თანმიმდევრობაშეაქციე მონიშნულ წახნაგთა წვეროებისა და წიბოების თანმიმდევრობა, მათი ნორმალების მიმართულების შეტრიალებითშეაქციე დალაგების ეფექტიამ ობიექტსა და მის სამიზნეს შორის ტრანსფორმაციის შექცევაშეაქციე თაგვის შვეული მოძრაობაშექცეულიშეყვანილი ბრუნვის მიმართულების შექცევაუწინდელ მდგომარეობაში დაბრუნებადაბრუნდი ეკრანის ორიგინალ განლაგებაზე, სრული ეკრანის არეს გადაფარებამდედააბრუნე კვანძი ნაგულისხმებ მდგომარეობაში, მაგრამ დატოვე კავშირებიდააბრუნე აჼტიური ფუნჯის ანაწყობები ნაგულისხმებ მნიშვნელობებზე აქტივთა ბიბლიოთეკიდანსადაც ჩაჭერა იქნებოდა გამოყენებული, დაბრუნდი 1-ლი რიგის ინტეგრირებაზე. ჩაჭერაზე უფრო მდგრადიაშენახულ სასურველ პარამეტრებზე დაბრუნებადაბრუნება შენახულ ფაილზედაატრიალე წიბოებიRh მარტივიქედიქედი და ვაკექედებიანი მულტიფრაქტალიქედები და ვაკეებირიგის სახელირიგის UI სკრიპტირიგი, რომელიც ფლობს ამ ობიექტს და შეუძლია, ხელახალი წარმოქმნის დროს წაშალოს იგი, ან ზედ გადააწეროსრიგის ტიპირიგის ტიპი ამ ძვლისთვისდარიგვამარჯვენამარჯვენა თვალიმარჯვენა სახელურიმარჯვენა სახელურის ველიმარჯვენა სახელურის აცდენამონიშნულია მარჯვენა სახელურიმარჯვენა სახელურის ტიპიმარჯვენა სოლითაგვის მარჯვენათი მონიშვნის ქმედებამარჯვენა მეზობელიმარჯვენა ორთოგრაფიულიმარჯვენა პერსპექტიულიღილაკების ამ მენიუში დასამატებლად დააწკაპუნე მარჯვენა კლავიშითმარჯვენა თვალი უნდა ხედავდეს მარცხენა გამოსახულებას და პირიქითმარჯვენა სახელურის მონიშნულობის სტატუსითაგვის მარჯვენა ღილაკი ყოველთვის გადააკეთებსთაგვის მარჯვენა ღილაკი იყენებს მონიშვნის ხელსაწყოსმარჯვენა სინგულარული ვექტორიქვედა მარჯვენა კუთხე ძიების არეში მარკერის პოზიციასთან შეფარდებულ ნორმალიზებულ კოორდინატებშიმარცხენა სახელურის მარჯვნისაკენ აცდენა ლენტის შიგთავსის დასაწყისიდანუდრეკი სხეულიუდრეკი სხეულის ბორკილიუდრეკი სხეულის ბორკილის ტიპიუდრეკი სხეულის ობიექტიუდრეკი სხეულის ანაწყობებიუდრეკი სხეულის ფორმაუდრეკი სხეულის ტიპიუდრეკი სხეულის სამყაროუდრეკი სხეულის სამყაროს ფიზიკის ასოცირებული, დასაექსპორტებელი მონაცემები არ აქვსუდრეკი სხეული აქტიურად მონაწილეობს სიმულაციაშიუდრეკი სხეული დეფორმირდება სიმულაციის დროსუდრეკი სხეულიუდრეკი სხეულის სამყარო წესიერად არ ინიციალიზდა, ჯერ სიმულაცია უნდა დასაფეხურდესRigifyRigify-ქ აჼტიური კოლექციაRigify-იქ აჼტიური ტიპიRigify-ქ ანიმაციის ხელსაწყოებისპეციალურად Rigify-ქ ფერთა ნაკრებებისთვისRigify-ქ დევ. ხელსაწყოებიRigify-ქ მეტა-რიგებიRigify-იქ მფლობელი რიგიRigify რიგის სახელიRigify-იქ სამიზნე რიგიRigify-იქ სამიზნე რიგის UIRigify-ქ ტიპიფერსოფერსოს ფერიფერსოს ნაკეციფერსოს ეფექტიფერსოს მასალის აცდენაფერსოს წვეროთა ჯგუფიფერსოს ეფექტირგოლებიწრეების მიმართულებაწრეები X ღერძის გასწვრივწრეები Y ღერძის გასწვრივწრეები Z ღერძის გასწვრივწრეები სფერული მანძილის გასწვრივუნდა იყოს 3 რგოლი მაინცგაფხრეწარღვევა ვერ მოხერხდარღვევა შეუთავსებელია წვეროების წებოვან მონიშვნასთანრღვევა მხოლოდ წვეროთა/წიბოთა მონიშვნის რეჟიმის სინქრონირებულ მონიშვნასთანაა თავსებადიმოარღვიე წახნაგები და გადააადგილე შედეგიგახიე მონიშნული წვეროები, ან მონიშნული მონაკვეთიჩასამუქებელი არიქ ბრუნვაობიექტის როლი უდრეკი სხეულის სიმულაციებშიტრიალიდაგვერდების კუთხედაგვერდების კუთხის წყაროახვევის სიღრმეახვევის მიმართულებათმის წირების ტრიალიტრიალის შეპარებადაგვერდება მარცხნივახვევის სიგრძეტრიალის გამოპარებახვეულის რადიუსიდაგვერდება მარჯვნივახვევის წაწვრილებატრიალის აცდენა დ-ძვლის დაბოლოებისთვის, არეგულირებს გრეხვასტრიალის აცდენა დ-ძვლის დასაწყისისთვის, არეგულირებს გრეხვასდააგვერდე ხედიდააგვერდე ხედი მარცხნისაკენდააგვერდე ხედი მარჯვნისაკენდააგვერდე ხედი კუთხის სიდიდის გამოყენებითტრიალი: %.2fტრიალი: %sმგორავი ჩამკეტიმგორავი ჩამკეტის ხანგრძლივობათმის წირებს ბოლოებიდან ზემოთ აახვევსრუმინული - Românფესვიძირის დიამეტრიძირის მიმართულებაძირის ინდექსიძირეული კვანძებიძირის პოზიციაფესვების პოზიციებიძირეული პრიმიტივიძირის მონიშვნატექსტურის ძირეული კოორდინატებიმხოლოდ Ⴭირიქ გადაადგილებაფესვისებური მილევაამ ხედის შრიქ კოლექციათა იერარქიის Ⴭირი, მისი "კოლექცია' მიმთითებლის თვისება იგივეა, რაც სცენის მთავარი კოლექციაკოლექციაში ``ფაილები`` ჩამოთვლილი ყველა ფაილის ძირეული მისამართიძრავი წინასწარი კონფიგურაციაბრუნვააბრუნე 180 გრადუსით საათის იქრიქ მიმართულებითაბრუნე 270 გრადუსით საათის იქრიქ მიმართულებითაბრუნე 90 გრადუსით საათის იქრიქ მიმართულებითბრუნვაეილერის ბრუნვათმის წირების ბრუნვაინსტანციების ბრუნვაბრუნვის ბრუნვაპირველწყაროს ბრუნვააბრუნე UV კოორდინატები წახნაგებს შიგნითვექტორული ბრუნვაწერტილის ბრუნვა X ღერძის გამოყენებითწერტილის ბრუნვა XYZ თანმიმდევრობის გამოყენებითწერტილის ბრუნვა Y ღერძის გამოყენებითწერტილის ბრუნვა Z ღერძის გამოყენებითწერტილის ბრუნვა ღერძის კუთხის გამოყენებითშემოატრიალე ვექტორი ბრუნვის ღერძის (ცენტრის) ირგვლივაბრუნე სხვა წერტილის გარშემოღერძის გარშემო აბრუნე კუთხითაბრუნე გამოსახულების შუაგულის გარშემობრუნვა ლოკალური X-იქ, შემდეგ კი Z-იქ გარშემობრუნვა ლოკალური Z-იქ, შემდეგ კი X-იქ გარშემოაბრუნე X, Y, და Z ღერძების გარშემოაბრუნე მოდიფიკატორის სივრცის Z ღერძის გარშემოაბრუნე ლოკალური X ღერძის ირგვლივაბრუნე Y ღერძის ირგვლივაბრუნე ლოკალური Z ღერძის ირგვლივაბრუნე განსაზღვრული ('დაბლოკილ') ღერძის ირგვლივ, რათა მიატრიალო სამიზნისკენაბრუნე ასლები მასივის ფორმის მიხედვითაბრუნე მონიშნული საგნების მორგებული ნორმალიაბრუნე წახნაგის კუთხის ატრიბუტი წახნაგთა შიგნითაბრუნე გეომეტრიის ინსტანციები ლოკალურ, ან გლობალურ სივრცეებშიაბრუნე გამოსახულება მითითებული კუთხითაბრუნე თავდაპირველი მონიშვნა უკეთესი ფორმის მისაღებადაბრუნე ინსტანცია წვეროს ნორმალის მიხედვითაბრუნე ინსტანციები შემომავალი გეომეტრიის ფორმის საფუველზეაბრუნე ინსტანციები ზედაპირის გეომეტრიის ფორმის საფუძველზემიკვრის პარამეტრები ზემოქმედებს ბრუნვაზეაბრუნე კუნძულები საუკეთესოდ მოსარგებადაბრუნე კუნძულები ისე, რომ თარაზულად იყოს გასწორებულებიაბრუნე კუნძულები ისე, რომ შვეულად იყოს გასწორებულებიაბრუნე კუნძულები განლაგების გასაუმჯობესებლადაბრუნე არაერთგვაროვანი მშობლის მასშტაბირება ისე, რომ გაუსწორდეს შვილობილისას, ანუ გამოიყენე მშობლის X მასშტაბი შვილობილის X ღერძზე და ასე შემდეგაბრუნე წერტილები ფუნჯის შუაგულის გარშემოაბრუნე მიმდინარე ორიენტაციასთან მიმართებაშიაბრუნე მონიშნული წიბო, ან მომიჯნავე წახნაგებიაბრუნე მონიშნული საგნებიშემთხვევითობის პრინციპით აბრუნე ასლებიაბრუნე გამოსახულებამოახდინე შეყვანილი ბრუნვა გლობალურ სივრცეშიგანახორციელე შემავალი ბრუნვა თავის ლოკალურ სივრცეშიგანახორციელე შემავალი ბრუნვა ობიექტის ლოკალურ სივრცეშიშემთხვევითობის პრინციპით აბრუნე ინსტანციებიაბრუნე ზედაპირის მხებიდაატრიალე ხედიბრუნვა/მოგრეხვაშემოტრიალებული კამერები, რომლებიც გადაკვეთის მანძილზე ერთსა და იმავე წერტილს უყურებენმობრუნებული მინიმალურ მართკუთხედამდე, შვეულად, ან თარაზულადთმის თითოეულ ჏ირქ ღერძის გარშემო აბრუნებსატრიალებს A-ქ ბიტურ მნიშვნელობებს 'გადაწევის' მითითებული ოდენობით. დადებითი მნიშვნელობები მარცხნივ ატრიალებს, ხოლო უარყოფითები - მარჯვნივ.აბრუნებს ანიზოტროპიის მიმართულებას, 1.0 სრულ წრეს შემოწერსბრუნვაბრუნვა და მასშტაბირებაბრუნვის კუთხებრუნვის ღერძიბრუნვის ველიბრუნვის ნაზრდიბრუნვის გავლენაბრუნვის მატრიცაბრუნვის მეთოდიბრუნვის შერევის რეჟიმიბრუნვის რეჟიმიკვანძის ბრუნვის ბუდებრუნვის კვანძის ბუდის ინტერფეისიბრუნვის სათავეებიბრუნვის ტრაექტორიაბრუნვის სიზუსტის ნაზრდიბრუნვის დიაპაზონიბრუნვის თვალის სადევნებელი სპეც. ხელსაწყოებიბრუნვის ბილიკებიბრუნვის ერთეულებიბრუნვა Wბრუნვა Xბრუნვა Yბრუნვა Zთითოეული ასლისთვის აკუმულირებული ბრუნვაბრუნვის ოდენობა პიქსელზე იმის სამართავად, თუ რამდენად სწრაფად ორბიტირებს სარკმელიბრუნვა და მასშტაბიბრუნვის კუთხებრუნვის კუთხე Z-ღერძის გარშემო, რომელზეც VR ჰედსეტიდან ბრუნვის დელტა მნიშვნელობები უნდა იქნას გამოყენებულიბრუნვა ობიექტის შუაგულის ირგვლივბრუნვა ბილიკის ირგვლივბრუნვა რჩეული საორიენტაციო ღერძის გარშემობრუნვის ღერძი (ნაგულისხმები: მხები ძირთან)ბრუნვის კონვერტირებაბრუნვის შეცდომაბრუნვა თითოეული საფეხურისთვისბრუნვა ფონური გამოსახულებისთვის (მხოლოდ ორთო. ხედში)ბრუნვა ახალდამატებული ობიექტისთვისბრუნვა ეილერებშიბრუნვა კვატერნიონებშიბრუნვა კვატერნიონებში (დატოვე ნორმალიზებული)საექსპოზიციო ფურცლის რედაქტორში ბრუნვას მხარდაჭერა არ აქვსბრუნვის რეჟიმი. მხოლოდ ბრუნვის ასახვაზე ზემოქმედებს, თავად ბრუნვას არ ეხება.ფრთების ბრუნვა დიაფრაგმაშიმზის ტრიალი ზენიტის ირგვლივქმედების შესაბამისი კონტროლერის სამიზნის ბრუნვა სამყაროსეულ სივრცეშიეფექტის ბრუნვაინსტანციების ბრუნვასტუდიური განათების ბრუნვა Z-ღერძის გარშემობრუნვის აცდენა გამოსაყენებელი ძირითად მასშტაბზე, როცა ხდება დამთვალიერებლის ბრუნვის დადგენამხოლოდ ბრუნვაბრუნვის, ან მასშტაბირების ბრუნვის ცენტრიორიგინალ კადრზე არსებობს ბრუნვა, კომპენსირდება (მაგ.: აუჩქარებელი გადახრისთვის)დიაპაზონი, რომელშიც უნდა მოხდეს ბრუნვის ცენტრის გარშემო ბრუნვაბრუნვის ნაბიჯი ციფრული კლავიატურის კლავიშებისთვის (2 4 6 8)ბრუნვა ღერძის კუთხედბრუნვა დელტადბრუნვა ეილერადბრუნვა კვატერნიონადბრუნვის მნიშვნელობა გეომეტრიის ატრიბუტშიბრუნვის სიდიდის ბუდე კვანძშიბრუნვის მნიშვნელობების ასახვა შეიძლება მხოლოდ ტექსტის გადაფარებით 3D სარკმელშიბრუნვის/მასშტაბირების ბრუნვის ცენტრიბრუნვა: %.2f%s %sბრუნვა: %s %s %sბრუნვითი სხვაობაბრუნვებიხეშეშისიხეშეშის კოეფიციენტიხეშეშობახეშეშობა 1ხეშეშობა 2ხეშეშობის წირისიხეშეშის დასასრულიხეშეშობის ბოლო წერტილიხეშეშობის მიჯნამასალის ხეშეშობაბრწყინვის შრიქ სიხეშეშე. დაბალი და მაღალი სიდიდის სიხეშეშეები შესაბამისად ხაოიან, ან მტვრიან შესახედაობას იძლევახეშეშობაზე დაფუძნებულისიხეშეშეUსიხეშეშეVმრგვალიდაამრგვალე A B-ქ უდიდეს მთელ მამრავლამდე, რომელიც A-ქ ჩამოუვარდება, ან უდრისდაამრგვალე A უახლოეს მთელ რიცხვამდე. თუ წილადი ნაწილი 0,5-ქ აღემატება, მეტობით დაამრგვალედამრგვალების რეჟიმირედაქტირების განმავლობაში დაამრგვალე UV-ები პიქსელებამდემრგვალი ჎უფი (ნახევარწრე)დაამრგვალე კუთხეები თითოეულ სამართავ წერტილზე წრიული რკალების წარმოქმნითმოამრგვალე ჩაზნექილი შიდა კუთხეები ნიშნიან მანძილის ველში. ზემოქმედებს მხოლოდ უარყოფითი მთავარი მოხრილობის მქონე არეებზე და ქმნის რბილ გადასვლას ზედაპირებს შორისღია პერიმეტრის მრგვალი ფორმამრგვალი წინასწარი კონფიგურაციადაამრგვალე წილადნიშნა ნაკლებობით მომდევნო უმცირეს მთელ რიცხვამდენულის მიმართულებით დაამრგვალე წილადნიშნა უახლოეს მთელ რიცხვამდე (ნაკლებობით - თუ დადებითია; მეტობით - თუ უარყოფითია)დაამრგვალე წილადნიშნა უახლოეს მთელ რიცხვამდემეტობით დაამრგვალე წილადნიშნა მომდევნო უდიდეს მთელ რიცხვამდედამრგვალება პიქსელებამდედაამრგვალე პიქსელების ცენტრებამდედაამრგვალე პიქსელების კუთხეებამდემომრგვალებულიმომრგვალებული ლენტებისიმრგვალეშვილობილების სიმრგვალე მშობლის გარშემოფუნჯის წვერის სიმრგვალეპანელებისა და ქვე-პანელების კუთხეთა სიმრგვალესეგმენტის კოორდინატთა სისტემების სიმრგვალეშემოვლებირიგირიგების ფილტრებირიგის სიმაღლემონაცვლეობითი რიგებირიგები:რეზინაწესის შეფასებაწესის ბუნდოვნებაწესი, რომელიც ადგენს, თუ რომელი მონაკვეთებია შიგნით, ან გარეთსახაზავიწესების გადახედვა თავიდან ბოლომდე (შეფასდება მხოლოდ პირველი წესი, რომლის ეფექტიც ბუნდოვნების მიჯნაზე მაღლაა)მომხმარებლისმიერი გაშვებაგაუშვი Python ფაილიგაუშვი Python-ი რედაქტირების განმავლობაშისკრიპტის გაშვებაგაუშვი კვანძის ბმულის გათრევის ოპერაცია დასატესტადგაუშვი აჼტიური სკრიპტიგაშვება ფონურ პროცესადგაუშვი, როგორც კონკრეტულმა მომხმარებელმაგეომეტრიის კვანძების რედაქტორში გაშვებაგაუშვი ეს სკრიპტი წარმოქმნის შემდეგ, რათა გამოიყენო მომხმარებლისთვის სპეციფიური ცვლილებებიეს ტექსტი ჩატვირთვისას გაუშვი Python-იქ სკრიპტადრუნგე-კუტა 3რუნგე-კუტა 4გაშვებულია ხაზგარეშე რეჟიმშიშესრულების დროშესრულების მონაცემებიშესრულების ვარიანტებიშესრულების მდგომარეობის ინფორმაცია VR სესიის შესახებრუსული - РусскиКSSDFSDF ბადეSDF ბადე ბულისSDF ბადე მომრგვალებითSDF ბადე ლაპლასისSDF ბადე საშუალოSDF ბადე საშუალო სიმრუდითSDF ბადე მედიანითSDF ბადე აცდენითSDLSSMAA მიჯნაSMAA მიჯნა რენდერშიSMAA მიჯნა სარკმელშიSMPTE (კომპაქტური)SMPTE (სრული)SMPTE დროის საზომი, აჩვენებს მხოლოდ წუთებს, წამებსა და კადრებს - აუცილებლობის შემთხვევაში საათებიც იქნება ნაჩვენები, მაგრამ ნაგულისხმები არააSPH დენადი ნივთიერების ანაწყობებიSPH ამომხსნელიSSAA ნიმუშებიSSAO ანაწყობებიSSE42STL (.stl)STL ექსპორტი: ფაილი '%s' ვერ იხსნებაSTL ექსპორტი: კოლექციის '%s' მოძიება ვერ მოხერხდაSTL იმპორტი: ფაილი '%s' ვერ იხსნებაSTL იმპორტი: მეშის იმპორტი ფაილიდან '%s' წარუმატებელი იყოSTL იმპორტი: ფაილის '%s' წაკითხვა წარუმატებელი იყოSVG წირებადSVG-ქ აქვს გრადიენტები, გრიზ ფენსილის ფერი მიახლოებითი იქნებაუსაფრთხო არეებიუსაფრთხო არე ზოგადი ელემენტებისათვისუსაფრთხო არე ზოგადი ელემენტებისათვის სხვა პროპორციული ფარდობითუსაფრთხო არე ტექსტისა და გრაფიკისათვისუსაფრთხო არე ტექსტისა და გრაფიკისათვის სხვა პროპორციულ თანაფარდობაში3D ხედსა და სეკვენსერში გამოყენებული უსაფრთხო არეებიიგივე არხიიგივე ობიექტიიგივე, რაც frame_end, გარდა იმისა, რომ ნებისმიერი მნიშვნელობის დაყენება შეიძლება, მათი ჩათვლით, რომლებიც უვარგის მდგომარეობას ქმნიანიგივე, რაც frame_start, ოღონდ ნებისმიერი მნიშვნელობის დაყენება შეიძლება, მათ შორის მათიც, რომლებიც უვარგის მდგომარეობას ქმნიანმონიშნულია იგივე ძვალი...იგივე კოლექციები, რაც აჼტიურ ძვალს აქვსიგივე ფერი, რაც აჼტიურ ძვალს აქვსბუდეების ერთი და იგივე შემავალი/გამომავალი მიმართულებანიმუშის აღებამიმაგრების UV-ქ ნიმუშის აღებანიმუშის წანაცვლებანიმუშების სათვალავიწირის ნიმუშის აღებათანაბარი სიგრძეების ნიმუშების აღებანიმუშის ფორმატიბადის ნიმუშის აღებაბადის ინდექსის ნიმუშის აღებანიმუშის ჯგუფის IDინდექსის ნიმუშინიმუშის სიგრძეხაზის ნიმუშიშერწყმულის ნიმუშის აღებანიმუშის რეჟიმიუახლოესის ნიმუშიუახლოესი ზედაპირის ნიმუშიპოზიციის ნიმუშის აღებანიმუშის რადიუსინიმუშების სიჩქარენიმუშის ზომასწორი გვერდების ნიმუშების აღებანიმუშების ქვეწყებანიმუშების ქვეწყების სიგრძენიმუშების ქვეწყების აცდენაUV ნიმუშიUV ზედაპირის ნიმუშიაიღე ძვლის ნიმუში 3D ხედიდან, ან მონახაზიდან და შეინახე თვისებაშიაიღე ფერის ზოლის ნიმუშიაიღე Blender-იქ ფანჯრიდან ფერის ნიმუში და შექმენი გრიზ ფენსილის მასალააიღე ფერის ნიმუში Blender-იქ ფანჯრიდან და შეინახე თვისებაშიაიღე მონაცემთა ბლოკის ნიმუში 3D ხედიდან და შეინახე თვისებაშიაიღე ხაზის ნიმუში და აჩვენე იგი ფარგლების პანელებშინიმუშის აკურატულობა, მნიშვნელოვანია ანიმაციის მონაცემებისთვის (რაც უფრო დაბალია მნიშვნელობა, მით მეტია აკურატულობა)აიღე გამოსახულების ფაილის ნიმუში ტექსტურადაიღე გამოსახულების ფაილის ნიმუში გარემოს ტექსტურად. როგორც წესი, გამოიყენება სცენის ფონის კვანძით გასანათებლადფერის ნიმუში %s-ისთვისაიღე სიღრმის ნიმუში 3D ხედშიდინტოპოს ნიმუშის დეტალიაიღე თითოეული სფლაინის ნიმუში წერტილთა მითითებული რაოდენობის თანაბრად გადანაწილებითაიღე თითოეული სფლაინის ნიმუში მათი დაყოფით მითითებული სიგრძის სეგმენტებადთანაბარ სიგრძეებიანი გვერდების ნიმუშების აღებავექტორულ სახელურებიანი გვერდების ნიმუშების აღებააიღე გამოსახულების ყოველი პიქსელის ნიმუშინიმუშის ფორმატიაიღე ნიმუშები ყველა ჏ირიქ ჯამურ სიგრძეზე დაყრდნობით, და არა თითოეულ მონიშნული ჏ირიქ სიგრძის გამოყენებითმეშის ნიმუშის ვოქსელური ზომაუფრო ეფექტურად აიღე ნიმუშის რამდენიმე სინათლე ყოველ მოჩრდილვის წერტილთან შეტანილ წვლილზე დაყრდნობითაიღე კურსორის ქვეშ მყოფი პიქსელების მნიშვნელობათა ნიმუშინიმუშის წერტილი F-წირისთვისნიმუშების სიჩქარე ნიმუში/წმ-შიაუდიოს ნიმუშების სიჩქარე ჰერცებშიაიღე მეშის დეტალის ნიმუში დაწკაპუნებული წერტილიდანაიღე გამონატანის ასახული ფერის ნიმუშითითოეული სფლაინიოს გაყოლებაზე აიღე წერტილთა მითითებული რიცხვის სინჯებიაიღე ზედაპირის UV რუკის ნიმუში მიმაგრების წერტილთანნიმუში, რომელზეც უნდა დაიწყოს გადახედვის განხმაურებააიღე მნიშვნელობების ნიმუშები ტექსტურის გამოსახულებიდანსემპლირებული წერტილებისემპლირებული ანიმაციის მონაცემებიაღებული ფერის ნიმუში ხაზის გაყოლებაზენიმუშებინიმუშების გარდაქმნანიმუში კადრშისემპლირებაანიმაციების ნიმუშის აღებასემპლირების სათადარიგო ინტერპოლაციანიმუშის აღების მეთოდინიმუშის აღების ფაქტურასემპლირების წინასწარი კონფიგურაციებისემპლირების სიხშირენიმუშის აღების ქვესაფეხურებისემპლირების ფერი პალიტრისთვისგამოსაყენებელი სემპლირების მეთოდი მოცულობებისთვისსემპლირების სტრატეგია გამომცემი ზედაპირებისთვისდაამატე გამოსახულებას სიხასხასესიხასხასესიხასხასის რყევასიხასხასის რეჟიმისიხასხასის დონეხატულების სიხასხასე ინტერფეისშისიხასხასე, მნიშვნელობა, ელფერისიხასხასე:შენახვაშეინახე %u მოდიფიცირებული გამოსახულებაშენახვა და ჩატვირთვარენდერად შენახვაშენახვა, როგორც...სათადარიგოების შენახვაასლის შენახვაგარე შენახვა...შენახვის რეჟიმიშეინახე PNG-ები PNG-ებად, JPEG-ები - JPEG-ებად, WebP - WebP-ებად. სხვა ფორმატებისთვის გამოიყენე PNGსასურველი პარამეტრების შენახვაპრომპტის შენახვაშენახვის ვერსიებიშეინახე მოძრაობის დაფიქსირების BVH ფაილი არმატურიდანშეინახე აჼტიური ფუნჯის აქტივის ასლი აქტივთა ნაგულისხმებ ბიბლიოთეკაში და აქციე აჼტიურ ფუნჯადშეინახე მიმდინარე სამუშაო მდგომარეობის ასლი, მაგრამ არ გაააქტიურო შენახული ფაილიშეინახე მორგებული თემა წინასწარი კონფიგურაციების სიაშიშეინახე გამოსახულებათა თანამიმდევრობაშეინახე აჼტიური ტექსტის მონაცემთა ბლოკიშეინახე აჼტიური ტექსტური ფაილი პარამეტრებითშეინახე ყველა მოდიფიცირებული გამოსახულებაშეინახე .blend ფაილში შეფუთული ფაილი დისკზეშენახვა რენდერადშეინახე ქეშის ფაილები დისკზე (.blend ფაილი პირველი უნდა შეინახოს)დახურვამდე ცვლილებები შევინახო?შეინახე მორგებული სტუდიური განათება სტუდიური განატების რედაქტორის ანაწყობებიდანშეინახე გადანაცვლებები გარე ფაილშიშეინახე გამოსახულება რენდერის ფერის მენეჯმენტით. ასახვის გამოსახულების ფორმატებისთვის, როგორიცაა PNG, დაადე ხედისა და ასახვის გარდაქმნა. გამოსახულების შუალედური ფორმატებისთვის, როგორიცაა OpenEXR, გამოიყემე რენდერის ნაწარმის ნაგულისხმები ფერით სივრცეშეინახე გამოსახულებები JPEG-ებად. (ოღონდ გამოსახულებები, რომლებსაც ალფა ესაჭიროება, PNG-ებად ინახება.) გაითვალისწინე ჎არიქ჎იქ შესაძლო დანაკარგიშეინახე გამოსახულებები WebP-იდ, როგორც მთავარი გამოსახულება (სათადარიგოს გარეშე)შეინახე სიკაშკაშე-ქრომირება-ქრომირება არხები RGB ფერების ნაცვლადშენახვა გასვლისასგასვლისას შეინახე სასურველი პარამეტრები, როცა მოდიფიცირებულია (თუ ქარხნული ანაწყობები ჩატვირთულია)შეინახე რენდერის ქეში EXR ფაილებში (გამოსადეგია მძიმე კომპოზიტირებისთვის, შენიშვნა: ზემოქმედებს ირიბად დარენდერებულ სცენებს)შეინახე ცხობის პროცესში მყოფი რუკა გარე ფაილშიშეინახე ცხობის პროცესში მყოფი რუკა გამოსახულებების შიდა მონაცემთა ბლოკშიშეინახე Blender-იქ მიმდინარე ფაილიშეინახე Blender-იქ ამჟამინდელი ფაილი რიცხვობრივად ინკრემენტირებული სახელით, რომელიც არცერთ არსებულ ფაილს არ გადაეწერებაშეინახე მიმდინარე ფაილი სასურველ ადგილასშეინახე მიმდინარე ფაილი სასურველ მდებარეობაზე, მაგრამ ნუ გაააქტიურებ შენახულ ფაილსშეინახე მიმდინარე მაჩვენებელი კვანძი გამოსახულების ფაილშიშეინახე გამოსახულება სხვა სახელით და/ან ანაწყობებითშეინახე გამოსახულება მიმდინარე სახელითა და ანაწყობებითშეინახე დარენდერებული გამოსახულება გამოტანის მისამართზე (გამოიყენება მხოლოდ მაშინ, როცა ანიმაცია გათიშულია)შეინახე სცენა PLY ფაილშიშეინახე სცენა Wavefront OBJ ფაილშიშეინახე სცენა STL ფაილშიშეინახე ეს მონაცემთა ბლოკი, თუნდაც მომხმარებლები არ გააჩნდესშეინახე გამონატანის ეს შრეშეინახე დისკზე (დააიგნორირე გარეთ გაკეთებული ცვლილებები)შეინახე თარგმანების ანაწყობები მუდმივ JSON ფაილშიშენახული "%s"შენახულია %sშენახულია, როგორც "%s"ასლი შენახულია, როგორც "%s"შენახულია გამოსახულება "%s"ინკრემენტული შენახულია, როგორც "%s"შეფუთული ფაილი შენახულია აჼ: %sშენახული ტექსტი "%s"შენახვაჩატვირთვა წარუმატებელიაBlender-იქ ამ ვერსიით (%s) შენახვამ შესაძლოა, მონაცემთა დაკარგვა გამოიწვიოს.ამ OpenColorIO კონფიგურაციით შენახვამ შესაძლოა, მონაცემთა დაკარგვა გამოიწვიოს.სასურველი პარამეტრების შენახვა წარუმატებელიახერხისებურიScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 ფორმატისკალარულიმასშტაბიშეუცვალე მასშტაბი (ზომა) მონიშნულ საგნებსღერძების დამასშტაბირებამასშტაბის ფუძემასშტაბირების მილევაელემენტების მასშტაბირებათანაბარი მასშტაბიFPS-იქ მასშტაბირებამასშტაბირების კოეფიციენტიმასშტაბირების კოეფიციენტი ტექსტურისთვისდაამასშტაბირე გამოსახულება ახალ ზომამდემასშტაბირების შეპარებამასშტაბის გავლენაინსტანციების მასშტაბირებამასშტაბის მატრიცამასშტაბის შერევის რეჟიმიმასშტაბირების რეჟიმიმასშტაბის აცდენამასშტაბირების გამოპარებამასშტაბის შემთხვევითობაგახევების მასშტაბირებამონასმის ქიქჼიქ მასშტაბირებასისქის მასშტაბირებადამოუკიდებლად დაამასშტაბირე U და Vგადაძრობის შემდეგ დაამასშტაბირე UV კოორდინატები საზღვრებამდეთანაბარი მასშტაბირებამასშტაბი Xმასშტაბი X: %s Y: %s Z: %s%s %sმასშტაბი X: %s Y: %s%s %sმასშტაბი Yმასშტაბი Zდაამასშტაბირე წილადნიშნა კონტექსტური მნიშვნელობათითეული ასლისთვის აკუმულირებული მასშტაბიდაამასშტაბირე ყველა მონაცემი (ზოგ იმპორტიორს მასშტაბირებული არმატურების მხარდაჭერა არ აქვს!)დაამასშტაბირე გამოსახულების ყველა UDIM ფილამასშტაბი ჏ირიქ გასწვრივდაამასშტაბირე X ღერძის გასწვრივდაამასშტაბირე Y ღერძის გასწვრივდაამასშტაბირე მთელი რიცხვის კონტექსტის მნიშვნელობამასშტაბი Blender-იქ ერთეულში პიქსელების რაოდენობის მიხედვითმასშტაბი დუიმში პიქსელების რაოდენობის მიხედვითმასშტაბირება წახნაგის ფართობის მიხედვითდაამასშტაბირე წახნაგის ფართობის მამრავლითმასშტაბირება წახნაგის ზომის მიხედვითდააპატარავე ტექსტი, რომ ჩაეტიოს ტექსტურ ველშიერთგვაროვნად დაამასშტაბირე თითოეული ჏ირი სამიზნე სიგრძის მისაღწევადდაამასშტაბირე ელემენტები ერთი და იგივე კოეფიციენტით ყველა მიმართულებითდაამასშტაბირე ელემენტები ერთი მიმართულებითავტომატურად ამოღებული ხელახალი სემპლირების სიგრძეზე გამოყენებული მასშტაბის კოეფიციენტიმასშტაბის კოეფიციენტი, რომელიც ფუნქციის 'სისწრაფეს' განსაზღვრავსმასშტაბის კოეფიციენტი, რომელიც განსაზღვრავს მაქსიმალურ/მინიმალურ მნიშვნელობებსმასშტაბის კოეფიციენტი საკვანძო ფაზების სიმაღლის დასარეგულირებლადმასშტაბირების კოეფიციენტი ძვლების ფორმებისთვისზედაპირქვეშა გაბნევის რადიუსის მასშტაბის კოეფიციენტიმასშტაბის კოეფიციენტები დ-ძვლის დაბოლოებისთვის, არეგულირებს სისქეს (დავიწროვების ეფექტისთვის)მასშტაბის კოეფიციენტები დ-ძვლის დასაწყისისთვის, არეგულირებს სისქეს (დავიწროვების ეფექტისთვის)მასშტაბის მორგების მეთოდიმასშტაბი იმპორტირებული სინათლეების ინტენსივობისთვისმასშტაბი ახალდამატებული ობიექტისთვისდაამასშტაბირე გეომეტრიის ინსტანციები ლოკალურ, ან გლობალურ სივრცეშიდაამასშტაბირე ურთიერთდაკავშირებული წიბოებისა და წახნაგების ჯგუფებიდაამასშტაბირე ინდივიდუალური წიბოები, ან წიბოთა მეზობელი კუნძულებიდაამასშტაბირე წახნაგთან მეზობლად მდებარე კუნძულების ინდივიდუალური წახნაგებიდაამასშტაბირე ინსტანცია წახნაგის ზომის მიხედვითმასშტაბი 0-იამიკვრის ანაწყობები ზემოქმედებს მასშტაბირებაზედაამასშტაბირე UV რუკის კუნძულები და გადააადგილე ისინი ისე, რომ UV სივრცე მაქსიმალურად შეივსოსდაამასშტაბირე კუნძულები ერთეულის კვადრატის შესავსებადდაამასშტაბირე მეშიგამრუდების ხმაურის მასშტაბიხმაურის მასშტაბი (რაც მაღალია მნიშვნელობები, მით უფრო დიდია გრიგალები)ხმაურის ტექსტურის მასშტაბი თითოეული ჏ირიქ გასწვრივობიექტის ამოხსნის მასშტაბი კამერის სივრცეშიპატარა მთავრულების მასშტაბიX and Z ღერძების მასშტაბები სწორდება ძვლების მოცულობის შესანარჩუნებლადX და Z ღერძთა მასშტაბი Y-მასშტაბის შებრუნებული ვერსიაასაბაზისო ხმაურის ოქტავის მასშტაბიფუნჯის წვერის მასშტაბირება X ღერძზეგადანაცვლების ეფექტის მასშტაბისაბოლოო მონასმების მასშტაბითმის რეზინის ინსტანციის მასშტაბიინსტანციების მასშტაბიინსტანციების მასშტაბი თითოეულ ლოკალურ ღერძზეშრის მასშტაბიხმაურის ტექსტურის მასშტაბი Ⴭირიქ პოზიციის მიხედვითპროფილის მასშტაბი თითოეულ წერტილთანჩრდილის მასშტაბისივრცული ხმაურის მასშტაბიტექსტურის მასშტაბიმხოლოდ მასშტაბიდაამასშტაბირე მონიშნული არემოახდინე დრეკად ძვალთა ასახვის ზომის მასშტაბირებადაამასშტაბირე მონიშნული სოლების მნიშვნელობები თავიანთი კომბინირებული საშუალო სიდიდითდაამასშტაბირე მონიშნულ წვეროთა გარეკანის რადიუსებიდაამასშტაბირე გახევება რადიუსის მაგივრადდაამასშტაბირე BVH ამ მნიშვნელობითდაამასშტაბირე Z-იქ შენატანი, როცა z-ბუფერს არ იყენებ, აკონტროლებს თეთრი ფერის, ან შემავალი მნიშვნელობის მიერ დაწესებულ მაქსიმალურ გაბუნდოვნებასფონური გამოსახულების მასშტაბირებადაამასშტაბირე ძვლები ისე, რომ ჏ირიქ მთელ სიგრძეს მოერგოსდაამასშტაბირე პირდაპირი განათების წვლილიდაამასშტაბირე ირიბი განათების წვლილიშემთხვევითობის პრინციპით დაამასშტაბირე ასლებიშემთხვევითობის პრინციპით დაამასშტაბირე ასლები თითო ღერძზედაამასშტაბირე მორგებული ობიექტი ძვლის სიგრძითმოცულობის დარენდერების დროს დაამასშტაბირე მანძილი მოცულობის იერფერის ნიმუშებს შორის (დაბალი მნიშვნელობები უფრო აკურატულ და დეტალურ შედეგებს იძლევა, მაგრამ ამასთან ერთად, დარენდერებას ახანგრძლივებს)წახნაგის ინსტანციის ობიექტის მასშტაბირებადაამასშტაბირე კადრთა სიხშირე BVH-იდან მიმდინარე სცენებამდე, წინააღმდეგ შემთხვევაში თითოეული BVH კადრი პირდაპირ Blender-იქ კადრზე გადანაწილდებაისე დაამასშტაბირე გამოსახულება, რომ კადრში მთლიანად ეტეოდეს და კუთხეებში სიცარელეს არ ტოვებდესდაამასშტაბირე ინსტანციები შემომავალი გეომეტრიის წახნაგთა ფართობის მიხედვითშემთხვევითობის პრინციპით შეამცირე ინსტანციების მასშტაბიშემთხვევითობის პრინციპით შეამცირე ინსტანციების მასშტაბი ყოველ ღერძზედაამასშტაბირე ინსტანციები თითოეულ ლოკალურ ღერძზეშემთხვევითობის პრინციპით დაამასშტაბირე ინსტანციებიშემთხვევითობის პრინციპით დაამასშტაბირე ინსტანციები ყოველ ღერძზედელტას გამოყენებამდე დაამასშტაბირე თაგვის მოძრაობა ამ მნიშვნელობითხმაურის ქი჎შირიქ მასშტაბირებადაამასშტაბირე აცდენა გარს შემორტყმული გეომეტრიის მიხედვითდაამასშტაბირე აცდენის მატრიცა (გამოიყენე ეკრანის სივრცის აცდენის მისასადაგებლად)დაამასშტაბირე აცდენა ისე, რომ უფრო თანაბარი სისქე მიიღოდაამასშტაბირე სცენის ობიექტები USD სცენის მეტრი ერთეულში სიდიდით. ეს მასშტაბირება დამატებით დაედება მასშტაბის ვარიანტში მითითებულ მნიშვნელობაზემონასმების გარდაქმნისას დაამასშტაბირე მონასმის სისქედაამასშტაბირე ტექსტურა ისე, რომ ყოველი მონასმის სიგრძეს მოერგოსდაამასშტაბირე მოდიფიცირებული F-჏ირიქ მნიშვნელობებიმასშტაბირება ძვლის სიგრძემდემასშტაბი ზღუდეებამდეკამერის ჩარჩომდე მასშტაბირებამასშტაბი დელტადმასშტაბირება წახნაგთა ზომებითმასშტაბირება შესავსებადმასშტაბის მორგებადაამასშტაბირე კამერის კადრის შესავსებად, ან მასში ჩასატევადდაამასშტაბირე ზუმის ანგარიშგაწევით (წინააღმდეგ შემთხვევაში დისპლეის ზუმისგან დამოუკიდებელი ზომა)Blender-იქ ერთეულებსა და განზომილებებს შორის კონვერტირებისას გამოსაყენებელი მასშტაბი. მიკროსკოპულ, ან ასტრონომიულ მასშტაბებში მუშაობისას შეიძლება ერთეულის მცირე, ან დიდი მასშტაბის გამოყენება რიცხვითი სიზუსტის პრობლემების თავიდან ასაცილებლადდაამასშტაბირე ბურთულიანი მანიპულატორის ორბიტირების მგრძნობიარობადაამასშტაბირე ვექტორები თავიანთი მაგნიტუდებითდაამასშტაბირე, გადააადგილე და აბრუნე გამოსახულებამასშტაბი/გადაადგილებამასშტაბი: %s : %s : %s%s %sმასშტაბი: %s : %s%s %sმასშტაბი: %s%s %sდ-მასშტაბი X: %s Y: %s Z: %s%s %sდ-მასშტაბი: %s : %s : %s%s %sდ-მასშტაბი: %s%s %sმასშტაბიX: %sდამასშტაბირებულიგამოსახულებას ისე ამასშტაბირებს, რომ კადრში მთლიანად ეტევა და კუთხეებში სიცარელეს არ ტოვებსამასშტაბირებს ხმაურის ინტენსიურობასამასშტაბირებს მეშს, როგორც რბილ სხეულს ობიექტის სათავის მასშტაბად გამოყენებითექსპონენციალურად ამასშტაბირებს სინათლის ძალას, ინტენსიურობის 2^ექსპოზიციაზე გამრავლების გზითმასშტაბირებახმაურის მასშტაბირება (დროში)მასშტაბირების კოეფიციენტი, გამოყენებული სცენის მასშტაბზე დამატებით, VR ხედის შესასწორებლად. როცა შესაძლებელია, ამ ვარიანტს სცენის მასშტაბის მოდიფიცირება ამჯობინემასშტაბირების კოეფიციენტი ქმედებისთვისX ღერძის გასწვრივ დადებული მასშტაბირების კოეფიციენტიY ღერძის გასწვრივ დადებული მასშტაბირების კოეფიციენტიმასშტაბირება ხმაურის შენატანისთვისობიექტის მასშტაბირებადაასკანირე დანამატების დირექტორია ახალი მოდულების მოსაძებნადსკანირების ხაზის "ექსპოზიციის" დრო მგორავი ჩამკეტის ეფექტისთვისგაბნევაგაბნევის კოეფიციენტებისინათლის გაბნევა მოცულობაში გავლისას, ხშირად გამოიყენება სცენაში ნისლის დასამატებლადგაბნევა ინსტანციებზეგაბნევა ზედაპირზეგაფანტე მითითებული გეომეტრია მეშის ზედაპირზეგაბნევის მოდელიგაბნევის რადიუსი ფერის თითო არხზე (RGB), გამრავლებული მასშტაბზესცენაანაწყობების კოპირებასრული ასლიდაკავშირებული ასლიახალიობიექტის ინდექსიგამოტოვებატიპისცენა '%s'-ქ ჰქონდა გამოუსადეგარი ძირეული კოლექცია, რომელიც არ წაკითხულასცენა '%s' დაკავშირებულია, ობიექტების ინსტანცირება გათიშულიასცენა '%s' უკანასკნელი ლოკალური სცენაა, ვერ მოცილდებასცენის კამერასცენის კოლექციასცენის კოლექციებისცენის ასახვასცენის ხანგრძლივობასცენის კადრთა დიაპაზონისცენის გრაფიკისცენის მიზიდულობის ძალასცენის Hydraსცენის Hydra სარენდერო ძრავის ანაწყობებისცენის ინსტანცირებასცენის სინათლეებისცენის ბუდე კვანძშისცენის ბუდის ინტერფეისი კვანძშისცენის ობიექტებისცენის ოპერაციასცენის პარამეტრებისცენის სათავესცენის თვისებებისცენის რენდერის ხედისცენის სტრუქტურასცენის ზომასცენის სტატისტიკასცენის ლენტისცენის ლენტის ასახვასცენის ლენტის დიაპაზონისცენის ლენტი...სცენის დროსცენის ერთეულისცენის სამყაროსცენის აქტივები კატალოგს მიკუთვნებული არაა. კატალოგების მიკუთვნება აქტივთა ბრაუზერიდანაა შესაძლებელისცენა შეფასებულ მდგომარეობაშისცენის მონაცემთა ბლოკი, რომელიც შედგება ობიექტებისგან და განსაზღვრავს დროსა და რენდერთან დაკავშირებულ ანაწყობებსსცენების მონაცემთა ბლოკებისცენის ასახვის ანაწყობები 3D სარკმელშისცენის კადრების სიხშირე დაყენებულია %.4g-ზე (კონვერტირებულია %.4g-დან)სცენა, რომლიდანაც უნდა შეირჩეს აჼტიური კამერა (თუ განუსაზღვრელია, სარენდერო სცენა)სცენას არც ანიმაციის მონაცემები აქვს და არც აჼტიური ქმედებასცენას კამერა არ აქვსსცენას კამერა არ გააჩნია, მის გარეშე %s-იქ გადახედვის დარენდერება შეუძლებელია.სცენის ჩასოლვის ნაკრებებისცენის წრფივი მნიშვნელობები სამუშაო ფერით სივრცეშისცენის მეტრი ერთეულში 0.001-ზესცენის მეტრი ერთეულში 0.01-ზესცენის მეტრი ერთეულში 0.0254-ზესცენის მეტრი ერთეულში 0.3048-ზესცენის მეტეი ერთეულში 0.9144-ზესცენის მეტრი ერთეულში 1.0-ზესცენის მეტეი ერთეულში 1000.0-ზესცენის რეჟიმი იყენებს სრული ცხობის რეჟიმს:სცენა ვერ მოიძებნასცენის ძირეული კოლექცია, რომელიც ფლობს ყველა ობიექტს და სცენაში ინსტანცირებულ სხვა კოლექციებსსცენის ზომასცენის ბუდე კვანძშისცენა, რომელსაც ეს ლენტი იყენებსსცენა დასარენდერებლად, თუ განუსაზღვრელია - მიმდინარე სცენასცენა დარენდერდება 11 განკბილვის ნიმუშითსცენა დარენდერდება 16 განკბილვის ნიმუშითსცენა დარენდერდება 32 განკბილვის ნიმუშითსცენა დარენდერდება 5 განკბილვის ნიმუშითსცენა დარენდერდება 8 განკბილვის ნიმუშითსცენა დარენდერდება განკბილვის მეთოდის ერთი გადავლით (FXAA)სცენა დარენდერდება განკბილვის გარეშესცენ(ებ)ისცენებიუკამერო სცენებს გადახედვების მხარდაჭერა არ გააჩნიასქემა = კატმულ-კლარკს, თუ შესაძლებელია. უბრუნდება დაყოფილი მეშის ექსპორტირებას მარტივი დაყოფის ტიპისთვისსქემა = არაფერს. დააექსპორტირე საბაზისო მეში დანაყოფების გარეშესქემა = არაფერს. დააექსპორტირე დაყოფილი მეშიგავრცელების სფეროს მონაკვეთის ფონიფარგლებივიდეო კლიპის სტატისტიკური ხედვის ფარგლებიგამოსახულების სტატისტიკური ხედის ფარგლებიგამოსახულების სტატისტიკის ვიზუალიზაციის ფარგლებივიდეოკლიპის სტატისტიკის ვიზუალიზაციის ფარგლებიარევის მანძილიარევის მანძილის სარკმელიეკრანიახალისიზუსტეეკრანიეკრანის დაფიქსირების ზომასკრინინგის რეჟიმიეკრანის სივრცეეკრანზე მიდევნებასემპლირების კოორდინატები ეკრანზეეკრანის მონაცემთა ბლოკი, განსაზღვრავს ფანჯარაში არეების განლაგებასეკრანების მონაცემთა ბლოკებისამუშაო სივრცის ეკრანის განლაგებებიეკრანული ზომა ნორმალებისთვის 3D ხედშიკუთხეებზე მიკვრა ეკრანისეულ სივრცეშიეკრანის მიდევნებაეკრანის მიდევნების სიზუსტეეკრანის მიდევნების სისქეეკრანებიეკრანის ანაბეჭდიეკრანის ანაბეჭდის გვერდი %i პიქსელზე მცირე ვერ იქნებახრახნიხრახნის მოდიფიკატორიხრახნის ღერძისკრიპტისკრიპტების დირექტორიებისკრიპტის ფაილებისკრიპტის კვანძისკრიპტის წყაროსკრიპტის დირექტორია ვერ მოიძებნადასკრიპტული გამოსახულებასკრიპტინგიგადაადგილების ზოლისქროლინგის მიმართულებაცოციას ვიჯეტების ფერებიგადაფურცვლა და ზუმი 2D მონაკვეთისთვისგადაფურცლვის მიმართულება (მხოლოდ Wayland)ჩამოცოცდი ერთი გვერდითგადაფურცლე ზემოთ, ან ქვემოთშემოაცოცე მონიშნული ფაილები ხედშიჩამოცოცდი ხედშიგაცოცდი ხედში მარცხნივგაცოცდი ხედში მარჯვნივაცოცდი ხედშიგადაფურცლე ერთი გვერდით მაღლაგააცოცე ხედი თაგვის დაწკაპუნებითა და გათრევითგააცოცე ხედი ისე, რომ მიმდინარე კადრი ცენტრირებული იყოსუკან გადაფურცლვასკრაბინგისკრაბინგისა და მარკერების მონაკვეთის ანაწყობებისკრაბინგი / მარკერებიძერწვაყველა კუნძულის ძერწვაძირითადი მეშის ძერწვაძერწვის შესაძლებლობებიწირების ძერწვაწირების ძერწვის გალიაძერწვის წახნაგების ნაკრებტა გაუმჭვირვალობაგრიზ ფენსილის ძერწვაგრიზ ფენსილის მონასმების ძერწვაძერწვის დონეებიძერწვის ნიღბის გაუმჭვირვალობაძერწვის რეჟიმიძერწვის რეჟიმის გადაფარებებიძერწვის გადაფარების ფერიძერწვის სიბრტყესაძერწი ნაკრების ბრუნვის ცენტრიძერწვის წახნაგთა ნაკრებების ჩვენებაძერწვის ნიღაბის ჩვენებაძერწვაში ტექსტურის ხატვაჩაძერწე მონასმი გეომეტრიაშიგამოძერწე წირები ფუნჯითძერწვა მეშის მუდმივ შრეზეგამოძერწე ახალი მონასმი გრიზ ფენსილის აჼტიურ ობიექტშიძერწვის/ხატვის გადაფარების ფერიძერწვანაკერინაკერის მინდორინაკერის კიდე UV-ქ გადაძრობისთვისნაკერებიძიებადანამატების ძიებაძიების არე:ძიების მანძილიგაფართოებების ძიებაძიების დამთხვევაძიების მაქსიმუმიძიების მინიმუმიძიების ზომაბოლოში გასვლის შემდეგ კვლავ მოძებნე ფაილის დასაწყისიდანძიება კლავიშთან კავშირითძიება სახელითმოძებნე კვანძი სახელით და ფოკუსირდი მასზე და მონიშნემოიძიე ამ ტიპის ფაილებიმოძებნე საგნები ამ საქაღალდეშიმოძებნე მარკერები, რომლებიც იძულებით დეფორმირდება (გადაადგილება, ბრუნვა, დახვევა და გადახრა) კადრებს შორისმოძებნე მარკერები, რომლებიც პერსპექტიულად დეფორმირდება (ჰომოგრაფია) კადრებს შორისმოძებნე მარკერების, რომლებიც გადაადგილდება და ბრუნავს კადრებს შორისმოძებნე მარკერები, რომლებიც გადაადგილდება და მასშტაბირდება კადრებს შორისმოძებნე მარკერები, რომლებიც გადაადგილდება კადრებს შორისმოძებნე მარკერები, რომლებიც გადაადგილდება, ბრუნავს და მასშტაბირდება კადრებს შორისმოიძიე ყველა ტექსტის მონაცემთა ბლოკში და არა მხოლოდ აქტიურშისაძიებო სტრიქონი ითვალისწინებს ზედა და ქვედა რეგისტრის ასოებსმოიძიე ქვედირექტორიებში ნებისმიერ ასოცირებული გამოსახულება (გაფრთხილება: შეიძლება, ნელი იყოს)საძიებო პირობა UI-ქ გასაფილტრადმეორემეორე ფუძემეორე სახელურის ტიპიმეორე შესაბორკი უდრეკი სხეულის ობიექტიმეორე ნაბიჯიბრაუნ-კონრადის მეოთხე რიგის რადიალური გამრუდების მეორე კოეფიციენტიბრაუნ-კონრადის მეორე რიგის რადიალური გამრუდების მეორე კოეფიციენტიმეორე რიგის Nuke-იქ გამრუდების მეორე კოეფიციენტიმეორე რიგის დამყოფი გამრუდების მეორე კოეფიციენტიNuke-იქ ტანგენციური გამრუდების მეორე კოეფიციენტიმესამე რიგის მრავალწევრიანი რადიალური გამრუდების მეორე კოეფიციენტიმეორე ფერი გამოყენებული ეფექტისთვისმეორე კუბური სფლაინის სამართავი წერტილი მინ./მაქს. სისწრაფეებს შორისმეორე შენატანი ეფექტის ლენტისთვისრეკონსტრუირების ინიციალიზაციისთვის გამოყენებული მეორე საკვანძო ფაზაეკრანის ანაბეჭდის მეორე წერტილი ეკრანის სივრცეშიფორმის დასაკოპირებლად მეორე მონიშნული მეშის ობიექტია საჭიროწვეროთა მეორე ჯგუფის სახელიმეორეხარისხოვანიმეორეხარისხოვანი ღერძიძვლის მეორეხარისხოვანი ღერძიმეორეხარისხოვანი ფერიმეორეული სამართავი შრეებიმონაცემთა მეორეხარისხოვანი მისამართიმეორეული გავლენის მილევამეორეხარისხოვანი ანარეკლიმეორეხარისხოვანი ტექსტურაგამჭვირვალე არეების ინდიკატორი ჭადრაკული ფაჼტურიქ მეორეხარისხოვანი ფერირადიალური კონტროლით ასაყენებელი თვისების მეორეული მისამართიწამებიწამები კურსორის ირგვლივ, რომელთა გარშემოც ვზუმავთწამები, რომელთა განმავლობაშიც უნდა მიმდინარეობდეს ტესტი (უკუაგდე იტერაციები)საიდუმლოგასააქტიურებელი მონაკვეთი სასურველ პარამეტრებშინახე '%s' გარე რედაქტორშინახე '%s' ტექსტურ რედაქტორშიიხილე მოდიფიკატორების პანელი ქვემოთიხილე OperatorList.txt ტექსტის ბლოკიპირველსაწყისიპირველსაწყისი შემთხვევითობისთვის, თუ გამოიყენებაპირველსაწყისი შემთხვევითი რიცხვის წარმოსაქმნელად (თუ უარყოფითია, პირველსაწყისად გამოიყენება დრო)პირველსაწყისი შემთხვევითობაზე დაფუძნებული ოპერაციებისთვისპირველსაწყისი ხმაურის წარმოქმნისთვისმარცვალი შემთხვევითი რიცხვის გენერატორისათვისხმაურის პირველსაწყისიშემთხვევითი გენერატორის საწყისიპირველსაწყისი გამოყენებული შემთხვევითი რიცხვის გენერატორის მიერ შემთხვევითი წერტილების წარმოსაქმნელადპირველსაწყისი მნიშვნელობა ინტეგრატორისთვის ხმაურის სხვადასხვა ფაქტურების მისაღებადპირველსაწყისი მნიშვნელობა გაშემთხვევითებისთვისპირველსაწყისის მნიშვნელობა შემთხვევითი გენერატორისთვისეძებე ვიდეო ნაკადიდან წაკითხული დროის შტამპების მიხედვით, რაც სცენისა და ვიდეოს დროებს შორის საუკეთესო დამთხვევას იძლევამონაკვეთისეგმენტის კოორდინატებისეგმენტის მიმართულებასეგმენტის IDსეგმენტის ზეგავლენასეგმენტის სიგრძესეგმენტის ბრუნვასეგმენტის სიგანესეგმენტი ორ საკვანძო ფაზას შორისსეგმენტის კოორდინატი ტექსტურის განაწილებისთვის თითოეული კუთხოვანი სეგმენტის ფარგლებშისეგმენტებისეგმენტები მორკალული კიდისთვისუნდა იყოს 3 სეგმენტი მაინცსაკონტროლო წერტილებიდან სემპლირებული სეგმენტებისეგმენტები, რომლებსაც ამაზე პატარა გამოსახულების მანძილი აქვს, ჯაჭვურად შეიკვრებამონიშვნამონიშვნა და გადაკეთება2 ხმოვანი ლენტის მონიშვნაწირის 2D, ან 3D ტიპის არჩევაგასწორებული ცალი სახელურის მონიშვნაყველას მონიშვნაყველა გადამრთველის მონიშვნაყველას მონიშვნა თვისებითანკერის მონიშვნაარეს მონიშვნაფონის მონიშვნამონიშვნის წანაცვლებაუფრო დიდების მონიშვნაარხის მონიშვნაშვილობილის მონიშვნაშვილობილების მონიშვნამხოლოდ შვილობილების მონიშვნაკოლექციის მონიშვნაფერის მონიშვნასამართავი წერტილის მონიშვნაწირების მონიშვნაბოლო მონიშნული ხაზის ინდექსიმონიშნე არსებულ მონიშვნასთან დაკავშირებული წახნაგებიდაჯგუფებულის მონიშვნასახელურის მონიშვნასახელურების მონიშვნაიერარქიის მონიშვნაიმპორტირებული ობიექტების მონიშვნაშრის მონიშვნამარცხენა სახელურის მონიშვნადაკავშირებულის მონიშვნამონიშნე ქიიქ საგანიმონიშნე ქიიქ საგანი (ორმაგი დაწკაპუნება სახელის გადასარქმევად)მდებარეობის არჩევამარყუჟების მონიშვნამონიშვნის რეჟიმიმეტის/ნაკლების მონიშვნათაგვით მონიშვნაგარეთას მონიშვნამშობლის მონიშვნაგადავლის მონიშვნაფაქტურის მონიშვნაწერტილის მონიშვნამარჯვენა სახელურის მონიშვნარგოლის მონიშვნაძიების მონიშვნამონიშვნების ნაკრების არჩევამსგავსის მონიშვნასლოტის მონიშვნაგახლეჩის არჩევატექსტის მონიშვნამონიშნე UV წვეროებიმონიშნე UV წვეროები ოთხკუთხა მონიშვნის მეშვეობითმონიშნე UV წვეროები წრიული მონიშვნის მეშვეობითაირჩიე UV მითითებულ ფილაშიმონიშნე UV-ები, რომელთაც ერთი და იგივე მდებარეობა გააჩნიათ და მეშის საზიარო წვერო აქვთმონიშნე UV-ები, რომლებსაც მეშის საზიარო წვერო აქვთ, მიუხედავად იმისა, ერთსა და იმავე ადგილას მდებარეობენ, თუ არამონიშნე UV-ები ქამანდით მონიშვნის მეშვეობითმონიშნე არსებულ მონიშვნასთან დაკავშირებული წვეროებიხედის მონიშვნამონიშნე ძვალი წარმოქმნილ რიგზე, რომელიც ამ ქმედებას მიმართავსმონიშნე ჩანიშნული დირექტორიამონიშნე კამერა, რათა მიაჯაჭვო მარკერი ამ კადრსმონიშნე თაგვის ისართან ყველაზე ახლოს მდებარე დაკავშირებული ლენტების ჯაჭვიმონიშნე ნაკვთური წიბო, თუ მისი მომიჯნავე ორივე წახნაგი ნიშნიანიამონიშნე ნაკვთური წიბო, თუ მისი მომიჯნავე წახნაგებიდან ერთი მაინცაა ნიშნიანიმონიშნე დაკავშირებული UV წვეროების მარყუჟიმონიშნე დაკავშირებულ წიბოთა მარყუჟიმონიშნე სარკის ღერძი (X, Y)მონიშნე სარკის ღერძი (X, Y, Z)აირჩიე ახალი მისამართი ამ ბიბლიოთეკისთვის და ხელახლა ჩატვირთე მისი ყველა მონაცემიმონიშნე კვანძი, რომელსაც მალსახმობი უნდა მიეკუთვნოსმონიშნე დასახატი ჏ირიქ წერტილიმონიშნე წერტილი, ან მისი სახელურებიმონიშნე შემთხვევით განაწილებული თმის, ან წერტილების კომპლექტიმონიშნე დიაპაზონი აჼტიური ელემენტიდანმონიშნე სამართავი წერტილების რიგი, აჼტიური წერტილის ჩათვლით. ერთსა და იმავე წერტილზე თანმიმდევრობითი გამოყენებით ხდება U/V მიმართულებებს შორის მონაცვლეობამონიშნე ლენტი (ბოლოს მონიშნული ხდება "აჼტიური ლენტი")მონიშნე ზემოქმედების ქვეშ მყოფი წვეროები მეშზემონიშნე ყველა UV წახნაგი, რომელთაც პირგადადება აქვთმონიშნე აქტივ UV რუკასთან დაკავშირებული ყველა UV წვერომონიშნე ყველა UV წვერო დაკავშირებული თაგვის ქვეშანიმაციის ყველა არ჎იქ მონიშვნა განსაზღვრულ მონაკვეთშიმონიშნე ყველაფერი დაწკაპუნებულსა და აჼტიურ საგნებს შორისმონიშნე უკვე არსებული მონიშვნიდან მშობლის/შვილობილის ურთიერთკავშირის მქონე ყველა ძვალიმონიშნე მიმდინარე მონიშვნასთან მშობლის/შვილობილის კავშირებით დაკავშირებული ყველა ძვალიმონიშნე ყველა ძვალი, რომლებსაც იგივე მშობელი გააჩნია, რაც უკვე მონიშნულ ძვლებსმონიშნე ყველა ასონიშანიმონიშნე ამჟამად მონიშნული ძვლების ყველა შვილობილიმონიშნე ყველა სამართავი წერტილი დაკავშირებული უკვე მონიშნულებთანმონიშნე ყველა სამართავი წერტილი დაკავშირებული მიმდინარე მონიშვნასთანმონიშნე ჏ირიქ ყველა წერტილი დაკავშირებული უკვე მონიშნულებთანმონიშნე შევსებაში არსებული ყველა წირიმონიშნე ყველა მონაცემი მეშში ერთ ცალ ღერძზემონიშნე ყველა გათიშული კვალიმონიშნე ყველა ელემენტიმონიშნე ყველა ნავარაუდები კვალითუ ჭეშმარიტია, მონიშნე ყველა, წინააღმდეგ შემთხვევაში გააუქმე ყველა მონიშვნამონიშნე ყველა საკვანძო ფაზიანი კვალიმონიშნე თაგვის ქვეშ მყოფი არ჎იქ ყველა საკვანძო ფაზამონიშნე ყველა საკვანძო ფაზა განსაზღვრულ კადრ(ებ)ზემონიშნე ყველა საკვანძო ფაზა, რომლებიც იმავე კადრში ჩნდება, რომელშიც თაგვის ქვეშ მოქცეულიყველა საკვანძო ფაზის მონიშვნა განსაზღვრულ მონაკვეთშიმონიშნე უკვე მონიშნულ სოლებთან დაკავშირებული ყველა სოლიმონიშნე ყველა დაბლოკილი კვალიმონიშნე არამრავალსახეობის ყველა წვერო და წიბომონიშნე კოლექციაში არსებული ყველა ობიექტიმონიშნე ყველა ობიექტი, რომელიც ამ გამომცემისგან მომავალ სინათლეს ბლოკავსმონიშნე ყველა ობიექტი, რომელიც სინათლეს იღებს ამ გამომცემისგანმონიშნე ყველა გზა წყაროს/დანიშნულების პუნქტის ელემენტებს შორისმონიშნე ყველა ჩამაგრებული UV წვერომონიშნე ყველა წერტილი წირებში ნებისმიერი წერტილის მონიშვნითმონიშნე ჏ირში კურსორის ქვეშა ყველა წერტილიმონიშნე ყველა საკმარისად მკვეთრი წიბომონიშნე ამჟამინდელი მონიშვნის მოსაზღვრე ყველა ლენტიმონიშნე სხვადასხვა თვისების მიხედვით დაჯგუფებული ყველა ლენტიმონიშნე მიმდინარე კადრის იმავე მხარეს მყოფი ლენტები, რომელზეც თაგვის კურსორიამონიშნე მონასმის ყველა წერტილიმონშნე მონასმის ყველა წერტილი სხვა მონასმებს შორისმონიშნე ყველა მონასმი მსგავსი თავისებურებებითმონიშნე ყველა ტექსტიმონიშნე თაგვის ქვეშ მყოფი ყველა საკვანძო ფაზა ამ არხშიმონიშნე ყველა საკვანძო ფაზა წირშიმონიშნე ყველა ტექსტიმონიშნე ყველა წვერო მიკუთვნებული აჼტიურ წვეროთა ჯგუფსმონიშნე დროის ყველა მარკერი ოთხკუთხა მონიშვნითმონიშნე ყველა თვალნადევნები კვალიმონიშნე ყველა კვალი მითითებული ჯგუფიდანმონიშნე ყველა კვალი, რომლის რეკონსტრუირებაც წარუმატებელი აღმოჩნდამონიშნე ყველა კვალი იმავე ფერით, რა ფერისაც აჼტიური კვალიამონიშნე მიმდინარე მონიშვნასთან დაკავშირებული ყველა წვერომონიშნე მსგავსი თვისებების მიხედვით დაჯგუფებული ყველა ხილული ძვალიმონიშნე სხვადასხვა თვისების მიხედვით დაჯგუფებული ყველა ხილული ობიექტიმონიშნე ყველა მიბმული ხილული ობიექტიმონიშნე ყველა ხილული ობიექტი, რომელიც მიეკუთვნება ტიპსმონიშნე მონაცვლეობითი წერტილები უკვე მონიშნული წერტილების მქონე მონასმებშიმონიშნე წიბოთა რგოლიმონიშნე დაკავშირებულ UV წვეროთა წიბოების რგოლიწყვილების გადასახიდად მონიშნე მარყუჟების ლუწი რიცხვიჯერ მონიშნე არსებული NLA ბილიკი, ან ცარიელი ქმედების ხაზიმონიშნე ობიექტი, ან პოზის ძვალიმონიშნე და გაააქტიურე საგნებიმონიშნე და გააცურე დასახატი ჏ირიქ წერტილიმონიშნე და გამოიყენე მეშის საგანიანტი-სილუეტური ხაზების მონიშვნამონიშნე ერთი მეშის ობიექტი მაინცმონიშნე წიბოთა სულ ცოტა ორი მარყუჟიმონიშნე უფრო დიდი მონაკვეთები და არა უფრო პატარებიმონიშნე ძვლები აჼტიურ ძვალთა კოლექციაშიმონიშნე თაგვის კურსორის ქვეშ მდებარე, მშობლის/შვილობილის ურთიერთკავშირის მქონე ძვლებიმონიშნე ძვლები, რომლებიც ამჟამად მონიშნულ ძვალთა მშობლებიამონიშნე ამჟამად მონიშნულ ძვალთათვის სამიზნეებად გამოყენებული ძვლებიმონიშნე კიდის წიბოები (჌ია მეშის წიბოები)მონიშნე სასაზღვრო წიბოები მონიშნული წახნაგების გარშემოშერჩევა ნიშნითმონიშნე წახნაგების სიძლიერის მიხედვითმონიშნე მასალის აჼტიური სლოტითმონიშნე დაკავშირებული მშობელი/შვილობილი ობიექტებიკონტურის, ან სილუეტის მონიშვნამონიშნე კონტურები (ყოველი ობიექტის გარე სილუეტები)მონიშნე სამართავი წერტილები ყოველი მონიშვნის მონაკვეთის ზღუდესთანმონიშნე საკონტროლო წერტილები, რომლებიც მოჰყვება უკვე მონიშნულებს ჏ირიქ გასწვრივმონიშნე სამართავი წერტილები, რომლებიც წინ უსწრებს უკვე მონიშნულებს ჏ირიქ გასწვრივმონიშნე ნაკეცის წიბოები (ორ წახნაგს შორის მოქცეულები, რომლებიც ნაკეცის კუთხეზე უფრო პატარა კუთხეს ჰქმნიან)მონიშნე შექმნილი ობიექტები იმპორტის ბოლოსმონიშნე ჏ირიქ წერტილები ოთხკუთხა მონიშვნის საშუალებითმონიშნე ჏ირიქ წერტილები წრიული მონიშვნითმონიშნე ჏ირიქ წერტილები ქამანდით მონიშვნითმონიშნე წირები, რომლებიც ახლოსაა უკვე მონიშნულ წირებთანაირჩიე ატრიბუტის მონაცემთა ტიპიმონიშნე მონიშნული ძვლების პირდაპირი შვილობილებიმონიშნე კვამლის სიმულაციის სამოქმედო არეალის ობიექტიმონიშნე წიბოთა ნიშნები (წიბოები, რომლებიც ანოტირებულია Freestyle-იქ წიბოების ნიშნებით)მონიშნე წიბოები მასალების საზღვრებთანმონიშნე წიბოები, ან წახნაგთა წყვილები წიბოთა მარყუჟებისთვის საბრუნებლადმონიშნე 1, ან 3 წვერო, რომლისადმიც უნდა მოხდეს დაქვემდებარებამონიშნე ან თმა, ან წერტილებიმონიშნე ელემენტიმონიშნე ელემენტები აჼტიურ ბულის ატრიბუტზე დაყრდნობითმონიშნე წირების ბოლო წერტილებიმონიშნე მონასმების ბოლო წერტილებიმონიშნე ყველაფერი დაწყებული ბოლო მონიშვნიდანმონიშნე ყველაფერი გარდა ხაზებისა განსაზღვრული კოლექციიდანმონიშნე გარე კონტურები (დამხშობი და დახშული ობიექტების გარე სილუეტები)მონიშნე წახნაგთა მარყუჟი კურსორის ქვეშმონიშნე წახნაგები, რომლებშიც ყველა წიბოს ორზე მეტი მომხმარებელი წახნაგი გააჩნიამონიშნე ნაკვთური წიბოები ობიექტების კოლექციის საფუძველზემონიშნე ნაკვთური წიბოები წიბოს ტიპების მიხედვითმონიშნე ნაკვთური გვერდები ხილულობის მიხედვითმონიშნე ნაკვთური წიბოები, რომელიც ჯგუფში რომელიმე ობიექტს ეკუთვნისმონიშნე ნაკვთური წიბოები წახნაგების ნიშნების მიხედვითმონიშნე ნაკვთური წიბოები გამოსახულების კიდის მიხედვით (ნაკლები მეხსიერების შთანთქმა)მონიშნე ნაკვთური წიბოები, რომელიც ჯგუფში არცერთ ობიექტს არ ეკუთვნისმონიშნე ნაკვთური გვერდები, რომლებიც არ აკმაყოფილებს გვერდების ტიპების მოცემულ პირობებსმონიშნე ნაკვთური წიბოები, რომლებიც არ აკმაყოფილებს წახნაგის ნიშნების მოცემულ პირობებსმონიშნე ნაკვთური წიბოები, რომლებიც გვერდების ტიპთა ყველა პირობას აკმაყოფილებსმონიშნე ნაკვთური წიბოები, რომლებიც გვერდების ტიპთა პირობებიდან ერთს მაინც აკმაყოფილებსმონიშნე ნაკვთური გვერდები, რომლებიც აკმაყოფილებს გვერდების ტიპების მოცემულ პირობებსმონიშნე ნაკვთური წიბოები, რომლებიც აკმაყოფილებს წახნაგის ნიშნების მოცემულ პირობებსმონიშნე ნაკვთური წიბოები რაოდენობითი უჩინრობის (QI) მნიშვნელობების დიაპაზონშიმონიშვნა ხაზებისა, რომლებიც მომდინარეობს განათებული, ან მოჩრდილული მონაკვეთებიდან. არ იმოქმედებს დაცემულ ჩრდილსა და სინათლის კონტურზე, რადგან ისინი საზღვართანაა.მონიშნე ჩარჩო, რომელიც მონიშნულ კვანძებს შეიცავსაირჩიე Chian-იქა და Huang-იქ მოდელებს შორისსახელის მიხედვით აარჩიე რამდენიმე შენატანიდანმონიშნე გიზმოს სახელურები მონიშნული ლენტის გვერდებზემონიშნე გრაფიკის წირებიმონიშნე აჼტიური ლენტის გვერდით მყოფი სახელურებიმონიშნე დამალული ნაკვთური წიბოებიაარჩიე, თუ როგორ მიიბორკოს ობიექტი სამიზნე ზედაპირზეაირჩიე, როგორ მიებორკოს წვეროები სამიზნე ზედაპირსაარჩიე, საცავი მომხმარებლის მიერ მართულ დირექტორიაშია, თუ სისტემის მიერ მოწოდებულშიმონიშნე მონიშნული ძვლების პირდაპირი მშობელი/შვილობილებიმონიშნე მიმდინარე კადრთან გადამკვეთიმონიშნე საგნები ოთხკუთხა მონიშვნის გამოყენებითმონიშნე საგნები ჏რიქ გამოყენებითმონიშნე საგნები ქამანდის გამოყენებითმონიშნე საკვანძო ფაზის წერტილები წრიული მონიშვნითმონიშნე საკვანძო ფაზის წერტილები ქამანდით მონიშვნითმონიშნე საკვანძო ფაზები უკვე მონიშნულების გარდასაკვანძო ფაზების მონიშვნა მათზე დაწკაპუნებითმონიშნე საკვანძო ფაზები, რომლებიც იმავე F-წირებში გვხვდება, რომელშიც მონიშნულებიმონიშნე საკვანძო ფაზები მიმდინარე კადრის მარცხნივ, ან მარჯვნივმონიშნე თითოეული ნაწილაკის საზღვართან მონიშნულ სოლებთან დაკავშირებული სოლებიაირჩიე ხაზის ტიპი მონასმებისთვისმონიშნე დაკავშირებული წახნაგებიმონიშნე დაკავშირებული წახნაგები დახრილობის კუთხის მიხედვითმონიშნე დაკავშირებული წახნაგები კურსორს ქვეშმონიშნე მიბმული წვეროებიმონიშნე დაკავშირებული წვეროები კურსორს ქვეშმონიშნე დაკავშირებულ წიბოთა მარყუჟები თითოეული მონიშნული წიბოდანმონიშნე დაუმაგრებელი გეომეტრია მონიშვნის რეჟიმზე დაყრდნობითმონიშნე მარკერები მიმდინარე კადრზე და მის მარცხნივ/მარჯვნივმონიშნე მარკერები ოთხკუთხა მონიშვნის გამოყენებითმონიშნე მარკერები წრიული მონიშვნის გამოყენებითმონიშნე მარკერები ქამანდით მონიშვნის საშუალებითმონიშნე მონიშნული ჩარჩოს წევრებიმონიშნე მეშის საგნები გასარკისებურ მდებარეობებზემონიშნე გისოსების გასარკისებურებული წერტილებიმონიშნე თავდაპირველ მონიშვნასთან დაკავშირებული მეტი UV წვერომონიშნე სფლაინის მეტი წერტილი დაკავშირებული თავდაპირველ მონიშვნასთანმონიშნე მიმდინარე მონიშვნის მოსაზღვრე მეტი ლენტიმონიშნე მეტი წვერო, წიბო და წახნაგი დაკავშირებული თავდაპირველ მონიშვნასთანმონიშნე ვიდეო, ან გამოსახულების ლენტებიმონიშნე ვიდეოს თვალის დევნების არხიმონიშნე თაგვის ისართან მდებარე უახლოესი ნაწილაკიმონიშნე ახალი, აჼტიური მეშის ელემენტი და გამოიყენე მისი მდებარეობამონიშნე ახალი ობიექტებიმონიშნე კვანძი და დააკავშირე მაჩვენებლის კვანძთანმონიშნე მონიშნული კვანძებიდან ბმულით დაკავშირებული კვანძებიმონიშნე მონიშნულ კვანძებთან ბმულით დაკავშირებული კვანძებიმონიშნე კვანძები ქამანდით მონიშვნის გამოყენებითმონიშნე კვანძები მსგავსი თვისებებითმონიშნე ობიექტი იმავე კოლექციაშიმონიშნე ობიექტი აჼტიური ობიექტის იერარქიულ პოზიციასთან მიმართებაშიმონიშნე ობიექტები კოლექციაშიმონიშნე ობიექტები, რომლებიც სახელწოდების ფაჼტურაქ ერგებარეკურსიულად მონიშნე ობიექტები აჼტიური ელემენტიდანმონიშნე ერთერთი ხელმისაწვდომი წვეროთა ჯგუფი თაგვის მიმდინარე მდებარეობის ქვეშმონიშნე ერთი, ან მეტი ლენტიმონიშნე მხოლოდ მთლიანად მონიშნული წახნაგებიმონიშნე მხოლოდ წერტილებიმონიშნე, ან გააუქმე NLA-ლენტების მონიშვნამონიშნე, ან გაუუქმე მონიშვნა ყველა ფაილსმონიშნე, ან გაუუქმე მონიშვნა ყველა ლენტსმონიშნე, ან გააუქმე მონიშვნა ხილულ შემთხვევით ობიექტებზეშეარჩიე ორიენტაცია შექმნის შემდეგერთდროულად მონიშნე სხვა ლენტები, ან სახელურები, ან დროში ხელახლა განაწილების ყველა სოლი მიმდინარეს შემდეგ ხელახლა განაწილების რეჟიმშიმონიშნე ჩასმული ობიექტებიმონიშნე წახნაგთა მონაკვეთი წიბოთა მონიშნული მარყუჟის შიგნითმონიშნე პატაკები ინდექსის მიხედვითმონიშნე გამოვლენილი ობიექტებიმონიშნე ქედები და ვაკეები (მსაზღვრელი ხაზები ზედაპირის ამოზნექილობებსა და ჩაზნექილობებს შორის)მონიშნე დაკავშირებულ წიბოთა რგოლები თითოეული მონიშნული წიბოდანმონიშნე ყველა ხილული ნაწილაკის ძირებიმონიშნე უმოკლესი გზა ორ ძვალს შორისშეარჩიე უმოკლესი გზა ორ მონიშვნას შორისმონიშნე უმოკლესი გზა ორ წვეროს/წიბოს/წახნაგს შორისმონიშნე სილუეტები (წიბოები ხილული და დამალული წახნაგების ზღვარზე)მონიშნე მსგავსი UV-ები თვისებათა ტიპის მიხედვითმონიშნე მსგავსი ძვლები თვისებათა ტიპების მიხედვითმონიშნე ჏ირიქ მსგავსი სეგმენტები თვისების ტიპის მიხედვითმონიშნე მიმდინარე მონიშვნის მსგავსი წახნაგთა მონაკვეთებიმონიშნე მსგავსი მეტაბურთები თვისებათა ტიპების მიხედვითმონიშნე მსგავსი წვეროები, წიბოები, ან წახნაგები თვისებათა ტიპების მიხედვითმონიშნე სფლაინის წერტილებიმონიშნე ლენტის სახელურიმონიშნე ლენტები ინდივიდუალურად მიუხედავად იმისა, არინ თუ არა ისინი დაკავშირებულნიმონიშნე მონიშნული ლენტების ნომინირებული მხარეს მდებარე ლენტებიმონიშნე ლენტები მიმდინარე კადრთან მიმართებაშიმონიშნე ლენტები მიმდინარე კადრიდან მარცხნივ, ან მარჯვნივმონიშნე ლენტები ოთხკუთხა მონიშვნის მეშვეობითმონიშნე ლენტები ჏რიქ გამოყენებითმონიშნე ლენტები ქამანდის მეშვეობითაირჩიე მონასმების დასახატად გამოყენებული სტილიმონიშნე მონასმების შესავსებად გამოყენებული სტილიმონიშნე სავარაუდო კონტურები (თითქმის სილუეტური/კონტურული წიბოები)მონიშნე ტექსტი ხაზის მიხედვითმონიშნე ტექსტი კურსორის მოძრაობის დროსმონიშნე Freestyle-იქ კონტროლის რეჟიმიმონიშნე აჼტიური კამერამონიშნე აქტივთა ბიბლიოთეკა და მასში მოცული კატალოგები, რომლებიც აქტივთა თაროზე უნდა აისახოსმონიშნე წვეროს შესადარებელი ღერძიმონიშნე ძვლები მონიშვნის ამ ნაკრებიდანმონიშნე კამერაობიექტების განთავსებისას შეარჩიე უახლოესი ღერძი (ზედაპირის უკუგება)მონიშნე ამჟამად გამოყოფილი გიზმოაარჩიე ფაილის ფორმატი, რომელიც გამოყენებული იქნება ხმაურის მონაცემების ქეშირებისთვისაარჩიე ფაილის ფორმატი, რომელიც გამოყენებული იქნება ნაწილაკების მონაცემების ქეშირებისთვისაარჩიე ფაილის ფორმატი, რომელიც გამოყენებული იქნება ზედაპირის მონაცემების ქეშირებისთვისაარჩიე ფაილის ფორმატი გამოსაყენებელი მოცულობითი მონაცემების ქეშირებისთვისმონიშნე ფაილი blend ფაილთან მიმართებითაარჩიე შენატანის ტიპი თმის რეზინის გეომეტრიისთვის.აარჩიე ზედაპირის გეომეტრიის შენატანის ტიპი.მონიშნე დასაკონვერტირებელი შრეებიაირჩიე დატანის ტიპიმონიშნე მონიშნული ობიექტების სარკისებური ობიექტები, მაგ.: "L.sword" და "R.sword"მონიშნე ახალი ჩასმული წახნაგებიმონიშნე მომდევნო ელემენტი (მონიშვნის რიგის მიხედვით)მონიშნე კვანძი კურსორის ქვეშმონიშნე ამჟამად მონიშნულ ძვალთა მშობლებიმონიშნე წინა ელემენტი (მონიშვნის რიგის გამოყენებით)მონიშნე თვისებათა საჩვენებელი პანელიაირჩიე იერფერის ფერის პარამეტრიზაციააარჩიე სქემის კონტურული შტრიხების ფორმამონიშნე მონასმების ორივე ბოლოს ფორმებიაირჩიე დახარისხების გასაღები ჯაჭვების დასალაგებელი თანმიმდევრობის დასადგენადმონიშნე დახარისხების თანმიმდევრობააარჩიე უძრაობის პოზიციების წყარომონიშნე ლენტები და მათი სახელურებიმონიშნე პლანშეტის API ზეწოლისადმი მგრძნობიარობისთვის გამოსაყენებლად (შეიძლება, ცვლილებების ძალაში შესასვლელად Blender-იქ გადატვირთვა იყოს საჭირო)აირჩიე მიდევნების მეთოდი გამოყენებული სცენა-სხივის გადაკვეთების მოსაძებნადაირჩიე, თუ რა გზით ეჯაჭვება ერთმანეთს შტრიხების ნაპირებიაირჩიე, რა გზით გამოითვლებოდეს დახარისხების გასაღები თითოეული ჯაჭვისთვისმონიშნე თავდაპირველ მონიშვნასთან დაკავშირებული ძვლებიმონიშნე ძვლები, რომლებიც გამოყენებულია ამ პოზაშიმონიშნე დროის მარკერ(ებ)იმონიშნე ყველა ხილული ნაწილაკის ბოლოებიმონიშნე მიმდინარე კადრის მარცხნივმონიშნე მიმდინარე კადრის მარჯვნივმონიშნე თვალის დევნების მარკერებიმონიშნე კვლები ჯგუფის მიხედვითმონიშნე კვლები, რომლებიც ბრუნვის სტაბილიზაციისთვის გამოიყენებამონიშნე კვლები, რომლებიც გადაადგილების სტაბილიზაციისთვის გამოიყენებააარჩიე გარდაქმნის ორიენტაციამონიშნე წიბოების ორი მარყუჟი, ან წიბოთა ერთი ცალი დახურული მარყუჟი, რომლიდანაც წიბოთა ორი მარყუჟის გამოთვლა შეიძლებამონიშნე მეშის ორი ობიექტიაირჩიე მონასმების შემავსებელი გრადიენტის ტიპიშეარჩიე შემოტკეცის ალგორითმის ტიპი სამიზნის პოზიციისთვისდაყოფის ალგორითმის რჩეული ტიპიმონიშნე უსუფთაო ბილიკებიმონიშნე წვეროთა მარყუჟი კურსორის ქვეშმონიშნე პოლუსებთან მდებარე წვეროები დაკავშირებულ წიბოთა რიცხვის მიხედვით. წიბოსა და წახნაგის რეჟიმში წვეროებთან დაკავშირებული გეომეტრია მოინიშნებამონიშნე წვეროები, რომლებიც პირდაპირ დაკავშირებულია უკვე მონიშნულებთანმონიშნე წახნაგთა წვეროები წახნაგის გვერდების რიცხვის მიხედვითმონიშნე წვეროები ჯგუფის გარეშემონიშნე ხილული ნაკვთური წიბოებიაირჩიე, რომელი წერტილია ჏ირიქ დასაწყისიმონიშვნა თაგვის ღილაკითმონიშნე სიტყვა კურსორის პოზიციასთანმონიშნე სიტყვა კურსორის ქვეშმონიშნე/გაუუქმე მონიშვნა ყველა გრიზ ფენსილის მონასმს, რომელიც მიმდინარე მასალას იყენებსყველა მონასმის, ან შევსების მონიშვნა/მონიშვნის გაუქმებამონიშნე/გააუქმე ელემენტის მონიშვნა ამ მიმართულებითმონიშნე ფაილები/გააუქმე ფაილების მონიშვნა მათში გავლითმონიშვნადობა და ხილულობამონიშვნადიმხოლოდ მონიშვნადიმონიშნულიმონიშნული და შიგთავსიმონიშნული ქმედების რუკამონიშნული ქმედების-კლიპის ლენტიმონიშნული მიჯაჭვამონიშნული მსხვილიამონიშნული არხიმონიშნული არხები კურსორთანმონიშნული გვერდების ჯამიმონიშნული წახნაგების ჯამიმონიშნული წახნაგებიმონიშნული ფაილიმონიშნულის გამოყოფამონიშნული ID '%s' არიქ %s, არსებული დაკავშირებული ID '%s'-იქ - რომელიც არიქ %s - გადასააადგილებლად ვერ გამოდგებაროგორც ჩანს, მონიშნული ID '%s' იგივეა, რაც გადატანილი ID '%s', ამის ნაცვლად გამოიყენე ოპერაცია 'ხელახალი ჩატვირთვა'მონიშნული დახრილიმონიშნული საგანიმონიშნული საგანი აიძულებს ორბიტის ცენტრს, მხოლოდ მონიშნული ობიექტები გაითვალისწინოს.მონიშნული საგნებიმონიშნული სოლებიმონიშნული ორიენტირიმონიშნული ხაზის ფონიმონიშნული ხაზის ტექსტის ფერიმონიშნული მარკერიმონიშნული მეტა ლენტი (დაჯგუფებასთან დაკავშირებული ლენტებისთვის)კვანძთა მონიშნული ჯგუფიმონიშნული ობიექტიმონიშნული ობიექტებიმხოლოდ მონიშნული ობიექტებიმონიშნული ობიექტები და მონაცემებიმონიშნული ობიექტები, მონაცემები და მასალებიმხოლოდ მონიშნულიმონიშნული წერტილებიმონიშნული პოზის ძვლებიმონიშნული პატარა მთავრულებიახმის მონიშნული ლენტი (სპიკერის ხმების დროში განაწილებისთვის)მონიშნული ლენტებიმონიშნული სტუდიური სინათლემონიშნული ტექსტიგარდასვლის მონიშნული ლენტისმონიშნული UV ელემენტიერთმანეთისგან გარკვეული რადიუსში მყოფი მონიშნული UV წვეროები ერთად შეირწყმენამონიშნული ხაზგასმულიამონიშნულ წვეროთა ჯამიმონიშნული აქტივი %s ვერ მოიძებნა აქტივთა ბიბლიოთეკის შიგნითმონიშნული აქტივი %s ქმედება არაამონიშნული აქტივი შედის ფაილში, რომელსაც აქტივთა სისტემა მართავს, ხელით რედაქტირება მოსარიდებელიამონიშნული აქტივი მიმდინარე ფაილში ინახებამონიშნული ძვლები %sმონიშნული მონაცემთა ბლოკები უკვე აქტივებია (ან აქტივებად გამოყენების მხარდაჭერა არ აქვს)მონიშნული წიბოების რაოდენობა რედაქტირების რეჟიმშისაჭიროა მონიშნული წიბოები/წახნაგებიმონიშნული წახნაგების რაოდენობა რედაქტირების რეჟიმშისაჭიროა მონიშნული წახნაგებიმონიშნულ მარყუჟებს წიბოთა ტოლი რაოდენობები უნდა ჰქონდესმონიშნულ მეშებს წვეროების ტოლი რაოდენობა უნდა ჰქონდესმონიშნული კვანძები იმავე ტიპის არაა, რომლისაც {}მონიშნული კვანძები ვერ შეერთდებამონიშნული ობიექტების სახელებს .L, ან .R ბოლოსართი უნდა ჰქონდესმონიშნული მისამართი მონიშნული აქტივთა ბიბლიოთეკის გარეთაამონიშნული აქტიურისკენმონიშნული წვეროების რაოდენობა რედაქტირების რეჟიმშიმონიშნული/მოუნიშნავიხაზების მონიშვნა განათებული მონაკვეთებიდან, და კონტურის, სინათლის კონტურისა და ჩრდილის ხაზების კომბინაცია დახურულ ფორმებადკამერის მონიშვნა მხოლოდ ობიექტის რეჟიმშია მხარდაჭერილიმონიშვნამონიშვნის სამოქმედო არეალიმონიშვნის დამასრულებელი ასონიშანიმონიშვნის დამასრულებელი ხაზიმონიშვნის ნიღაბიმონიშვნის რეჟიმიმონიშვნის რეჟიმი წერტილებზე უნდა იყოს დაყენებულიმხოლოდ მონიშნულიმონიშვნის გაუმჭვირვალობამონიშვნის კომპლექტიმონიშვნების ნაკრების ინდექსიმონიშვნების ნაკრებებიმონიშვნების ნაკრებთა სპეც. ხელსაწყოებიმონიშვნის ხელსაწყომონიშვნის ტიპიმონიშვნის განსახორციელებელი ქმედებამონიშვნა კოლექციითმონიშვნა წიბოს ტიპითმონიშვნა წახნაგის ნიშნებითმონიშვნა გამოსახულების კიდითმონიშვნა ხილულობითმონიშნული არაა ძვალიმონიშნული საგანი ძვალი არაა. 3D სარკმელში ასარჩევად არმატურა ან პოზირების რეჟიმში უნდა იყოს, ან რედაქტირებისაშიფუნჯი ჩამორჩება თაგვს და უფრო გლუვ გზას გადისმონიშვნა ობიექტის რეჟიმში მხარდაუჭერელიაშ.კ.-იქ ამომხსნელის ამორჩევა შ.კ.-იქ ჯაჭვისთვისაქტიური არ჎იქ მონიშვნა დაწკაპუნებულ არხადწახნაგთან დაუკავშირებელ წიბოთა არჩევანიმეშის ზედაპირის სასაზღვრო წიბოთა არჩევანიმეშის ზედაპირის ორი წახნაგის დამაკავშირებელ წიბოთა არჩევანიშენატანი ვექტორების წყვეტის მიმანიშნებელ წიბოთა არჩევანიარჩევანი ელემენტაბისა, რომელთა ნორმალები სასურველ მიმართულებას შეესაბამება. (ნორმალი იმავე სამოქმედო არეალში გამოითვლება, რომელშიც ეს გამონატანი)ელემენტების მონიშვნა სფეროშიგასაშემთხვევითებელი ინსტანციების არჩევანიგადასანაცვლებელ წერტილთა არჩევანიმონიშვნა იტერაციის სამოქმედო არეალზემონიშვნის წყვილი ვერ მოიძებნაწირის წერტილის მონიშნულობატრაექტორიის წერტილის მონიშნულობასლოტის მონიშვნის მდგომარეობამონიშვნის სტატუსიგასწორებული ცალი სახელურის მონიშნულობის სტატუსისამართავი წერტილის მონიშნულობის სტატუსისამართავი წერილის მონიშნულობის ქტატუქი. (არარეკომენდირებულია: ამის ნაცვლად გამოიყენე სამართავი წერტილის მონიშვნა)მარცხენა სახელურის მონიშნულობის სტატუსიმარჯვენა სახელურის მონიშნულობის სტატუსიმონიშნული მიმდინარე კადრსმონიშნული კურსორის მნიშვნელობასმონიშნული უახლოეს კადრსმონიშნული უახლოეს მარკერსმონიშული უახლოეს წამსშერჩევითი დემპფირებული უმცირესი კვადრატიირჩევს, თუ როგორ გამოითვლება დ-ძვლის დამასრულებელი სახელურიირჩევს, თუ როგორ უნდა მოხდეს დ-ძვლის ქა჏ყიქი სახელურის გამოთვლაირჩევს, თუ როგორ გადანაწილდება წვეროები დ-ძვლების სეგმენტებზე პოზიციების მიხედვითნიშნავს შემთხვევით წერტილებს მიმდინარე მონასმების სელექციიდანირჩევს ზღუდეთა შესწორების ალგორითმსირჩევს გამოყენებულ ალგორითმსირჩევს გამოყენებული ქიქჼიქ ალგორითმსთვითშეჯახებათვითშეჯახებებითვითეფექტითვითხახუნითვითდარტყმათვითგადაკვეთათვითგადაკვეთათვითგადაკვეთის შემოწმებამინიმალური თვითმანძილითავ-ობიექტითვითპირგადადებამოახდინე მონიშნული წახნაგთა თვითგადაკვეთაუდრეკი სხეულის ავტონომიური სიმულაციის გარემო და ანაწყობებითვითშეჯახების წვეროთა ჯგუფითვისების სემანტიკური ინტერპრეტაციანახევრად ლაგრანჟისნახევარტონებიუკან დახევინებაბოლოში გაშვებამგრძნობიარობასენსორისენსორში ჩატევასენსორის სიმაღლესენსორის ხმაურისენსორის სიგანესენსორი სკანირდება ზევიდან ქვევითგამოცალკევებადიგამოცალკევებაგანცალკევებული შეკვრაგანცალკევებული შეკვრის საგანიშვილობილების განცალკევებაფერის დაცალკევებაკომპონენტების განცალკევებაცილინდრული განცალკევებაგეომეტრიის განცალკევებაშ.კ.-იქ ფეხის თითის განცალკევებამატრიცის დაცალკევებაგანცალკევების რეჟიმიგანაცალკევე თანამიმდევრობის გამოსახულებებისფერული განცალკევებაგარდაქმნის დაცალკევებაგანცალკევებული ერთეულებიXYZ-იქ დაცალკევებაგანაცალკევე ყველა გეომეტრია გადაკვეთებისგანგანაცალკევე შრეების მიხედვითგანაცალკევე მასალის მიხედვითგამოაცალკევე ლენტები, რომლებიც მონიშნულ მეტა-ლენტებს უკავიაგანაცალკევე პროექციები ნაკერებით იზოლირებულ კუნძულებადგანაცალკევე მონიშნული გეომეტრიამონიშნული გეომეტრია ცალკე მეშად განაცალკევეგანაცალკევე მონიშნული გეომეტრია ახალ ობიექტადგანაცალკევე მონიშნული გეომეტრია წერტილთა ახალ ღრუბლადგამოაცალკევე მონიშნული კვანძები კვანძთა ჯგუფისკენგანაცალკევე მონიშნული წერტილები დაკავშირებული მოუნიშნავი წერტილებისგან ახალი ობიექტადგანაცალკევე მონიშნული გეომეტრია ახალ გრიზ ფენსილის ობიექტადგანაცალკევე მონიშნული მონასმები მიმდინარე შევსებიდან%s დაცალკევდა %i ახალ ქმედებადგანცალკევებული ძვლებისეპიათანამიმდევრობადამატებარეგულირებარეგულირების შრეალფა ზემოდანალფა ქვეშაუდიოველისიკაშკაშე/კონტრასტიკლიპისაათიფერიფერთა ბალანსიფერების შერევაკომპოზიტორიწაფენაწირებიმიმართულებაორმაგიექომათანაბრებელიგამის წაფენაგაუსის გაბუნდოვნებაელვარებაგახლეჩვის დაკავებაელფერის შესწორებაგამოსახულებაშიგნითირისინიღაბიმეტაფილმიმრავალკამერიანიმრავალკამერული სელექტორიგამრავლებაარაფერიგარეთყოველ ლენტზებგერის სიმაღლეპროექტიპროქსის შემნახველისცენაცალიხმახმის მათანაბრებელისისწრაფეგახლეჩაგამოკლებატექსტიტონების რუკატონების რუკაგარდასვლის ტიპიტიპისითეთრის ბალანსიგაწმენდათანამიმდევრობის რედაქტორითანამიმდევრობის გაცურებათანამიმდევრობის გაცურება: %s%sთანამიმდევრობის ლენტის სახელითანამიმდევრობის რედაქტირების მონაცემების სცენის მონაცემთა ბლოკისთვისთანამიმდევრობის რედაქტორის სივრცის მონაცემებითანამიმდევრობის დაკვრის რეჟიმითანამიმდევრობის ლენტი, რომელიც სხვა ლენტების მიერ შექმნილ გამოსახულებებზე ეფექტებს ადებსთანამიმდევრობის ლენტი, რომელიც გაუსის გაბუნდოვნებას ჰქმნისთანამიმდევრობის ლენტი, რომელიც ელვარების ეფექტს ჰქმნისთანამიმდევრობის ლენტი, რომელიც გადაწმენდის გადასვლას ქმნისთანამიმდევრობის ლენტი, რომელიც ერთი ფერით შევსებულ გამოსახულებას ჰქმნისტექსტის შემქმნელი თანამიმდევრობის ლენტითანამიმდევრობის ლენტის მონაცემები ერთი კადრისთვისთანამიმდევრობის ლენტი, რომელიც განსაზღვრავს ხმას, რომელიც გარკვეული პერიოდის მანძილზე უნდა იქნას დაკრულითანამიმდევრობის ლენტი სხვა ლენტების ქიქ჏რაფიქ გასაკონტროლებლადთანამიმდევრობის ლენტი სხვა ლენტების ერთ თანამიმდევრობის ლენტად დასაჯგუფებლადთანამიმდევრობის ლენტი ვიდეოს ჩასატვირთადთანამიმდევრობის ლენტი ვიდეოს ნიღბიდან ჩასატვირთადთანამიმდევრობის ლენტი კლიპების რედაქტორიდან ვიდეოს ჩასატვირთადთანამიმდევრობა ერთი, ან მეტი გამოსახულების ჩასატვირთადთანამიმდევრობის ლენტი ქვემოთა შრეებზე ფილტრის რეგულირებების შესასრულებლადთანამიმდევრობის ლენტი მრავალკამერიანი რედაქტირების ჩასატარებლადთანამიმდევრობის ლენტი, რომელიც სცენის დარენდერებულ გამოსახულებას იყენებსსეკვენსერისეკვენსერი და გადახედვასეკვენსერის ფერითი სივრცის ანაწყობებისეკვენსერის კომპოზიტორი კვანძებისეკვენსერის რედაქტორებისეკვენსერის გადაფარებებისეკვენსერის გადახედვასეკვენსერის გადახედვის შეფერადებასეკვენსერის სცენასეკვენსერის მიკვრასეკვენსერის ლენტის ინფორმაციასეკვენსერის ლენტებისეკვენსერის ხელსაწყოს ანაწყობებისეკვენსერის ეფექტის ტიპისეკვენსერის სცენა რედაქტირებადი არაასეკვენსერის აჼტიური ლენტისერბული (კირილიცა) - Српскиსერბული (ლათინური) - Srpski latinicaსესიის მდგომარეობასესიის UIDდასაკავშირებელი კოლექციის სესიის UIDსესიის UID კოლექციისა, რომელშიც უნდა მოხდეს გადატანაოპერატორის მიერ გამოსაყენებელი მონაცემთა ბლოკის სესიის UIDსესიის UID პირდაპირ დაკავშირებული კოლექციისა, რომელიც შეიცავს მონიშნულ ობიექტს, რომლისგანაც უკუგდება უნდა შეიქმნასსესიის UID გეომეტრიულ კვანძთა ჯგუფისა, რომელიც გამოიტოვებასესიის UUIDგანსათავსებელი ობიექტის სესიის UUID (როცა ეს და 'სახელი' დაყენებული არაა, იყენებს აჼტიურ ობიექტს)დაყენებადააყენე "ყალბი მომხმარებელი" დართული საგნებისთვის (ობიექტებისა და კოლექციების გარდა)დააყენე 2D კურსორის მდებარეობადააყენე 2D კურსორი ხედის ცენტრალურ მდებარეობაზექმედების დაყენებააქტიური ქმედების სლოტის ინდექსის დაყენებაყველა glTF ანიმაციის დაწყების 0-ზე დაყენებაალფას დაყენებაფერის ტეგის დაყენებამიმდინარე თემის დაყენებაწირის ნორმალების დაყენებაწირის რადიუსის დაყენებაწირის დახრილობის დაყენებახარვეზების აღმოფხვრის მნიშვნელობის დაყენებადააყენე ნაგულისხმები ხატულაწახნაგთა ნაკრების დაყენებაწახნაგის სიძლიერის დაყენებაყალბი მომხმარებლის დაყენებასათადარიგოს დაყენებაკადრთა დიაპაზონის დაყენებაგეომეტრიის შეკვრის დაყენებაგეომეტრიის სახელის დაყენებაგრიზ ფენსილის ფერის დაყენებაგრიზ ფენსილის სიღრმის დაყენებაგრიზ ფენსილის სირბილის დაყენებაბადის ფონის დაყენებაბადის გარდაქმნის დაყენებათმის ჏ირიქ პროფილის დაყენებასახელურების პოზიციების დაყენებასახელურის ტიპის დაყენებაID-ქ დაყენებაინსტანციის გარდაქმნის დაყენებაინვერსიის მოლოდინის დაყენებამასალის დაყენებამასალის შეზავების დაყენებამასალის ინდექსის დაყენებამეშის ნორმალების დაყენებადააყენე მინკოვსკის ცვლადი 0.5-ზედააყენე მინკოვსკის ცვლადი 4-ზეშერევის კოეფიციენტის დაყენება 0.0-ზეშერევის კოეფიციენტის დაყენება 0.1-ზესახელის დაყენება%s ობიექტს სათავის დაყენების მხარდაჭერა არ გააჩნიაცარიელ ობიექტ(ებ)ქ სათავის დაყენების მხარდაჭერა არ გააჩნიამშობლის დაყენებაბრუნვის ცენტრის დაყენებაწერტილის რადიუსის დაყენებაპოზიციის დაყენებადააყენე გადახედვის დიაპაზონი მონიშნულ საკვანძო ფაზათა განფენილობის მიხედვითდააყენე გადახედვის დიაპაზონი მონიშნული ლენტების განვრცობის მიხედვითდააყენე გადახედვის დიაპაზონი მონიშნული საკვანძო ფაზების დიაპაზონის მიხედვითსცენის კადრთა ქი჎შირიქ დაყენებამონიშნული ლენტების პროქსის დაყენებამონიშვნის დაყენებაგლუვი შეფერადების დაყენებაზომის დაყენებამიკვრის ფუჍიქ დაყენებასფლაინის ციკლურობის დაყენებასფლაინის გარჩევადობის დაყენებასფლაინის ტიპის დაყენებასტერეო 3D-ქ დაყენებადააყენე UVW სამართავი წერტილები ერთგვაროვან დაშორებაზედააყენე VR მაჩვენებლის მდებარეობა კონტროლერის სხივტყორცნის მოხვედრის მდებარეობაზესიდიდის დაყენებახედის გარდაქმნის დაყენებადაყენე ფერის ტეგი მონიშნული კოლექციებისთვისმონიშნე ფერის ტეგი მონიშნული ლენტებისთვისდააყენე კონტექსტის მასივის მნიშვნელობა (სასარგებლოა აჼტიური მეშის რედაქტირების რეჟიმის ციკლირებისთვის)დააყენე კონტექსტის მნიშვნელობადააყენე კონტექსტური მნიშვნელობა (გამოსადეგია აჼტიური მასალის, ფორმის სოლების, ჯგუფებისა და სხვ. ციკლირებისთვის)დააყენე კონტექსტური მნიშვნელობა ID მონაცემთა ბლოკზედააყენე მორგებული მუდმივი ქი჎შირიქ კოეფიციენტი (CRF).ყველა ასაწყობი ანიმაციისთვის კადრების ფიქსირებული რაოდენობის დაყენებაპროცენტის ხელით დაყენება ასაწყობადდააყენე B-კადრების მაქსიმალური რიცხვიდააყენე ახალი აჼტიური სოლების ნაკრებიდააყენე ახალი სახელი, ან გაუკეთე თავსართი/ბოლოსართი უკვე არსებულსახალი მონიშვნის დაყენებადააყენე აჼტიური ქმედების წყობის ინდექსი {}-ზე.დაუყენე აჼტიური ფერი ყველა მონიშნულ წვეროსდააყენე აჼტიური მარკერი სათავედ კამერის (ან მისი მშობლის, თუ არსებობს) 3D სივრცეში მოძრაობის საშუალებითდააყენე აჼტიური მასალადააყენე ყველა glTF ანიმაციის დაწყება 0.0 წმ.-ზე. გამოსადეგია უსასრულოდ განმეორებადი ანიმაციებისთვისდააყენე მონასმის ყველა წერტილი ერთსა და იმავე გაუმჭვირვალობაზედააყენე მონასმის ყველა წერტილი ერთსა და იმავე სისქეზედააყენე ყველა წვეროს ნორმალი კუთხის დახრილობის მიხედვითდააყენე ყველა წვეროს ნორმალი წახნაგის არეს მიხედვითდააყენე მონიშნული ფერის გაჩერების ალფადააყენე გაუმჭვირვალობის ოდენობა ექსპორტირებული UV განლაგებისთვისდააყენე და გამოიყენე 3D კურსორიდააყენე ანოტაციის ხილულობადააყენე ხედის ჯეროვანი გარდაქმნა მედიის ფერითი სივრცის მიხედვითდააყენე აჼტიურ წვეროთა ჯგუფადდააყენე ნაგულისხმებ მომრგვალებულადდააყენე აუდიო არხები 4 არხზედააყენე აუდიო არხები 5.1 მოცულობით ჟღერადობაზედააყენე აუდიო არხები 7.1 მოცულობით ჟღერადობაზედააყენე აუდიო არხები მონოზედააყენე აუდიო არხები სტერეოზედააყენე აუდიო მიქშირების ბუფერის ზომა 1024 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 16384 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 2048 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 256 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 32768 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 4096 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 512 ნიმუშზედააყენე აუდიო მიქშირების ბუფერის ზომა 8192 ნიმუშზედააყენე აუდიო ნიმუშის ფორმატი 16-ბიტიან ნიშნიან მთელ რიცხვზედააყენე აუდიო ნიმუშის ფორმატი 24-ბიტიან ნიშნიან მთელ რიცხვზედააყენე აუდიო ნიმუშის ფორმატი 32-ბიტიან წილადნიშნა რიცხვზედააყენე აუდიო ნიმუშის ფორმატი 32-ბიტიან ნიშნიან მთელ რიცხვზედააყენე აუდიო ნიმუშის ფორმატი 64-ბიტიან წილადნიშნა რიცხვზედააყენე აუდიო ნიმუშის ფორმატი 8-ბიტიან ნიშნიან მთელ რიცხვზედააყენე აუდიო სემპლირების სიხშირე 192000 ნიმუშზე წამშიდააყენე აუდიო სემპლირების სიხშირე 44100 ნიმუშზე წამშიდააყენე აუდიო სემპლირების სიხშირე 48000 ნიმუშზე წამშიდააყენე აუდიო სემპლირების სიხშირე 96000 ნიმუშზე წამშიდააყენე შავი, ან თეთრი წერტილი წირებისთვისდააყენე ბულის მნიშვნელობები საგანთა კოლექციისთვისდააყენე აჼტიური ხედი კამერის ხედადდააყენე ხედის შრეში წვლილის მხოლოდ ირიბად (ჩრდილებითა და ანარეკლებით) შემტანი კოლექციაფერის ხილულობის გამოტოვებადააყენე გრიზ ფენსილის გეომეტრიაზე ფერისა და გაუმჭვირვალობის ატრიბუტებიფერს მიანიჭე სრული გაუმჭვირვალობა არსებული ალფას ხელახლა გამოყენების ნაცვლადდააყენე ფერთა ინტერპოლაციადააყენე ინტერპოლაციისათვის გამოსაყენებელი ფერის რეჟიმიდააყენე მონიშნული ფერის გაჩერების ფერიდააყენე მიმდინარე ვიდეო კლიპი კამერის ფონად 3D სარკმელში (მუშაობს მხოლოდ მაშინ, როცა 3D სარკმელი ჩანს)დააყენე კურსორის პოზიციადააყენე კურსორის პოზიცია ტექსტშიდააყენე კურსორის პოზიცია კოლექციის ინსტანციებისთვის გამოყენებულ აცდენაზედააყენე კურსორის მონიშვნადააყენე რენდერისთვის გამოყენებული ნაგულისხმები ფერის ატრიბუტიდააყენე მანძილი თითოეულ სიბრტყეს შორისდააყენე აჩქარების მრუდის ტიპი F-჏ირიქ სეგმენტებისთვის, დაწყებული მონიშნული საკვანძო ფაზებიდანდააყენე წიბოების სიმკვეთრე მეზობელ წახნაგთა შორის დახრილობის კუთხის მიხედვითდააყენე ეფექტის განვრცობა მომხმარებლის ინტერფეისშიექსტრაპოლაციის რეჟიმის დაყენება მონიშნული F-წირებისთვისყველა წახნაგს დაუყენე წახნაგების სიძლიერეწახნაგების სიძლიერე მხოლოდ ახალ და გავლენის ქვეშ მყოფ წახნაგებს დაუყენედააყენე წახნაგის სიძლიერე მხოლოდ ახალ და მოდიფიცირებულ წახნაგებზეწახნაგების სიძლიერე მხოლოდ ახალ წახნაგებს დაუყენედააყენე ყალბი მომხმარებელი მომაგრებულ ID-ებზედააყენე იატაკის სიბრტყედააყენე შრიფტიქ რეგისტრიდააყენე შრიფტიქ სტილიდააყენე ამჟამინდელი სცენის კადრთა სიხშირე ვიდეოს კადრთა სიხშირეზედააყენე კაუჭის ცენტრი კურსორის პოზიციაზედააყენე, როგორ გაეშვას კომპოზიტირებადააყენე ამ ბიბლიოთეკის უკუგდების მონაცემთა ბლოკის რედაქტირების შესაძლებლობადააყენე გამოსახულება ტექსტურის პირდაპირ ხატვისთვისდააყენე ინტერპოლაცია ფერთა გაჩერებებს შორისდააყნე ინტერპოლაციის რეჟიმი F-჏ირიქ სეგმენტებისთვის, დაწყებული მონიშნული საკვანძო ფაზებიდანდააყენე შებრუნებული კორექცია ბორკილის შვილობილისთვისდააყენე შებრუნებული კორექცია ობიექტის ამომხსნელი ბორკილისთვისდააყენე ამომხსნელის მიერ გამოყენებული საკვანძო ფაზანიღბის ხილულობის დაყენებადააყენე ნიღაბი თვისებაში 'მნიშვნელობა' განსაზღვრულ დონეზედააყენე ნიღაბი შექცეულ თვისებაში 'მნიშვნელობა' განსაზღვრულ დონეზედააყენე მეშის ნაკერები UV რედაქტორში კუნძულის აწყობის მიხედვითდააყენე მეტაბურთი უარყოფითადმოდიფიკატორის განვრცობა მომხმარებლის ინტერფეისშიდააყენე უარყოფითი ტექსტურული RGB-ქა და ინტენსიურობის მნიშვნელობები ნულზე, ზოგიერთი გამოყენებისთვის, როგორიცაა გადანაცვლება, შესაძლებელია ამ ვარიანტის გათიშვა სრული დიაპაზონის მისაღებადდააყენე 3D კურსორის ახალი პოზიცია და გამოიყენედააყენე ობიექტის ამონახსენის მასშტაბი ორ მონიშნულ კვალს შორის მანძილის გამოყენებითთვისებათა წყება, რომლებიც გავლენის ქვეშაადააყენე კოლექციის ინსტანციებისთვის გამოყენებული აცდენა კურსორის პოზიციის მიხედვითდააყენე კოლექციის ინსტანციებისთვის გამოყენებული აცდენა აჼტიური ობიექტის პოზიციის მიხედვითდააყენე სათავე მონიშნულ შეკვრათა მედიანურ წერტილზედააყენე ნაწილაკის ზომა სიმულაციის უჯრედებში, ან გამოიყენე უახლოესი უჯრედიდააყენე თითო წერტილის რადიუსი, რომელიც ცერობის წასაწვრილებლად გამოიყენებადააყენე სიბრტყე 3 მონიშნულ შეკვრაზე დაყრდნობით კამერის (ან, არსებობის შემთხვევაში, მისი მშობლის) მოძრაობის მეშვეობით 3D სივრცეშიდააყენე მონიშნული ფერის გაჩერების პოზიციადააყენე რენდერის ზომა და პროპორცია აჼტიური ლენტიდანდააყენე მონიშნული F-წირების გარჩევადობადააყენე სცენის მასშტაბი კამერის (ან, თუ არსებობს, მშობლის) მასშტაბირების გზითდააყენე მასშტაბირება ტექსტურის X, Y და Z ზომებისთვისდააყენე სცენის დასაწყისის და დასასრულის კადრები, რომ კლიპის ქა჏ყიქ კადრსა და სიგრძეს დაემთხვესდააყენე წახნაგთა ნაკრების ძერწვის მნიშვნელობები წახნაგებისთვისდააყენე მონიშნული წვეროები დამაგრებულადდააყენე რედაქტირებული გეომეტრიის მონიშვნა, ხელსაწყოს გასაშვებადდააყენე შეფერადება ბრტყელზედააყენე შეფერადება გლუვზეჩამკეტის ჏ირიქ დაყენებადააყენე რბილი სხეულის განზრახული წონა მონიშნული წერტილებისათვისდააყენე სირბილის ატრიბუტი გრიზ ფენსილის გეომეტრიაზედააყენე იმავე ზომის თვისება (მაგ.: ფუნჯის ზომა) თაგვის გორგოლაჭითდააყენე სისწრაფე დროში ხელახლა განაწილებული სეგმენტისთვისდააყენე ქა჏ყიქი და ბოლო კადრები სცენიდანდააყენე ტექსტის მონიშვნადააყენე გრიზ ფენსილის სიღრმის გამოსაყენებელი თანმიმდევრობადააყენე USD სცენის მეტრი ერთეულში არჩეულ ზომაზე, ან მორგებულ მნიშვნელობაზედააყენე UV რუკა დარენდერებისთვის აქტიურადდააყენე წვდომადობის აღწერილობა დაექსპორტებული სცენის ნაგულისხმები პრიმიტივისთვისდააყენე წვდომადობის ჭდე დაექსპორტებული სცენის ნაგულისხმები პრიმიტივისთვისდააყენე აჼტიური გრიზ ფენსილის შრედააყენე აჼტიური ძვალი მონიშნული ძვლების მშობლადაქტიური ობიექტის აჼტიურ კამერად დაყენება ამ ხედის, ან სცენისათვისდააყენე აჼტიური ოპერატორი ნაგულისხმებ მნიშვნელობებზედააყენე აჼტიური სცენა და დრო მიმდინარე სცენის ლენტზე დაყრდნობითდააყენე წვეროთა აჼტიური ჯგუფიდააყენე არააჼტიური ვოქსელებისა და ფილების ფონის მნიშვნელობადააყენე საზღვრები დამთვალიერებლის ოპერაციებისთვის (არარეალიზებულია)დაყენე საზღვრული რენდერის საზღვრები და ჩართე საზღვრული რენდერიდააყენე ხედის ასაცდენად გამოყენებული ჩარჩოს საზღვრებიდააყენე სარენდერო მონაკვეთის საზღვრები და ჩართე სარენდერო მონაკვეთიდააყენე მომხმარებლის მონაკვეთის საზღვრებიდააყენე გეომეტრიის შეკვრადააყენე კლიპის ინტერაქტიულობის რეჟიმიდააყენე მონასმის წერტილების ფერი და გაუმჭვირვალობადააყენე მონასმის შევსების ფერი და გაუმჭვირვალობადააყენე კონსოლის მონიშვნადააყენე მონიშნული წერტილების კუთხეთა ტიპიდააყენე მიმდინარე კადრი გადახედვის, ან სცენის დამასრულებელ კადრადდააყენე მიმდინარე კადრი გადახედვის, ან სცენის ქა჏ყიქ კადრადდააყენე მიმდინარე კადრი მონიშნული საკვანძო ფაზების საშუალო საკადრო მნიშვნელობაზედააყენე მიმდინარე ენა ამ კონსოლისთვისდააყენე მიმდინარე გარდაქმნის გიზმოდააყენე კურსორის მდებარეობა, გარდაქმნისთვის გაათრიედააყენე მორგებული ნორმალები მონიშნული წახნაგების ნორმალებიდანდააყენე სცენის ღერძის მიმართულება კამერის ბრუნვის მეშვეობით (ან მისი მშობლის, თუ ასეთი არსებობს). ეს გულისხმობს წინასწარ ვარაუდს, რომ მონიშნული კვალი მდებარეობს ნამდვილ ღერძზე, რომელიც მას სათავესთან აკავშირებსდააყენე წერტილთა ღრუბლის წერტილების ასახვის ზომადააყენე მანძილი თვალებს შორის - სტერეო სიბრტყის მანძილი / 30 უნდა გამოდგესდააყენე გამოთვლის რეჟიმი ჏ირიქ ნორმალებისთვისმთავარის ნაცვლად სათადარიგო ხელსაწყო დააყენემთავარი ხელსაწყოს ნაცვლად დააყენე სათადარიგო ხელსაწყოდააყენე blend ფაილისადმი შეფარდებული მისამართი, როცა შესაძლებელიადააყენე კადრთა დიაპაზონი მონიშნული ლენტების დასაწყისსა და დასასრულზედააყენე სახელურის ტიპი ბეზიეს წირებისთვისდააყენე სახელურის ტიპი ბეზიეს წირებისთვისდააყენე სახელურის ტიპი ბეზიეს ჏ირიქ სამართავი წერტილებისთვისდააყენე id ატრიბუტი შემავალ გეომეტრიაზე, ძირითადად შინაგანად გამოიყენება გაშემთხვევითებისთვისდააყენე გამოსახულების კადრთა დიაპაზონი ისე, რომ ვიდეოს ხანგრძლივობას დაემთხვესდააყენე ამ ბორკილის ზეგავლენა ნულზე და ამავდროულად ეცადე, შეინარჩუნო ობიექტის გარდაქმნა. სხვა აჼტიურ ბორკილებს მაინც შეუძლიათ, გავლენა იქონიონ საბოლოო გარდაქმნაზედააყენე თითოეული წერტილის მდებარეობადააყენე 3D კურსორის მდებარეობადააყენე რუკა კლონირებისთვის აქტიურადდააყენე რუკა, როგორც აჼტიური გამოსახვისა და რედაქტირებისთვისდააყენე ნიღბის შრე UV რუკის ღილაკებიდანდააყენე ნიღბის დაქვემდებარებადააყენე მასალის ინდექსი თითოეული მონიშნული გეომეტრიული ელემენტისთვისახალ წახნაგებზე მასალა დააყენე მასალების სლოტთა სიების თანმიმდევრობის მიხედვით. თუ მოდიფიკატორის ობიექტზე მასალა არ არსებობს, წახნაგი გამოიყენებს მასალის იმავე სლოტს, ან პირველს იმ შემთხვევაში, თუ ობიექტს საკმარისი სლოტები არ გააჩნია.დააყენე გეომეტრიის სახელი ხარვეზების უფრო იოლი აღმოფხვრისთვისდააყენე ობიექტის სათავე, მონაცემთა გადაადგილების, ან მონაცემთა შუაგულში დაყენებით, ან გამოიყენე 3D კურსორიდააყენე ობიექტის დაქვემდებარებადააყენე ობიექტის დაქვემდებარება მშობლის შექცეული კორექციის დაუყენებლადდააყენე გამონატანი მეშის ნორმალები გლუვზედააყენე პოზიციები ბეზიეს წირთა სახელურებისთვისმაგიერად დააყენა გადახედვის დიაპაზონიდააყენე ჏ირიქ რადიუსი თითოეულ სამართავ წერტილთანდააყენე ბრუნვის რეპრეზენტაცია გამოყენებული მონიშნულ ძვალთა მიერდააყენე სცენის კადრთა სიხშირე BVH ფაილისაზე (გაითვალისწინე, რომ ეს ანულებს 'FPS-იქ მასშტაბირების' ვარიანტს, რადგან მასშტაბი 1:1 იქნება)დააყენე მონიშნული მონასმის მასალა აჼტიურ მასალადდააყენე მეშის წიბოთა სიმკვეთრე მეზობელ წახნაგთა შორის დახრილობის კუთხის მიხედვითდააყენე სივრცის ტიპი, ან ციკლის ქვეტიპიდააყენე მონიშნული მონასმების ტიპი (მონასმი, შევსება, ან ორივე)მიმაგრებამდე დააყენე ზედაპირის მეში უძრაობის პოზიციაზედააყენე გადახრის კუთხე ჏ირიქ თითოეულ სამართავ წერტილთანხელსაწყოს დაყენება ინდექსის მიხედვით (კლავიშ-რუკებისთვის)ხელსაწყოს დაყენება სახელის მიხედვით (კლავიშ-რუკებისთვის)გადაიყვანე ბადის გარდაქმნა ინდექსის სივრციდან ობიექტის სივრცეში.დააყენე ყოველი ინსტანციის გარდაქმნის მატრიცადააყენე ყველა ტეგის მნიშვნელობადააყენე წვეროთა ჯგუფის წონები სხვა სამიზნე ობიექტამდე მანძილის მიხედვითდააყენე ხედის ღერძი, სადაც თაგვის თითოეული მიმართულება ყოველთვის ერთსა და იმავე ღერძზე დაიტანებადააყენე ხედის ღერძი, სადაც თაგვის თითოეული მიმართლება მიმდინარე ორიენტაციასთან შეფარდებულ ღერძზე დაიტანებადააყენე ხედის ჩამოჭრის მონაკვეთიდააყენე მონიშნული სოლების წონადააყენე ხატვის ხელსაწყოს წონა თაგვის კურსორის ქვეშ მდებარე წვეროს წონაზედაუყენე წონები ჯგუფებს მიმაგრებული არმატურის მონიშნულ ძვალთა შესაბამისად, გამოიყენე მანძილი წვეროებსა და ძვლებს შორისდააყენე ჯგუფში წვეროების წონა სამიზნე ობიექტის მანძილიდანდააყენე სიგანე მშობელი ჯგუფის კვანძის მიხედვით მიმდინარე კონტექსტშიდააყენე ზუმის თანაფარდობა (კლიპის ზომაზე დაყრდნობით)დააყენე პოზის ეს ქმედება აჼტიურ ქმედებად აჼტიურ ობიექტზედააყენე ამ თვისების ამჟამინდელი მნიშვნელობა ახალ ნაგულისხმებადდააყენე წვეროს რადიუსი ნულზე0-ზე დააყენე შემავალი გამოსახულებიდან აღებული ვარაუდის გამოსაყენებლადდააყენე ჭეშმარიტად, თუ ქეში ცალკეულ ფაილებადაა გახლეჩილიდააყენე ჭეშმარიტზე, რათა მოითხოვო ინვერსიული მატრიცის ხელახალი გამოთვლადააყენე ჎იქ კვანძის ხილულობადააყენე აჼტიური სფლაინის ტიპისახელურის ტიპის დაყენება მონიშნული საკვანძო ფაზებისთვისდააყენე სახელურების ტიპი მონიშნული სამართავი წერტილებისთვისსაკვანძო ფაზის ტიპის დაყენება მონიშნული საკვანძო ფაზებისთვისდააყენე მონიშნული წირების ტიპიპროქსები ხელით ააწყვედააყენე წახნაგთა მნიშვნელობადააყენე მონიშნული საკვანძო ფაზების მნიშვნელობები კურსორის მნიშვნელობაზე (Y/თარაზული კომპონენტი)დააყენე აჼტიური ატრიბუტის მნიშვნელობები მონიშნული ელემენტებისთვისდააყენე კედლის სიბრტყედააყენე წონები საფეხურების ფიქსირებულ რაოდენობაზედაყენე ხედის ზუმის თანაფარდობადააყენე {} აქტიურადდააყენე/მოიპოვე წახნაგის სიძლიერე (გამოიყენება შეწონილი ნორმალის მოდიფიკატორში)დააყენე/გაასუფთავე მონიშნული UV წვეროები, როგორც ანკერით ჩამაგრებული გადაძრობის რამდენიმე ოპერაციას შორისაყენებს ქვედანაყოფებიანი ზედაპირის დონეს (1-დან 5-მდე)აყენებს თითო პიქსელზე გამორჩეული უნიკალური რაოდენობის ობიექტების რაოდენობასგახადე ჩამოჭრის რეგიონს გარეთ მდებარე არეები გამჭვირვალე ნაცვლად იმისა, რომ მართლა ჩამოაჭრა გამოსახულებასაყენებს შრეს, როგორც აჼტიურქ ასახვისა და რედაქტირებისთვისაყენებს შრეს, როგორც აჼტიურქ დარენდერებისთვისაყენებს ობიექტთან ურთიერთქმედების რეჟიმსაყენებს ბრუნვის ცენტრის პოზიციას აჼტიური წვეროს პოზიციასთანაყენებს ბრუნვის ცენტრის პოზიციას შეუნიღბავი წვეროების საშუალო პოზიციასთანაყენებს ბრუნვის ცენტრის პოზიციას ნიღბის საზღვრის ცენტრთანაყენებს ბრუნვის ცენტრის პოზიციას კურსორს ქვეში მდებარე ზედაპირთანაყენებს ბრუნვის ცენტრს ნაძერწის სათავესთანთმის წირების რადიუსის ატრიბუტს აყენებს პროფილის ფორმის მიხედვითბრუნვის ცენტრს ავტომატურად აყენებს მეშის ტოპოლოგიითა და ფორმით ხელმძღვანელობის გზითაყენებს ნაძერწის გარდაქმნის ბრუნვის ცენტრის პოზიციასსასურველი პარამეტრები > სისტემა > იერფერის კომპილირების მეთოდის 'ქვეპროცესზე' დაყენებამ შეიძლება, კომპილაციის დრო გააუმჯობესოს.ანაწყობებიანაწყობები ნაწილაკთა ჩანართშიაანაწყობები ფიზიკის ჩანართშიაანაწყობები გრიზ ფენსილის ფუნჯისათვისანაწყობები გრიზ ფენსილის ინტერპოლაციის ხელსაწყოებისათვისბოიდის ფიზიკის ანაწყობებიანაწყობები გადაფარებების ასახვისთვისანაწყობები გადაფარებების ასახვისთვის 3D სარკმელშიანაწყობები ვიდეო კლიპების რედაქტორში გადაფარებების ასახვისთვისანაწყობები კვანძების რედაქტორში გადაფარებების ასახვისთვისანაწყობები გადაფარებების ასახვისთვის UV/გამოსახულებების რედაქტორშიანაწყობები გაფართოებებისთვისანაწყობები იმ მახასიათებლებისთვის, რომლებიც ჯერ კიდევ დეველოპმენტის ადრეულ ეტაპზეაანაწყობები ანიმაციის მონაცემთა გასაფილტრადანიმაციის რედაქტორებში ნაჩვენები არხების გასაფილტრი ანაწყობებიანაწყობები გამოსახულების ფორმატებისთვისანაწყობები მონაცემთა შესაყვანი მოწყობილობებისთვისანაწყობები Blender-იქ მონაცემებთან ურთიერთქმედებისთვისანაწყობები XR-ში ნავიგაციისთვისანაწყობები უდრეკი სხეულის სიმულაციაში მონაწილე ობიექტებისთვისანაწყობები ნაწილაკოვანი დენადი ნივთიერებების ფიზიკისთვისანაწყობები უდრეკი სხეულის სიმულაციისთვისანაწყობები 3D სარკმელში შეფერადებისთვისანაწყობები რბილი სხეულის სიმულაციისთვისანაწყობები სივრცისთვისანაწყობები სტერეო 3D-სთვისანაწყობები სტერეო 3D დისპლეისთვისანაწყობები სტერეო 3გ ფორმატისთვისანაწყობები სტერეოს გამონატანისთვისანაწყობები მონასმის საძერწი ხელსაწყოებისა და ფუნჯებისთვისანაწყობები ფაილების მოსანიშნად აქტივების ბრაუზერის რეჟიმშიანაწყობები მოძრაობის ვიზუალიზაციისათვისფიზიკის სიმულაციაში ობიექტის შემჯახებლად გამოყენების ანაწყობებიანაწყობები ფიზიკის სიმულაციაში ობიექტის ველად გამოყენებისთვისანაწყობები სიარულით ნავიგაციის რეჟიმისთვისაქ მდებარე ანაწყობებს შესაძლოა, ჰქონდეს მნიშვნელოვანიიმ ფერითი სივრცის ანაწყობები, რომელშიც სეკვენსერი მუშაობსიმ მოწყობილობის ანაწყობები, რომელზეც გამოსახულება აისახებოდაანაწყობები, რომლებსაც ერთად უნდა დაედოს საკვანძო ფაზებიახალშექმნილ კვანძზე გამოსაყენებელი ანაწყობებიაქტივთა ბრაუზერის მიერ გამოსაყენებელი მრავალჯერადი მოხმარების ბიბლიოთეკის განსასაზღვრი ანაწყობებიანაწყობები გაფართოების საცავის განსასაზღვრადდენადი ნივთიერებისთვის გამოყენებული ანაწყობებიენის ანაწყობები/ინფორმაციასტერეო რეჟიმის აწყობაქსოვილის კერვაკერვაკერვის მაქს. ძალადაჩრდილვა ქვევიდანგლუვი შეფერადებადაჩრდილვა ზევიდანტონი ხატვისას წონათა დაბლოკილი ჯგუფის შესაბამისი ძვლებისთვისმოჩრდილულიუჩრდილოიერფერიიერფერის AOVიერფერის AOV-იქ სახელიიერფერის კომპილირების მეთოდიიერფერის კომპილაციის სამუშაოებიიერფერის მორგებული ჯგუფიიერფერის რედაქტორიიერფერის რედაქტორის დანამატებიიერფერის ეფექტებიიერფერის კვანძიიერფერის კვანძების გადახედვებიკვანძის იერფერის ბუდეიერფერის კვანძის ბუდის ინტერფეისიიერფერის კვანძოვანი ხეიერფერის ბურთიმორგებული კამერის განმსაზღვრელი იერფერიიერფერის კვანძებიიერფერის სკრიპტის მისამართიიერფერის ბუდე კვანძშიიერფერი RGB-დშეფერადებაშეფერადების აცდენაშეფერადების ანაწყობებიშეფერადების ანაწყობები რენდერის ძრავისთვის OpenGLგადასართავი შეფერადების ტიპიჩრდილიჩრდილის ალფაჩრდილის კუთხეუკუმხრის ჩრდილის გამოხშირვაჩრდილის ბუნდოვანებაჩრდილის სიკაშკაშეჩრდილის ბუფერის მოკვეცის დასაწყისიჩრდილის კამერის შორიჩრდილის კამერის ახლოჩრდილის კამერის ზომაჩრდილის დამჭერიჩრდილის კაუსტიკაჩრდილის ფერიჩრდილის ეფექტიჩრდილის ფილტრის რადიუსიჩრდილის ფოკუსიჩრდილის ინტენსიურობაჩრდილის რყევაჩრდილის რყევის გადაბუნდოვნებაჩრდილის მიბმასპეციალურად ჩრდილის მიბმისთვისჩრდილის მიბმა %s-ისთვისჩრდილის აცდენაჩრდილის აცდენა Xჩრდილის არეჩრდილის არეს ზომაჩრდილის სხივების სათვალავიჩრდილის ანაწყობებიჩრდილის გადაწევაჩრდილის ზომაჩრდილის სირბილის ზომაჩრდილის საფეხურების სათვალავიჩრდილის ტერმინატორიჩრდილის ტერმინატორის გეომეტრიის აცდენაჩრდილის ტერმინატორის ნორმალის აცდენაჩრდილის ტერმინატორის შეფერადების აცდენახილულობა ჩრდილისთვისჩრდილის სიგანეჩრდილის X აცდენაჩრდილის Y აცდენაჩრდილის ფერი ნაცრისფერის მნიშვნელობაშიჩრდილის ეფექტიჩრდილის სიმკვეთრეჩრდილის რუკის მოკვეცის დასაწყისი, რომლის ქვემოთაც ობიექტები ჩრდილს არ წარმოქმნიანჩრდილის აცდენა პიქსელებშიჩრდილის დასრულების კუთხეჩრდილის ტიპი (0 არაფერი, 3, 5 ბუნდოვანი, 6 მოხაზულობა)ჩრდილებიჩრდილის გარჩევადობის ლიმიტიჩრდილის გარჩევადობის მასშტაბიმარჩხი წყალიფორმაფორმის ასიმეტრიაფორმის სოლიფორმის სოლების ანიმაციებიფორმის სოლის ბეზიეს წერტილიფორმის სოლის ჏ირიქ წერტილიფორმის სოლების რედაქტირების რეჟიმიფორმის სოლების რედაქტორიფორმის სოლების ნორმალებიფორმის სოლის წერტილიფორმის სოლის სპეც. ხელსაწყოებიფორმის სოლების მხებებიფორმის სოლის კონტექსტური მენიუფორმების სოლების მონაცემთა ბლოკებიფორმების სოლებიფორმის სოლების ანიმაციაფორმირების მეთოდიფორმის ობიექტიფორმის ორიენტირებაფორმის პარამეტრებიფორმის შენარჩუნებაღერის ქიქჼიქ ფორმის რეგულირება ნაწნავებისთვისფორმის დახრილობის ლიმიტიფორმა, რომელიც მილაკის სექციას განსაზღვრავს XY სიბრტყის გამოყენებითფორმის სოლი ფორმის სოლების მონაცემთა ბლოკშიფორმის სოლის მონიშვნის მდგომარეობაშეზავებისთვის გამოსაყენებელი ფორმის სოლიფორმის სოლი, რომლიდანაც ზამბარების უძრაობის სიგრძეები უნდა იქნას გამოყენებულიფორმის სოლებიფორმის სოლების მონაცემთა ბლოკები, რომლებიც შეიცავენ გეომეტრიულ მონაცემთა ბლოკების სხვადასხვა ფორმებსოდენობის ფორმა თითოეული ჏ირიქ გასწვრივ (0=მუდმივს, 0.5=წრფივს)შეგროვების ფორმაცენტრიდან კიდემდე მიმმართველის გარშემო განაწილების ფორმაბოლო წერტილის ხეშეშობის ფორმაარეალური სინათლის ფორმანაწნავის რადიუსის ფორმა თითოეული ჏ირიქ გასწვრივზემოქმედების ფორმა წირების გასწვრივ (0=მუდმივი, 0.5=წრფივი)პროფილის ფორმარადიუსის ფორმა ჏ირიქ გაყოლებაზეფარდობით სოლად გამოყენებული ფორმაფუნჯში გამოყენებული ფორმა ქსოვილზე ძალის ზემოქმედებისთვისფორმის სოლიფორმის სოლ %s-ქ გამოუსადეგარი 'from' მიმთითებელი (%p) აქვს, იგი წაიშლებაფორმის სოლი ვერ მოიძებნაფორმებიტექსტურული სივრცის გაზიარებასაზიარო აქსესორებისაზიარო მდებარეობამონაკვეთთა საზიარო თვისებებისაზიარო წვეროთემის საზიარო თვისებები ანიმაციისთვისსაზიარო კოლექციათემის საზიარო თვისებები წირებისთვისსაზიარო მონაცემები (სცენა, გამოსახულება, ხმა და სხვ.)საზიარო ეფექტებიობიექტის საზიარო ტიპისაზიარო მშობელისაზიარო ლენტის ეფექტის ტიპი (თუ აჼტიური ლენტი ეფექტისა არაა, მონიშნე ყველა არა-ეფექტის ლენტი)საზიარო ლენტის ტიპიმკვეთრიმკვეთრი წიბოებისიმკვეთრის მიჯნამკვეთრი წიბო შეფერადებისთვისაღმოჩენილია მკვეთრი წიბოები, ან მორგებული ნორმალები, GPU დაყოფა გაითიშებამკვეთრი მილევამკვეთრი წინასწარი კონფიგურაციაგამკვეთრებაკუთხის წამახვანიღბის გამკვეთრებაპიკის გამკვეთრებაგაამკვეთრე გამოსახულება კიდეების გასწვრივ კონტრასტის გაზრდით.ფუნჯის გამკვეთრების ეფექტიგაამკვეთრე მეშის ღრმულებიგამკვეთრება:სიმკვეთრემაქს. სიმკვეთრემინ. სიმკვეთრეძვრაძვრის ღერძიძვრის კოეფიციენტიძვრის ჯგუფიძვრის ზამბარების დემპფირებაძვრის გახევებაძვრის გახევების მაქსიმუმიძვრის გახევების წვეროთა ჯგუფიმოახდინე მონიშნული საგნების ძვრა მოცემული ღერძის გასწვრივმოახდინე სოლების ძვრა მიმართებისთვის მარცხენა სოლის გამოყენებითმოახდინე სოლების ძვრა მიმართებისთვის მარჯვენა სოლის გამოყენებითძვრა: %.3f° %sძვრა: %s %sბრწყინვაბრწყინვის BSDFბრწყინვის ხეშეშობაბრწყინვის წონაბრწყინვის შეფერადების მოდელიკარკასიკარკასულ წვეროთა ჯგუფიგადაწევაShift - დაკავება სიზუსტისთვისაუდიოს ბგერის სიმაღლის აწევ-დაწევაShift მარცხენა კლავიშიგადაწიე ტექსტურა 2გ სივრცეშიგადანაცვლება X-ზეგადანაცვლება Y-ზეShift კლავიში დაჭერილიაShift კლავიში დაჭერილია, -1 ნებისმიერი მდგომარეობისთვისშეცვალე ბგერის სიმაღლე პირდაპირი დიაპაზონის გამოყენებითშეცვალე ბგერის სიმაღლე ნახევარტონებისა და ცენტების გამოყენებითShift-ით მონიშნული სოლები მეზობელ სოლთა მნიშვნელობაზე ბლოკადწაანაცვლე ფორმა წინასწარ განსაზღვრული პრიმიტივისკენგადაწიე ლენტის შიგთავსი ისე, რომ სახელურებზე გავლენა არ მოახდინოShiftმრცShiftმრჯგადაწევს A-ქ ბიტურ მნიშვნელობებს 'გადაწევის' მითითებული ოდენობით. დადებითი მნიშვნელობები მარცხნივ გადაწევს, ხოლო უარყოფითები - მარჯვნივ.გადაწევს მონიშნული სოლების მნიშვნელობას დროშიმოკლე სიამალსახმობის ციკლი: {}მალსახმობების წყობა კლავიატურებისა და სხვა შეყვანის მოწყობილობებისთვისმალსახმობი {:d} ჯერჯერობით არაა მაჩვენებელ კვანძს მიკუთვნებულიმალსახმობი: {}შეამოკლე წირები თავსა და ბოლოში პორციების ამოკლებითუმოკლესი დიაგონალიწიბოების უმოკლესი გზებიწიბოების უმოკლესი გზების ღირებულების ველიწიბოების უმოკლესი გზების მომდევნო წვეროს ველიუმოკლესი ბრუნვატალღის უმოკლესი დაშვებული სიგრძეჩვენებააჩვენე blend ფაილებიაჩვენე .blend ფაილების საგნები (ობიექტები, მასალები, და სხვ.)აჩვენე .blend1, .blend2 და ა.შ. ფაილებიაჩვენე 2D კურსორი3D კურსორის ჩვენება3გ მარკერების სახელების ჩვენებააჩვენე 3D მოცულობის ფაილებიაჩვენე ქმედების მონაცემთა ბლოკებიაქტიურის ჩვენებააქტიური წახნაგთა ნაკრების ჩვენებააქტიური პიქსელების ჩვენებაყველას ჩვენებაყველა ხედის შრიქ ჩვენებაალფას ჩვენებაალფას ჩვენება გადახედვის რენდერშიანოტაციის ჩვენებააჩვენე ანოტაციის მონაცემთა ბლოკებიაჩვენე ანოტაციები OpenGL გადახედვებშიაჩვენე არმატურის მონაცემთა ბლოკებიარმატურის ჩვენება მიჯაჭვის პოზის მდგომარეობაში (პოზირება შეუძლებელია)არმატურების ჩვენებააჩვენე გართხილება ავტო ჩასოლვის შესახებხელმისაწვდომი გაფართოებების ჩვენებაBVH კვანძების ჩვენებაუკუმხრის ჩვენებაფონის გამოსახულების ჩვენებაშეზავებული პოზის ჩვენებააჩვენე Blender-იქ ფაილები ფაილების ბრაუზერშიაჩვენე Blender-იქ მიერ მეხსიერების გამოყენებააჩვენე Blender-იქ ვერსიის სტრიქონილურჯი არ჎იქ ჩვენებაძვლის რენტგენის ჩვენებაძვლების ჩვენებაფუნჯის ჩვენებააჩვენე ფუნჯი ზედაპირზეაჩვენე ფუნჯების მონაცემთა ბლოკებიშეკვრების ჩვენებაქეშის ჩვენებააჩვენე ქეშის ფაილის მონაცემთა ბლოკებიკამერის ფოკუსის მანძილის ჩვენებაკამერის ნიშნულების ჩვენებაკამერის ლინზის ჩვენებაკამერის ტრაექტორიის ჩვენებააჩვენე კამერის მონაცემთა ბლოკებიკამერების ჩვენებააჩვენე ტილოს ბადე წინღრმულის ჩვენებაშუაგული უსაფრთხო არეების ჩვენებააჩვენე კოლექციის მონაცემთა ბლოკებიკოლექციების ჩვენებაფერთა ტეგების ჩვენებაკონუსის ჩვენებასაკონტროლო F-წირების ჩვენებაკონტროლერების ჩვენებაკურსორის ჩვენებაკურსორის გადახედვის ჩვენებაწირის უკიდურესობების ჩვენებააჩვენე ჏ირიქ მონაცემთა ბლოკებიმორგებული გადაფარებების ჩვენებამონაცემთა ბლოკის ფილტრების ჩვენებახარვეზების აღმოფხვრის ჩვენებაგათიშულის ჩვენებახანგრძლივობის ჩვენებარედაქტირების ხაზების ჩვენებააჩვენე მხოლოდ რედაქტირების ხაზები მრავალკადროვანშიაჩვენე რედაქტირების ხაზები მონასმების რედაქტირებისასგამომცემის ჩვენებაცარიელების ჩვენებაცარიელი ძალის ველის ჩვენებაცარიელი გამოსახულების ჩვენებაშეცდომის ჩვენებაგანვრცობილის ჩვენებაგაფართოებების განახლების თვლის ჩვენებაექსტრაპოლაციის ჩვენებაF-წირების ჩვენებაშევსების ჩვენებახატვის დროს აჩვენე შემავსებელი ფერიფილტრის ჩვენებაფილტრების ჩვენებააჩვენე შრიფტიქ მონაცემთა ბლოკებიქვედა კოლონტიტულის ჩვენებაკადრების ნომრების ჩვენებაკადრების ჩვენებააჩვენე Freestyle-იქ ხაზის სტილის მონაცემთა ბლოკებიაჩვენე GPU ვიდეო მეხსიერების გამოყენებაგიზმოს ჩვენებაგიზმოების ჩვენებაგრიზ ფენსილის ჩვენებააჩვენე გრიზ ფენსილის მონაცემთა ბლოკებიაჩვენე გრიზ ფენსილის ობიექტებიმწვანე არ჎იქ ჩვენებაბადის ჩვენებააჩვენე სახელურებისახელურებისა და ინტერპოლაციის ჩვენებაკოლონტიტულის ჩვენებადამალულის ჩვენებადამალული ფაილების/მონაცემთა ბლოკების ჩვენებადამალული მონაკვეთის ჩვენებაცხელი კლავიშების ქიიქ ჩვენებაგადატარების ჩვენებააჩვენე გამოსახულების მონაცემთა ბლოკებიჩვენებაწინ ჩვენებაინფორმაციის ჩვენებადაინსტალირებული გაფართოებების ჩვენებამაინსტანცირებლის ჩვენებაშინაგანი ატრიბუტების ჩვენებარყევის ჏ირიქ ჩვენებასაკვანძო ფაზების ნომრების ჩვენებაორიენტირების ჩვენებაქამანდის ჩვენებააჩვენე გისოსების მონაცემთა ბლოკებისინათლის მზერის ჩვენებააჩვენე სინათლის ზონდის მონაცემთა ბლოკებისინათლის ზომის ჩვენებააჩვენე სინათლის მონაცემთა ბლოკებისინათლეების ჩვენებალიმიტების ჩვენებახაზის ჩვენებააჩვენე ლაინ არტიქ გრიზ ფენსილი ყველაფრის წინხაზების ჩვენებალოკალური მარკერების ჩვენებამდებარეობების ჩვენებასამართავი პანელის ჩვენებამინდვრის ჩვენებამარკერის ფაჼტურიქ ჩვენებამარკერის ძიების ჩვენებამარკერების ჩვენებანიღბის რედაქტორის ჩვენებანიღბის გადაფარების ჩვენებანიღბის სფლაინის ჩვენებააჩვენე ნიღბის მონაცემთა ბლოკებიაჩვენე ნიღბის რედაქტირებასთან დაკავშირებული თვისებებიაჩვენე მასალის მონაცემთა ბლოკებიმეხსიერების ჩვენებამენიუების ჩვენებააჩვენე მეშის მონაცემთა ბლოკებიმეშების ჩვენებააჩვენე მეტაბურთის მონაცემთა ბლოკებიმეტამონაცემების ჩვენებადაკარგული მედიის ჩვენებანისლის ჩვენებაყველას მოდალური ჩვენებარეჟიმის სვეტის ჩვენებააჩვენე ვიდეო კლიპის მონაცემთა ბლოკებისახელის ჩვენებასახელდებული ატრიბუტების ჩვენებასახელების ჩვენებაკვანძების ჯგუფის ჩვენებაკვანძების გადახედვების ჩვენებააჩვენე კვანძოვანი ჎იქ მონაცემთა ბლოკებირიცხვითი შენატანის ისრების ჩვენებააჩვენე OS თვისებები ამ საგნისთვისობიექტის შვილობილების ჩვენებაობიექტის შიგთავსის ჩვენებაობიექტის დამატებების ჩვენებაობიექტის მდებარეობის ჩვენებაობიექტის მოხაზულობის ჩვენებაობიექტის ბრუნვის ჩვენებაობიექტის მასშტაბის ჩვენებააჩვენე ობიექტის მონაცემთა ბლოკებიაცდენების ჩვენებაწინა პლანზე ჩვენებამხოლოდ მონიშნულის ჩვენებაოპერატორის ჩვენებავარიანტების ჩვენებაორბიტის ღერძის ნიშნულის ჩვენებაორბიტის ცენტრის ნიშნულის ჩვენებაორიგინალი პოზის ჩვენებასხვა ობიექტების ჩვენებაგადამეტყოვნებულის ჩვენებააჩვენე გადაფარებაგადაფარებების ჩვენებახატვის ჩვენებააჩვენე დასახატი ჏ირიქ მონაცემთა ბლოკებიაჩვენე პალიტრის მონაცემთა ბლოკებიაჩვენე ნაწილაკების ანაწყობების მონაცემთა ბლოკებინაწილაკების ჩვენებაგარე ჩარჩოს ჩვენებაგამტარის ჩვენებამუშაობის ჩვენებაპოზის მარკერების ჩვენებაგადახედვის ჩვენებაპრინციპული სახელდების ტეგების ჩვენებააჩვენე მინიშნებებში Python-იქ მითითებებიბოლოდროინდელი მდებარეობების ჩვენებააჩვენე ბოლოდროინდელი მდებარეობების ქია ფაილების ბრაუზერშიაჩვენე რეკონსტრუქციაწითელი არ჎იქ ჩვენებარენდერის ჩვენებაგადამისამართების ავტომატური ჭდეების ჩვენებააჩვენე დროში ხელახლა განაწილების სოლებიუსაფრთხო არეების ჩვენებაიმავე მასალის ჩვენებასცენის ხანგრძლივობის ჩვენებასცენის ლენტის დიაპაზონის ჩვენებააჩვენე სცენის მონაცემთა ბლოკებიმონიშვნის ჩვენებათვითჩვენებასენსორის ზომის ჩვენებასეკვენსერის სცენის ჩვენებაანაწყობების ჩვენებაჩრდილის ჩვენებაზომის ჏ირიქ ჩვენებაცოციების ჩვენებააჩვენე ხმის მონაცემთა ბლოკებიწყაროს ჩვენებააჩვენე სპიკერის მონაცემთა ბლოკებიქუდის ჩვენებასტაბილურის ჩვენებასაწყისი კადრის ჩვენებასტატისტიკის ჩვენებასტატუსის ზოლის ჩვენებასტერეოს ჩვენებასიძლიერის ჏ირიქ ჩვენებაშტრიხის ჩვენებაქვეკადრის ჩვენებასისტემური ლოკაციების ჩვენებასისტემური უკუგდებების ჩვენებააჩვენე სისტემური მდებარეობების ქია ფაილების ბრაუზერშიაჩვენე სატელევიზიო ტიტრებისთვისა და მოქმედებისთვის უსაფრთხო არეები კამერის ხედშიაჩვენე სატელევიზიო ტიტრებისთვისა და ქმედებისთვის უსაფრთხო არეები გადახედვაშიპლანშეტის ხარვეზების აღმოფხვრის მნიშვნელობების ჩვენებატეგების ჩვენებატექსტის ჩვენებააჩვენე ტექსტის მონაცემთა ბლოკებიტექსტურის ჩვენებააჩვენე ტექსტურის მონაცემთა ბლოკებიმიკროასლების ჩვენებადროში განაწილების ჩვენებაპაწია მარკერების ჩვენებახელსაწყოს ანაწყობების ჩვენებაბილიკის ტრაექტორიის ჩვენებაბილიკების ჩვენებაკვლების ხარვეზის ჩვენებაკვლების მოძრაობის ჩვენებახის მისამართის ჩვენებაUI-ქ კლავიშების კონფიგურაციის ჩვენებააჩვენე სტაბილიზაციაში მონაწილე კვალთა UI ქიაUV რედაქტორის ჩვენებააჩვენე UV რედაქტირებასთან დაკავშირებული თვისებებიVR კამერის ჩვენებაVR კონტროლერების ჩვენებააჩვენე VR კონტროლერები (საჭიროებს VR ქმედებებს კონტროლერის პოზებისთვის)VRAM-იქ ჩვენებამნიშვნელობის ჩვენებავერსიის ჩვენებადამთვალიერებლის ჩვენებაგაფრთხილების ჩვენებაგაფრთხილების ჩვენებაწონის კონტურების ჩვენებაწონების ჩვენებამავთულის ასახვამავთულის ფერების ჩვენებააჩვენე სამყაროს მონაცემთა ბლოკებირენტგენის ჩვენებააჩვენე MAC ბადის X-კომპონენტიაჩვენე MAC ბადის Y-კომპონენტიაჩვენე MAC ბადის Z-კომპონენტიაჩვენე სვეტი, რომელშიც ჩამოთვლილია თითოეული ფაილის მოდიფიკაციის თარიღი და დროაჩვენე სვეტი, რომელშიც ჩამოთვლილია ყოველი ფაილის ზომააჩვენე ჩამუქებული გადაფარება გამოსახულების არეს გარეთ კამერის ხედშიაჩვენე წრიული გიზმო სარკმელში მნიშვნელობისთვისაჩვენე წრფივი გიზმო სარკმელში მნიშვნელობისთვისაჩვენე გამოყენებული ტექსტის ქია გახსნილ დოკუმენტშიაჩვენე ლენტის ქა჏ყიქი, ან ბოლო კადრის გადახედვა მისი სახელურის გარდაქმნისასაჩვენე გარდაქმნის გიზმო სარკმელშიაჩვენე ქმედებისადმი ლოკალური მარკერები ლენტებზე, გამოსადეგია ლენტებში დროში განაწილების სინქრონიზაციისთვისაჩვენე აჼტიური ფერის ატრიბუტიაჩვენე დანამატის სასურველი პარამეტრებიაჩვენე დამატებითი ვარიანტები შეფერადების მენიუში ('Z')აჩვენე ყველა გრიზ ფენსილის შრეაჩვენე ძვალთა ყველა კოლექციაურთიერთქმედებისას აჩვენე ყველა გარდა ამ ჯგუფისააჩვენე გაფართოებათა ყველა ტიპიაჩვენე ყველა საკვანძო ფაზა ანიმაციის დაკვრის განმავლობაში და ჩართე ყველა კადრი რედაქტირებისთვის (გააუქმე მონიშვნა, რათა ანიმაციის დაკვრისა და რედაქტირების განმავლობაში მხოლოდ მიმდინარე საკვანძო ფაზა გამოიყენო)აჩვენე ყველა ობიექტი ხედის შრეშიაჩვენე ყველა ობიექტი და კოლექცია კოლექციის შიგნითაჩვენე ყველა ხედის შრეუერთიერთქმედებისას აჩვენე ყველა, ასევე ეს ჯგუფიც, როცა სხვა ურთიერთქმედებს მასთანაჩვენე ნიღბის ალფა არხიგათრევისას აჩვენე მიმდინარე მნიშვნელობის ინდიკატორიაჩვენე მოხაზულობის გაფერადება მონიშნული ობიექტების ირგვლივაჩვენე ანიმაციის მონაცემებიაჩვენე ანოტაციის მონაცემთა ბლოკი, რომელიც აჼტიურ ბილიკს ეკუთვნისაჩვენე ანოტაციის მონაცემთა ბლოკი, რომელიც ვიდეო კლიპს ეკუთვნისაჩვენე ანოტაციები ამ ხედისთვისარმატურის ჩვენება მიჯაჭვის პოზაში, ან საბოლოო პოზირებულ მდგომარეობაშიარმატურის ჩვენება პოზირებულ მდგომარეობაშიაჩვენე არმატურის ობიექტებიაჩვენე არმატურებიაჩვენე აქტივები აქტივთა ყველა ჩამოთვლილი ბიბლიოთეკიდანაჩვენე სასურველ პარამეტრებში კონფიგურირებული აქტივები აქტივთა ბიბლიოთეკებიდანაჩვენე ატრიბუტის გადაფარება აჼტიური დამთვალიერებლის კვანძისთვისაჩვენე ატრიბუტის მნიშვნელობები სარკმელში ტექსტადაჩვენე ლურჯი არ჎ი კადრშიაჩვენე მანძილებიც და კუთხეებიცაჩვენე კამერის საკომპოზიციო ნიშნულებიაჩვენე კამერის ობიექტებიკამერის პასპარტუს ჩვენებააჩვენე კამერებიაჩვენე შვილობილებიაჩვენე კოლექციებიაჩვენე ფერების კომპაქტური ქია მიკროასლების ნაცვლადაჩვენე კონტურული ხაზები ფორმირებული ერთი და იგივე ინტერპოლირებული წონიანი წერტილების მიერაჩვენე მხოლოდ მიმდინარე კადრიკურსორის ჩვენება სარკმელშიაჩვენე ჏ირი თითოეული კადრის საშუალო შეცდომისთვის (პირველ რიგში კამერის მოძრაობა უნდა იქნას გამოთვლილი)აჩვენე წირებიაჩვენე წირები, გისოსები, სინათლის ზონდები, შრიფტები, ...აჩვენე მორგებული VR გადაფარებებიგამოაჩინე გეომეტრიის მიერ დამალული კვეთებიაჩვენე წყვეტილი ხაზები, რომლებიც მიუთითებენ დაქვემდებარებულ, ან შემბორკველ ურთიერთკავშირებზეაჩვენე წერტილიან-წინსართიანი სახელების მქონე მონაცემთა ბლოკები საძიებო მენიუებშიაჩვენე გათიშული კვლები ვიდეომასალიდანაჩვენე დრაივერების რედაქტორი ცალკე ფანჯარაშიაჩვენე კლიპის რედაქტირების გადახედვააჩვენე ცარიელებიაჩვენე ცარიელი ობიექტებიაჩვენე გაფართოებები ტიპის მიხედვითაჩვენე გაფართოებები ყველა საცავიდანაჩვენე წახნაგების კიდეების მავთულებიაჩვენე ფაილები და მონაცემთა ბლოკები, რომლებიც ჩვეულებრივ, დამალულიააჩვენე გაფილტვრის ვარიანტებიაჩვენე ფილტრები გრაფიკების რედაქტორშიაჩვენე საქაღალდეებიაჩვენე საქაღალდეები ფაილების ბრაუზერშიაჩვენე შრიფტიქ ფაილებიაჩვენე საკვანძო ფაზების ნომრები მოძრაობის ტრაექტორიებზეაჩვენე კადრების რიცხვები მოძრაობის ტრაექტორიებზეწაღმა/უკუღმა მხრის ჩვენებააჩვენე საკვანძო ფაზების ლანდები მიმდინარე კადრის წინ და შემდეგაჩვენე ყველა ტიპის გიზმოებიაჩვენე გრაფიკის ხედი აჼტიური ელემენტისთვისაჩვენე მწვანე არ჎ი კადრშიაჩვენე ბადე ორთოგრაფიულ გვერდითა ხედშიაჩვენე ბადე ლინზის დისტორსიითაჩვენე ბადის ხაზებიაჩვენე მიმმართველი თმებიაჩვენე თმის წირებიაჩვენე თმის სიმულაციის ბადეაჩვენე ბეზიეს სამართავ წერტილთა სახელურებიშევსების დამხმარე ხაზების ჩვენება ზღუდეების დასანახადდამხმარე ხაზების ჩვენება მონასმის დასაგრძელებლადაჩვენე დამალული წერტილიანი ფაილებიაჩვენე დამალული ნაწილაკებიაჩვენე გამოსახულების ფაილებიაჩვენე გამოსახულებები, ვიდეო კლიპები, ხმები და ნიღბებიდრაივერების რედაქტორში ჩვენებაჩვენება ლანდებშიჩვენება ინფოს ჟურნალშიაჩვენე ზეგავლენის F-წირები ლენტებზეაჩვენე ინფო ჟურნალი ცალკე ფანჯარაშიაჩვენე ინსტანციები, როცა ნაწილაკები ცოცხალიააჩვენე ინსტანციები, როცა ნაწილაკები მკვდარიააჩვენე ინსტანციები, სადაც ნაწილაკები გაუჩენელიააჩვენე მხოლოდ კუთხის აზომვებიაჩვენე მხოლოდ მანძილის აზომვებიაჩვენე კლავიშრუკის მოვლენა და თვისების დეტალები მომხმარებლის ინტერფეისშიაჩვენე გისოსებისინათლის ფერების ჩვენებააჩვენე სინათლის ობიექტებიაჩვენე სინათლის ზონდებიაჩვენე სინათლეებიაჩვენე ხაზის ნომრები ტექსტის გვერდითსცენის მარკერების მაგივრად აჩვენე მარკერები, რომლებიც აჼტიურ ქმედებას ეკუთვნის (მხოლოდ ქმედებათა და ფორმის სოლების რედაქტორები)აჩვენე მარკერები უფრო კომპაქტურადაჩვენე ნიღბის რედაქტირების ხელსაწყოებიაჩვენე მასალის ფერიაჩვენე თითოეულ მონასმს მიკუთვნებული მასალის სახელიაჩვენე მასალები, კვანძოვანი ხეები, ტექსტურები და Freestyle-იქ ხაზ-სტილებიაჩვენე მენიუები კოლონტიტულშიაჩვენე მეშის ობიექტებიაჩვენე მეში, როცა ნაწილაკები ცოცხლებიააჩვენე მეში, როცა ნაწილაკები დაღუპულიააჩვენე მეში, როცა ნაწილაკები გაუჩენელიააჩვენე მეშების, წირების, გისოსების, არმატურებისა და მეტაბურთების მონაცემებიაჩვენე მეტაბურთებიაჩვენე კლიპის მეტამონაცემებიაჩვენე პირველი ხილული ლენტის მეტამონაცემებიაჩვენე ვიდეო ფაილებიაჩვენე სახელები რეკონსტრუირებული ბილიკების ობიექტებისთვისაჩვენე ნავიგაციის კონტროლები 2D და 3D ხედებში, რომლებსაც გადაადგილების ზოლები არ აქვსნუ აჩვენებ აზომვებსაჩვენე ობიექტების ცენტრალური წერტილებიაჩვენე ობიექტის ფერიაჩვენე ობიექტის ფერი მავთულბადეზეაჩვენე დამატებითი ობიექტები, მათ შორის ცარიელები, სინათლეები და კამერებიაჩვენე ობიექტებიაჩვენე ობიექტები და კოლექციებიაჩვენე ამ კოლექციაში მყოფი ობიექტები ნაწილაკების ადგილასაჩვენე მხოლოდ ერთი ტიპის მონაცემთა ბლოკებიაჩვენე მხოლოდ იქ ცხელი კლავიშები, რომლებსაც სახელში ეს ტექსტი აქვსაჩვენე მხოლოდ ობიექტები კოლექციაში (Shift განსავრცობად)აჩვენე მხოლოდ მონიშვნადი ობიექტებიაჩვენე მხოლოდ აჼტიური ობიექტიაჩვენე მხოლოდ აჼტიური ობიექტის კალკებიაჩვენე ძვლების მხოლოდ ეს კოლექცია და სხვები, რომლებიც ასევე აღნიშნულია, როგორც 'სოლო'აჩვენე ვარიანტები თვისებათა რედაქტორისთვისაჩვენე ვარიანტები იმისა, მიეთვალოს თუ არა მონაცემთა ზოგიერთ ტიპთან დაკავშირებული არხებიაჩვენე ორიგინალი წირები, რომლებიც ახლა რედაქტირდებააჩვენე მონაცემთა სხვა ტიპებიაჩვენე გადამეტყოვნებული არეები ზებრასებური ზოლებითაჩვენე ხატვასთან დაკავშირებული თვისებებიაჩვენე ნაწილაკის ნომერიაჩვენე ნაწილაკის ზომააჩვენე ნაწილაკების სიჩქარეაჩვენე ნაწილაკები დაღუპვის შემდეგაჩვენე ნაწილაკები, სანამ გამოიცემიანაჩვენე ტრაექტორია, რომელზეც ბილიკი მოძრაობსაჩვენე ფაჼტურიქ შემომსაზღვრელი ჩარჩო მარკერებისთვისაჩვენე წერტილოვანი ღრუბლებიწერტილების ჩვენება იმ თანმიმდევრობით, რომლითაც ისინი გვხვდება თითოეულ მონასმში (მაგ.: ხაზების ხატვის პროცესის ანიმაციისთვის)ხატვის ოპერატორის გამოყენებისას აჩვენე ზეწოლის სიდიდეებიაჩვენე ჩანაწერში 3D მარკერების პროექციააჩვენე შემთხვევითი ობიექტის ფერიაჩვენე შემთხვევითი ობიექტის ფერი მავთულბადეზეაჩვენე კამერის რეკონსტრუირებული ტრაექტორიააჩვენე მართკუთხა არეს გადაფარებააჩვენე წითელი არ჎ი კადრშიაჩვენე მხოლოდ მითითების კადრიაჩვენე ნეიტრალური შეფერადების მქონე სანიმუშო სფეროები, რომლებიც განათებაზე რეაგირებენ, რაც შესახედაობის დეველოპმენტს აიოლებსაჩვენე რენდერთან დაკავშირებული თვისებებიაჩვენე დროში ხელახლა განაწილების სოლები მონიშნულ ლენტებშიაჩვენე დროში ხელახლა განაწილების სოლები, რათა მოხდეს მათი გადატანააჩვენე მარჯვენა მინდორიაჩვენე უსაფრთხო არეები შიგთავსის სხვა პროპორციებში მოსათავსებლადაჩვენე სცენის ხანგრძლივობააჩვენე სცენა ერთ მორგებულ ფერშიაჩვენე სცენის სტატისტიკააჩვენე სცენის მავთულბადე თემის მავთულის ფერითაჩვენე სცენებიაჩვენე სკრიპტის ფაილებიაჩვენე ძიების შემომსაზღვრელი ჩარჩო მარკერებისთვისაჩვენე მონიშნული ობიექტებიაჩვენე მონიშვნის მოხაზულობებიაჩვენე სენსორის ზომა (ფირიქ ჩარჩო) კამერის ხედშიაჩვენე ცოციები F-წირების არხების გვერდითაჩვენე პატარა მბრუნავი 3D ღერძები 3გ სარკმლის ზედა მარჯვენა კუთხეშიაჩვენე ხმოვანი ფაილებიაჩვენე სპიკერებიაჩვენე სტაბილური ჩანაწერი რედაქტორში (თუ სტაბილიზაცია ჩართულია)ქტატუქიქ ზოლის ჩვენებალენტის მიკროასლების ჩვენებააჩვენე მონასმის დახატვის მიმართულება უფრო დიდი მწვანე წერტილითა (დასაწყისი) და უფრო პატარა, წითელი წერტილით (დასასრული)აჩვენე ამ მასალის მონასმის შევსებებიაჩვენე ამ მასალის მონასმის ხაზებიაჩვენე ზედაპირებიაჩვენე სისტემის სასურველი პარამეტრების "ქსელის" პანელი ხაზზე წვდომის დასაშვებსდაჩვენე ტექსტური ფაილებიაჩვენე ტექსტური ობიექტებიაჩვენე ტექსტურა ტექსტურების ჩანართშიტექსტურის ჩვენება სარკმელშიაჩვენე გარემომცველი წინაღობის რენდერის გადავლააჩვენე ფონის რენდერის გადავლააჩვენე შეთავსებული რენდერის გადავლააჩვენე დიფუზიური ფერის რენდერის გადავლააჩვენე დიფუზიური პირდაპირის რენდერის გადავლააჩვენე დიფუზიური ირიბის რენდერის გადავლააჩვენე გამოცემის რენდერის გადავლაგადააფარე წახნაგის ორიენტაციააჩვენე პრიალა ფერის რენდერის გადავლააჩვენე პრიალა პირდაპირის რენდერის გადავლააჩვენე პრიალა ირიბის რენდერის გადავლააჩვენე ნისლის რენდერის გადავლააჩვენე მოძრაობის ტრაექტორიების გადაფარებებიაჩვენე ნორმალის რენდერის გადავლაკალკირების გადაფარების ჩვენებააჩვენე პოზიციის რენდერის გადავლააჩვენე ჩრდილის დამჭერის რენდერის გადავლააჩვენე გავლის ფერის რენდერის გადავლააჩვენე პირდაპირი გავლის რენდერის გადავლააჩვენე ირიბი ტრნსმისიის რენდერის გადავლააჩვენე UV-იქ რენდერის გადავლააჩვენე მოცულობის პირდაპირის რენდერის გადავლააჩვენე მოცულობის პირდაპირის ირიბის რენდერის გადავლააჩვენე X ღერძის ხაზიაჩვენე Y ღერძის ხაზიაჩვენე Z ღერძის ხაზიაჩვენე აჼტიური კამერის სახელი კამერის ხედშიაჩვენე წახნაგთა აჼტიური ნაკრებიაჩვენე აჼტიური ობიექტის დინამიკური ხატვის ქეშიაჩვენე აჼტიური ობიექტის უდრეკი სხეულის ქეშიაჩვენე აჼტიური ობიექტის ქსოვილის წერტილთა ქეშიაჩვენე აჼტიური ობიექტის ნაწილაკთა წერტილების ქეშიაჩვენე აჼტიური ობიექტის სიმულაციის კვანძების ქეში და ცხობის მონაცემებიაჩვენე აჼტიური ობიექტის კვამლის ქეშიაჩვენე აჼტიური ობიექტის რბილი სხეულის წერტილთა ქეშიაჩვენე აქტივის სახელი გადახედვასთან ერთად. წინააღმდეგ შემთხვევაში მხოლოდ გადახედვა გამოჩნდება.აჩვენე Blender-იქ ამ სესიაში ამჟამად ხელმისაწვდომი აქტივებიაჩვენე ხელმისაწვდომი გაფართოებების პანელიაჩვენე ძირითადი მოდულები და უტილიტები, რომლებიც Blender-ქ მოჰყვებააჩვენე ძვლის მონიშვნის გადაფარებააჩვენე მოკვეცის მანძილები 3D ხედშიაჩვენე კოლექცია ამ ხედის შრეშიაჩვენე მონაცემთა ბლოკის სელექტორი მოდიფიკატორშიაჩვენე მონაცემთა ბლოკის სელექტორი კვანძშიდეტალების ჩვენება მომხმარებლის ინტერფეისშიაჩვენე მხოლოდ ელვარების ბუფერიაჩვენე ბადის ფონი და საზღვრებიაჩვენე ბადე გამოსახულების ზემოდანაჩვენე მიწის სიბრტყის ბადეაჩვენე ზეგავლენის მოცულობა 3D ხედშიაჩვენე დაინსტალირებული გაფართოებების პანელიაჩვენე მარცხენა და მარჯვენა კამერებიაჩვენე რეჟიმის სვეტი რეჟიმის გადართვისა და აქტივაციისათვისაჩვენე ობიექტის სათავე ყველა (მონიშნულსა და მოუნიშნავ) ობიექტზეაჩვენე პანელი ალფა გამჭვირვალობის ვარიანტებისთვისაჩვენე პანელი ხაზის ფერების ვარიანტებისთვისაჩვენე პანელი ხაზის ქიქჼიქ ვარიანტებისთვისაჩვენე პანელი მონასმის კონსტრუირებისთვისაჩვენე პანელი მონასმის გეომეტრიის ვარიანტებისთვისაჩვენე პანელი მონასმის ტექსტურის ვარიანტებისთვისაჩვენე პარალაქსის შემასწორებელი მოცულობა 3D ხედშიაჩვენე გამტარი ხედიაჩვენე ქეშირებული კადრების ქტატუქი დროის ზოლშიაჩვენე სტერეო 3D კონვერგენციის სიბრტყეაჩვენე სტერეო 3D წაკვეთილი პირამიდის მოცულობააჩვენე სტუდიური სინათლე ფონზეაჩვენე ტექსტურა აჼტიური გამოსახულების ტექსტურის კვანძიდან აჼტიური UV რუკის კოორდინატების გამოყენებითაჩვენე BVH კვანძები სხვადასხვა ფერის წახნაგებადაჩვენე ეს ფაილიამ გამოსახულების ფონად ჩვენებააჩვენე ეს გამოსახულება სარკმელში ობიექტების წინაჩვენე ეს ობიექტი ნაწილაკების ადგილასაჩვენე დროში განაწილება როგორც დროის კოდირება და არა კადრებიაჩვენე ბილიკის სახელები და სტატუსიაჩვენე თვალის დევნებისა და ამოხსნის ხელსაწყოებიშევსების ზღუდეებად გამოსაყენებელი გამჭვირვალე ხაზების ჩვენებააჩვენე ბადის შვეული ხაზებიაჩვენე წვეროებიაჩვენე უწონო წვეროები ნებისმიერ ჯგუფშიაჩვენე უწონო წვეროები აჼტიურ ჯგუფშიაჩვენე ხილული არიქ დამუშავების კუთხის სახელურებიაჩვენე ხილული ობიექტებიაჩვენე მოცულობებიობიექტებისა და ძვლების გარდაქმნისას აჩვენე გამაფრთხილებელი ინდიკატორები, თუ ავტოჩასოლვა ჩართულიააჩვენე, რა არიქ ობიექტების ელემენტებშიაჩვენე, როცა კვანძები სახელდებულ ატრიბუტებს იყენებენჩვენება გათრევისასაჩვენე მთელი სცენა გამჭვირვალედაჩვენე სამუშაო სივრცის მონაცემთა ბლოკებიაჩვენე სამყაროები, სინათლეები, კამერები და სპიკერებიაჩვენე {} სასურველი პარამეტრებიჩვენება/დამალვაწახნაგების ჩვენება/დამალვააჩვენე/დამალე წირების მონაცემთა ბლოკებიაჩვენე/დამალე წერტილოვანი ღრუბლის მონაცემთა ბლოკებიაჩვენე/დამალე მოცულობის მონაცემთა ბლოკებიშეკუმშვაწახნაგთა ნაკრების შეკუმშვაკუმშვის კოეფიციენტიკუმშვის მაქს. კოეფიციენტინიღბის შეკუმშვაკუმშვის სისწრაფეკუმშვის წვეროთა ჯგუფიხილულობის შეკუმშვაშეკუმშე მონიშნული მოსაზღვრე ლენტების ამჟამინდელი მონიშვნაშეკუმშე კადრი მინიმალურ შემომზღუდავ ჩარჩომდეშეკუმშე მდებარეობა სამიზნის უახლოეს ზედაპირამდეშეკუმშე მდებარეობა სამიზნის უახლოეს ზედაპირამდე მოცემული ღერძის გასწვრივშეკუმშე მდებარეობა სამიზნის უახლოეს ზედაპირამდე, სამიზნის წვეროთა ინტერპოლირებული ნორმალების გასწვრივშეკუმშე მდებარეობა უახლოეს სამიზნე წვერომდეშემოატკიცე მეში სამიზნის უახლოეს ზედაპირსშემოატკიცე მეში სამიზნის უახლოეს ზედაპირს მოცემული ღერძი გასწვრივშემოატკიცე მეში სამიზნის უახლოეს ზედაპირს სამიზნის წვეროთა ინტერპოლირებული ნორმალების გასწვრივშემოატკიცე მეში სამიზნის უახლოეს წვეროსშეამცირე მონიშვნა ერთი წერტილითშეამცირე ხილულობა ერთი წახნაგით, მეშის ტოპოლოგიის მიხედვითშემომტკეცი მოდიფიკატორი, რომელიც ობიექტს სამიზნეზე შემოატკეცსშემომტკეცი მოდიფიკატორი, რომელიც ობიექტს სამიზნეზე შემოახვევსშეკუმშვა/გაბერვაშეკუმშვა/გაბერვა: შეკუმშვა/გაბერვა: %3fშეკუმშვა/გაბერვა: %sშეკუმშე/გაბერე მონიშნული წვეროები ნორმალების გასწვრივშეკუმშვის კოეფიციენტიშეკუმშვის ჯგუფიმეშის ტოპოლოგიაზე დაყრდნობით, ერთი წახნაგით ამცირებს წახნაგთა ნაკრების საზღვრებსშემოტკეცაშემოტკეცის ბორკილითმის წირების შემოტკეცაშემოტკეცის მოდიფიკატორიშემოტკეცის ტიპიშემოატკეცს თმის წირებს მეშის ზედაპირზე ქვემოდან და ნებაყოფლობით ზემოდანარევაჩამკეტიჩამკეტის დახურვაჩამკეტის წირიჩამკეტის გახსნაჩამკეტის ტიპიდა-ძმებიგვერდიგვერდითი (Y-Z)გვერდების სეგმენტებიუნდა იყოს გვერდების 1 სეგმენტი მაინცგვერდიგვერდ მარცხნისაკენგვერდიგვერდ მარჯვნისაკენგვერდიგვერდ, ქვევითგვერდიგვერდ ზევითწვეროები Yსიბრტყის გვერდის სიგრძე X მიმართულებითსიბრტყის გვერდის სიგრძე Y მიმართულებითკადრის მხარეობიექტის მხარე, გამოსაყენებელი გასასწორებლადსაკვანძო ფაზების ბეზიეს სახელურების რომელ მხარეზე მოხდეს ზეგავლენალენტის გადაცვლის მხარემოსანიშნი მხარეგვერდიგვერდგვერდითა ზოლიგვერდითი და ხელსაწყოთა ზოლების მონაკვეთის ანაწყობებიგვერდებისიგმანიშნის რეჟიმიამ წვეროს ბიტანგენსური ვექტორის ნიშანი ამ წახნაგისთვის (წინასწარ უნდა გამოითვალოს calc_tangents, bitangent = bitangent_sign * cross(normal, tangent)-იქ მეშვეობით)ნიშნიანი კუთხენიშნიანი კუთხის ველიმნიშვნელოვნად უფრო ქ჏რაფი მეთოდი, რომელიც ახდენს მხებების ინტერპოლაციას წახნაგთა იმ კუთხეებს შორის, რომელთა UV-ებიც ემთხვევა. ზედაპირის მიმართ მართლა მხები მნიშვნელობისთვის გამოიყენე ნორმალის ვექტორული ნამრავლი.სილუეტისილუეტის ფილტრაციასილუეტები და სასაზღვრო წიბოები ცენტრირებულია მონასმის გეომეტრიის გაყოლებაზესილუეტები და სასაზღვრო წიბოები იხატება მონასმის გეომეტრიის შიგნითსილუეტები და სასაზღვრო წიბოები იხატება მონასმის გეომეტრიის გარეთსილუეტები და სასაზღვრო წიბოები გადაიწევა მომხმარებლის მიერ განსაზღვრული ფარდობითაბრეშუმივერცხლიჰიბრიდული მულტიფრაქტალის მსგავსად, ქმნის გეტეროგენულ ლანდშაფტს, ოღონდ მდინარეების არხების მსგავსებითSMPTE (კომპაქტური)-ქ მსგავსი, ოღონდ კადრების მაგივრად წამის ათწილადია ნაჩვენებითევზის თვალის თანამედროვე ლინზათა უმეტესობის მსგავსია, ითვალისწინებს სენსორის ზომებსჰგავს მულტიფრაქტალსპრინციპული BSDF კვანძის მსგავსია, მაგრამ ლითონურობის ნაცვლად სპეკულარობაზე დაფუძნებულ სამუშაო პროცესს იყენებს, რომელიც წაღმა მხრის (ნორმალის მიხედვით) ანარეკლის ფერის დაზუსტების გზით მოქმედებს. ენერგია არ ნარჩუნდება, ასე რომ, შედეგი შეიძლება, ფიზიკურად აკურატული არ იყოსმარტივიმარტივი ღერძებიმარტივი შეზავებამარტივი დეფორმაციამარტივი გამოსახულებამარტივი სახელიმარტივი ვარსკვლავიმარტივი დეფორმაციის მოდიფიკატორი ისეთი ეფექტების დასადებად, როგორიცაა მოგრეხა და მოღუნვამარტივი ინტერპოლაცია მომიჯნავე პიქსელებს შორისაქტივების კატალოგის მარტივი სახელი, ხარვეზების აღმოფხვრისა და მონაცემთა აღდგენისათვისმარტივი, ფიზიკით შტაგონებული ქრობის ეფექტებიხელახლა გამოსახვის მარტივი წამმზომი ინტერფეისის განახლების ქიქ჏რაფიქ გამოსაცდელადმარტივი ამომხსნელი კარგი წარმადობით, პირგადადებული გეომეტრიის მხარდაჭერის გარეშედროის ზოლის მარტივი ხედი დაკვრის სამართავებით კოლონტიტულში, არხების ქიიქ, გვერდითა პანელისა და ქვედა კოლონტიტულის გარეშემარტივი დეფორმაციამარტივი დეფორმირების მოდიფიკატორიუფრო მარტივი ფოტოგრაფიული ალგორითმი რაინჰარდისგანგამარტივებაგამარტივებაშვილობილი ნაწილაკების გამარტივებაგაამარტივე F-წირები და მოიშორე ცარიელი, ან ზედმეტი არხები.F-წირების გამარტივება ერთმანეთთან ახლომდებარე საკვანძო ფაზების წაშლითგრიზ ფენსილის ხატვის გამარტივებაგაამარტივე გრიზ ფენსილი მხოლოდ ანიმაციის დაკვრისასგამარტივების მოდიფიკატორიმონასმის გამარტივებამონასმის გამარტივების მოდიფიკატორიგაამარტივე დაყოფაგაამარტივე მოცულობებიგაამარტივე გეომეტრია წიბოთა ჩაშლის გზითგაამარტივე მეშები სამკუთხედების რაოდენობის თანაფარდობაზე ორიენტირებითგაამარტივე მონიშნული წირებიგაამარტივე მონიშნული მონასმებიმონასმის გამარტივება წერტილების რაოდენობის შემცირებითშეინარჩუნე მონასმი მოცემულზე უფრო ნაკლებ მანძილზე მყოფი წვეროების შერწყმითგაამარტივე მონასმების კომპლექტიდაასიმულირე მბზინვარე ლაქი სიხეშეშის შემცირების გზით მოცემულ კოეფიციენტამდე, მხოლოდ პირველი სინათლის ასხლტომებისთვის (დიფუზია). დიაპაზონი [0, 1] უდრის ორიგინალი სიხეშეშის [0%, 100%]-იქ შემცირებასმოახდინე შიდა მოცულობითი ქტრუჼტურიქ სიმულაცია მეშის მოპირდაპირე მხარეების დამაკავშირებელი ზამბარების შექმნის გზითოკეანის ზედაპირის სიმულაციადაასიმულირე დისტორსია და დისპერსია კამერის ლინზებისგანმოახდინე მაღალი წებოვნების მქონე დენადი ნივთიერებების სიმულაცია სპეციალური ამომხსნელის გამოყენებითმოახდინე წნევის სიმულაცია ქსოვილის დახურული მეშის შიგნითდაასიმულირე რბილი, დეფორმირებადი ობიექტებიმოახდინე გარკვეული დროის მანძილზე კვანძების მუშაობის სიმულაციასიმულირებული კადრებიასიმულირებს პ.კ. დეფორმაციას და სამართავად იყენებს კურსორის ქვეშ მყოფი წახნაგების ნაკრებსახდენს ქრომატული აბერაციის მიერ ფერისთვის ჩარჩოს შემოვლების ეფექტის სიმულაციასასიმულირებს მხოლოდ ფიქსირებული რადიუსით შეზღუდულ კონკრეტულ არეს ფუნჯის გარშემოასიმულირებს მთლიან მეშსახდენს კამერის სენსორის მიერ წარმოშობილი შემთხვევითი პიქსელური ხმაურის სიმულაციას.ოკეანის სიმულირება...სიმულაციაფუნჯიქეშიტილოსიღრმის ცვლილებაგაქრობაძალადაბრკოლებამხოლოდ არეკლვამასშტაბის გავლენატიპიტალღის ტიპისიმულაციის არეალისიმულაციის ცხობის დირექტორიასიმულაციის მილევასიმულაციის დამასრულებელი კადრისიმულაციის დამწყები კადრისიმულაციის შემავალი მონაცემისიმულაციის საგანისიმულაციის ლიმიტისიმულაციის მეთოდისიმულაციის კვანძებისიმულაციის ნაწარმისიმულაციის გამონატანი კვანძის IDსიმულაციის დიაპაზონისიმულაციის დასაწყისისიმულაციის მდგომარეობასიმულაციის ზონასიმულაციის დასასრულის კადრისიმულაციის ველი ფერების რუკადსიმულაციის ველი, რომელიც ფერის რუკად უნდა განაწილდეს ბადის ხაზებზესმულაცია არ უნდა იყოს მარყუჟში, ან ჩაკეტვაშისიმულაციის ქა჏ყიქი კადრისიმულაცია გამოთვლილი იქნებასიმულაციის ზონა მხარდაუჭერელიასინუსისინუსისინუსის რეჟიმიცალიცალი ისარიცალი ღერძიცალი ფერიერთი გამოსახულებაერთ გადავლიანი განკბილვაცალი თვისებაერთჯერადი გაბნევაცალი მხარეცალმხრიანიერთი მნიშვნელობაცალი აუდიო არხიტოლკუთხა კუბრუკის ერთი ცალი წახნაგიცალი ფაილი ყველა ხედითერთი ფაილი დაშიფრული სტერეო წყვილითსამიზნიდან ცალიგამოსახულების ერთი ფაილიპიქსელების შესანიღბად გამოყენებული ცალი შრეერთი ცალი წერტიკი სფლაინის სეგმენტში, რომელიც შემოცვეთას განსაზღვრავსნიღბის განსასაზღვრად გამოყენებულო ცალი წერტილი სფლაინშიერთმაგი სიზუსტის წილადნიშნაცალი სარენდერო შრე ხელახა დასარენდერებლად (გამოიყენება მხოლოდ მაშინ, როცა ანიმაცია გათიშულია)ციქ ერთჯერად გაბნევიანი მოდელინიღბის ფორმის განსასაზღვრად გამოყენებული ცალი სფლაინიცალ სტერეო კამერიანი სისტემა, არეგულირებას სტერეოს ანაწყობების კამერის პანელშიღერძის განსასაზღვრად მონიშნული უნდა იყოს ერთი კვალი შეკვრითცალი ელემენტის გეომეტრია მიმდინარე იტერაციისთვის. გაითვალისწინე, რომ დიდი გეომეტრიების ბევრ მცირე გეომეტრიად დაყოფა შეიძლება, საკმაოდ არაეფექტური იყოსმხოლოობითი სიდიდე, რომლის ქვემოთაც დემპფირება პროგრესიულად გამოიყენება (უფრო მაღალი მნიშვნელობები იძლევა უფრო მაღალი სტაბილურობისა და ნაკლები რეაქციულობის შედეგებს)სინგულარული მნიშვნელობებისინუსური გადანაცვლებასინუსოიდური აჩქარება (უსუსტესი, თითქმის წრფივი, ოღონდ ოდნავი მოხრილობით)საიტიზომაზომა 1ზომა 2ზომისმიერი ასხლეტაზომის კოეფიციენტიზომის რეჟიმიზომა ზეწოლისგანზომის წყაროზომის ერთეულიზომა Xზომა Yზომა Zზომა რადიუსიდანზომის მამრავლი, რომელიც მორგებული სამომხმარებლო ინტერფეისის ელემენტების გამოსახვისასაა გამოსაყენებელი, რათა სხვადასხვა DPI-იქ მქონე ეკრანზე სწორად მასშტაბირდნენ. ეს მნიშვნელობა დაფუძნებულია ოპერაციული სისტემის DPI ანაწყობებსა და Blender-იქ დისპლეის მასშტაბზე.გამჭვირვალე არეების ინდიკატორი ჭადრაკული ფაჼტურიქ ზომაგროვის ხმაურის ზომანორმალის გასაანგარიშებლად გამოყენებული წარმოებული აცდენის ზომაცარიელების სარკმელში ასახვის ზომაელემენტის ზომა, კომპონენტების გამოყენება დამოკიდებულია ელემენტის ტიპზეყოველი კუბრუკის ზომასაბოლოო დარენდერებული გამოსახულებების ქეშის ზომა მეგაბაიტებშიმდებარეობაზე დამოკიდებული ხეშეშობის ზომაახალი პრიმიტივის ზომაალაგებული ფაილის ზომა ბაიტებშინაწილაკების ზომა სარკმელშიფაქტურის არეს ზომა ახლად შექმნილი კვლებისთვისპროექციის ფორმის ზომა (ავტომატურისთვის დატოვე 0-ზე)თითოეული მონასმის ბოლოში დამატებული შემთხვევითი სიგრძის ზომათითოეული მონასმის დასაწყისში დამატებული შემთხვევითი სიგრძის ზომაშემთხვევითი ხეშეშობის ზომადაუმუშავებელი წყაროს გამოსახულებების ქეშის ზომა მეგაბაიტებშისაძიებო არეს ზომა ახლად შექმნილი კვლებისთვისმზის დისკოს ზომატექსტურის დატანის ზომაარეალური სინათლის არეალის ზომა Y მიმართულებით მართკუთხა ფორმებისთვისარეალური სინათლის არეალის ზომა, X მიმართულების ზომა მართკუთხა ფორმებისთვისაქტივის გადახედვის მიკროასლების ზომა პიქსელებშიგაბუნდოვნების ზომა X ღერძის გასწვრივგაბუნდოვნების ზომა Y ღერძის გასწვრივკამერის სენსორის ზომაზომა კუბისა, რომელზეც უნდა მოხდეს პროეცირებაეფექტის ზომააგურებს შორის შევსების ზომა (ცნობილია, როგორც "დუღაბი"). 0 ნიშნავს დუღაბის არ ქონასმარკის ტექსტის რენდერისას გამოყენებული შრიფტიქ ზომაგამოსხივების არეს ზომა. არეს უფრო დიდი ზომა სცენაში გამოსხივების ბადის ზრდის საშუალებას იძლევა, მაგრამ შეიძლება, GPU მეხსიერება არ ეყოს და მუშაობის ეფექტურობა შემცირდესმინდვრის ზომა UV-იქ დანაყოფადმინდვრის ზომა თითოეული რედაქტორის გარშემო.წიბოთა იდენტიფიკაციისთვის გამოყენებული საძიებო ფანჯრის ზომა. ძიების უფრო დიდი ზომები ნაკლები ხმაურის მქონე და უფრო მაღალი ჎არიქ჎იქ წიბოებს შეესაბამება, რაც ყოველთვის უფრო დიდ წიბოებს არ ნიშნავს. წიბოს ტოლერანტობა შეიძლება, გამოყენებულ იქნას წიბოთა ზომის განსავრცობადგამოსხივების თითოეულ ნიმუშზე გამოყენებული ჩრდილის რუკის ზომაჩრდილის არეს ზომა, უფრო დიდი ზომა სცენაში მეტი ჩრდილის ქონის საშუალებას იძლევა, მაგრამ შესაძლოა, GPU მეხსიერება არ ეყოსსიმულაციის სამოქმედო არეალის ზომა (მეტრებში), და ასევე წარმოქმნილი გეომეტრიისა (Blender-იქ ერთეულებში)ტექსტის ფერიტურბულენტობის ზომავოქსელური ბადის უჯრედების ზომა საურთიერთქმედებო ეფექტებისათვისმოცულობის შეფასებისთვის გამოყენებული ვოქსელის ზომა ობიექტის სივრცეში. უფრო მცირე მნიშვნელობები უფრო წვრილმან დეტალებს ინარჩუნებენ.გადაპროეცირებისთვის გამოსახულების დაფიქსირების ზომაზომა:ზომა: {:s}ზომა: {}ზომა: {} ({} ბიტი)ზომები ნულს უნდა აღემატებოდესჩანახატები ამ შრისთვის სხვადასხვა კადრებშიესკიზურიესკიზური გადაჯაჭვა მრავალი შეხებითგარეკანიგარეკანის მოდიფიკატორიგარეკანის ზომის შეცვლაგარეკანის ფესვიტყავის წვეროგარეკანის წვეროებიგარეკანი_შუქიგარეკანი_ჩრდილიგარეკანიანობაგამოტოვებაჩაწეულების გამოტოვებაგამოტოვე დაბლოკილი, ან ჩახშობილი არხებიPOT-იქ გამოტოვებაგამოტოვე POT ფაილის წარმოქმნაწინასწარი კონფიგურაციის გამოტოვებაშენახვის გამოტოვებასეგმენტების გამოტოვებაგამოტოვე მორგებული ნორმალებისა და წახნაგის კუთხის ნორმალების გამოთვლა მეშების სარკმელში ასახვისთვისგამოტოვე დანაყოფების შიდა წიბოების ასახვაგამოტოვე დაყოფის შიდა წიბოების გამოსახვა/დარენდერებაგამოტოვე ქერქის სამკუთხედები, რომლებსაც მანამდე არსებული წახნაგები ფარავსამ საგანს ქიაში ნუ აჩვენებგამოტოვებულია %d დაბლოკილი ფორმის სოლი%d-დან %d კუნძული გამოტოვებულია, შესაბამისობის აღმოსაჩენად გეომეტრია მეტისმეტად რთული იყობიბლიოთეკის ობიექტის მონაცემთა რედაქტირება გამოტოვებული იქნაზოგი კოლექცია გამოტოვებული იქნა, რადგან აღმოჩენილია ციკლიგამოტოვებულ იქნა ობიექტი '%s'-იქ მასალების დანომრვა, რადგან '%s' უკვე კონვერტირებული იყო. შესაძლოა, ხელით მართვა გახდეს საჭირო!გამოტოვებული იქნება '{:s}', მეში არააგამოტოვებული იქნება '{:s}', წვეროების რიცხვი სხვადასხვააარსებული კადრი "%s\ გამოიტოვებაობიექტი '%s' გამოტოვებული იქნება, მონაცემი '%s' უკვე პროცესირდა წინა ობიექტთანგამოიტოვება ობიექტი %s, დაკავშირებული, ან უკუგდების მონაცემები %s ვერ მოდიფიცირდებაჩასოლვის ნაკრებში მისამართი გამოიტოვება, რადგან ID არ აქვს (჊.ნ = '%s', მისამართი = '%s[%d]')ცაციქ ტექსტურაცის ტიპიფილადაჭრაგანაჭერი თითო ვოქსელზესტრიქონის გაჭრაგაჭერი X ღერძის გასწვრივგაჭერი Y ღერძის გასწვრივგაჭერი Z ღერძის გასწვრივახალ ობიექტად ამოჭრამეშიდან ამოჭრის ნახატ ნიღაბსგაცურებაგაცურების მიმართულებაშემოცვეთის გაცურებაახალი წერტილის გაცურებაგააცურე დასახატი ჏ირიქ წერტილიწერტილის გაცურებაგააცურე წერტილი სფლაინზე, მისი სიმრუდის განსასაზღვრადგააცურე თანამიმდევრობის ლენტი დროშიგააცურე წვერო მეშის გასწვრივგაასრიალე წიბოთა მარყუჟი მეშის გასწვრივგააცურე ანიმაცია 0 კადრიდან დასაწყებადგააცურე საკონტროლო წერტილებიგააცურე მარკერის არეებიგააცურე სიბრტყის მარკერის არეებიცოციაცოციის მაქსიმუმიცოციის მინიმუმიცოციების ვიჯეტების ფერებიგაცურების-ხელსაწყომცირეოდენისაკვანძო ფაზების გასრიალებაგასრიალების აცდენა: კადრები: %dგასრიალების აცდენა: %d ხმის აცდენა: %.3fგასრიალების აცდენა: კადრები: %sგაასრიალე თაგვის კურსორს ქვეშ მდებარე ლენტები და არა ყველა მონიშნული ლენტიგაასრიალე მონიშნული ლენტების შიგთავსიდაქანებასლოტისლოტი %dსლოტის ასახული სახელისლოტის მისათითებელისლოტის იდენტიფიკატორისლოტის ტიპისლოტი 'არაფერი' ვერ იქნებასლოტს აქვს ვარგისი გამოსახულება და UV რუკაქმედების ბორკილთათვის გამოსაყენებელი ქმედების სლოტისლოტი, რომელიც შეიცავს ინფორმაციას ტექსტურის ხატვის შესახებსლოტი {:d}სლოტებისლოვაკური - Slovenčinaსლოვენური - SlovenščinaნელაPython-იქ ნელი გამოსახულებაუფრო ნელი დატანა, რომელიც უკეთესად ადეფორმირებს იმ დ-ძვლებს, რომლებიც უძრაობის პოზაში მკვეთრად მოღუნულიაუფრო ნელი ამომხსნელი საუკეთესო შედეგებით თანასიბრტყული წახნაგებისთვისუნელესიპატარაპატარა მთავრულებიპატარა მთავრულების მასშტაბიუფრო პატარაშედარებით მცირე მთელი რიცხვი დიაპაზონით -128-დან 127-იქ ჩათვლითუფრო მცირე მნიშვნელობებით უფრო მაღალი გარჩევადობის შედეგი მიიღებაუფრო მცირე მნიშვნელობები უკეთეს მწარმოებლურობას იწვევს, მაგრამ შესაძლოა, მოცულობა შეამციროსუმცირესი ტალღაზრდის მიხედვითჭკვიანურიჭკვიანი UV პროეცირებაგათხიპნაგათხიპნის წონა წვეროთა აჼტიურ ჯგუფშიკვამლიკვამლი და ცეცხლიკვამლის ფერიკვამლის სამოქმედო არეალიკვამლის სამოქმედო არეალის მასალაკვამლის ბადის გარჩევადობაკვამლის სტილიკვამლის შეჯახების ანაწყობებიკვამლის ფერების ბადეკვამლის ქიქჼიქ ბადეკვამლის ალის ბადეკვამლის გახურების ბადეკვამლის ტემპერატურული ბადე, დიაპაზონი 0-დან 1-მდე წარმოადგენს დიაპაზონს 0-დან 1000K-მდეკვამლის ქი჊ჼარიქ ბადედაგლუვებადაგლუვება შემასწორებელიდაბოლოებების დაგლუვებაგლუვი ბოლოებისიგლუვის F-მოდიფიკატორითანაბარი F1დაგლუვების კოეფიციენტიგეომეტრიის დაგლუვებაგრიზ ფენსილის მონასმების დაგლუვებასიგლუვის ჯგუფთა ბიტური ინდიკატორებისიგლუვის ჯგუფებითმის წირების დაგლუვებაერმიტის კიდის გლუვი ინტერპოლაცია 'მინიმუმიდან'-იქა და 'მაქსიმუმიდან'-იქ მნიშვნელობებს შორისდაგლუვების იტერაციებიდაგლუვება ლაპლასისნიღბის შერბილებამაქსიმალური სიგლუვის რეჟიმიმინიმალური სიგლუვის რეჟიმისიგლუვის მოდიფიკატორიგლუვი ნორმალებისირბილის რადიუსიდაგლუვების ფარდობაგლუვი შეფერადებაგლუვი საფეხურიგლუვი მონასმიმონასმის დაგლუვების კოეფიციენტიმონასმის დაგლუვების რადიუსითანაბარი ტოლერანტულობადაგლუვების ტიპითანაბარი ხედიგლუვი მავთულებიX ღერძის დაგლუვებაY ღერძის დაგლუვებაZ ღერძის დაგლუვებადააგლუვე X ღერძის გასწვრივდააგლუვე Y ღერძის გასწვრივდააგლუვე Z ღერძის გასწვრივდააგლუვე F-჏ირი და ამავდროულად შეინარჩუნე ჏ირიქ ზოგადი ფორმაგამოსახულების თანაბარი არეები, რომლებშიც ხმაური შესამჩნევია, ხოლო რთული არეები ხელშეუხებლად რჩებადააგლუვე დაკბილული კიდეებიგლუვი საზღვრები, მაგრამ კუთხეები ინარჩუნებს სიმახვილესგლუვი საზღვრები, კუთხეების ჩათვლითდააგლუვება დახრილობის კუთხის მიხედვითდააგლუვე ფერებიგაათანაბრე ფერები წვეროთა შორისდააგლუვე რთული გეომეტრია განშტოებების ირგვლივდაგლუვე გეომეტრიის დაკავშირებული ნაწილებიდააგლუვე ჏ირი გაუსის დაგლუვების ფილტრის გამოყენებითდააგლუვე მორგებული ნორმალები მომიჯნავე წვეროთა ნორმალებზე დაყრდნობითდაგლუვების ეფექტის კოეფიციენტიდაგლუვების ეფექტის მოდიფიკატორიმონასმების გლუვი ბოლოებითანაბარი მილევასირბილის მილევა, დამატებული მყარი რადიუსის შემდეგდააგლუვე თმაშეარბილე სინათლის ინტენსიურობა სინათლის წყაროების ახლოს. ამას შეუძლია, აირიდოს ჭყეტელა შუქციმები და შეამციროს გლობალური განათების ხმაური. 0.0 ნიშნავს დაურბილებლობას; უფრო მაღალი მნიშვნელობები უფრო არბილებსთანაბარი ინტერპოლაცია A-ქა და B-ქ შორის, ჏ირიქ ობიექტზე გარკვეული კონტროლის ქონითდაგლუვების იტერაციები, რომლებიც გამოიყენება თითოეული წვეროს პოზის კოეფიციენტის გამოთვლის შემდეგდაგლუვების იტერაციები გამოყენებული გამოტანილ მეშზედააგლუვე მომხმარებლის ინტერფეისის ტექსტის დაკბილული კიდეებიდააგლუვე მეშიდააგლუვე ობიექტი X ღერძის გასწვრივდააგლუვე ობიექტი Y ღერძის გასწვრივდააგლუვე ობიექტი Z ღერძის გასწვრივდააგლუვე მონასმში მხოლოდ მონიშნული წერტილებიგაათანაბრე ფერები ფუნჯის ქვეშ მყოფი საშუალო ფერითგაათანაბრე მონასმის მოსაზღვრე წერტილების ფერებიგლუვი წინასწარი კონფიგურაციათანაბრად გადაწიე, რათა რედაქტირებადი ფაილი ხილული გახადოდააგლუვე მონიშნული მონასმებიმონასმის წერტილების დაგლუვებადააგლუვე ჏ირი გაუსის ფილტრის გამოყენებითდეტალების დაგლუვება, მაგრამ ზოგადი ფორმის შენარჩუნებადააგლუვე წახნაგთა ყველა ნაკრების წიბოებიდაარბილე ამ სინათლისგან მომავალი ნათებადააგლუვე მეში მომიჯნავე წახნაგებს შორის კუთხეების დაბრტყელების გზითდააგლუვე მეში და თან შეინარჩუნე მოცულობადააგლუვე ზედაპირის, ან დაცერობებული ჏ირიქ ნორმალებიდააგლუვე ზედაპირიდააგლუვე მეშის ზედაპირი, მოცუოლობის შენარჩუნებითგაათანაბრე წვეროთა აჼტიური ჯგუფის წონებიგაათანაბრე მონიშნულ წვეროთა წონებიდაგლუვებული, მაღალი ჎არიქ჎იქ ინტერპოლაცია, მაგრამ უფრო ნელიF1-იქ შერბილებული ვერსია. მეზობელი ვორონოის უჯრედების შეწონილი ჯამი.უარ. დაგლუვებადად. დაგლუვებაერმიტის კიდის უფრო გლუვი ინტერპოლაცია 'მინიმუმიდან'-იქა და 'მაქსიმუმიდან'-იქ მნიშვნელობებს შორისუფრო გლუვი საფეხურიგამოსხივების უფრო თანაბარი ინტერპოლაცია, მაგრამ შემოაქვს სინათლის გაჟონვააგლუვებს თმის წირების ფორმასდაგლუვებადაგლუვების ჯგუფებიდადებითი დაგლუვებადაგლუვების ნაბიჯებიდაგლუვების ეფექტის მოდიფიკატორიდაგლუვების კოეფიციენტიდაგლუვების იტერაცია მხებებისთვისთითოეული მონასმის შემთხვევითი მნიშვნელობის თანაბარი აცდენასიგლუვესიგლუვის კოეფიციენტიმუქ და ნათელ მონაკვეთებს შორის გარდასვლის სითანაბრეაგლუვებს მონასმების კიდეებსაგლუვებს ზედაპირსა და მოცულობასაგლუვებს მეშის ზედაპირს, ინარჩუნებს მოცულობასგადღაბნაგადღაბნის სიძლიერეგადღაბნე ფერები ჩაბღაუჭებითა და გადათრევითგადღაბნის ეფექტის სიძლიერემიკვრამიაკარი 3D კურსორი აჼტიურ საგანსმიაკარი 3D კურსორი მონიშნული ელემენტ(ებ)იქ შუაგულსმიაკარი 3D კურსორი კოორდინატთა ბადის უახლოეს დანაყოფსმიაკარი 3D კურსორი სამყაროს სათავესკუთხეზე გადახტომამიკვრის ბაზამიმდინარე კადრის მიკვრა ლენტებზემიკვრის მანძილიმისაკრავი ელემენტიმიკვრის ნაზრდიმიკვრის შებრუნებაკუნძულების მიკვრამიკვრის რეჟიმიმიაკარი კვანძი გარდაქმნისასSnap-იქ პაკეტის დაინსტალირებაფრაგმენტის ობიექტზე მიკვრამისაკვრელი მხარემიკვრის სამიზნემიკვრის სამიზნე ინდივიდუალური ელემენტებისთვისმისაკვრელინახტომით მოტრიალებატრიალის ნახტომის მიჯნაUV ელემენტის მიკვრამიაკარი UV გარდაქმნისასწვეროების მიკვრამიაკარი აჼტიური სამიზნესმიკვრა შუაწერტილზემიაკარი წახნაგებზე პროექციის მეშვეობითმიაკარი უახლოესი წერტილი სამიზნესმიაკარი მიმდინარე კადრი ლენტის დასაწყისს, ან დასასრულსმიაკარი კურსორი მონიშნული წერტილების ცენტრსმიაკარი კურსორი სამიზნე ტიპსმიაკარი გარდაქმნის დროსმიაკარი კუნძულები ერთმანეთს (წიბოს კერვის რეჟიმში, კუნძულებს აბრუნებს კიდეც)მიაკარი მედიანი სამიზნესმიაკარი შუა წერტილები ღერძის ცენტრსმიაკარი მხოლოდ მონიშვნად ობიექტებსმიაკარი მხოლოდ სამიზნეს, რომელთანაც წყარო თავიდან ახლოს იყო (მხოლოდ "წახნაგის უახლოესზე")აქტიურზე მიკვრარედაქტირებაში მყოფზე მიკვრაარა-რედაქტირებადზე მიკვრამხოლოდ მონიშვნადზე მიკვრამიაკარი საკუთარ თავს მხოლოდ მაშინ, როცა ჩართულია (მხოლოდ რედაქტირების რეჟიმისთვის)მიაკარი არააჼტიურ ობიექტებს რედაქტირების რეჟიმში (მხოლოდ რედაქტირების რეჟიმისთვის)მიაკარი რედაქტირების რეჟიმში არ მყოფ ობიექტებს (მხოლოდ რედაქტირების რეჟიმისთვის)მიაკარი თავაკი სკრაბინგისასმიაკარი სცენის კადრი ნაზრდებსმიაკარი მონიშნული UV წვეროები სამიზნე ტიპსმიაკარი მონიშნული საგან(ებ)ი 3D კურსორსმიაკარი მონიშნული საგან(ებ)ი აჼტიურ საგანსმიაკარი მონიშნული საგან(ებ)ი თაგვის მდებარეობასმიაკარი მონიშნული საგან(ებ)ი უახლოეს ბადის განყოფილებასმიაკარი მონიშნული საკვანძო ფაზები არჩეულ დროებს/მნიშვნელობებსმიაკარი მონიშნული საკვანძო ფაზები მიმდინარე კადრსმიაკარი მონიშნული საკვანძო ფაზები უახლოეს (მთელ) კადრს (გამოიყენე ქვეკადრის უნებლიე აცდენის შესასწორებლად)მიაკარი მონიშნული საკვანძო ფაზები უახლოეს მარკერსმიაკარი მონიშნული საკვანძო ფაზები უახლოეს წამსმიაკარი მონიშნული საკვანძო ფაზები განსაზღვრულ დროებზემიაკარი მონიშნული წერტილები უახლოეს ბადის წერტილებსმიაკარი მონიშნული წერტილები/მონასმები კურსორსმიაკარი ლენტები გარდაქმნის დროსმიაკარი ლენტები მიმდინარე კადრს აჼტიური ლენტის ანკერად გამოყენებითა და თაგვის კურსორის თავაკთან შეფარდებით, რათა დაადგინო, თავაკის რომელ მხარეზე უნდა მოხდეს მიკვრაგადაახტუნე სახელურის კუთხე 45 გრადუსითმიაკარი თითოეული ჏ირიქ Ⴭირი უახლოეს ზედაპირის წერტილსმისაკრავი სამიზნეელემენტებზე მიკვრამიკვრა იმავე სამიზნეზემიკვრა ლენტებზეზედაპირზე მიკვრამიაკარი ყველანაირ გეომეტრიასმიაკარი ყველა წერტილსმიაკარი მოუნიშნავი, ხილული ლენტების საზღვრებსა და სათავეებსმიაკარი მიმდინარე კადრსმიაკარი წიბოებსმიაკარი პირველსა და ბოლო წერტილებს და მოახდინე ინტერპოლაციამიაკარი პირველ წერტილსმიაკარი კადრსმიაკარი კადრის ნაზრდებსმიაკარი მთელ სიდიდეებზემიაკარი ბადესმიაკარი ნაზრდს, snap(A,B)მიაკარი ნაზრდებსმიაკარი ბადის ნაზრდებსმიაკარი საკვანძო ფაზებსმიაკარი მარკერებსმიაკარი უახლოეს მარკერსმიაკარი უახლოეს წერტილს წახნაგებზემიაკარი გადახედვის საზღვრებსმიაკარი გადახედვის ცენტრსმიაკარი გადახედვის, ან სცენის ქა჏ყიქ და დამასრულებელ კადრსმიაკარი დროის ხელახალი განაწილების სოლებსმიაკარი წამების ნაზრდებსმიაკარი წამებსმიაკარი წიბოების შუაწელსმიაკარი წახნაგების შუაგულსმიაკარი უახლოეს წერტილს წიბოზეიმ შემთხვევებში, როცა ლენტის სიგრძე ამ დიაპაზონს მიღმა ვრცელდება, გადახტი ლენტის შიგთავსის დასაწყისსა და დასასრულზე, რაც გაჩერებებს წარმოშობსმიაკარი წვეროებსმიაკარი მოცულობასმიაკარი გარდაქმნის ცენტრი სამიზნესგადაახტუნე მნიშვნელობები ბადის უახლოეს საფეხურზე, მაგ.: თოჯინური ფილმის შესახედაობისთვისმიაკარი წვეროთა წყვილები თავიანთ სარკისებურ მდებარეობებსმიკვრამიკვრის მანძილიაკრავს პ.კ.-იქ კიდურს შ.კ.-ზემიმდინარე კადრში პ.კ.-იქ მქონე კიდურს აკრავს შ.კ.-იქ მქონეზეაკრავს შ.კ. კიდურს პ.კ.-ზემიმდინარე კადრში შ.კ.-იქ მქონე კიდურს აკრავს პ.კ.-იქ მქონეზესობელისსობოლ-ბარლიბუდებუდის იდენტიფიკატორიბუდის მონიშვნაბუდის შაბლონიბუდის ტიპიბუდის ტიპის სახელიბუდეს შეუძლია სხვადასხვა ქა჎იქ სტრუქტურებთან მუშაობაბუდის აღწერაბუდე იღებს ველსბუდე იღებს ბადესბუდე იღებს სიასბუდე იღებს ერთ მნიშვნელობასბუდე კვანძების რედაქტორში ინტერაქტიულ ხატულად გამოისახებაბუდე განაცრისფრებულია, რადგან შედეგზე ეფექტი არა აქვსბუდე მონიშნულია ინტერფეისშიბუდეების ბმულები განივრცობა მომხმარებლის ინტერფეისშიბუდე პანელი უნდა იყოსბუდის სახელიბუდის ფორმაბუდე, რომელიც დამატებულ ჯგუფის შენატანის/გამონატანის კვანძში უნდა შედიოდესბუდის მინიშნებაბუდე_2ბუდე_3რბილირბილი სხეულირბილი სხეულის მოდიფიკატორირბილი სხეულის პლასტიკურობარბილი სხეულის წერტილთა ქეშირბილი სხეულის ანაწყობებირბილი მილევარბილი შუქირბილი შუჼიქ რეჟიმიარამკაცრი შეზღუდვებირბილი მაქსიმუმირბილი მინიმუმირბილი სხეულის სიმულაციის მოდიფიკატორირბილი სხეულის სიმულაციის ანაწყობები ობიექტისთვისრბილი სხეულირბილი სხეული და ქსოვილირბილი სხეულის განზრახული წონაშერბილებაშეარბილე დეტალები ღერძების გასწვრივსირბილემყარიმყარი სინათლესიმყარის სინათლეებიმყარი რადიუსიგამყარებაგამყარების მოდიფიკატორისოლოსოლო აჼტიურიააჼტიური ფორმის სოლის გამოცალკევებაამოხსნაამოხსენი კამერის მოძრაობა კვლებიდანამოხსნის შეცდომა: {:.2f} პქსამომხსნელიამომხსნელის იტერაციებიამომხსნელის ვარიანტებიამომხსნელის შედეგიამომხსნელს მრავალსახეობრივი მეში ესაჭიროებაამოხსნაკამერის ამოხსნა...ამოხსნის მეთოდის არჩევა: ავტომატური დემპფირება, ან არაავტომატური დემპფირებაზოგი კავშირი დაიკარგა გამომავალი პორტების განსხვავებული რაოდენობების გამოზოგი ჏ირი ვერ დაკონვერტირდა, რადგან ზედაპირზე არ იყო მიმაგრებულიზოგი მონაცემის რეკონსტრუქცია წარუმატებელი იყო (დეტალებისთვის იხილე კონსოლი)ზოგი კადრი გამოტოვებული იქნა იმ ქეშის ცხობის/შენახვის დროსზოგიერთი სტრიქონი შესწორდა, არ დაგავიწყდეს .blend ფაილის შენახვა, რათა ეს ცვლილებები შეინახოდალაგებადაალაგება ანბანურადდალაგების პრინციპიდალაგების პრინციპი:შვილობილების დალაგება სახელის მიხედვითმონაცემთა ბლოკების დალაგებაელემენტების დალაგებადალაგების ინდექსიდახარისხების გასაღებიდახარისხების თანმიმდევრობაპალიტრის ფერების დალაგებადალაგების ტიპიწონის დალაგებადალაგება სიახლის მიხედვითდალაგება სახელის მიხედვითდაახარისხე მრუდწირული 2D სიგრძის მიხედვით (უფრო გრძელი ხაზები უფრო მოკლე ხაზების ზემოდანაა)დაახარისხე კამერიდან დაშორების მიხედვით (უფრო ახლომდებარე ხაზები უფრო შორი ხაზების ზემოდანაა)დაახარისხე პროეცირებული X მნიშვნელობის მიხედვით გამოსახულების კოორდინატთა სისტემაშიდაახარისხე პროეცირებული Y მნიშვნელობის მიხედვით გამოსახულების კოორდინატთა სისტემაშიდაალაგე არხები ამოხსნის შემდეგ ადევნებაში აღმოჩენილი რეპროეცირებისსაშუალო ხარვეზის მიხედვითდაალაგე არხები პირველი კადრის ნომრის მიხედვითდაალაგე არხები ბოლო კადრის ნომრის მიხედვითდაალაგე არხები უგრძესი ადევნებული სეგმენტის მიხედვითდაალაგე არხები ადევნებული სეგმენტების საერთო რაოდენობის მიხედვითდაალაგე არხები მათი სახელების მიხედვითდაალაგე ფაილები მოდიფიცირების დროის მიხედვითდალაგე ფაილები ზომის მიხედვითკუნძულების დალაგება დიდიდან პატარამდეკუნძულების დალაგება პატარადან დიდისკენელემენტების ანბანურად დალაგებადაალაგე საგნები თავთავიანთი სახელების მიხედვითდაალაგე საგნები კლებადობით, უდიდესი მნიშვნელობიდან უმცირესისკენდაალაგე მონიშნული ელემენტები უშორესიდან უახლოესამდე მიმდინარე ხედშიდაალაგე მონიშნული ელემენტები მარცხენადან მარჯვენამდე მიმდინარე ხედშიდაალაგე მონიშნული ელემენტები უახლოესიდან უშორესამდე 3D კურსორიდანდაალაგე მონიშნული წახნაგები მასალის უმცირესიდან უდიდეს ინდექსამდედაალაგე აქტივების ქია ანბანურადდაალაგე აქტივთა ქია, რათა ერთსა და იმავე კატალოგში მდებარე აქტივები ერთად დარჩეს. ერთი კატალოგის ფარგლებში აქტივები სახელის მიხედვით ლაგდება. კატალოგები ლაგდება ერთსაფეხუროვან იერარქიად.ანბანურად დაალაგე თითოეული ძვლის შვილობილებიდაალაგე ფაილების ქია ანბანურადდაალაგე ფაილების ქია გაფართოების/ტიპის მიხედვითდაალაგე ახლახანს მოძიებული საგნები ზემოთდალაგების ტიპიწვეროთა ჯგუფების დალაგებადალაგებახმაგაჩუმებაახალიპანორამირებაბგერის სიმაღლეხმის აცდენალენტის ხმის სიძლიერეხმის სიძლიერეხმოვანი ფაილებიხმის სახელიხმის ბუდე კვანძშიხმის ბუდის ინტერფეისი კვანძშიხმის ლენტიხმის ლენტებიხმის ლენტები მონიშნულიამოსალაგებელი ხმის მონაცემთა ბლოკის სახელიხმის მონაცემთა ბლოკი, რომელიც გარე, ან ჩაწყობილ ხმოვან ფაილზე მიუთითებსხმის მონაცემთა ბლოკი გამოყენებული ამ სპიკერის მიერხმის მონაცემთა ბლოკი გამოყენებული ამ ლენტის მიერხმების მონაცემთა ბლოკებიხმა არარედაქტირებადიახმა შეფუთული არაახმის ნიმუშის ფაილი გამოყენებული ამ ხმის მონაცემთა ბლოკის მიერხმის ბუდე კვანძშიხმის ლენტისაუნდთრექიხმებიხმების დირექტორიაწყაროწყარო არხიკლონის წყაროს გამოსახულებაკლონის წყაროს სლოტიკლონის წყაროს UV რუკაწყაროს კოლექციაწყაროს გამოსახულებაწყარო შრეების მონიშვნაწყარო ბიბლიოთეკებიწყარო ბიბლიოთეკაწყაროთა სიაწყაროს ქიიქ მონაკვეთის ანაწყობებიწყაროს ობიექტიწყაროს პოზიციაკოდის ძირეული საქაღალდეწყაროს ბუდე!წყაროს ხეწყაროს ტიპიწყაროს წვეროთა ჯგუფიწყარო და დანიშნულების ადგილი გასიმეტრიულების ოპერატორისთვისწყაროსა და დანიშნულების მეშებს წიბოთა ერთი და იგივე რაოდენობა არ აქვს, 'ტოპოლოგიის' რუკის შედგენის გამოყენება ამ შემთხვევაში შეუძლებელიაწყაროსა და დანიშნულების მეშებს წახნაგთა კუთხეების ერთი და იგივე რაოდენობა არ აქვს, 'ტოპოლოგიის' რუკის შედგენის გამოყენება ამ შემთხვევაში შეუძლებელიაწყაროსა და დანიშნულების მეშებს ერთი და იგივე რაოდენობის წახნაგები არ აქვს, 'ტოპოლოგიის' რუკის შედგენა ამ შემთხვევაში შეუძლებელიაწყაროსა და დანიშნულების მეშებს წვეროთა ერთი და იგივე რაოდენობა არ აქვს, 'ტოპოლოგიის' რუკის შედგენის გამოყენება ამ შემთხვევაში შეუძლებელიაწყაროს ფერიწყაროს ელემენტები დანიშნულებისასთან მოცემულ მანძილზე უფრო ახლოს უნდა მდებარეობდნენწყაროს ფაილი დანამატის ძიების მისამართზეა: {!r}წყაროს ბიბლიოთეკა, რომლიდანაც ამ შეფუთული ID-ების არქივი წარმოიქმნაწყარო ბიბლიოთეკა: {} {}წყაროს მდებარეობაწყაროს მეშს არ აქვს არცერთი წიბო, ამ შემთხვევაში 'წიბოს' ვერცერთი განაწილება ვერ გამოიყენებაწყაროს მეშს არ აქვს არცერთი წახნაგი, ამ შემთხვევაში 'წახნაგის' ვერცერთი განაწილება ვერ გამოიყენებაშემავალი მნიშვნელობების წყარო დრაივერის ცვლადებისათვისჭდის სახელის წყაროშემთხვევითობის წყაროანარეკლის სხივთა მანძილების წყაროშეჯახების ფორმის შესაქმნელად გამოყენებული მეშის წყაროწყაროს, ან დანიშნულების მეშებს არცერთი წიბო არ აქვს, წიბოს მონაცემების გადატანა შეუძლებელიაწყაროს, ან დანიშნულების მეშებს არცერთი წახნაგი არ აქვს, კუთხის მონაცემების გადატანა შეუძლებელიაწყაროს, ან დანიშნულების მეშებს არც ერთი წახნაგი არ აქვს, წახნაგის მონაცემების გადატანა შეუძლებელიაწყაროს, ან დანიშნულების მეშებს არცერთი წვერო არ აქვს, წვეროთა მონაცემების გადატანა შეუძლებელიაწყარო, რომლიდანაც უნდა შეირჩეს ტილოამ ცვლადის შესაფასებელი შემავალი მონაცემების წყაროებისამხრეთისამხრეთ-აღმოსავლეთისამხრეთ-დასავლეთისივრცეკლიპის რედაქტორის სივრცეკონსოლის სივრცესივრცის საექსპოზიციო ფურცლის რედაქტორიფაილების ბრაუზერის სივრცეგრაფიკების რედაქტორის სივრცეგამოსახულების რედაქტორის სივრცეინფორმაციის სივრცესივრცის მატრიცაNla რედაქტორის სივრცეკვანძების რედაქტორის სივრცემონახაზის სივრცესასურველი პარამეტრების სივრცესივრცის თანამიმდევრობის რედაქტორისივრცის ელცხრილიტექსტური რედაქტორის სივრცესივრცის ტიპიUV რედაქტორის სივრცედააშორე ყველა UV თანაბრადსივრცე კუნძულთა შორისამ არეში ამჟამად ასახული სივრცესივრცის მონაცემები ეკრანის არისთვისსივრცის მონაცემთა ტიპიდააშორე მოსმები არა ეკრანის სივრცის, არამედ ზედაპირის ორიენტაციის მიხედვითსივრცე პროექციის ღერძისთვისსივრცე, რომელშიც გარდაქმნები გამოიყენებაშენატანი სიმაღლის სივრცეშენატანი ნორმალის სივრცესივრცე, რომელშიც მფლობელი შეფასდებასივრცე, რომელშიც შეფასდება სამიზნესივრცე, რომლიდანაც უნდა დაკონვერტირდესსივრცე, რომელშიც უნდა დაკონვერტირდესმეშის მონაცემთა დაკოპირებისთვის გამოსაყენებელი სივრცესივრცული გარდაქმნა ერთი ობიექტიდან მეორეზე კოპირებისთვისგამოტოვებაგამოტოვების კლავიშის ქმედებასივრცეებისივრცეები, რომლებსაც ეს არე მოიცავს, მათგან პირველი აჼტიური სივრცეა (შენიშვნა: გამოგადგებათ, მაგალითად, უწინ გამოყენებული 3D ხედის სივრცის აღდგენაში, ხედის ძველი ორიენტაციის დასაბრუნებლად)დაშორებადაშორება მონასმების გაყოლებაზედაშორების მანძილიდაშორება ზეწოლისგანდაშორება ფუნჯის გრადიენტის მიერ სრული ჏რიქ დარტყმამდედაშორება ფუნჯის წაცხებებს შორის ფუნჯის დიამეტრის პროცენტებშიდაშორება ასონიშნებს შორისბადის წერტილთა დაშორებადაშორება სიტყვებს შორისტექსტურების დაშორება მონასმის სიგრძეზედაშორება: {:g}განფენილობაესპანური - EspaĂąolმეჩხერად მიჯაჭვასივრცული ხმაურისივრცული ხელახალი გამოყენებასივრცული ზომაწარმოშვი ნაწილაკები ფორმიდანსპიკერიახალიხმის მინ. სიმაღლესპიკერის მონაცემთა ბლოკი 3D აუდიო სპიკერის ობიექტებისთვისსპიკერების მონაცემთა ბლოკებისპიკერ(ებ)ისპიკერებისპეციალური ასონიშნებიმიუთითებს ენერგიის შთანთქმას ერთეულის სიგრძეზე, როცა თმაში სინათლის გავლისას. უფრო მაღალი მნიშვნელობით უფრო მუქი ფერი მიიღებამიუთითებს, რამდენად მომრგვალდება მახვილი კუთხეებიაზუსტებს, თუ რამდენად მრგვალია ბოკე, მაქსიმალური სიმრგვალე წრიულ ბოკეს ქმნისგანსაზღვრავს, თუ როგორ იღებს ძვალი მასშტაბს მემკვიდრეობით მშობელი ძვლისგანაზუსტებს, თუ როგორ ექდემდებარება მისაწებებელი ძვალი ძვლის თავის მდებარეობასთან არსებულ სამართავსაზუსტებს, ტონების გადანაწილება მთლიან გამოსახულებაზე ოპერირებს, თუ თითო-თითო პიქსელზე; 0 მთელ გამოსახულებას ნიშნავს, 1 - თითო პიქსელს, ხოლო მათ შორის არსებული სიდიდეები - ორივეს შეზავებასაზუსტებს, ტონების გადანაწილება სიკაშკაშეზე ოპერირებს, თუ თითოეულ არხზე ცალკე; 0 ნიშნავს, რომ სიკაშკაშეს იყენებს, 1 - თითო არხზე დამოუკიდებლად მუშაობას, ხოლო მათ შორის არსებული სიდიდეები - ამ ორის შეზავებასაკონკრეტებს დიფუზიის ფუჍიქ მიკროფაცეტურ სიხეშეშეს (0.0 ლამბერტის იდეალური ანარეკლია, 1.0 სრულიად ხეშეშია)აკონკრეტებს ზედაპირის მიკროფაცეტურ სიხეშეშეს სპეკულარული არეკვლისთვისა და გავლისთვის (0.0 იდეალური სარკის ანარეკლია, 1.0 სრულიად ხეშეშია)მიუთითებს ფერის გადაწევის ოდენობას. 1 ნიშნავს მაქსიმალურ გადაწევას ლურჯისკენ, ხოლო -1 - მაქსიმალური გადაწევას წითლისკენუთითებს შექმნილი ზონის მიერ გამოყენებულ შენატანის კვანძსუთითებს ლიმიტის არ჎იქ ლიმიტირების სიძლიერესუთითებს სიკაშკაშეს, რომელზეც გამოსახულების შუა ტონები მთავრდება და შუქციმები იწყებაუთითებს სიკაშკაშეს, რომელზეც გამოსახულების შუა ტონები იწყება და ჩრდილები მთავრდებაუთითებს შექმნილი ზონის მიერ გამოყენებულ გამონატანის კვანძსაზუსტებს კატადიოპტრიკული ირიქიქ ზომას, ნული ნიშნავს, რომ ირიქი არ არსებობსუთითებს ამოჭრის ეკრანის სითანაბრესუთითებს თითოეული ფერის არ჎იქ სიჭარბის სიძლიერესუთითებს მოწმენდის სიძლიერესმიუთითებს წიბოთა მგრძნობელობას, ან მიჯნას. ამ მნიშვნელობის დაწევით შეძლებ, მეტი წიბო აღმოაჩინო მუშაობის ტემპის ხარჯზეგანსაზღვრავს ლოკალური მდებარეობის ვარიანტის მნიშვნელობას შ.კ. სამართავებისთვის, რაც წყვეტს, მდებარეობის არხებს სამართავების ლოკალურ ორიენტაციაზე ჰქონდეთ სწორება, თუ სამყაროსეულზეაზუსტებს გლუვი vs ორიგინალი ნორმალების წონასაზუსტებს, უნდა იყოს თუ არა ახლად გამოვლენილი გეომეტრია მონიშნულიდაადგინე მორგებული სიდიდე სცენის მეტრ ერთეულშიმიუთითე მორგებული ზომადააზუსტე ნაკვთური წიბოების მონიშვნის პირობები წახნაგის ნიშნების საფუძველზედააზუსტე ლოგიკური მონიშვნის პირობების კომბინაცია ნაკვთური წიბოების ტიპებზეგანსაზღვრე სემპლირების ახალი მნიშვნელობა, რომელიც ადგენს მონასმის პოლიხაზთა გარჩევადობასმიუთითე მისამართი, სადაც გამოცხობილი მონაცემები ხელით უნდა შეინახოსმიუთითე საბოლოო UV გამონატანის ზუსტი წილადი სიდიდედააზუსტე ობიექტთა კოლექციის კუთვნილი ნაკვთური წიბოების ჩათვლა, ან გამორიცხვადააზუსტე გვერდების ტიპების მიხედვით მონიშნული ნაკვთური გვერდების ჩათვლა, ან გამორიცხვადააზუსტე წახნაგის ნიშნების მიზედვით შერჩეული ნაკვთური წიბოების ჩათვლა, ან გამორიცხვადააკონკრეტე ლინზის ფოკუსური მანძილი მილიმეტრებშიგანსაზღვრე, თუ როგორ ხდება არსებული გარდაქმნებისა და ქმედებათა არხების კომბინირებადააზუსტე, თუ როგორ კომბინირდება დაკოპირებული და არსებული ბრუნვებიგანსაზღვრე, თუ როგორ უნდა მოხდეს არსებული გარდაქმნების კომბინაციადააზუსტე, თუ როგორ შეზავდება მოდიფიკატორის მნიშვნელობა ძირითად მნიშვნელობასთანდააზუსტე, როგორ მოხდეს ახალი მდებარეობის ორიგინალთან კომბინირებადააზუსტე, როგორ მოხდეს ახალი ბრუნვის ორიგინალთან კომბინირებადააზუსტე, როგორ მოხდეს ახალი მასშტაბირების ორიგინალთან კომბინირებადააზუსტე ორიენტაცია და მასშტაბი, FBX ფაილში ჩაშენებული მონაცემების გამოყენების ნაცვლადმიუთითე წყარო ბადის ფორმისთვისდააზუსტე წახნაგთა სამიზნე რიცხვი ამჟამინდელ მეშთან მიმართებაშიმიუთითე ვოქსელების მიახლოებითი რიცხვი დიაგონალის გაყოლებაზედააზუსტე მანძილი წვეროთა შორისგანსაზღვრე ლინზა, როგორც მხედველობის არეს კუთხედააზუსტე ხაზის ქა჏ყიქი და ბოლო წერტილებითითოეული წირისთვის ცალცალკე მიუთითე ასლების რაოდენობადააკონკრეტე აცდენა ერთი წვეროდან მეორემდედააზუსტე წვეროთა ჯამური რაოდენობადააზუსტე, რა ტიპის ბრუნვის არხები იქნას გამოყენებულიდაადგინე ვოქსელის გვერდის სიგრძედაადგინე ერთეულის ხაზის სისქე პიქსელებშიმიუთითე მოცულობის მონაცემთა სიზუსტე. უფრო დაბალი მნიშვნელობები დეტალების ხარჯზე ამცირებს მეხსიერების მოხმარებას.მიუთითე მოცულობის სიმკვრივე და საფეხურის ზომა ობიექტის, ან სამყაროს სივრცეშიმიუთითე მოცულობის საფეხურის ზომა და სიმკვრივე სამყაროს სივრცეშიდააზუსტე, რომელი ელემენტები იქნას ინსტანცირებისთვის გამოყენებული. (წილადნიშნა მნიშვნელობები შემთხვევით მონიშვნას გამოიწვევს)დააზუსტე, მასალის რომელი ატრიბუტია გამოყენებულიდააზუსტე, პოზის აქტივის რომელ ნაწილებს გადაეწეროსსპექტრიგამოსაყენებელი სპექტრისპეკულარულისპეკულარული BSDFსპეკულარული ფერისპეკულარული ლურჯი ფერისპეკულარული მწვანე ფერისპეკულარული წითელი ფერისპეკულარობის კოეფიციენტისპეკულარობის სიმტკიცესპეკულარული ათინათებისპეკულარული IOR-იქ დონესპეკულარული განათებამასალის სპეკულარული ფერისპეკულარული ანარეკლის მამრავლისისწრაფესისწრაფის კონტროლისისწრაფის კოეფიციენტისისწრაფის ინტერპოლაცია 0ქიქ჏რაფიქ ინტერპოლაცია 1ქიქ჏რაფიქ მამრავლისიჩქარის გასწორებასისწრაფის ვექტორებისისწრაფის კონტროლის მეთოდისისწრაფის კოეფიციენტი მიმოხედვისთვის, მაღალი მნიშვნელობები ნიშნავს თაგვის უფრო ჊ჼარ მოძრაობასბგერის სიჩქარებგერის სიჩქარე დოპლერის ეფექტის გამოსათვლელადწვის რეაქციის სისწრაფე (რაც უფრო მაღალია მნიშვნელობა, მით უფრო მცირეა ალი)ტალღის სისწრაფე, ქა჏ყიქი წერტილისკენ - როცა უარყოფითიასისწრაფის კონტროლის ლენტიმართლწერის ქეშისფეროსფეროს რადიუსისფერული მონიშვნასფეროს რადიუსები სიმრუდეების გამოსათვლელადსფეროთა გარჩევადობასფერულისფერული მილევასფერული ზონდისფერული სტერეოსფერული კამერა გარემოს რუკებისთვის, ასევე ცნობილი, როგორც Lat Long პანორამასფერული მილევასფერული ძალის ველი დაფუძნებული ნაწილაკთა მუხტზე, ზემოქმედებს მხოლოდ მუხტის ძალის სხვა ველებზეგასფერულებაგასფერულების სიძლიერესიჭარბის სიძლიერესპირალისპირალური ძალა, რომელიც ძალის ობიექტის ლოკალურ Z ღერძს გრეხავსქუდიქუდისფლაინისფლაინის ბეზიეს წერტილებისფლაინების რიცხვისფლაინის შ.კ.სფლაინის შ.კ. ბორკილისფლაინის ინდექსისფლაინის სიგრძესფლაინის სიგრძის კვანძისფლაინის პარამეტრისფლაინის პარამეტრის კვანძისფლაინის წერტილთა რიცხვისფლაინის წერტილებისფლაინის გარჩევადობააშვებისას სფლაინი იხურება, თუ არ გაითრევასფლაინის უსახელურო წერტილისფლაინის ტიპისფლაინი:სფლაინებიგახლეჩაგახლეჩის დახრის კუთხეანიმაციის გახლეჩა ობიექტების მიხედვითგახლიჩე BVH პრიმიტივები ამ დროის ნაბიჯების ამ რაოდენობით, რათა ააჩქარო რენდერის დრო მეხსიერების ხარჯზეჯგუფის მიხედვით გახლეჩაობიექტის მიხედვით გახლეჩაწყვეტილი ტირე 1წყვეტილი ტირე 2წყვეტილი ტირე 3წიბოთა გახლეჩაწიბოებისა და წახნაგების გახლეჩაქუთუთოს მიყოლის გაყოფილი სლაიდერიწყვეტილი ნაპრალი 1წყვეტილი ნაპრალი 2წყვეტილი ნაპრალი 3იმპულსის გაყოფაწყვეტის სიგრძეხაზების გახლეჩამასალების გახლეჩაფაქტურის გახლეჩატონირების გაყოფაგახლიჩე 4x4 მატრიცა თავის ინდივიდუალურ მნიშვნელობებადგაყავი შეკვრა რამდენიმე ბუდედ.გახლიჩე ფერი მის ინდივიდუალურ კომპონენტებად, რამოდენიმე მოდელის გამოყენებითგაყავი ფერი ცალკეულ არხებად, კონკრეტულ ფერით მოდელზე დაყრდნობითგააპე წახნაგი მარაოდგახლიჩე გეომეტრია ცალკე გამონატანად გეომეტრიაში არსებულ მონაცემთა თითოეული ტიპისთვისგახლიჩე გეომეტრია ორ გეომეტრიულ გამონატანად მონიშვნის მიხედვითგაყავი გარდაქმნის მატრიცა გადაადგილების ვექტორად, ბრუნვად და მასშტაბირების ვექტორადგახლიჩე ვექტორი X, Y და Z კომპონენტებადდახლიჩე ყველა წერტილი წირებად ჯგუფის ID-ქ მიხედვით და ხელახლა დაალაგე წონის მიხედვითგახლიჩე გამოსახულება თავის შემადგენელ ფერთა არხებადგახლეჩა და დაკოპირებაგახლიჩე და შეაერთე რედაქტორები კუთხიდან გათრევის მეშვეობითგახლიჩე კურსორის პოზიციაზე მიმდინარე კადრის ნაცვლადგახლიჩე შეერთებული წახნაგები წიბოებთანგახლიჩე გამოცხობილი რუკები მასალების მიხედვით, მასალის სახელის გამოყენებით ნაწარმ ფაილში (მხოლოდ გარეგანი)გაწყვიტე ჯაჭვები იმ წერტილებთან, რომლებსაც მაქსიმალურ 2D კუთხეზე უფრო დიდი კუთხეები აქვსგაწყვიტე ჯაჭვები იმ წერტილებთან, რომლებსაც მინიმალურ 2D კუთხეზე უფრო მცირე კუთხეები აქვსარხების გახლეჩაწვეროთა დაკავშირების მეშვეობით ისე გააპე ჩაზნექილი წახნაგები, რომ ამოზნექილობები შექმნაგახლიჩე მონიშნულ წვეროთა მორგებული ნორმალებიგახლიჩე წიბოები, რომლებიც მკვეთრადაა აღნიშნულიგახლიჩე წიბოები წახნაგთა შორის ფართო კუთხითგახლიჩე გარე გამოსახულებები მასალების მიხედვით (მხოლოდ გარე)გახლიჩე წახნაგები მონიშნული წიბოების გასწვრივგახლიჩე მონიშნულ წვეროებთან დაკავშირებული წახნაგები და წიბოებიგახლიჩე მრავალკამერიანი ლენტი და მონიშნე კამერაგახლიჩე ყველა არა-სიბრტყული წახნაგი, რომლებიც დახრილობის კუთხის მიჯნას სცდებამოახლიჩე წახნაგების კუთხეები წახნაგთა შერწყმის ნაცვლადმოახლიჩე წახნაგის კუთხეები, რათა შეინარჩუნო გარშემორტყმული გეომეტრიამოახლიჩე მონიშნული ძვლები დაკავშირებულ მოუნიშნავ ძვლებსმოხლიჩე მონიშნული გეომეტრია დაკავშირებულ მოუნიშნავ გეომეტრიასმოხლიჩე მონიშნული წერტილები დაკავშირებულ მოუნიშნავ წერტილებსგაყავი არჩეული არეი კამერის, წინა, მარჯვენა და ზედა ხედებადგაყავი არჩეული არე ახალ ფანჯრებადგახლიჩე მონიშნული წიბოები ისე, რომ ყოველ მეზობელ წახნაგს თავისი საკუთარი ასლი დარჩესგახლიჩე მონიშნული წერტილებიმოახლიჩე მონიშნული წერტილები ახალ მონასმადგახლიჩე მონიშნული ლენტები შუაშიგახლიჩე ჏ირი, სანამ ტოლერანტობის შესაბამისობა არ მიიღწევა (ქ჏რაფი)დაყავი წახნაგები უფრო პატარა ნაწილებად, რაც მათ უფრო გლუვ შესახედაობას მისცემსგააპე მრავალკუთხედები ყურიქ მოჭრის ალგორითმითგააპე ოთხკუთხედები უგრძესი დიაგონალების გასწვრივგააპე ოთხკუთხედები უმოკლესი დიაგონალების გასწვრივგააპე ოთხკუთხედები სამკუთხედებად, შედარებით ნელი მეთოდიგააპე ოთხკუთხედები მეორე და მეოთხე წვეროებადგააპე ოთხკუთხედები პირველ და მესამე წვეროებთანმოახლიჩე მონიშნული წერტილი ახალ მონასმადგახლიჩე მონიშნული ლენტები ორადინსტანციებად გახლეჩაგაყოფა/ჩამაგრებამიმმართველებს ცალცალკე ჯგუფებად ხლეჩს. ახალი წირები არსებული წირების ინტერპოლაციას ახდენს ერთი ჯგუფიდანჰყოფს შემავალი გეომეტრიის ელემენტებს ჯგუფებად, რომელთა ნიმუშების აღებაც შეიძლება ინდივიდუალურადხლეჩს შემავალი მეშის წახნაგებს ჯგუფებად, რომელთა ნიმუშების აღებაც ინდივიდუალურადაა შესაძლებელიგახლეჩალაქის შეზავებაპროჟექტორის შეზავება: %.2fპროჟექტორიწინწკლებიწინწკლები + ბუშტებიწინწკლები + ქაფიწინწკლები + ჼაფი + ბუშტებიშხეფების რუკაწინწკლებისა და ბუშტების ნაწილაკები ერთსა და იმავე ნაწილაკთა სისტემაში შეინახებაწინწკლებისა და ჼაფიქ ნაწილაკები ერთსა და იმავე ნაწილაკთა სისტემაში შეინახებაგავრცელებაგაშლის სიგრძეგავრცელების სისწრაფეგაშლის მანძილი შიდა შეპირაპირებული რკალებისთვისელცხრილიელცხრილის სვეტიელცხრილის სვეტის IDელცხრილის რედაქტორებიელცხრილის რიგის ფილტრიელცხრილის ნუსხაელცხრილის ნუსხის IDელცხრილის ნუსხებიელცხრილის სივრცის მონაცემებიზამბარადრეკადობის ძალადრეკადობის კადრებიზამბარის სიგრძეზამბარის ტიპიზამბარის წვეროთა ჯგუფიდრეკადობის ძალადრეკადობის ძალა, რომელიც წყლის დონეს უკან ექაჩება, ნულისკენზამბარის იმპლემენტაცია გამოყენებული Blender 2.7-ში. დემპფირება ჩერდება 1.0-ზედრეკადობის ზამბარის უძრაობის სიგრძე (ნაწილაკის რადიუსის მამრავლი)ზამბარის უძრაობის სიგრძე ნაწილაკის 2 * ზომის მამრავლიაზამბარებისპრაიტის მიჯნაკვადრატულიკვადრატი (HS + V)კვადრატი (HV + S)კვადრატი (SV + H)კვადრატული სანტიმეტრებიკვადრატული ჩეინებიკვადრატული დეციმეტრებიკვადრატული დეკამეტრებიკვადრატული ფუტებიკვადრატული ფურლონგებიკვადრატული ჰექტომეტრებიკვადრატული დუიმებიკვადრატული კილომეტრებიკვადრატული მეტრებიკვადრატული მიკრომეტრებიკვადრატული მილებიკვადრატული მილიმეტრებიკვადრატული ფესვიკვადრატული ფესვის რეჟიმიკვადრატული თაუკვადრატის მიჯნაკვადრატული იარდებიკვადრატული ჎უფი (ბრტყელი და განვრცობილი)მხოლოდ კვადრატული: ყველა მნიშვნელობა, რომლის აბსოლუტური ამპლიტუდა ამაზე ქვემოთაა, შედეგად 0-ქ იღებსA-ქ კვადრატული ფესვიკვადრატი შიდა წერტილითკვადრატებიგაჭყლეტადაბრტყელება და გაწელვადაბრტყელების ოდენობადაბრტყელების სიხშირეყოველი N რიგის დაბრტყელებაშემჭიდროვების მნიშვნელობა (ძველებური)შემჭიდროვებული კადრისტაბ. წონასტაბილიზაცია2D სტაბილიზაცია2D კლიპის დასტაბილურებაცენტრის დასტაბილურებანორმალის დასტაბილურებაბრუნვის დასტაბილურებამასშტაბის დასტაბილურებამონასმის დასტაბილურებადაასტაბილურე კადრის შუაგულის ირგვლივ აღმოჩენილი ბრუნვადაასტაბილურე ჩანაწერი 2D სტაბილიზაციის მოძრაობის ადევნების ანაწყობებითდამასტაბილირებელი მონასმის კოეფიციენტიდამასტაბილირებელი მონასმის რადიუსიზემოდან დაწყობილიქვეშ დაწყობილიკამერით დაშტამპვათარიღით დაშტამპვაფაილის სახელით დაშტამპვაკადრით დაშტამპვაჰოსტის სახელით დაშტამპვაჭდეებით დაშტამპვალინზით დაშტამპვამარკერით დაშტამპვაშტამპის შენიშვნამარკის შენიშვნის ტექსტიშედეგის დაშტამპვამეხსიერების პიკით დაშტამპვარენდერის დროით დაშტამპვასცენით დაშტამპვათანამიმდევრობის ლენტით დაშტამპვადროით დაშტამპვასტანდარტულისტანდარტული დევიაციასტანდარტული გადასვლები საკვანძო ფაზებს შორისStanford PLY (.ply)ვარსკვლავიდასაწყისიდასაწყისისა და დასასრულის დატანადასაწყისი (კოეფიციენტი)დასაწყისი (სიგრძე)დასაწყისის კუთხედასაწყისის იქრიქ სტილიდაწყება მიმდინარე კადრზედასაწყისის ხუფიდაწყება დეაქტივირებულადგანხმაურების დაწყებადასაწყისის კოეფიციენტისაწყისი კადრისაწყისი კადრი (მანიპულირებული UI-დან)ქა჏ყიქი კადრი (დაუმუშავებელი მნიშვნელობა)ქა჏ყიქი კადრი (როცა კადრთა დიაპაზონის შეზღუდვა ჩართულია)დასაწყისის სახელურისაწყისი სახელურის მილევისსაწყისი სახელურის მასშტაბიდასაწყისის მდებარეობადასაწყისის დატანის ტიპიდასაწყისის აცდენასაწყისი პოზიციასაწყისი პოზიციის ობიექტისაწყისი პოზიციის Xქა჏ყიქი პოზიციის Yდასაწყისის რადიუსისაწყისი ნიმუშიდასაწყისის ზომავ. რ. სესიის დაწყებასაწყისი წვეროებისაწყისი და ბოლო კადრი ერთი და იგივე ვერ იქნება!მოცულობითი ეფექტის დასაწყისის მანძილიდაიწყე დირექტორიის ველის რედაქტირებადაიწყე ფილტრის ტექსტის შეყვანადაიწყე ფილტრაციის ტექსტის შეყვანა ფოკუსში მყოფი მონაცემების ნაკრებისთვისდაიწყე ფილტრაციის ტექსტის შეყვანა ფოკუსში მოქცეული სიისთვისდაიწყე შეყვანა ტექსტისა, რომელიც ფილტრავს ნაჩვენები არხების კრებულს, რათა მხოლოდ ისინი მოიცვას, რომელთა სახელებიც ემთხვევასაწყისი კადრი ფიქსირებულია რენდერის ვარგის დიაპაზონზეაცდენების დადების შემდეგ თანამიმდევრობის რედაქტორში ასახული ქა჏ყიქი კადრი, ამის დაყენება უდრის სახელურის, და არა თავად ქა჏ყიქი კადრის გამოძრავებასსაწყისი კადრი ცხობისთვისსაწყისი კადრი უფრო დიდია, ვიდრე დამასრულებელიNLA ლენტის ქა჏ყიქი კადრი. შენიშვნა: ამ მნიშვნელობის შეცვლა ლენტის ბოლო კადრის მნიშვნელობასაც განაახლებს. თუ მხოლოდ ქა჏ყიქი კადრია შესაცვლელი, იხილე "frame_start" თვისება.ეფექტის დასაწყისი კადრიექსპორტის ქა჏ყიქი კადრი, მიმდინარე სცენის ქა჏ყიქი კადრის ასაღებად გამოიყენე ნაგულისხმები მნიშვნელობაოკეანის ცხობის ქა჏ყიქი კადრილენტის ქა჏ყიქი კადრიდასაწყისი კადრზედაიწყე განთავსება 3D კურსორის პოზიციაზე მდებარე საორიენტაციო ღერძზე პროეცირებული წერტილის გამოყენებითდაიწყე განთავსება 3D კურსორის პოზიციაზე მდებარე ხედის სიბრტყეზე პროეცირებული წერტილის გამოყენებითდაიწყე განთავსება ზედაპირზე, 3D კურსორის პოზიცია გამოიყენება სათადარიგოდდაიწყე განთავსება ცენტრალური პოზიციითდაიწყე განთავსება წიბოს დასაწყისითსაწყისი წერტილიდაიწყე ტექსტის ძიებაგაუშვი გარდაქმნის ოპერატორი კვანძის ჩასმის შემდეგდასაწყისი/დასასრულისაწყის ეტაპზეთაგვის ქა჏ყიქი პოზიციათაღის დასაწყისის კუთხენისლის დასაწყისის მანძილი, გაზომილი კამერიდანსაწყისი კადრი ანიმაციისთვისსაჩვენებელი/გამოსათვლელი ტრაექტორიების დიაპაზონის ქა჏ყიქი კადრი ('მიმდინარე კადრის გარშემო' კალკირების მეთოდისთვის არა)შენახული დიაპაზონის ქა჏ყიქი კადრისაწყისი კადრი საექსპორტოდტრაექტორიის დასაწყისის დროიწყებასაწყისი ფაილი შენახულიამდგომარეობამდგომარეობების ფერებისხვის მდგომარეობაკვანძთა ჯგუფის მიერ დადგენილი ყველა პანელის მდგომარეობასინათლის მიბმის მდგომარეობამომხმარებლის სხვა გზის მდგომარეობა ბიმანუალური ქმედებებისთვისჩრდილის მიბმის მდგომარეობაამომხსნელი მდგომარეობის შენახვით მუშაობს ნამდვილი დროის კონტექსტში და აიგნორირებს არაშექცეული კინემატიკის ბორკილებსამომხსნელი მდგომარეობის შენახვის გარეშე გამოითვლის პოზას დაწყებული მიმდინარე ქმედებით და, ასევე არაშექცეული კინემატიკის ბორკილებსსტატიკური BVHსტატიკური კუნძულისტატიკური ტიპიგამოსახულებაში არსებული ფერების დონეთა სტატისტიკური ხედისტატისტიკასტატუსისტატუსის ზოლისტატუსის მაჩვენებლებიამომხსნელის იტერაციის ქტატუქიქტატუქი:ფოლადიტრაფარეტიტრაფარეტის ფერიტრაფარეტის ზომებიტრაფარეტის გამოსახულებატრაფარეტის შრეტრაფარეტის ნიღაბიტრაფარეტის ნიღბის გაუმჭვირვალობატრაფარეტის პოზიციატრაფარეტის ფერი სარკმელშინაბიჯისაფეხურების რიცხვინაბიჯების სიხშირენაბიჯების სიხშირე რენდერშინაბიჯის ზომანაბიჯის ზომა განათებისთვისნაბიჯის მინ. ზომანაბიჯი წარმოქმნილ კადრებს შორისნაბიჯის ზომა მოცულობის სხივზე მარშირებისასნაბიჯის ზომა მოცულობის სხივზე მარშირებისას განათების გამოსათვლელადნაბიჯ-ნაბიჯ გაიარე ანიმაცია პოზიციების მიხედვითსაფეხუროვანი ინტერპოლაციის F-მოდიფიკატორისაფეხუროვანი წრფივისაფეხუროვანი წრფივი ინტერპოლაცია 'მინიმუმიდან'-იქა და 'მაქსიმუმიდან'-იქ მნიშვნელობებს შორისსაფეხურებისაფეხურები მინ.სარკმლის საფეხურებისტერეოსტერეო 3Dსტერეო 3D დისპლეისტერეო 3D ფორმატისტერეო 3D რეჟიმი საჭიროებს ფანჯრის სრულ ეკრანზე გაშლასსტერეო თვალისტერეო FXსტერეო LFEსტერეო რეჟიმისტერეოს გამონატანისტერეო აუდიო არხებისტერეო LFE არხითსტერეოსკოპიასტერეოსკოპიული ანაწყობები კამერის მონაცემთა ბლოკისათვისჯოხიმიაწებე მონასმი სხვა მონასმებსმიამაგრე მონასმი ზედაპირებსმიამაგრე მონასმი გამოსახულებასმიამაგრე მონასმი ხედსწებოვანობაწებოვანი მონიშვნის რეჟიმიწვეროთა წებოვანი მონიშვნა გათიშულიაგახევებული ოთხკუთხედებიგახევებული წებოვნებაგახევებული წებოვნება ნორმალური წებოვნების მამრავლიაგახევებაგახევება Xგახევება განსაზღვრავს, ელემენტის რამხელა ნაწილი შეივსოსX ღერძის გახევებაგახევება ბრუნვის X ღერძზეგახევება Y ღერძზეგახევება ბრუნვის Y ღერძზეგახევება Z ღერძზეგახევება ბრუნვის Z ღერძზეფოტომიკერების გადახედვის აჼტიური კუნძულიმიკერების წიბოს გადახედვამიკერების წახნაგის გადახედვამიკერების გადახედვა - მიკერებადიმიკერების გადახედვა - მიუკერებადიმიკერების წვეროს გადახედვაშეკერე UV-ები მითითებული შეზღუდული მანძილის ფარგლებშიშეკერე მონიშნული UV წვეროები სიახლოვის მიხედვითმიკერება მხოლოდ მაშინ მუშაობს, როცა %i-ზე ნაკლები ობიექტია მონიშნული (მონიშნულია %i)ქვაქვა (დამსხვრეული)ქვებიგაჩერებავ. რ. სესის შეჩერებაშეაჩერე ანიმაციის დაკვრაშეაჩერე ზღუდის მონიშვნა n-კუთხედებთანშეაჩერე ზღუდის მონიშვნა სამზე მეტ წიბოსთან დაკავშირებულ წვეროებთანშეაჩერე ზღუდის მონიშვნა ორ წიბოსთან დაკავშირებულ წვეროებთან, როცა მათ აქვთ საზიარო წახნაგი, რომელიც n-კუთხედი არააშეწყვიტე გადახტომაზე დაჭერაროცა ეს დონე მიიღწევა, დაყოფა შეწყვიტე, თუნდაც უჯრედებად დაყოფის სიხშირე უფრო წვრილ მოზაიკას წარმოქმნიდესშეაჩერე ეს სამუშაოხელი შეუშალე წვეროებს სამიზნის წახნაგზე პროეცირებაში, როცა მისკენ, ან მისგან არიან მიტრიალებულისათავსოშენახვის რეჟიმი მორგებულ ნორმალთა მონაცემებისთვისგაშვებული, ან გაშვების შემდეგ რეგისტრირებული ოპერატორის საცავიგადაკეთების რეჟიმში ყოფნის დროს მთავარი ქმედების სლოტის დროებით დასაკავებელი მეხსიერებაგადაკეთების რეჟიმში ყოფნის დროს მთავარი ქმედების დროებით დასაკავებელი მეხსიერებაშეკვრის საგნის შენახვაგანხმაურების გადავლების შენახვაგააქტიურებული კატალოგების შენახვა სასურველ პარამეტრებშისახელდებული ატრიბუტის შენახვასახელდებული ბადის შენახვაRGB და ალფა არხები ცალცალკე შეინახე, ალფა - ნიღბის როლში, რაქაც არაასოცირებული ალფაც ჰქვია. ეს ხერხი გამოიყენება გამოსახულების რედაქტორი აპლიკაციების მიერ და ფაილის ფორმატებში, როგორიცაა PNG.შეინახე RGB არხები ალფას ჩაშენებით, რაც ცნობილია, როგორც ასოცირებული ალფა. ეს არიქ ბუნებრივი ფორმატი რენდერებისთვის და გამოიყენება ფაილების ფორმატების მიერ, როგორიცაა OpenEXR.შეინახე შეკვრაში არსებული საგანი მისამართისა და მონაცემთა ტიპის მიხედვით.შეინახე ნორმალის ვექტორი მეშის თითოეული ელემენტისთვისშეინახე მხოლოდ ერთი მნიშვნელობა მთელი სამოქმედო არეალისთვისშეინახე მნიშვნელობა ყოველი ელემენტისთვისსხვა .blend ფაილებიდან ბმულით მომაგრებული ყველა მონაცემთა ბლოკის შენახვა მიმდინარე .blend ფაილში. ბიბლიოთეკების ბმულები ინახება, რომ დაკავშირებული მონაცემთა ბლოკების კვლავ ამოლაგება შეიძლებოდესშეინახე მორგებული ნორმალები მეშის ლოკალურ სივრცეში მარტივი ვექტორების სახით. მოგვიანებით, მეშის დეფორმირებისას, მნიშვნელობების ავტომატური განახლება სათუოა.შეინახე მორგებული თვისების ჩამოთვლის მნიშვნელობები სტრიქონებადშეინახე ჩამოთვლის მნიშვნელობები სტრიქონებადშეინახე მონიშვნის წილადნიშნა მნიშვნელობები. მეშის გეომეტრიისთვის შებრუნებული შეინახება, როგორც ძერწვის რეჟიმის ნიღაბიშეინახე glTF ექსპორტის ანაწყობები Blender-იქ პროექტშიშეინახე ბადის მონაცემები მოცულობით გეომეტრიაში მითითებული სახელითშეინახე მრავალგარჩევადობიანი გადანაცვლებები .blend ფაილის გარეთ, მეხსიერების დასაზოგადშეინახე ნორმალები დეფორმაციაზე დამოკიდებულ, მორგებულ გარდაქმნის სივრცეში. ეს მეთოდი უფრო ნელია, მაგრამ შეიძლება, უკეთესი იყოს, როცა თანამდევი ოპერაციები მეშს უშუალოდ ნორმალების დაუმუშავებლად ცვლის.შეინახე პროქსები ყოველი ლენტის ანაწყობების გამოყენებითშეინახე პროქსები პროექტის დირექტორიის გამოყენებითშეინახე გამოცხობილი მონაცემები დისკზე არსებულ დირექტორიაშიშეინახე აქტივთა კატალოგების ამჟამინდელი მდგომარეობა ბრძანების გაუქმებების ბუფერშიშეინახე განხმაურების მახასიათებლის გადავლები და ხმაურიანი გამოსახულება. გადავლები ადაპტირდება დასარენდერებლად არჩეულ განმახმაურებელზეშეინახე სავარაუდო გარდაქმნები რბილი სხეულის ანაწყობებშიშეინახე ველის შედეგი გეომეტრიაზე და გამოიტანე მონაცემები კვანძის ბუდედ. უშვებს მონაცემთა დამახსოვრებას, ან ინტერპოლირებას, როცა გეომეტრია იცვლება, მაგალითად პოზიციები დეფორმაციის წინშეინახე ველის შედეგი გეომეტრიაზე, როგორც ატრიბუტი მითითებული სახელითშეინახე თითოეული წახნაგის, ან წიბოს სიმკვეთრე. ჰგავს ოპერატორებს "შეფერადება გლუვად" და "შეფერადება ბრტყლად".შეინახე თაროს გააქტიურებული კატალოგები სასურველ პარამეტრებში და არა აქტივთა თაროს ლოკალურ ანაწყობებშიშეინახე ეს ქმედება NLA სტეკში, როგორც უწვლილო ლენტი მოგვიანებით გამოსაყენებლადშეინახე ეს ქმედება NLA სტეკში, როგორც უწვლილო ლენტი მოგვიანებით გამოსაყენებლად და შექმენი ახალი ქმედებაშეინახე მონიშვნის ჭეშმარიტი, ან მცდარი მნიშვნელობები რედაქტირების რეჟიმშიშენახული ოპერაციის რეჟიმიშენახულია, როგორც სინგულარული მნიშვნელობაშეინახე და გამოიყენე სხვაობა მითითებასა და ლოკალურ მნიშვნელობას შორის (გამოუყენებელი)შეინახე და გამოიყენე მითითებისა და ლოკალური მნიშვნელობის მამრავლი (გამოუყენებელი)ინახავს თითოეული ასონიშნის სტილსკადრირებასწორიპირდაპირი ალფასწორი გაკვეთასწორხაზოვანი ინტერპოლირება A-ქა და B-ქ შორის (ე.ი. აჩქარების/შენელების გარეშე)დამაბოლოებელი სეგმენტების სწორხაზოვანი დაქანება განივრცობა საბოლოო საკვანძო ფაზებს მიღმაგასწორებათმის წირების გასწორებასწორება X-ზესწორება Y-ზეასწორებს თმის წირებს ძირებსა და ბოლოებს შორისღერიღერის ინდექსიღერების სიგრძეებიღერის რენდერიღერის ფორმაღერის საფეხურებიღერის დიამეტრი ძირთანღერის დიამეტრის სიმსხვილე წვეროსთანღერის ფორმის პარამეტრიხაზის ჩაბნელების კოეფიციენტიხაზებიხაზების კუთხენაკადის ინდექსიგარსედინი წირებისიძლიერესიძლიერის კოეფიციენტისიძლიერე ზეწოლისგანსიძლიერის შემთხვევითობამზის სიძლიერეგადანაცვლების სიძლიერე მეშზე გამოყენებისასგამოცემის სიძლიერეძალის ველის სიძლიერემოდიფიკატორის დეფორმაციების სიძლიერემოდიფიკატორის ეფექტის სიძლიერეხმაურის სიძლიერედაკბილულ ჯაჭვებზე გამოყენებული დაგლუვების სიძლიერეამობურცულობის რუკის ეფექტის სიძლიერე, ინტერპოლაცია ამობურცულობის რუკის უქონლობასა და სრულ ამობურცულობის რუკას შორისგადანაცვლების სიძლიერეგამოცემული სინათლის სიძლიერეგამოცემული სინათლის სიძლიერე. მნიშვნელობა 1.0 უზრუნველყოფს იმას, რომ ობიექტს გამოსახულებაში ზუსტად იგივე ფერი ჰქონდეს, რაც გამოცემასმინავლების ეფექტის სიძლიერესინათლის წყაროს სიძლიერენორმალების რუკის ეფექტის სიძლიერესტუდიური სინათლის სიძლიერემოცულობის გაწელვის ჩაჭერის სიმძლავრეშეწონილი ნორმალის მოდიფიკატორისთვის წახნაგის ზემოქმედების მისაკუთვნებლად, ამ მოსანიშნად გამოსაყენებელი სიძლიერესიძლიერეებიგაწელვამონაკვეთის გაუმჭვირვალობაგაწვდენაგაწელვის ბორკილიგაწელვა მოსარგებლადU-ქ გაჭიმვაUV-ქ გაწელვაV-ქ გაჭიმვაგაიწვდინე Y ღერძის გასწვრივ, სამიზნისკენ მისატრიალებლადმონასმების გაწელვა, ან შეკუმშვაროცა UV არსებობს, გადაჭიმე U კოორდინატები 0-დან 1-მდეროცა UV არსებობს, გადაჭიმე V კოორდინატები 0-დან 1-მდეგაწელე მონასმის ხერხემლის თავი და ბოლოგაწელე ობიექტი მოდიფიკატორის სივრცის Z ღერძის გასწვრივგაწელვა შესავსებადგაწელვა სამიზნე ობიექტთან შესახვედრადგამოსახულების საზღვრებს ტილოს ზომების მიხედვით წელავს და პროპორციულ თანაფარდობას არ ინარჩუნებსმკაცრინაბიჯი, რომლის სიგრძეზეც კოპირდება მიჯრილი მონასმებისტრიქონისტრიქონიანი ატრიბუტიატრიბუტის სტრიქონული მნიშვნელობასტრიქონის ველისტრიქონის სიგრძეკვანძის სტრიქონის ბუდესტრიქონის კვანძის ბუდის ინტერფეისისტრიქონის მნიშვნელობასტრიქონის ბუდე კვანძშისტრიქონი წირებადსტრიქონი მნიშვნელობადკურსორის პოზიციაზე ჩასასმელი სტრიქონისტრიქონული მნიშვნელობა გეომეტრიის ატრიბუტშისტრიქონებილენტილენტი '%s' არ არიქ სცენაში '%s'სიმბოლოების ჩამოცლალენტის ფერილენტის ფერთა ბალანსილენტის ფერთა ბალანსის მონაცემებილენტის ფერის ტეგებილენტის ჩამოჭრალენტის ხანგრძლივობალენტის ელემენტილენტის წყაროლენტის მოდიფიკატორილენტის მოდიფიკატორის თვისებებილენტის მოდიფიკატორებილენტის სახელილენტის გარეშელენტის რიცხვებინაწილის ჩამოცლალენტის გადახედვალენტის თვისებებილენტის პროქსილენტის პროქსი და დროის კოდირებალენტის დროლენტის გარდაქმნალენტის საკუთარ თავში გადატანა შეუძლებელიალენტის ეფექტის ტიპილენტს თავის ფარგლებს მიღმა გავლენა არ აქვსლენტი წამყვანი/კვალად დატოვებული ტექსტით სახელშილენტების სახელები მონახაზიდან რედაქტირებადი არაალენტს ორი შენატანი სჭირდება გასაცვლელადლენტის დრო კონტროლდება F-჏ირიქ მიერ და არა ავტომატურად განისაზღვრებალენტის გარდაქმნის თვისება, რომელიც ქა჏ყიქ პარამეტრებზე უნდა დაბრუნდესლენტის ტიპს არ აქვს მოდიფიკატორების მხარდაჭერალენტის ტიპი დაუყენებელია.ლენტის ტიპი 'META' უნდა იყოსლენტი გამოყენებული ნიღბის შენატანად მოდიფიკატორისთვისლენტი ქმდებათა თითოეული სლოტისთვის F-წირების ნაკრებითლენტ(ებ)იStripElements.pop: ბოლო ელემენტის გაქრობა შეუძლებელიაStripElements.pop: ინდექსი დიაპაზონს მიღმაალენტებილენტები მონიშნულილენტები ერთი და იმავე სიგრძისები უნდა იყოსლენტებს შენატანების ერთი და იგივე რაოდენობა უნდა ჰქონდეთჩადგმული ლენტები მეტა ლენტშილენტები შეუთავსებლები იყოStrips.new_effect: ეფექტი 2-ზე მეტ შენატანს ელის (%d, არ უნდა ხდებოდეს!)Strips.new_effect: ეფექტი იღებს 1 შემავალ ლენტსStrips.new_effect: ეფექტი იღებს 2 შემავალ ლენტსStrips.new_effect: გამოუსადეგარი სიგრძეStrips.new_sound: ხმოვანი ფაილი ვერ იხსნებასტრობიმონასმიმონასმი და შევსებამონასმი და შევსება სრულიად გამჭვირვალეაშტრიხის ცენტრიმონასმის ფერიმონასმის სიღრმის აცდენამონასმთა სიღრმის თანმიმდევრობამონასმის მიმართულებაშტრიხის დასასრულიმონასმის მორგების მეთოდიმონასმის სიგრძემონასმის მასალის სახელიმონასმის აცდენამხოლოდ შტრიხიმონასმის გაუმჭვირვალობამონასმის განთავსებამონასმის განთავსება (2D ხედი)მონასმის განთავსება (3D ხედი)მონასმის განთავსება:შტრი჎იქ წერტილის პარამეტრიმონასმის წერტილებიმონასმის შემთხვევითობამონასმის მიკვრაშტრიხის დასაწყისიმონასმის საფეხურიმონასმის სისქეშტრიხი და შევსებამონასმის მონაცემთა წერტილებიმონასმის დაბოლოების სტილიმონასმი სრულიად გამჭვირვალეამონასმის აცდენა ლაინ არტიქ მოდიფიკატორისთვისმონასმის დასაწყისის სტილიმონასმებიმონასმების შეჯახებამონასმები ჩნდება/ქრება ერთიმეორის მიყოლებით, მაგრამ სათითაოდ იცვლებამონასმების დაბოლოების განვრცობა ნაპრალების ამოსავსებად, გამოსართავად გამოიყენე ნულიძლიერისტრუქტურის განსაზღვრა გამოყენებული ამ საგანს მიკუთვნებული თვისებებისთვისყველა იმ მონაცემების შემგროვებელი ქტრუჼტურა, რომელსაც უკუგდებული დაკავშირებული ID-ები საჭიროებსსტრუქტურებისტრუქტურულისტრუქტურული ჯგუფისტრუქტურული გახევების წვეროთა ჯგუფისტრუქტურასტრუქტურის ტიპიგარეთა ბათქაშიგარეთა ბათქაშის ტექსტურასტუდიურისტუდიური განათებასტუდიური განათებასტუდიური განათებასტუდიური განათების გამოსახულების ფაილს აქვს ცალკე "დიფუზიური" და "სპეკულარული" გადავლებისტუდიური განათების დაყენებასტუდიური განათება დაინსტალირებულია {!r}-დან {!r}-შისტუდიური სინათლესტუდიური განათების ბრუნვასტილისტილის მოდულისტილის მოდულებიდასაწყისის სტილისტილის მოდული '%s' ვერ მოცილდასტილის მოდულის კონფიგურაცია სტილის მოდულის დასაზუსტებლადსტილის მოდული ვერ მოცილდაფერთა შეზავების სტილისტილი, რომელზეც უნდა დაყენდეს მონიშნულიVR კონტროლერების დახატვისას გამოსაყენებელი სტილისტილებიმოკლებაქვედონექვედონის მენიუს გახსნის დაყოვნებაქვემშობელიქვე-პანელიქვე-პანელის ფონიქვესაფეხურებიქვე-სამიზნექვე-არხებიდაყოფადაყოფა და ჩაშლაწირის დაყოფაწიბოების დაყოფამეშის დაყოფამონასმის დაყოფამონასმის დამყოფი მოდიფიკატორიდაყავი მონასმის განგრძობით მონიშნულ წერტილთა შუაში წერტილის ჩამატების მეშვეობითდაყავი წახნაგები ფორმის შეუცვლელადდაყავი გრძელი წიბოები, რათა დაამატო მეშს დეტალი, სადაც საჭიროადაყავი მართობული წიბოები მონიშნულ წიბოთა რგოლადდაყავი მრავალკუთხედები ეკრანზე გამოსახული პიქსელების მითითებული ზომის მისაღებადდაყავი ჏ირიქ მონიშნული სეგმენტებიდაყავი მონიშნული წიბოებიდაყავი მონიშნული ნაწილაკების სეგმენტები (ამატებს სოლებს)დაყავი მონიშნული სეგმენტებიდაყავი მონასმები და დააგლუვედაყავი მეში ისე, რომ დაყოფის მაღალი დონეების რედაქტირების საშუალებას იძლეოდესდაყავი, რათა მიიღო წიბოს მითითებული სიგრძე ობიექტის სივრცეში. ეს საჭიროა ადაპტირებადი დაყოფის გამოსაყენებლად ინსტანცირებულ მეშებზექვედანაყოფიდანაყოფის ნაკეციდაყოფის მონაცემებიდაყოფის დონეებიდაყოფის რეჟიმიდაყოფის მოდიფიკატორიდაყოფის საფეხურებიქვედანაყოფებიანი ზედაპირიქვედანაყოფებიანი ზედაპირის მოდიფიკატორიქვედანაყოფებიანი ზედაპირის მოდიფიკატორი პირველი უნდა იყოს, რათა გადაძრობასთან იმუშავოსდაყოფის ტიპიდაყოფის დონე გამოყენებულია დეფორმაციამდექვედანაყოფებიანი ზედაპირის მოდიფიკატორიქვედანაყოფებიხმის წყაროს დასაწყისის ქვეკადრის აცდენა, გამოხატული წამებშიქვეკადრებიქვეკადრები, რომელთა სიმულირება უნდა მოხდეს გაუმჯობესებული სტაბილურობისა და უფრო წვრილმანი მარცვლოვნებისთვის (dt = დროის საფეხური / (ქვეკადრები + 1))ქვე-ელემენტის ლოკალური IDქვე-ელემენტის ლოკალური ინდექსიქვე-ელემენტის ლოკალური სახელიქვე-ელემენტის მითითების IDქვე-ელემენტის მითითების ინდექსიქვე-ელემენტის მითითების სახელიქვეპიქსელური განკბილვაქვეპროცესიქვეპროცესებიქვეწყებაგანსაახლებელი ზონდების ქვეწყებაქვეწყება (მშობელ ქტრუჼტურაში განსაზღვრული) ტეგებისა, რომლებიც დაყენებულია ამ თვისებისთვისქვესაფეხურებიქვესაფეხურები <1 ნიშნავს, რომ პროცესი არ შესრულებულანაბიჯები კადრშიზედაპირქვეშაზედაპირქვეშა ანიზოტროპიაზედაპირქვეშა ფერიზედაპირქვეშა პირდაპირიზედაპირქვეშა IORზედაპირქვეშა ირიბიზედაპირქვეშას მეთოდიზედაპირქვეშა რადიუსიზედაპირქვეშას მასშტაბიზედაპირქვეშა გაბნევაზედაპირქვეშა შუქგამტარობაზედაპირქვეშას წონაზედაპირქვეშა მრავალჯერადი გაბნევის იერფერი ზედაპირში შემავალი და შინაგანად ასხლტომილი სინათლის სიმულაციისთვის. როგორც წესი, გამოიყენება ისეთი მასალებისთვის, როგორებიცაა კანი, ცვილი, მარმარილო, ან რძეგამოკლებაფერის გამოკლებაგამოკლების რეჟიმიგამოკლების ლენტიგამოაკელი წვეროთა ჯგუფ B-იქ წონები წვეროთა ჯგუფ A-ქ წონებსფუნჯის გამოკლების ეფექტიგამოაკელი არსებულ მონიშვნასგამოაკელი ერთი ლენტის ფერი მეორესგამოაკელი წყაროს მნიშვნელობა დანიშნულებისას, მოცემული მიჯნის კოეფიციენტად გამოყენებითგამოკლებულია მიმდინარე კადრიდან ქეშ ფაილში მონაცემთა მოსაძებნად, ან იმის განსასაზღვრად, ფაილთა თანამიმდევრობის რომელი ფაილი იქნას გამოყენებულიგამოკლება ტექსტურის ფერიდან გადანაცვლების ვექტორის მისაღებადგამოკლებით უკუგდებაქვეტიპიქვეტიპის ჭდენაგულისხმები მნიშვნელობის ქვეტიპიწარმატებაწარმატებით დაენატა %d საკვანძო ფაზა ჩასოლვის ნაკრებისთვის '%s'წარმატებით გადაკოპირდა ატრიბუტები {}-დან {}-ზეწარმატებით წარმოიქმნა: "{:s}"%d საკვანძო ფაზა წარმატებით მოცილდა ჩასოლვის ნაკრებს '%s'წარმატებით დაუბრუნდა პირველსახეს {}ბოლოსართიბოლოსართი დამატებული დასარენდერებელ გამოსახულებებზე ამ ხედისთვისბოლოსართი გამოსაყენებლი კამერის იდენტიციფირებისთვის, და დამატებული დასარენდერებელ გამოსახულებებზე ამ ხედისთვისშემოთავაზებული ხაზის სისქე და წერტილის ზომა პიქსელებში, დანამატებისთვის, რომლებიც მორგებული მომხმარებლის ინტერფეისის ელემენტებს ასახავენ, დაფუძნებული ოპერაციული სისტემის ანაწყობებსა და Blender-იქ UI-იქ მასშტაბზესავარაუდო კონტურისავარაუდო კონტურებიჯამიშეჯამებული მნიშვნელობებიშეჯამებამზემზის კუთხემზის სხივთკონებიმზის მიმართულებამზის დისკომზის სიმაღლემზის ინტენსივობამზის სინათლემზის პოზიციამზის ბრუნვამზის ზომამზის მიჯნამზის კუთხე ჰორიზონტიდანEEVEE-ში მზის დისკო ხელმიუწვდომელიამზის სინათლის სიძლიერე ვატებში ყოველ კვადრატულ მეტრზე (ვტ/მ^2)სუპეროვალიმხარდაჭერაემულაციის მხარდაჭერაHDR ფერის მხარდაჭერაიქონიე ერთგვაროვანი მასშტაბირების მხარდაჭერაიქონიე წახნაგების ზღვართა მხარდაჭერამოახდინე გეომეტრიაში მორგებული შეკვრების შენახვა გეომეტრიულ კვანძებშიიქონიე ფუძესთან მდებარე მექანიზმის მეშვეობით კიდურის ერთგვაროვანი მასშტაბირების მხარდაჭერაგადახედვის მხარდაჭერითუნივერსალური მანიპულატორი გადაადგილების, ბრუნვისა და მასშტაბირების შესაძლებლობებითაქვს გამოხშირული სიღრმის მხარდაჭერა ხედი მყოფი სხვა ობიექტებისგანმონიშვნის მხარდაჭერასამართავის დათრგუნვაზედაპირიზედაპირიზედაპირის წირიზედაპირის დეფორმაციაზედაპირიდან გამოცემაზედაპირის ფორმატიზედაპირის გეომეტრიაზედაპირის მიმართვაზედაპირის მიმართვის ალბათობაზედაპირის შენატანის ტიპიზედაპირის მოდიფიკატორიზედაპირის ნორმალიზედაპირის ნორმალის მანძილიზედაპირის ობიექტი, რომელსაც უნდა მიემაგროს (შესაბამისი გარდაქმნები უნდა ჰქონდეს)ზედაპირის აცდენაზედაპირის ამორჩევაპროეცირება ზედაპირზეზედაპირის რენდერის მეთოდიზედაპირის რეაქციაზედაპირის უძრაობის პოზიციაზედაპირის დაგლუვებაზედაპირის დაჭიმულობაზედაპირის სისქეზედაპირის ტიპიზედაპირის UVზედაპირის UV კოორდინატიზედაპირის UV რუკაზედაპირის UV კოორდინატები მიმაგრების წერტილთანზედაპირის UV რუკა განუსაზღვრელიაზედაპირის UV რუკა გამოყენებული მიმაგრებისთვისგადანაცვლებისთვის ნორმალის ნიმუშის ასაღებად გამოყენებული ზედაპირის UV რუკაზედაპირზე მიმაგრების UV კოორდინატები, შენახული თითოეულ წირზეწარმოქმნილი თმის წირების სიხშირე ზედაპირზეზედაპირის გეომეტრია წარმოქმნისთვისწირის მისამაგრებელი ზედაპირის გეომეტრიაზედაპირის გეომეტრია, რომელსაც უნდა მიემაგროს თმის წირებიზედაპირის გეომეტრია გამოყენებული შემოტკეცისთვისგადანაცვლებისთვის ნორმალის ნიმუშის ასაღებად გამოყენებული ზედაპირის გეომეტრიაზედაპირს მეში არ აქვსზედაპირის მოდიფიკატორი, რომელიც განსაზღვრავს სტეკში მოდიფიკატორის პოზიციას, რომელიც ზედაპირის ველებისთვის გამოიყენებაზედაპირის სახელიზედაპირის ნორმალი მიმაგრების წერტილთანზედაპირის ობიექტი წარმოქმნისთვის (სჭირდება შესაბამისი გარდაქმნები)ზედაპირის ობიექტი გამოყენებული შემოტკეცისთვისგადანაცვლებისთვის ნორმალის ნიმუშის ასაღებად გამოყენებული ზედაპირის ობიექტიზედაპირის გარჩევადობა U მიმართულებით, გამოყენებული რენდერის დროს (ნული იყენებს გადახედვის გარჩევადობას)ზედაპირის გარჩევადობა V მიმართულებით, გამოყენებული რენდერის დროს (ნული იყენებს გადახედვის გარჩევადობას)ზედაპირის მასშტაბირების კოეფიციენტი (ტალღების სიმაღლეზე გავლენას არ ახდენს)ზედაპირის ქვედანაყოფები ყოველ სეგმენტზესითხის ზედაპირული დაჭიმულობა (მაღალი მნიშვნელობები იწვევს მეტ ჰიდროფობურ ქცევას)ზედაპირის სისქე გამოყენებული გადაკვეთების აღმოსაჩენად ეკრანის მიდევნების გამოყენებისასზედაპირ(ებ)ქ აჼტიური წერტილი არ აქვსზედაპირის დეფორმირებაზედაპირის დეფორმირების მოდიფიკატორიზედაპირებისურფელების გარჩევადობასუაჰილი - Kiswahiliგაცვლაგადაცვალე სეკვენსერის 2 ლენტიარეების გაცვლაღერძების გაცვლასიმაღლისა და სიღრმის გაცვლამარცხენას/მარჯვენას გაცვლაბმულების გაცვლაგაუცვალე მარცხენა / მარჯვენა სამართავებს ვ.რ. ნავიგაციის კონტროლიგადაცვალე აჼტიური ლენტი მარჯვნივ, ან მარცხნივ მდებარე ლენტზეგაცვალე ერთი ქმედების ყველა მომხმარებელი მეორესთან. არაწრფივი ანიმაციისა და ქმედების ბორკილები იგნორირდებაგაცვალე ერთი ქმედების ყველა მომხმარებელი მეორესთან. ქმედების სლოტისთვის მიკუთვნების ჩვეულებრივი წესები აჼაც მოქმედებს. არაწრფივი ანიმაციისა და ქმედების ბორკილები იგნორირდებაგაცვალე მარცხენა და მარჯვენა სტერეო არხებიგაცვალე ერთი მასალა მეორეზეგაცვალე მონიშნული ლენტების თანმიმდევრობა ბილიკების შიგნითგაცვალე ფუნჯის პირველადი და მეორეხარისხოვანი ფერებიგაცვალე არჩეული არეების პოზიციები ეკრანზეჩაანაცვლე მონიშნული კვანძები მითითებული კვანძთა ჯგუფის აქტივითგაცვალე თაგვის გორგოლაჭით ზუმის მიმართულებაგაცვალე ორი მონიშნული კვანძის გამომავალი კავშირები, ან ერთი კვანძის ორი მსგავსი შენატანიგაცვალე სიმაღლისა და სიღრმის როლები.გაცვალე ეფექტის ლენტის ორი შენატანიშვედური - Svenskaმორკალვის კუთხემორკალვის ხაზიგადაატარე კადრს გარდასვლის ხაზიგაქანებაგაქანება და X-ზე მოგრეხვაგაქანება და Y-ზე მოგრეხვაგაქანება და Z-ზე მოგრეხვამორევიმორევის ეფექტიმორევის ეფექტიგადამრთველიკუნძულის შეცვლასტერეო ხედის ჩართვა-გამორთვახედის გადამრთველიპოზის აქტივის შექმნის შემდეგ დაბრუნდი წინა ქმედებაზეიმონაცვლევე ატრიბუტსა და ცალ მნიშვნელობას შორის, ყოველი ელემენტის მონაცემთა განსასაზღვრადამჟამინდელ და მიკუთვნებულ ფუნჯებს შორის მონაცვლეობა თანმიმდევრული გამოყენების დროს.გადადი ორი გამოსახულებას შორის მოსანიშნი უჯრიქ გამოყენებითგადაერთე ორ შენატანს შორისშეცვალე მონიშნული სფლაინების მიმართულებამიმდინარე ხედის შეცვლა პერსპექტიული/ორთოგრაფიული პროექციიდანშეცვალე მიმართულება საათის იქრიქ მიმართულებიდან იქრიქ საწინააღმდეგოზეგადადი პოზირების, ან ობიექტის რეჟიმზემოსმის განმავლობაში გადადი საშლელ ფუნჯზემოსმის განმავლობაში გადადი ნიღბის ფუნჯზემოსმის განმავლობაში გადადი დამაგლუვებელ ფუნჯზეგადადი სამიზნე ობიექტზე, ან ძვალზესამუშაო სივრცის აქტივაციისას გადადი ამ ობიექტის რეჟიმზეგამოცვლადი მშობელიცვლის აჼტიურ ობიექტს და კურსორის ქვეშ მყოფ ახალ ობიექტს აკუთვნებს იმავე რეჟიმს, თან ამჟამინდელს აჼტიურ რეჟიმში ტოვებსR-იქ გაზავებასიმეტრიულისიმეტრიული ({:s})გასიმეტრიულებაგაასიმეტრიულე ტოპოლოგიის მოდიფიკაციებისიმეტრიასიმეტრიის შემოცვეთასიმეტრია X-ზესიმეტრია Y-ზესიმეტრია Z-ზესინქრონირებაქმედების სიგრძის სინქრონირებასიგრძის სინქრონირებამარკერების სინქრონირებადაასინქრონირე მარკერები საკვანძო ფაზების რედაქტირებებთანსინქრონული რეჟიმიმონახაზის მონიშვნის სინქრონირებასცენის დროის სინქრონირებასინქრონირებული მონიშვნახილული დიაპაზონის სინქრონირებადაასინქრონირე ზუმი/პანორამირებადაასინქრონირე მონახაზის მონიშვნა სხვა რედაქტორებთანსინქრონირება აუდიოსთანდაასინქრონირე აუდიოს დაკვრასთან, კადრების გამოტოვებითდაასინქრონირე ხედის პოზიცია გვერდხედებს შორისსინქრონირება მონახაზთანსინქრონიზაციადაასინქრონირე მითითებული ქმდების სიგრძე ლენტში გამოყენებულ სიგრძესთანდაასინქრონირე საცავი დისტანციური URL-ითდაასინქრონირე მაჩვენებლის პერსპექტივა ვირტუალური რეალობის სესიისა ან 3D სარკმლითდაასინქრონირე ხილული დროის ზოლის დიაპაზონი დროზე დაფუძნებულ სხვა რედაქტორებთანსინტაქსი: ჩაშენებულისინტაქსი: კომენტარისინტაქსის გამოყოფასინტაქსი: ციფრებისინტაქსი: პრეპროცესორისინტაქსი: რეზერვირებულისინტაქსი: სპეციალურისინტაქსი: სტრიქონისინტაქსი: სიმბოლოებისინტაქსის გამოყოფა სკრიპტინგისთვისსისტემასისტემური და OpenGLსისტემური სანიშნეებისისტემური საქაღალდეებისისტემის დაინსტალირებასისტემური მაქსიმუმისისტემური მეხსიერებასისტემის უკუგდებებისისტემური გაფართოებები მხოლოდ-წაკითხვადია და მათი დეინსტალირება შეუძლებელიასისტემის სანიშნეებისისტემური საქაღალდეები (ჩვეულებრივ ძირეული, ხელმისაწვდომი მყარი დისკები და სხვ.)TARGAთემა01თემა02თემა03თემა04თემა05თემა06თემა07თემა08თემა09თემა1011თემა12თემა13თემა14თემა15თემა16თემა17თემა18თემა19თემა20TIFFTIFF (.tif)რჩევა: პროცედურული ანიმაციისთვის გამოიყენე F-წირებირჩევა: გამოიყენე ცვლადები bpy.data მისამართების მაგივრად (იხილე ქვემოთ)რჩევა: bpy.context უსაფრთხო არაა სარენდერო ფერმის გამოყენებისთვისTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3ჩანართიჩანართების ფერებიჩანართის ძიების შედეგებიჩანართის სიგანეTab სექტორული მენიუსთვისცხრილი გეომეტრიულ მონაცემებს შეიცავსცხრილებიპლანშეტიპლანშეტის APIპლანშეტის გათრევის მიჯნაპლანშეტის ზეწოლაTab-ები გამოტოვებებადტაბულირებული სობოლიტეგიმოცემულ აქტივში ტეგი '%s' უკვე არისმოცემულ აქტივში ტეგი '%s' ვერ მოიძებნატეგი ცერობიტეგი ნაკეციტეგი Freestyle-იქ წიბოს ნიშანიტეგი ნაკერიტეგი მკვეთრიდაადე მონიშნულ ძვლებს ტეგი, რომ რედაქტირების რეჟიმში უხილავი იყოსგაუკეთე მონიშნულ ძვლებს აღნიშვნა, რომ პოზირების რეჟიმში არ გამოჩნდნენტეგებიკუდიკუდის პოზიციაკუდის მონიშვნაკუდებიაიღე გრიზ ფენსილის შრე, ან შრეთა ჯგუფი მონიშვნის ველადგადაიღე აჼტიური სარკმლის ანაბეჭდიაიღე წინა კადრიდან სიჩქარეებისა და მიმდინარე კადრიდან ახალი სიჩქარეების საშუალო სიჩქარეაიღე წვეროთა ნორმალების საშუალოხედის რუკის გამოთვლისას გაითვალისწინე წახნაგების სიგლუვეკონვერტაციის დროს მხედველობაში მიიღე სახელურის ინფორმაციამხედველობაში იქონიე გამოსახულების პროპორციული თანაფარდობამხედველობაში მიიღე Blender-იქ ერთეულების მიმდინარე ანაწყობები (თუ დაუყენებელია, Blender-იქ ერთეულების დაუმუშავებელი მნიშვნელობები გამოიყენება, როგორც არიქ)ამოიღე ბმული კვანძთა ჯგუფიდან, რათა ძირეული ჎იქ გამომავალ კვანძს დაუკავშიროაიღე მითითების გეომეტრია შენატანადტამილური - தமிழ்მხებიმხების ველიტანგენსის რეჟიმიმხები ნორმალიტანგენსის ფაზამხები სივრცემხები UV რუკისგანმხების კვანძიმხები სივრცის გამოთვლა შესაძლებელია მხოლოდ სამკუთებისთვის/ოთხკუთხებისთვის, უქმდებამხები სივრცის გამოთვლას სჭირდება UV რუკა, "%s" ვერ მოიძებნა, უქმდებამხები სივრცის ნორმალების განაწილებამხები სივრცის ვექტორული გადანაცვლების განაწილებამხები ზედაპირზეტანგენსური გამრუდებამხებებიკლავიშზე დაჭერის ტაიმაუტიდამავიწროებელი ობიექტიდავიწროების რადიუსიწაწვრილების დასაწყისიდავიწროების კოეფიციენტი ჏ირიქ გაყოლებაზე მდებარე ყოველი წერტილისთვისახვევის წაწვრილებაAlt-ზე დაწოლა (სხვა კლავიშის დაჭერის გარეშე) აჩვენებს ქტატუქ ზოლში აჩვენებს პრომპტს, რომელიც ითხოვს მეორე კლავიშზე დაჭერას ხელსაწყოს აქტივაციისთვისTarga (.tga)Targa დაუმუშავებელი (.tga)სამიზნესამიზნე ძვლებისამიზნე ჏ირი ობიექტისასურველი სისქესასურველი ქიქჼიქ სიძლიერესამიზნე კადრისამიზნე გეომეტრიასამიზნე გრიზ ფენსილიგრიზ ფენსილის სამიზნე შრესასურველი ID-ბლოკისამიზნე ლოკალური მშობლებთანსამიზნე მეშის ობიექტიახალი ცარიელი ობიექტი მიზნადსამიზნე ნორმალზე პროეცირებასამიზნე ობიექტისამიზნე ობიექტი (მხოლოდ წირები)სამიზნე ობიექტი, რომელიც როცა მითითებულია, განსაზღვრავს ბრუნვის ცენტრის პოზიციასსამიზნე ნაწილაკოვანი სისტემასასურველი მისამართისამიზნე რიგიმონიშნული ძვალი მიზნადმონიშნული ობიექტი მიზნადსამიზნის მონიშვნასამიზნის სივრცესამიზნის გარდაქმნასამიზნე სიჩქარესასურველი მოცულობასამიზნის Zძვლის სიგრძის გასწვრივ მდებარე სამიზნე: თავი 0-ია, კუდი - 1კუთხური ძრავის სასურველი სიჩქარესამიზნე არმატურასამიზნე არმატურის ძვალისამიზნე ძვალი მრავალსამიზნიანი ბორკილებისთვისსამიზნე შეიცავს ჩაზნექილ მრავალკუთხედებსსამიზნე შეიცავს უვარგის მრავალკუთხედებსსამიზნე შეიცავს პირგადადებულ წვეროებსსასურველი მიმართულება, რომელსაც უნდა შეედაროს ნორმალიწიბოს სასურველი სიგრძე ახალ მეშშისამიზნე გეომეტრიული ობიექტისამიზნეს აქვს წიბოები ორზე მეტი მრავალკუთხედითსამიზნეს წახნაგები არა აქვსსამიზნე ბორკილის სამიზნეთა ქიაში არ არისსამიზნე სიგრძე ამ ოპერაციისთვისწრფივი ძრავის სასურველი სიჩქარესამიზნის მდებარეობასამიზნე მდებარეობა, რომლისკენაც გაიშვირება ნორმალებისამიზნე ობიექტისამიზნე ობიექტი მრავალსამიზნიანი ბორკილებისთვისსამიზნე ობიექტი, რომლიდანაც იზომება მანძილისამიზნე ობიექტის ბიბლიოთეკის მონაცემები, იგნორირდება!სამიზნე ობიექტი გრიზ ფენსილი არაა, იგნორირდება!სამიზნე ობიექტი მიუთითებელიასამიზნე ობიექტის ფორმაწიბოს სასურველი სიგრძე ობიექტის სივრცეში, ადაპტირებადი დაყოფისთვისსამიზნე ობიექტი მონასმის დასაწყისის განსასაზღვრადნორმალებზე ზემოქმედებისთვის გამოყენებული სამიზნე ობიექტინაწილაკთა სამიზნე სისტემანაწილაკთა სამიზნე სისტემამრავალკუთხედის პიქსელის სასურველი ზომა ადაპტირებადი დაყოფისთვისსამიზნე მრავალკუთხედები შეიცვალა %u-დან %u-ზესამიზნე სცენას დაბლოკილი მარკერები არ აქვსძერწვის სასურველი სამუშაო პროცესი, რომელიც სემპლირებულ ზომას გამოიყენებსსამიზნე, რომელსაც უნდა მიეკრას UV-ებისამიზნე წვეროები შეიცვალა %u-დან %u-ზეზევით მიმართულებას შებორკავს სამიზნის Z ღერძი, და არა სამყაროს Z ღერძისამიზნე: გამორიცხე შეურჩევადისამიზნე: აჼტიურიქ მითვლასამიზნე: მოიცავი რედაქტირებულისამიზნე: მოიცავი არარედაქტირებულისამიზნეებიუმიზნებს ყველა სამართავის y ღერძს განსაზღვრული ღერძისკენ (გლობალური სივრცე)მორგებულ WGT-ებს უმიზნებს განსაზღვრულ ღერძს (გლობალური სივრცე)მოხევის ზღუდეტელეპორტირებატელეპორტირების ხანგრძლივობადროებითი-მეტაზომიერება (საშუალო)ტემპერატურატემპერატურული ატრიბუტიტემპერატურისმიერი ფერიტემპერატურული სხვაობატემპერატურული ბადეტემპერატურის მაქსიმუმიტემპერატურის ერთეულიტემპერატურული სხვაობა გარემოსეულ ტემპერატურაშიდენადი ნივთიერების ტემპერატურაშემდეგში შაბლონი "{}" იმ მდგომარეობაში გაეშვება, რაშიც ახლაა.შაბლონი დაინსტალირებულია ({:s}) {!r}-დან {!r}-შიშაბლონებიდროის აკუმულაციადროითი რეპროექციადროებით გათიშე NLA სტეკის გამოთვლა (ე.ი. მხოლოდ აჼტიური ქმედება გამოითვლება)დროებით დამალე სარკმელშიდროებით დამალე სარკმელში • Ctrl კოლექციის იზოლირებისთვის • Shift კოლექციებსა და ობიექტებში დასაყენებლადდროებით დამალე სარკმელში • Shift შვილობილების დასაყენებლადდროებით დამალე ნიღბის შრეებიდროებით დამალე ობიექტები სარკმელშიდროებითიდროებითი დირექტორიადროებითი რედაქტორებიდროებითი ფაილებიობიექტის მიდრეკილება, ახტეს სხვა ობიექტთან შეჯახების შემდეგ (0 = გაუნძრევლად რჩება, 1 = იდეალურად ელასტიკურია)დაჭიმულობადაჭიმვის ზამბარების დემპფირებადაჭიმვის გახევებადაჭიმვის მაქსიმალური გახევებაკარვისებურიგანადგურების რეჟიმიდამოზაიკებამოზაიკური სამკუთხედი მეშის მონაცემთა ბლოკშიმეშის მრავალკუთხედების სამკუთხედებად დამოზაიკებადატესტე კლავიშთა კონფიგურაცია კონფლიქტებზეტექს. კოორდ.ტექს. კოორდ. დაკვანტვის ბიტებიტექსტირეგისტრიციფრებიინდენტაციახაზიხაზებიპატარამოდიფიცირებულიახალიფაქტურაპუნქტუაციაგამოტოვებებისიმბოლოების ჩამოცლაTabტაბებიდიდიწონასიტყვატექსტი '%s'Text (.txt)ტექსტის განკბილვატექსტის დასაწყისიტექსტური ველიტექსტური ველის სიმაღლეტექსტური ველის სიგანეტექსტური ველებიტექსტის ასონიშნების ფორმატიტექსტის ფერიტექსტის კურსორიტექსტის წირიტექსტური რედაქტორიტექსტური რედაქტორის არგუმენტებიტექსტური რედაქტორის წინასწარი კონფიგურაციებიტექსტის დასასრულიტექსტური ფაილებიტექსტის გამოყოფატექსტური მინიშნებებიტექსტური ინფორმაციატექსტური ინფორმაციის გადაფარებაშემავალი ტექსტიტექსტის ხაზიტექსტის ბუდე კვანძშიტექსტის ბუდის ინტერფეისი კვანძშიტექსტის რენდერიტექსტი მონიშნულიატექსტის ლენტიტექსტის ლენტის კურსორიტექსტის სტილიტექსტის ქვეპიქსელური განკბილვატექსტური მნიშვნელობატექსტის ვიჯეტების ფერებიტექსტის შემომსაზღვრელი ჩარჩო განლაგებისთვისტექსტის ასონიშანთა ფორმატირების ანაწყობებიტექსტის ფერიმონიშნული ხაზის ტექსტის ფერიტექსტის მონაცემთა ბლოკი, რომელიც მიუთითებს გარეთა, ან ჩაწყობილ ტექსტურ ფაილზეტექსტების მონაცემთა ბლოკებიამ სივრცეში ასახული და რედაქტირებული ტექსტიტექსტური რედაქტორის სივრცის მონაცემებიბოლო შენახვის შემდეგ ტექსტური ფაილი დარედაქტირდატექსტური ფაილი მეხსიერებაშია, დისკზე შესაბამისი ფაილის გარეშეტექსტური ფაილი დისკზე განსხვავდება მეხსიერებაში არსებულისგანტექსტის თარაზული განლაგება ობიექტიდან, ან ტექსტური ველის ცენტრიდანტესტი ხაზშიტექსტი ვერ მოიძებნა: %sტექსტს არ იყენებს არცერთი კვანძი, ან კამერა, განახლება არ მომხდარატექსტურ ობიექტებზე მხოლოდ მათი მასშტაბი გამოიყენება: "%s"ტექსტი წირზეტექსტის ბუდე კვანძშიტექსტური სტრიქონიტექსტის ლენტის რედაქტირების კურსორიტექსტის ლენტის რედაქტირების მონიშვნატექსტი, რომელიც აისახებატექსტი 3D ობიექტადჩასანაცვლებელი ტექსტიმასშტაბირებისას კოლონტიტულში საჩვენებელი ტექსტიკურსორის პოზიციაზე ჩასასმელი ტექსტიმონიშნული ტექსტის ჩანაცვლების ხელსაწყოს გამოყენებით ჩასანაცვლებელი ტექსტისაძიებელი ხელსაწყოთი მოსაძებნი ტექსტიUI პანელზე გამოსაყენებელი ტექსტი (კოლექციის სახელს არ არედაქტირებს)UI პანელის ღილაკზე კოლექციის სახელის მაგივრად გამოსაყენებელი ტექსტიტექსტი მეტისმეტად გრძელიატექსტის შვეული განლაგება ობიექტის ცენტრიდანტექსტი: გარეტექსტი: შიდატექსტური ველის სიმაღლეტექსტური ველის გადავსებატექსტური ველის სიგანეტექსტური ველის აცდენა X-ზეტექსტური ველის აცდენა Y-ზეტექსტური ველებიტექსტებიტექსტურამონასმის გასწვრივზოლის ხმაურიზოლებიზომებიწარმოქმნილიგლობალურიდატანაახალიობიექტიფაქტურაპლასტმასირგოლის ხმაურირგოლებიმკვეთრიუფრო მკვეთრირბილიღერი / ნაწილაკიტექსტურის კოორდინატებიUVკედელი შიგნითკედელი გარეთფანჯარატექსტურის კოლექციის სიხშირეტექსტურის კოორდინატიტექსტურის კოორდინატების ძვალიტექსტურის კოორდინატების ობიექტიტექსტურის კოორდინატის დაკვანტვატექსტურის კოორდინატებიტექსტურის გამრუდებატექსტურის დაშიფრვის ხარისხიტექსტურის ველიტექსტურის ლიმიტიტექსტურის დატანატექსტურის გადანაწილების რეჟიმიტექსტურის ნიღაბიტექსტურის მეშიტექსტურის შუა დონეტექსტურის რეჟიმიტექსტურის კვანძიტექსტურის კვანძების რედაქტორიკვანძის ტექსტურის ბუდეტექსტურის კვანძის ბუდის ინტერფეისიტექსტურის კვანძოვანი ხეტექსტურის გაუმჭვირვალობატექსტურის ორიენტაციის კუთხეტექსტურის გადაფარების ალფატექსტურის ხატვატექსტურის ხატვის გადაფარებებიტექსტურის ხატვის სლოტიტექსტურის ხატვის/მოდიფიკატორების UV-ებიტექსტურის პიქსელური ზომის კოეფიციენტი მონასმის გაყოლებაზეტექსტურის თვისებებიტექსტურის ნიმუშის წანაცვლებატექსტურის ნიმუშის რადიუსიტექსტურის სლოტიტექსტურის სლოტის გამოსახულებებიტექსტურების სლოტებიტექსტურული სივრცეტექსტურული სივრცის მდებარეობატექსტურული სივრცის მეშიტექსტურული სივრცის ზომატექსტურის დაშორებატექსტურის სპეც. ხელსაწყოებიტექსტურის ტაიმაუტიტექსტურის კოორდინატთა რუკის ანაწყობებიტექსტურის კოორდინატები 0-დან 1-მდეტექსტურის კოორდინატები ნაწილაკთა ძირეული ლოკაციებიდანგამოსახულების ზედაპირზე დასატანად გამოყენებული ტექსტურის კოორდინატებიტექსტურის კოორდინატები გამოყენებული ტექსტურის ფონზე გასანაწილებლადტექსტურის მონაცემთა ბლოკი გამოყენებული მასალების, სინათლეების, სამყაროებისა და ფუნჯების მიერტექსტურის მონაცემთა ბლოკი გამოყენებული ამ ტექსტურის სლოტის მიერტექსტურების მონაცემთა ბლოკებიტექსტურის ეფექტორის წონატექსტურის დაშიფრვის ხარისხიტექსტურის ექსპორტის მეთოდიტექსტურის გაფილტრვის ტიპიტექსტურული გამოსახულებები ტექსტურის ხატვისთვისტექსტურის ინტერპოლაციატექსტურის დატანა 3D-ზე არაა დაყენებული, შედეგები შეიძლება, გაუთვალისწინებელი იყოსტექსტურული რუკის დატანატექსტურის კვანძებიტექსტურის სლოტი, რომელიც განსაზღვრავს ტექსტურის დატანასა და გავლენასტექსტურის სლოტი ტექსტურებისთვის ფუნჯის მონაცემთა ბლოკშიტექსტურის სლოტი ხაზის სტილის მონაცემთა ბლოკში მდებარე ტექსტურებისთვისტექსტურის სლოტი ტექსტურებისთვის ნაწილაკთა ანაწყობების მონაცემთა ბლოკშიტექსტურის სლოტის სახელიტექსტურის სლოტები, რომლებიც განსაზღვრავენ ტექსტურების დატანასა და ზეგავლენასტექსტურის ბუდე კვანძშიტექსტურული სივრცის მდებარეობატექსტურული სივრცის ზომატექსტურა, რომელიც აკონტროლებს გამოცემის სიძლიერესძალად გამოსაყენებელი ტექსტურატექსტურის დატანატექსტურირებულიტექსტურებიტექსტურების დირექტორიატაი - ภาษาไทยეგ საგანი ID-ქ წარმოადგენს და ასევე გამოიყენება ბიბლიოთეკის უკუგდების დამოკიდებულებად (ან პირდაპირ, როგორც ბიბლიოთეკის უკუგდების მითითება, ან ირიბად, როგორც ბიბლიოთეკის უკუგდების მიერ გამოყენებული მონაცემების მითითება). პირდაპირ არასოდეს უნდა გალოკალურდეს. ორმხრივად ექსკლუზიური `LIBOVERRIDE_DEPENDENCY_ONLY`-სთანეგ საგანი წარმოადგენს მხოლოდ ბიბლიოთეკის უკუგდების დამოკიდებულებისთვის გამოყენებულ ID-ქ (ან პირდაპირ, ან ირიბად, დაზუსტებებისთვის იხილე `LIBOVERRIDE_DEPENDENCY`). გათვალისწინებული არ უნდა იქნას 'გაალოკალურების' (დართვა) პროცესის დროს, და უნდა დარჩეს სუფთად დაკავშირებულ მონაცემებად. ურთიერთგამომრიცხავია `LIBOVERRIDE_DEPENDENCY`-სთანეს საგანი დაემატა, როგორც არაპირდაპირ იმპორტირებული ID, როგორც სხვა მონაცემთა ბლოკის დამოკიდებულება"id" ატრიბუტი, თუ ხელმისაწვდომია, წინააღმდეგ შემთხვევაში ინდექსიწახნაგის ყოველი კუთხის "გახლეჩილი" ნორმალის მიმართულება, წვეროთა ნორმალების, მკვეთრი წახნაგების, მკვეთრი წიბოებისა და მორგებული ნორმალების ზეგავლენით. შეიძლება, ცარიელი იყოს."მონასმი" ცარიელი ვერ იქნება'%s' %s მონაცემთა ბლოკი ბმულითაა დაკავშირებული და არარედაქტირებადია. რედაქტირებადი რომ გახადო, გამოიყენე "გალოკალურება".'%s' %s მონაცემთა ბლოკი შეფუთულია და არარედაქტირებადი. რედაქტირებადი რომ გახადო, გამოიყენე "გალოკალურება".კოლექცია {:s} დაემატება წარმოქმნისას2D ხედის მდებარეობა ახალი კვანძების ცენტრისთვის, ანდა, თუ დაუყენებელია, უცვლელი იყოსAPI-ქ ცნობარიანი სახელმძღვანელო Blender-იქ ამ ვერსიისთვისBVH ფაილი არ შეიცავს კადრის ხანგრძლივობას თავის MOTION განყოფილებაში, ვარაუდით, რომ BVH-ქა და Blender-იქ სცენას კადრთა ერთი და იგივე სიხშირე აქვთBlender-იქ კოდის ძირეული საქაღალდის მისამართიBlender-იქ ვერსია, რომლიდანაც ეს ამოღებული იქნებაBlender-იქ ვერსია, რომელშიც ეს არარეკომენდირებულად იქცაამ არმატურის ძვალთა კოლექციებიძვალთა კოლექციები, რომლებიც ამ ძვალს შეიცავენკრიპტოკაშეს კვანძი დარენდერების რეჟიმში მხოლოდ სცენის კომპოზიტირებისთვისაა მხარდაჭერილიდრაივერები/გამოსახულებები ამ მონაცემთა ბლოკისათვისფაილის გამოტანის კვანძი მხოლოდ სცენის კომპოზიტირებისთვისაა მხარდაჭერილიFriBidi C-იქ კომპილირებული ბიბლიოთეკა (.so ლინუქსში, .dll ვინდოუსში...), თუ ვინდოუსს იყენებთ, სავარაუდოდ რედაქტირება მოგიწევთ, მაგ.: Blender-იქ ბიბლიოთეკების საცავში მითვლილი ფაილის გამოყენებითგაბორის ხმაურის მნიშვნელობა შემთხვევითი ინტენსიურობითაც და ფაზითაც. ეს უდრის ფაზის სინუსისა და ინტენსიურობის ნამრავლსარსებობს მოლოდინი, რომ ამ ოპერაციით უკუგდებული ID მიმთითებელი მითითების იერარქიას შეესაბამოსლაქის ფენის გარდატეხის (IOR) ინდექსი (გავლენას ახდენს მის არეკვლადობასა და ლაქის შეფერვის მილევაზე)ჩასოლვის გამოსაყენებელი ნაკრებისანავიგაციო გიზმოს ზომაღერის RGB ფერი. გამოიყენება მხოლოდ პირდაპირ გაფერადებაშირენდერის შრეების კვანძი მხოლოდ სცენის კომპოზიტირებისთვისაა მხარდაჭერილირუნგე-კუტას ODE ამომხსნელის შეცდომის ლიმიტი, დაბალი მნიშვნელობა მეტ სიზუსტეს იძლევა, დაბალი მნიშვნელობები - სიჩქარესსცენას კამერა სჭირდებასლოტი, რომლისთვისაცაა განკჯუთვნილი არხების შეკვრის ანიმაციალენტის ინფორმაციის კვანძს მხოლოდ სეკვენსერის კომპოზიტირებისთვისა აქვს მხარდაჭერაბრაუზერში ნაჩვენები კატალოგის UUIDUV კოორდინატები, რომლებზეც ტექსტურის სინჯია ასაღები. ივარაუდება, რომ Z კომპონენტი ალფა არ჎ქ შეიცავსვორონოის მახასიათებელი, რომელსაც კვანძი გამოთვლისფორმის X ღერძის ზომაჩამოსაჭრელი მონაკვეთის ქვედა მარცხენა კუთხის პოზიცია X-ზეფორმის Y ღერძის ზომაჩამოსაჭრელი მონაკვეთის ქვედა მარცხენა კუთხის პოზიცია Y-ზექმედება %s არარედაქტირებადიაქმედება დამოკიდებულია მომხმარებლის ორივე გზის მდგომარეობებზე/პოზებზექმედება ჩაფიქრებულია, როგორც ხელით დაყენებული დასაკრავ კადრთა დიაპაზონის განმეორებადი ციკლი (მისი ჩართვა ავტომატურ განმეორებას არ იწვევს)ქმედების პოზები გამოყენებული იქნება VR კონტროლერის სამიზნეებისთვისქმედების პოზები გამოყენებული იქნება VR კონტროლერის მოსაჭიდებლებისთვისქმედება, როცა ხდება თაგვის შუა ღილაკით გათრევა სარკმელში. Shift-თაგვის-შუა-ღილაკი სხვა ქმედებისთვის გამოიყენება. იგივე ეხება სენსორულ პანელსწვეროთა აჼტიური ჯგუფიაქტიურ ატრიბუტს მხარდაუჭერელი ტიპი აქვსაქტიური ატრიბუტი წვეროს, წიბოს, ან წახნაგის სამოქმედო არეალში უნდა იყოსაქტიური ატრიბუტი ბულის ტიპისა უნდა იყოსმონაცემთა აჼტიური დაკავშირებული ბლოკი '%s' არაა ვარგისი დაკავშირებული ბლოკიმონაცემთა აჼტიური დაკავშირებული ბლოკი '%s' სხვა დაკავშირებული მონაცემების მიერ გამოიყენებააქტიური წახნაგი ამ მეშისთვისხაზთა აჼტიურ ნაკრებს არ აქვს ხაზის სტილი (რაც მონაცემთა დაზიანებაზე მიუთითებს)აჼტიური მოდიფიკატორი ქიაშიაჼტიური ობიექტი არმატურას არ ემთხვევააქტიური ობიექტი არმატურა უნდა იყოსაქტიურ საცავს უვარგისი ანაწყობები აქვს%s-იქ აჼტიური ფორმის სოლი დაბლოკილიააქტიური სიმულაციის არე ფუნჯთან ერთად მოძრაობსლენტის აჼტიური მოდიფიკატორი სიაშიწვეროთა აჼტიური ჯგუფი დაბლოკილიააქტიური სამუშაო სივრცის ხედის შრე, რომელიც ფანჯარაში ჩანსახალი ობიექტის გასწორებაუკვე არსებული ლოკალური ID, რომელიც შეიძლება, ხელახლა გამოყენებული იქნას დართვისა და ხელახლა გამოყენების შემთხვევაში. არაფერი, სანამ ნაპოვნი არ იქნებაგამრუდებაზე დასამატებელი ქრომატული აბერაციის ოდენობაფერის ხმაურის ოდენობაასლების რაოდენობა მეტისმეტად მაღალია, საჭირო რაოდენობის გეომეტრიის წარმოქმნა შეუძლებელიაალმასისებური გამკვეთრების ოდენობადისტორსიის ოდენობა. 0 ნიშნავს დისტორსიის არ არსებობას, -1 - სრულ სანემსესმაგვარ დისტორსიას, ხოლო 1 - სრულ ლულისმაგვარ დისტორსიასსხივების გამოთვლისას შემოსატანი რყევის ოდენობა, რყევის მაღალი დონე შეიძლება, უფრო ქ჏რაფი იყოს, მაგრამ დამარცვლოვნებული, ან ხმაურიანი შედეგები მოგვცესთითოეული სფლაინის დასასრულიდან მოსანიშნი წერტილების რაოდენობათითოეული სფლაინის დასაწყისიდან მოსანიშნი წერტილების რაოდენობაყოველი ღერძის გასწვრივ ბრუნვის ოდენობა, XYZ თანმიმდევრობითბრუნვის ოდენობა თითოეულ ღერძზე, X, Y და Z ღერძების ირგვლივ ამავე თანმიმდევრობითბრუნვის ოდენობა, რომელსაც გაბუნდოვნება გასწვდებაყოველი ღერძის გასწვრივ მასშტაბირების ოდენობამასშტაბირების ოდენობა, რომელსაც გაბუნდოვნება გასწვდებაგამკვეთრების ოდენობაგამოსაყენებელი ძვრის ოდენობადაშორება კვანძებს შორისყოველი ღერძის გასწვრივ გადაადგილების ოდენობაგადაადგილების ოდენობა მითითებული მიმართულებით, რომელსაც გაბუნდოვნება გაწვდება გამოსახულებასთან შეფარდებაში. უარყოფითი მნიშვნელობები ნიშნავს საპირისპირო მიმართულებით გადაადგილებასმნიშვნელობაზე დაფუძნებული ხმაურის ოდენობააცდენის ამპლიტუდაგარსის ამპლიტუდები შეჯამდება (ან, თუ აკუმულირება ჩართულია, დადებითი და სხვაობებიც აკუმულირდება და უარყოფითიც)ასლებს შორის კუთხე წრიული რკალის გაყოლებაზეკუთხე დაკავშირებული მრავალსახეობრივი წახნაგების ნორმალებს შორისსიბრტყეებს შორის კუთხე იცვლება მოსმის დროს, რათა მოერგოს კურსორის ქვეშ მყოფ ზედაპირსბოკეს კუთხეშეზღუდული კუთხის რეჟიმში გამოსაყენებელი ნაზრდი კუთხეებზე მიკვრისთვისკუთხე, რომელიც გადაადგილების მიმართულებას განსაზღვრავსდახრილობის კუთხე, რომელსაც პირველი ხაზი ქმნის თარაზულ ღერძთანარმატურა ან პოზირების რეჟიმში უნდა იყოს, ან რედაქტირებისაქტივი ლოკალურია ფაილის ფარგლებში. მისი წაშლა მხოლოდ აქტივის ქტატუქქ წაშლის.მიმდინარე კონტექსტში აქტივთა თარო მიუწვდომელია (აჼტიური რეჟიმის, ან ხელსაწყოს შეცვლა სცადე)აქტივის კატალოგის მისამართიატრიბუტის სამოქმედო არე, რომელიც საკმარის ინფორმაციას იძლევა მეშის ნორმალების წარმოსადგენადატრიბუტი ასოცირებულია ხედის შრესთან, სცენასთან, ან სამყაროსთან, რომელიც რენდერდებაატრიბუტი ასოცირებულია ნაწილაკთა სისტემის მაინსტანცირებელთან, ან ობიექტთან, თუ ატრიბუტი ვერ მოიძიება, ან ობიექტი ინსტანცირებული არაა, უბრუნდება ობიექტის რეჟიმსატრიბუტი ასოცირებულია ობიექტის გეომეტრიასთან, და მისი მნიშვნელობა ვარირებს წვეროდან წვერომდე, ან ობიექტის მოცულობის ფარგლებშიატრიბუტი ასოცირებულია ობიექტთან, ან თავად მეშის მონაცემთა ბლოკთან, დან მისი მნიშვნელობა ერთგვაროვანიაატრიბუტი განკუთვნილია Blender-იქ მიერ შიდა მომხმარებისთვისატრიბუტის სახელი ცარიელი არ უნდა იყოსნაგულისხმებად გამოყენებული ატრიბუტის სახელი, როცა კვანძთა ჯგუფი გეომეტრიული კვანძების მოდიფიკატორის მიერ გამოიყენებაატრიბუტის გამონატანის გამოყენება გეომეტრიის გამონატანის გარეშე შეუძლებელიააუდიო დარენდერებულია ბიტური სიხშირით 240 კილობიტი წამში, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც Vorbis-ქ აქვს.აუდიო დარენდერებულია ბიტური სიხშირით 256 კილობიტი წამში, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც Opus-ქ აქვს.აუდიო დარენდერებულია ბიტური სიხშირით 320 კილობიტი წამში, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც MP3-ქ აქვს.აუდიო დარენდერებულია ბიტური სიხშირით 384 კილობიტი წამში, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც MP2-ქ აქვს.აუდიო დარენდერებულია ბიტური სიხშირით 640 კილობიტი წამში, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც AC3-ქ აქვს.აუდიო დარენდერებულია მიახლოებითი ბიტური სიხშირით 250 კილობიტი წამში ყოველ არხზე, მაქსიმალური ბიტური სიხშირით, რომლის მხარდაჭერაც AAC-ქ აქვს.ღერძების ხატულის ზომაღერძი, რომლის გასწვრივაც დეფორმირდება წირიღერძი, რომელიც გამოიყენება ძირითადი რეგიონის განსათავსებლადფაილის საბაზისო სახელი. შეიძლება, საბოლოო ფაილის სახელში სხვა ინფორმაციაც ჩაიწეროს, კვანძის ვარიანტების მიხედვითსაბაზისო ერთეული პიქსელებისთვის ყოველ მეტრზე.bf-translation-იქ საცავიშეზავების კოეფიციენტი, სადაც 0 მიმდინარე კადრიასინათლის დონე, რომელზეც პიქსელები შუქციმების ნაწილად ჩაითვლება, რომელიც კაშკაშს წარმოშობსფუნჯი ზემოქმედებს წერტილის UV ბრუნვაზეფუნჯი გავლენას ახდენს წერტილის ფერის სიძლიერეზეფუნჯი გავლენას ახდენს წერტილის პოზიციაზეფუნჯი ზემოქმედებს წერტილის სისქეზეფუნჯი მონასმების დასახატად გამოყენებული ტიპისააფუნჯი არეების შესავსებად გამოყენებული ტიპისააფუნჯი მონასმების შეფერვისთვის გამოყენებული ტიპისააფუნჯი მონასმების წასაშლელად გამოყენებული ტიპისააქეში გამოცხობილიაქეში ცხვებასცენის რენდერისთვის გამოყენებული კამერასამი წერტილის მიერ აღწერილი წრეირის ცენტრიგაცვლის ბუფერი მონიშვნების ნაკრებს არ შეიცავსკოდი გამოყენებული შიდა ძალების გამოსაანგარიშებლად ნაწილაკებზეკოლექცია, რომელშიც უნდა დაემატოს სხვა მონიშნული ობიექტებიკოლექცია, რომლიდანაც სხვა მონიშნული ობიექტები უნდა მოცილდესკოლექცია, რომლიდანაც ეს ობიექტი უნდა მოცილდესფერი მიმდინარე კადრის მომდევნო რამეებისთვის (კალკირებისთვის, მოძრაობის ტრაექტორიებისთვის და ა.შ.)ფერი მიმდინარე კადრის წინა რამეებისთვის (კალკირებისთვის, მოძრაობის ტრაექტორიებისთვის და ა.შ.)ფერთა ვარიაციები ფერი1-ქა და ფერი2-ქ შორის. მნიშვნელობები -1 და 1 ორი ფერიდან მხოლოდ ერთს იყენებენ. მათ შორის მდებარე მნიშვნელობები ფერებს ურევენფერი, რომელიც თეთრზე დაიტანება (ავტომატურად გადაქცეული ტემპერატურადა და შეფერილობად, ან პირიქით)ფერი, რომელზეც თეთრი განაწილდება (ავტომატურად კონვერტირდება ტემპერატურად და შეფერილობად და პირიქით)ყველა F-჏ირიქ კადრების კომბინირებული დიაპაზონი ამ ქმედებაშიკომპოზიტორი ყოველთვის ჩართულია ხედის მიუხედავადკომპოზიტორი გათიშულიაკომპოზიტორი ჩართულია მხოლოდ კამერის ხედშიპირობა დახურული სფლაინის აქტივაციისათვისშემბორკველი ქმედებაბორკილი გამოიყენება პოზის სივრცეში, ობიექტის გარდაქმნა იგნორირდებაბორკილი გამოიყენება ობიექტების/ძვლების/წვეროების მორგებული ჯგუფის ლოკალურ სივრცეშიბორკილი გამოიყენება ობიექტის ლოკალურ კოორდინატთა სისტემასთან ფარდობაშიბორკილი გამოიყენება ძვლის უძრაობის მდგომარეობის პოზის ლოკალურ კოორდინატთა სისტემასთან მიმართებაში, შესაბამისად, მშობლის მიერ გამოწვეულ გარდაქმნასაც მოიცავსბორკილი გამოიყენება სამყაროს კოორდინატთა სისტემასთან მიმართებაშიღრმულის ნიღბის კონტრასტისამართავი წერტილი, რომლიდანაც მონაცემები უნდა იქნას ამოღებულითანამთხვევის წერტილი სტერეო კამერებისათვის (ხშირად ესაა მანძილი პროექტორსა და პროექციის ეკრანს შორის)კოორდინატები, რომლებზეც მოხდება გაბორის ხმაურის გამოთვლა. 2D შემთხვევაში Z კომპონენტი იგნორირებულიანიმუშის ასაღები კოორდინატები UV რუკაშიკუთხე, რომლიდანაც უნდა მოხდეს მონაცემების ამოღება. ნაგულისხმებია კუთხე კონტექსტიდანწერტილთა შიდა ნაკრების საათის იქრიქ საწინააღმდეგო ბრუნვაამჟამად აჼტიური პანელის კატეგორია, შესაძლოა, ნული იყოს, თუ მონაკვეთს არა აქვს ამ მახასიათებლის მხარდაჭერა (შენიშვნა: ეს კატეგორიები გაშვების დროს წარმოიქმნება, ასე რომ, შესაძლოა, ინიციალიზაციის დროს ქია ცარიელი იყოს, სანამ რაიმე დაიხატება)მიმდინარე ხაზის ნომერიხედის ამჟამინდელი მდებარეობა (აცდენა) ამ კვანძოვანი ხისთვისწახნაგების ამჟამინდელი რაოდენობა დეციმირებულ მეშშიმიმდინარე სიმულაციის დროში ნაბიჯის ზომა, როგორც კადრის წილადი სიდიდეამჟამინდელი ტექსტური ველიწირების ჯგუფი, რომელშიც უნდა მოხდეს ინტერპოლაციაწირის ნორმალის მნიშვნელობა ჏ირიქ თითოეულ საკონტროლო წერტილთანწირი, რომლის ნაილიაცაა სამართავი წერტილიწირი, რომლიდანაც უნდა მოხდეს მონაცემების ამოღება. ნაგულისხმებია ჏ირი კონტექსტიდანწირის ტიპი, რომელზეც უნდა შეიცვალოს მონიშნული წირებიძვალთა მორგებული ფერები, გამოიყენება, როცა პალიტრა 'მორგებულია'მორგებული დიაპაზონი, რომელშიც უნდა შეიქმნას ახალი სოლები. გამოიყენება მხოლოდ მაშინ, როცა სცენის დიაპაზონი არაა გამოყენებაშიმონაცემთა გზა თითოეული იტერირებადიდან მნიშვნელობამდე (მთელი, ან წილადნიშნა)მონაცემთა მისამართი კონტექსტთან მიმართებაში, იტერირებადისკენ უნდა მიუთითებდესელცხრილში ხილული შესაბამისი სვეტის მონაცემთა ტიპიმონაცემთა ტიპი, რომლადაც ატრიბუტი დაკონვერტირდება შედეგების გამოანგარიშებამდეატრიბუტთა მნიშვნელობების წასაკითხად გამოყენებულ მონაცემთა ტიპიმონაცემთა ბლოკი %s ვერ იქნა უკუგდებულიმონაცემთა ბლოკი %s არაუკუგდებადიანაგულისხმები გასწორება 3D სარკმლის მენიუდან დამატებული ობიექტებისთვისნაგულისხმები და რეკომენდირებული აპლიკაციათა უმეტესობისთვისნაგულისხმები დირექტორია რენდერის შედეგისთვის, ახალი სცენებისთვისნაგულისხმები გასაჩხრეკი დირექტორია შრიფტების ჩასატვირთადნაგულისხმები დირექტორია ხმების მოსაძებნადნაგულისხმები დირექტორია ტექსტურების მოსაძებნადდაყოვნების ეფექტი წამებშიკომპოზიტორში განხმაურების კვანძების პროცესირებისათვის გამოსაყენებელი მოწყობილობასხვაობა ყოველი ორი თანმიმდევრული ოქტავის მასშტაბებს შორის. უფრო მაღალი მნიშვნელობები უფრო მაღალი ოქტავების უფრო დიდ მასშტაბს შეესაბამებაგამოსახულების ზომები პიქსელებში, გარდაქმნადადებულიშრეთა ამ ჯგუფის პირდაპირი შვილობილები. დაწყობილია დალაგების თანმიმდევრობის მიხედვით, ანუ პირველი შვილობილი შრეთა ხეში ქვემოდან პირველია.მიმართულება (მხოლოდ გადათრევის მოვლენებს ეხება)ანიზოტროპიული გაბორის ხმაურის მიმართულებასიბრტყის მიმართულებაგაბორის ხმაურის მიმართულებითობა. 1 ნიშნავს, რომ სრულად მიმართულებითია, ხოლო 0 ნიშნავს, რომ ხმაური ყველა მიმართულებით მიდისდირექტორია დროებით შენახული ფაილებისთვის. მისამართი არსებულ დირექტორიაზე უნდა მიუთითებდეს, თუ არა და იგნორირდებადირექტორია, სადაც გამოსახულება ჩაიწერებადისპლეისა და ხედის გარდაქმნას აქვს ავტომატური ემულაციის მხარდაჭერა სხვა დისპლეისთვის, და OpenColorIO v2-იქ კონფიგურაციებში იყენებს დისპლეის ფერითი სივრცეების მექანიზმსდესპლეისა და ხედის გარდაქმნას გააჩნია მაღალი დინამიკური დიაპაზონის ფერების მხარდაჭერამანძილი, რომლითაც წერტილი შეიძლება, ზედაპირისგან დაშორებული იყოს, სანამ წახნაგი სიბრტყულად ა჌არ ჩაითვლებაასლებს შორის მანძილი ჏ირიქ გაყოლებაზემანძილი ქვედა წერტილსა და X ღერძს შორისმანძილი ზედა წერტილსა და X ღერძს შორისმანძილი, რომლიდანაც ნაწილაკები სრულად ექცევა ზეგავლენის ქვეშპიქსელური მანძილი ნიღბის ზღვართან მდებარე უახლოეს პიქსელამდე. ნიღბის ფარგლებში მანძილი უარყოფითიამანძილის საზომიო, რომელიც ტექსტურის გამოსათვლელად გამოიყენებამანძილი, რომლის ფარგლებშიც შეუძლია ყოფნა შედეგად მიღებულ წერტილებსდონაციის პროგრამა ტექნიკური მომსახურებისა და გაუმჯობესების მხარდასაჭერადუგულებელყოფილი გაფართოება გათიშული საცავიდან მოდის.უგულებელყოფილი გაფართოება უცნობი საცავიდან მოდის.დუბლირებული გეომეტრია, ორიგინალი გეომეტრია არ ითვლებაწიბო კუთხის შემდეგ წახნაგში, ინდექსების ზრდის მიმართულებითწიბო კუთხის წინ წახნაგში, ინდექსების კლების მიმართულებითწიბოს ალამი, რომელიც უნდა დამარკირდეს უმოკლესი გზის მონიშვნისასწიბო, რომლიდანაც უნდა მოხდეს მონაცემთა ამოღება. ნაგულისხმებია წიბო კონტექსტიდანგამოსახულების კიდეები, რომლებიც გარეთა შენიღბვასთან გადაიკვეთება, გარეთა ნიღბის კიდეებად ჩაითვლება. წინააღმდეგ შემთხვევაში გარეთა ნიღაბი ჩაითვლება გახსნილადწიბოები, რომლებიც წახნაგთა სხვადასხვა ჯგუფების მიჯნაზე მდებარეობსრედაქტირებაში მყოფი ობიექტიანიმაციის დამამთავრებელი კადრიხელით დაყენებული სასურველი დაკვრის დიაპაზონის ბოლო კადრიენერგია, რომელსაც ეს სინათლე გამოსცემდა მთელი თავისი არიქ ფარგლებში, სხივთკონის კუთხით რომ არ იყოს შეზღუდული. სხივური ენერგიის ერთეულებში (W)მთლიანი სცენა / გადახედვის დიაპაზონიჩამოთვლად განსაზღვრებაზე წვდომა ახლა პირდაპირ კვანძიდანაა შესაძლებელი. ეს უკუთავსებადობისთვისაა.მოვლენა, რომელმაც უნდა გამოიწვიოს ნაწილაკების რეაქციაგამოსაყენებელი წერტილის ზუსტი მდებარეობაშესრულების დრო კვანძოვანი ჎იქ უახლესი გამოთვლიდან. კადრისა და ჯგუფის კვანძებისთვის, დრო ყველა ქვე-კვანძისთვისმოსალოდნელი კვადრატული დევიაცია თითოეული ჯგუფის საშუალოსგანექსპერიმენტალური ვარიანტი ამ კვანძისთვის გათიშულიაგაფართოება შეუთავსებელია ამ სისტემასთან: {:s}X ღერძზე გამოყენებული გაფართოების რეჟიმიY ღერძზე გამოყენებული გაფართოების რეჟიმიამოღებული შუქციმები, რომელთა მიერაც წარმოიქმნა კაშკაშიწახნაგის ინდექსი მარყუჟის ყოველი სამკუთხედისთვისწახნაგი, საიდანაც მონაცემები უნდა იქნას აღებული. ნაგულისხმებია წახნაგი კონტექსტიდანკოეფიციენტი, რომელიც ორიგინალი წერტილის გაუმჭვირვალობაზე უნდა იქნას გამოყენებული ახალი წერტილებისთვისკოეფიციენტი, რომელიც ორიგინალი წერტილის რადიუსზე უნდა იქნას გამოყენებული, ახალი წერტილებისთვისკოეფიციენტი, რომლითაც სოლები უნდა დამასშტაბირდესმახასიათებელთა ნაკრების არქივის საბაზისო დირექტორიის სახელი ვარგისი იდენტიფიკატორი არაა: '{:s}'მახასიათებელთა ნაკრების არქივს არც რიგები გააჩნია, არც მეტარიგები, ან __init__.py აკლიამახასიათებელთა ნაკრების არქივი ერთ საბაზისო დირექტორიას უნდა შეიცავდესეფექტის უკუკავშირიფაილის გაფართოება გამოყენებული რენდერების შესანახადფაილის დამმუშავებლის ჭდეეს ფაილი Blender-იქ ვარგისი ფაილი არაა.ფაილის მისამართი, რომელიც ექსპორტისთვის გამოიყენებაფაილი შენახულია უფრო ახალი ვერსიიდან, გახსენი Blender-იქ ვერსიით %s, ან უფრო გვიანდელითდასაექსპორტებელი პირველი კადრიპირველი გამონატანი გეომეტრიის ბუდე უნდა იყოსჵ შენ ჴელმწიფეო, რაჟამსაც გახელდი, სიბრძნჱ ჰყავ, ზეაღჭურვე ქალი ჯაჭჳთ და აჩუქე სკიპტრაჲ! 0123456789ფეხის ტერფის ბრუნვის ცენტრები ფეხის თითის Ⴭირიქ ირგვლივფეხის ტერფის ბრუნვის ცენტრები კოჭთანფეხის ტერფთა ბრუნვის ცენტრები კოჭთან, დამატებითი ბრუნვის ცენტრით ფეხის თითთანწინა პლანი ზემოდან ედება უკანა პლანს, წინა პლანის ალფას მიხედვითწინა პლანი ზემოდან ედება უკანა პლანს წინა პლანის ალფას მიხედვით, მაგრამ წინა პლანი სრულად ფარავს ფონს, თუ იქ უფრო გაუმჭვირვალეაწინა პლანი ზემოდან ედება უკანა პლანს წინა პლანის ალფას მიხედვით, და ივარაუდება, რომ წინა პლანი უკანას ბლოკავსწინ მიმართულება მასივის ფორმის გაყოლებაზეფრაქტალის აცდენაA-ქ წილადი ნაწილიელემენტის მხრივ A-ქ წილადი ნაწილიკადრის ნომერი სცენაშიკადრი, რომელშიც დროის ზოლის მარკერი ჩნდებაკადრი, რომელზეც ეს ჩანახატი ჩნდებაშესაფასებელი კადრი (დაწყებული 0-დან)ობიექტის თავისუფალი მასშტაბირების ღერძიაცდენის სიხშირე (1/მთელი სიგრძე)გაძლიერების მამრავლიწარმოქმნილი კაშკაშიწარმოქმნილი შემთხვევითი რიცხვი იგივეა ჏ირიქ ყოველი სამართავი წერტილისთვისგეომეტრიის ექსტრაქცია შეუძლებელია, როცა დინტოპო აქტივირებულიაგეომეტრიის ნორმალის მიმართულებაგიზმოები ვირტუალური რეალობის სესიებისთვისაა შექმნილი და საგანგებო ხელახალი ხატვის მენეჯმენტს საჭიროებსglTF ფორმატი მოითხოვს წყვეტილი ნორმალების, UV-ებისა და წვეროთა სხვა ატრიბუტების ცალკე წვეროებად შენახვას, როგორც ტიპიურ გრაფიკულ მოწყობილობებზე დარენდერებისთვისაა საჭირო. ეს ვარიანტი ცდილობს, შეძლებისდაგვარად დააკომბინიროს ერთად მდებარე წვეროები. ამჟამად სხვადასხვა ნორმალების მქონე წვეროთა კომბინირება შეუძლებელიამისაწებებელი ძვალი სამართავი ძვლის შვილობილი ხდებამისაწებებელი ძვალი გარდაქმნების დაკოპირების მქონე სამართავი ძვალის მოძმე ხდებამისაწებებელი ძვალი ინარჩუნებს თავის მშობელს, მაგრამ იყენებს გარდაქმნების დაკოპირებას, რათა ლოკალურ სივრცეში დააჯგუფოს კონტროლის ლოკალური მოძრაობაც და მშობლისგან გამოწვეულიცგრაფიკის ბექენდის შეცვლა შესაძლებელია სასურველი პარამეტრებაში სისტემის განყოფილებიდან.ბადის ზომა მიჯაჭვისთვისბადის მნიშვნელობა თითოეულ ვოქსელთანთითოეული ჯგუფის ინსტანციის ჯგუფის IDსახელურის გადატანა ნებისმიერ ადგილას შეიძლება, და წერტილის მეორე სახელურზე გავლენას არ ახდენსმოჭრილი მონაკვეთის სიმაღლეცილინდრის სიმაღლესპირალის Ⴭირიქ მიმართ მართობული სიმაღლე'x'-იქ უმაღლესი ჎არიქ჎ი ამ მრავალწევრისთვის (კოეფიციენტების რიცხვი - 1)უმაღლესი მნიშვნელობა თითოეულ ჯგუფშიყველაზე ბოლოს მიკუთვნებული ქმედების სლოტის იდენტიფიკატორი. სლოტი განსაზღვრავს, ქმდების რომელი ქვეწყება ითვლება ამ ბორკილისთვის განკუთვნილად, ხოლო მისი იდენტიფიკატორი გამოიყენება ქმედების მიკუთვნებისას სწორი სლოტის მოსაძებნად.ყველაზე ბოლოს მიკუთვნებული ქმედების სლოტის სახელი. სლოტი აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ მონაცემთა ბლოკისთვის განკუთვნილად, და მისი სახელი გამოიყენება ქმედების მიკუთვნებისას სწორი სლოტის მოსაძებნად.ყველაზე ბოლოს მიკუთვნებული ქმედების სლოტის იდენტიფიკატორი. სლოტი აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ ლენტისთვის განკუთვნილად, და მისი იდენტიფიკატორი გამოიყენება ქმედების მიკუთვნებისას სწორი სლოტის მოსაძებნად.იდენტიფიკატორი, რომლისგანაც ეს ტეგი იქმნებაგამოსახულება დამატებული წარმოქმნილი კაშკაშითიმპორტირებული ID. არაფერი, სანამ ბმულით დაკავშირდება, ან მომაგრდება. შეიძლება, მომაგრებისას იგივე იყოს, რაც ``reusable_local_id``ინდექსი კონტექსტიდანნაწილაკოვანი სისტემის ინდექსი სამიზნე ობიექტზეარმატურის აჼტიური ძვლების კოლექციის ინდექსი; -1, როცა აჼტიური კოლექცია არ არსებობს. გაითვალისწინე, რომ ეს ახდენს ძვალთა კოლექციების საფუძვლად გამოყენებული მასივის ინდექსაციას, რომელსაც შეიძლება, იქ თანმიმდევრობა არ ქონდეს, რაქაც ელი. ძირეული კოლექციები პირველები ჩამოითვლება და ერთი და იგივე მშობლის მქონეები ყოველთვის თანმიმდევრულებია. ამის იქით ძვალთა კოლექციები შეიძლება, ნებისმიერ თანმიმდევრობაში იყოს, და ამგვარად, ამ ინდექსის ზრდას, ან კლებას შეუძლია, აიძულოს ძვალთა კოლექცია, რომ მოულოდნელი ნახტომები გააკეთოს. უფრო პროგნოზირებადი ინტერფეისისთვის გამოიყენე ``active`` ან ``active_name``.ინდექსი ფერიანი ატრიბუტისა, რომელიც სათადარიგოდ გამოიყენება რენდერისთვისსამართავი წერტილის ინდექსს დამატებული აცდენა წირების მთელ მონაცემთა ბლოკშიგამოსათვლელი სამართავი წერტილის ინდექსი. ნაგულისხმებად ყენდება ამჟამინდელ ინდექსზეკუთხის ინდექსი დაწყებული წახნაგში პირველი კუთხიდანკურსორის ინდექსითითოეული წვეროს კუნძულის ინდექსი. ინდექსები ეყრდნობა წვეროს უმცირეს ინდექსს, რომელსაც თითოეული კუნძული შეიცავსინდექსი წახნაგისა, რომლის ნაწილიცაა ეს კუთხეწიბოში პირველი წვეროს ინდექსიაცდენილი კუთხის ინდექსიპოზიცია 2ამ ჏ირიქ პირველი საკონტროლო წერტილის ინდექსიინდექსი, რომელზეც უნდა გადავიდეს ბორკილიინდექსი, რომელზეც ეფექტმა უნდა გადაინაცვლოსინდექსი, რომელზეც უნდა გადაადგილდეს მოდიფიკატორიდუბლიკატების ინდექსები თითოეული ელემენტისთვისინდივიდუალური F-წირები, რომლებიც ამ სლოტის ანიმაციას ახდენენვორონოის შრიქ გავლენა წინა შრესთან შეფარდებაშითანაფარდობის თავდაპირველი ანაწყობიკურსორის განთავსებისას გამოყენებული თავდაპირველი სიღრმეთავდაპირველი პოზიცია განთავსებისთვისშემავალ ბადეს ადვექციისთვის ერთგვაროვანი ვოქსელური ზომა უნდა ჰქონდეს.შემავალი მონაცემები უვარგისია, ან ალგორითმი არასწორად იქნა გამოძახებულინიღბის ზღვართან მდებარე უახლოესი პიქსელის მთელმნიშვნელობიანი კოორდინატებიA-ქ მთელი ნაწილი, წილადი ციფრების მოცილებაამ ქმედების ჩაფიქრებული კადრების დიაპაზონი, თუ შესაძლებელია, ხელით დაყენებული დიაპაზონის, თუ არა და ამ ქმედებაში არსებული ყველა F-჏ირიქ კომბინირებული კადრთა დიაპაზონის გამოყენებით (მიკუთვნება აყენებს მორგებულ კადრთა დიაპაზონს)შემთხვევითი ფაზის არ მქონე გაბორის ხმაურის ინტენსიურობააბერაციის ეფექტის ინტენსიურობაინტერპოლაციის ტიპი ამ ჏ირიქ ელემენტისთვისგადაკვეთის ხაზები ჩაითვლება ობიექტში, რომელსაც გადაკვეთის პრიორიტეტის უფრო მაღალი მნიშვნელობა აქვსინვერსიული მატრიცა, ან ერთეულოვანი მატრიცა, თუ შენატანი შექცევადი არააკერნელი ფერს წარმოადგენს და მოხდება კერნელის თითოეული არ჎იქ კონვოლუცია შენატანში თითო შესაბამის არხთანკერნელი წილადნიშნაა და მოახდენს კონვოლუციას ყველა შენატანის არხთანროგორი საცავი დაემატოსროგორი ბრუნვა უნდა დაედოს, სხვა ბრუნვების რეჟიმიდან სიდიდეები არ გამოიყენებაროგორი მონასმები, ან შევსებები წაიშალოსრა ქა჎იქ შეტყობინებები უნდა გავრცელდეს ამ კვანძიდან მშობელი ჯგუფის კვანძზეუდიდესი მთელი რიცხვი, რომელიც ჩამოუვარდება, ან უდრის A-სუდიდესი დადებითი მთელი რიცხვი, რომელიც A-დაც იყოფა და B-დაც, მაგ.: GCD(8,12) = 4ჯაჭვის ბოლო ძვალი პირდაპირ იმართება, როგორც შექცეული კინემატიკის ხელის მტევანი, მხოლოდ შუალა იწელება, რომ მას მისწვდესდასაექსპორტირებელი ბოლო კადრიშრეთა ჯგუფი გაშლილია UI-შიშრეების ჎იქ კვანძი ამის შემდეგ (ე.ი. ზემოთ)შრეების ჎იქ კვანძი ამის წინ (ე.ი. ქვემოთ)ბეზიეს სამართავი წერტილის მარცხენა სახელური კონტექსტიდანამ ლენტის შიგთავსის სიგრძე სახელურების გამოყენების შემდეგამ ლენტის შიგთავსის სიგრძე სახელურების გამოყენებამდემანძილის სიგრძე ღერძების მიმართულებებზეუგრძესი ღერძული გადაადგილების სიგრძედაკავშირებული ID-ქ ბიბლიოთეკის უკუგდება. არაფერი, სანამ იგი არ შექმნილასინათლე, რომელიც ასხლტება თმის ზედაპირიდანსინათლე, რომელიც გადის თმაში და მეორე მხარეს გამოდისმასალების საზღვრებთან გამოიყენება ხაზის შედარებით მაღალი პრიორიტეტის ფერიდაკავშირებულ ID-ქ სხვა, კავშირის არ მქონე გამიყენებები ჰქონდა, ასე რომ, მისი ლოკალური ასლი შეიქმნაბმულები მხარდაჭერის არ მქონე ციკლიდანბმულები და-ძმა უნდა იყოსამ NLA ლენტის შესაფერისი ქმედებათა სლოტების ქიაქია შრეებისა, რომლებისგანაც შედგება ეს ქმედებასლოტების ქია ამ ქმედებაშისლოტების ქია ანიმაციის მონაცემთა ამ ბლოკშიამ ანიმაციის შრეზე მდებარე ლენტების სიალოკალური მონაცემთა ბლოკი, რომელსაც ეს აქტივი წარმოადგენს; მხოლოდ მაშინაა ვარგისი, თუ ესაა მონაცემთა ბლოკი ამ ფაილშიგაფართოებების შემცველი ლოკალური დირექტორიამორგებული ფორმის გარდაქმნის ძვლის მდებარეობა და ორიენტაცია გამოყენებული იქნება გარდაქმნის გიზმოებისა და სხვა ოპერატორებისთვის 3D სარკმელში. როცა გათიშული იქნება, 3D სარკმელი ამათტვის მაინც ძვლის ნამდვილ გარდაქმნას გამოიყენებს, იმ შემთხვევაშიც კი, თუ მორგებული ძვლის ფორმის გარდაქმნა უკუგდებული იქნება.მდებარეობა ავტომატურად გამოითვლება, როგორც თანაბარიმდებარეობა გამოითვლება, როგორც მომდევნო/წინა სამართავი წერტილზე მიმთითებელიმდებარეობა იზღუდება, რომ მეორე სახელურის საპირისპირო მიმართულებით მიუთითებდესსცენის 3D კურსორის მდებარეობა, მოდიფიცირებული ობიექტის ლოკალური სივრცეშიუდაბლესი მნიშვნელობა თითოეულ ჯგუფშისიკაშკაშე, რომელიც ლოგარითმულ საშუალო სიკაშკაშეზე განაწილდება, როგორც წესი, საშუალო ნაცრისფერზეა დაყენებულიყოველი წვეროს მასა ქსოვილის მასალაზეახალი მონასმებისთვის გამოსაყენებელი მასალაკაშე ისე განაწილდება, რომ სითეთრის დონეზე უფრო მაღალი მნიშვნელობები თეთრი ხდება. იდენტიფიცირებულ კიდეებთან მდებარე პიქსელები დეტალების შესანარჩუნებლად გამოირიცხება ხელახალი განაწილებიდანკაშე ისე განაწილდება, რომ სიშავის დონეზე უფრო დაბალი მნიშვნელობები შავი ხდება. იდენტიფიცირებულ კიდეებთან მდებარე პიქსელები დეტალების შესანარჩუნებლად გამოირიცხება ხელახალი განაწილებიდანმაქსიმალური მანძილი, რომელზეც წვეროს შეუძლია გადანაცვლება. ამ მიჯნას გადაცილებულმა გადანაცვლებებმა შეიძლება, ხილვადობის პრობლემები გამოიწვიოს.სიბრტყის ზემოთ მაქსიმალური მანძილი გავლენის ქვეშ მყოფი წვეროებისთვის. სიმაღლის ზრდა ზემოქმედებს სიბრტყის ზემოთ მდებარე წვეროებზე.სიბრტყის ქვეშა მაქსიმალური მანძილი გავლენის ქვეშ მყოფი წვეროებისთვის. სიღრმის ზრდა ზემოქმედებს ამ სიბრტყის ქვემოთ მდებარე წვეროებზე.მაქსიმუმი A-ქა და B-დანმაქსიმუმი A-ქა B-დან, C-იქ გათანაბრებითმონასმთა შორის მაქსიმალური წყვეტა წამებშიმაქსიმალური სიგრძე, რომელიც შეიძლება, შიდა ზამბარას ჰქონდეს შექმნისას. თუ შიდა წერტილებს შორის მანძილი ამაზე მეტია, ამ წერტილთა შორის შიდა ზამბარა არ შეიქმნება. ნულოვანი სიგრძე ნიშნავს, რომ სიგრძის ლიმიტი არ არსებობს.ტრაექტორიის მიმართვის სავარჯიშოდ გამოყენებული ნიმუშების მაქსიმალური რაოდენობა. მეტი ნიმუში უფრო აკურატულ მიმართვას იწვევს, თუმცა შეიძლება, ტყუილუბრალოდ შეანელოს რენდერი, როცა მიმართვა საკმარისად აკურატულია. 0-იქ მნიშვნელობა უკანასკნელ ნიმუშამდე განაგრძობს ვარჯიშსსხივის მაქსიმალური მანძილი აჼტიურ და მონიშნულ ობიექტთა შორის წერტილების ურთიერთმისადაგებისათვის. თუ მნიშვნელობა ნულია, ლიმიტი არ არსებობსსხივის მაქსიმალური მანძილი აჼტიურ და მონიშნულ ობიექტთა შორის წერტილების ურთიერთმისადაგებისათვის. თუ მნიშვნელობა ნულია, ლიმიტი არ არსებობს.მაქსიმალური მნიშვნელობა A და B-დან, max(A,B)მეშის UV რუკა ნიმუშის ასაღებად. პირგადადებული წახნაგები არ უნდა ჰქონდესმეშს დაკარგული აქვს მასალებიმეშის სიმულაცის მასშტაბი იზრდება ამ კოეფიციენტით (სამოქმედო არეალის ძირითად გარჩევადობასთან შედარებით). მეშად ქცევის საუკეთესო ვარიანტისთვის რეკომენდირებულია მეშის ნაწილაკის რადიუსის გასწორება ამ მნიშვნელობასთან ერთად.მეშის მოცულობა, რომლითაც შინაგანი/გარეგანი წნევა იგივე იქნება. თუ ნულზეა დაყენებული, მოცულობაში შეტანილი ცვლილება წნევაზე არ იმოქმედებს.ცერობის ზომის განსაზღვრის მეთოდიკლავიშების მეთოდი ისეთ ხელსაწყოთა აქტივაციისთვის, როგორიცაა გადაადგილება, ბრუნვა და მასშტაბირება (G, R, S)გადაკვეთის ადგილებზე მეშების შესაქმნელი მეთოდიგადაკვეთებზე მეშის შესაქმნელი მეთოდიშემოცვეთის აცდენის გასაანგარიშებლად გამოყენებული მეთოდიშუა მნიშვნელობა თითოეულ ჯგუფში, როცა ყველა მნიშვნელობა უმცირესიდან უდიდესამდეა დალაგებულიმასალის ხეშეშობის მინიმალური მნიშვნელობა, რომელზეც მიმართვა უნდა იქნას გამოყენებულიმინიმუმი A-ქა და B-დანმინიმუმი A-ქა და B-ქ შორის, C-იქ გათანაბრებისმინიმალური მნიშვნელობა A და B-დან, min(A,B)მოდიფიკატორი ზემოქმედებს წერტილის UV ბრუნვის კოეფიციენტზემოდიფიკატორი ზემოქმედებს წერტილის ფერის სიძლიერეზემოდიფიკატორი ზემოქმედებს წერტილის პოზიციაზემოდიფიკატორი ზემოქმედებს წერტილის სისქეზეგამოყენებულ მოდიფიკატორს დეფორმირებული მდებარეობების მხარდაჭერა არ აქვსსახელი '{:s}' მახასიათებელთა ნაკრებებისთვის დაუშვებელიასახელი იმ json ფაილისა, რომელშიც იქ ანაწყობები ინახება (სამწუხაროდ, Blender-იქ სისტემა აჼ არ მუშაობს)არმატურის ძვალთა აჼტიური კოლექციის სახელი; ცარიელია, როცა აჼტიური კოლექცია არ არსებობსიმ ჏ირიქ ობიექტის სახელი, რომელიც ცერობის ფორმას განსაზღვრავსაქტიური ფერის ატრიბუტის სახელი საჩვენებლად და დასარედაქტირებლადაქტიური კლავიშების კონფიგურაციის სახელიზედაპირის მეშზე არსებული იმ ატრიბუტის სახელი, რომელიც გამოყენებულია თითეული ჏ირიქ მიმაგრების განსასაზღვრადინდექსი ნაგულისხმები ფერის ატრიბუტისა, რომელიც სათადარიგოდ გამოიყენება რენდერისთვისხის კვანძის სახელიახალი გარდაქმნა ბადის ინდექსის სივრციდან ობიექტის სივრცეში.ახალი გარდაქმნა ვარგისია და წარმატებით დაედო ბადეს.ახლად დაკავშირებული ID ლოკალური გახდაკვანძთა ჯგუფი გამოიყენება გეომეტრიის მოდიფიკატორადკვანძთა ჯგუფი გამოიყენება ხელსაწყოდკვანძთა ჯგუფი გამოიყენება გრიზ ფენსილისთვისკვანძთა ჯგუფი გამოიყენება წირებისთვისკვანძთა ჯგუფი გამოიყენება მეშებისთვისკვანძთა ჯგუფი გამოიყენება წერტილთა ღრუბლებისთვისკვანძთა ჯგუფი გამოიყენება რედაქტირების რეჟიმშიკვანძთა ჯგუფი გამოიყენება ობიექტის რეჟიმშიკვანძთა ჯგუფი გამოიყენება ხატვის რეჟიმშიკვანძთა ჯგუფი გამოიყენება ძერწვის რეჟიმშიკვანძთა ჯგუფს გეომეტრიული გამონატანის ბუდე უნდა ჰქონდესკვანძის ჭდეკვანძის ბუდის ნაგულისხმები მნიშვნელობაკვანძოვანი ჎იქ ჭდეხმაურის სიმულაციის მასშტაბი იზრდება ამ კოეფიციენტით (სამოქმედო არეალის ძირითად გარჩევადობასთან შედარებით)თითოეული წახნაგის ნორმალის მიმართულება, მისი წვეროების წრიული თანმიმდევრობისა და პოზიციების მიხედვითთითოეული წვეროს ნორმალის მიმართულება, განსაზღვრული გარშემომყოფი წახნაგების ნორმალების საშუალოდწახნაგის კუთხის ნორმალის მიმართულება, ითვალისწინებს მკვეთრ წახნაგებს, მკვეთრ წიბოებსა და მორგებული ნორმალების მონაცემებსსიბრტყის ნორმალის მიმართულება აღწერილი სამი წერტილის მიერ, მიშვერილია დადებითი Z ღერძისკენშესაჯამებელი ვორონოის შრეების რაოდენობაანიმაციის კადრების რაოდენობა. თუ ერთადერთი გამოსახულებაა, მაშინ 1გამოთვლილი წერტილების რიცხვი V მიმართულებით საკონტროლო წერტილთა ყოველ წყვილს შორისმრგვალი წახნაგების შესავსებად გამოყენებული კონცენტრული რგოლების რაოდენობათანმიმდევრულ წერტილთა რიცხვი ორიგინალი მონასმიდან, რომელსაც ეს სეგმენტი უნდა შეიცავდესგასავლელ საკონტროლო წერტილთა რაოდენობა წირშიყოველი წერტილის მომდევნო სეგმენტზე შესაქმნელი სამართავი წერტილების რიცხვიწარმოსაქმნელი ასლების რიცხვიკუთხეების რაოდენობა წახნაგშიშედეგის პოვნამდე წახნაგის გარშემო სამოძრავებელ კუთხეთა რიცხვი, საჭიროების შემთხვევაში წახნაგის დასაწყისს წრეებს არტყამენთითოეული ელემენტისთვის შესაქმნელი დუბლიკატების რიცხვიყოველ წვეროსთან დაკავშირებული წიბოების რაოდენობაწიბოთა რაოდენობა წირზეკონუსის გვერდების გასწვრივ შვეული წიბოების რიცხვისიაში არსებული ელემენტების რიცხვიშეფასებული წერტილების რიცხვი წირზეთითოეულ წიბოსთან დაკავშირებული წახნაგების, ან კუთხეების რიცხვითითოეულ წვეროსთან დაკავშირებული წახნაგების, ან კუთხეების რიცხვირაოდენობა წახნაგებისა, რომლებიც თითოეულ წიბოს თავიანთ გვერდებად იყენებენსაფარების რაოდენობა ბოკეშიიმ კადრების რიცხვი, რომლებიც საჭიროა ტრაექტორიის გასავლელად, განსაზღვრავს 'შეფასების დრო'-ქ ანაწყობის მაქსიმალურ მნიშვნელობასგასასაშუალოებელი კადრების რიცხვი თითოეული საკვანძო ფაზის ირგვლივ. მაღალი სიდიდეები უფრო მეტი დაგლუვების საშუალებას იძლევა, მაგრამ წარმადობას ამცირებს.კადრების რაოდენობა გამოყენებული FPS-იქ საშუალოს გამოსათვლელად. ნული ამის ავტომატურად გამოსათვლელად, სადაც ნიმუშების რიცხვი ემთხვევა სამიზნე FPS-ქ.გასამარტივებლად გამოსატოვებელი სეგმენტების რიცხვილანდების რაოდენობა ლანდის კაშკაშისთვის, ან კაშკაშის ჎არიქ჎ი და გავრცელება ხაზებისა და მარტივი ვარსკვლავისთვისთარაზული რგოლების რაოდენობარამდენი საკვანძო ფაზა იყენებს ამ ნახატსხმაურის ოქტავების რიცხვი. უფრო მაღალი მნიშვნელობები უფრო დეტალურ ხმაურს იძლევა, მაგრამ დარენდერების ხანგრძლივობას ზრდისახლანდელ დირექტორიაში შესანახი ძველი ვერსიების რაოდენობა, ხელით შენახვისასრიცხვი იმ პიქსელებისა, რომლებიც ერთსა და იმავე გამომავალ პიქსელს შეესაბამებაწერტილთა რაოდენობა წირშიწერტილების რაოდენობა თაღზეამ სეგმენტის შემდეგ გამოსატოვებელ წერტილთა რიცხვიშესაქმნელი წერტილების რიცხვისწორი სეგმენტების შესაქმნელად გამოსატოვებელი წერტილების რიცხვიმართკუთხა სეგმენტების რაოდენობა თითოეული გვერდის გასწვრივამ ქვეწყებაში დასარენდერებელი ნიმუშების რიცხვიმოძრაობის გადღაბნის აპროქსიმაციისთვის გამოყენებული ნიმუშების რიცხვიგაბუნდოვნების გამოსათვლელად გამოყენებული სინჯების რაოდენობა. რაც მეტი სინჯია, მით უფრო თანაბარია შედეგი და უფრო ხანგრძლივია გამოთვლის პროცესი. სინჯების ნამდვილი რაოდენობაა ორი ხარისხად ეს შენატანი, ასე რომ, იგი ექსპონენციურად იზრდებაგაბუნდოვნების გამოსათვლელად გამოყენებული ნიმუშების რიცხვი. რაც მეტი ნიმუშია, მით უფრო თანაბარია შედეგი, მაგრამ კომპიუტერის მუშაობის ზრდის ხარჯზე. ნიმუშების ნამდვილი რიცხვი უდრის ორის ამ შენატანის ჎არიქ჎ში აყვანას, ასე რომ, იგი ექსპონენციურად იზრდებასეგმენტების რაოდენობა ცერობის ყოველ მეოთხედ წრეშიხაზების რაოდენობარამდენჯერ ხდება ღრმულის ნიღბის გადღაბნარამდენჯერ მეორდება ეს ობიექტი სხვა ობიექტებთან მიმართებაშიამ წვეროსთან წიბოთი დაკავშირებული წვეროების რიცხვი, დაკავშირებულ წიბოთა რაოდენობის ტოლიწვეროთა რაოდენობა ზედა და ქვედა წრეებზეობიექტს %s დაბლოკილი ფორმის სოლები აქვსობიექტის გეომეტრია თავად უნდა ჩანდეს რენდერშიობიექტს მხოლოდ ერთი შრე აქვსობიექტს მხოლოდ ერთი მასალა აქვსობიექტი შებორკილია სამიზნე ობიექტის გარშემო მდებარე ვირტუალურ სფეროში, რომლის რადიუსსაც მანძილის შეზღუდვა განსაზღვრავსობიექტი მიბორკილია სამიზნე ობიექტის გარშემო მდებარე ვირტუალური სფეროს ზედაპირზე, რომლის რადიუსსაც მანძილის შეზღუდვა განსაზღვრავსობიექტი შებორკილია სამიზნე ობიექტის გარშემო მდებარე ვირტუალური სფეროს გარეთ, რომლის რადიუსსაც მანძილის შეზღუდვა განსაზღვრავსობიექტი ექვემდებარება ძვალსობიექტი ექვემდებარება გისოსებსობიექტი ექვემდებარება წვეროსობიექტი ექვემდებარება სხვა ობიექტსობიექტი, რომელსაც აქვს სამიზნე ნაწილაკოვანი სისტემა (თუ იგივე ობიექტია - ცარიელი)ობიექტი, რომელზეც მონაცემის მიმთითებელი მიუთითებს, ვარგისი მოდიფიკატორი არაააცდენა მეტისმეტად მცირეა, საჭირო რაოდენობის გეომეტრიის წარმოქმნა შეუძლებელიამოუნიშნავი F-჏ირიქ გაუმჭვირვალობა გრაფიკების რედაქტორის ფონზემონიშნულ წვეროთა/წიბოთა/წახნაგთა თანმიმდევრობა მოდიფიცირებულია, მოცემულ მეთოდზე დაყრდნობითორიგინალი შემავალი გეომეტრია შესაძლო ახალი ატრიბუტებით, რომლებსაც ზონა აწარმოებსგამოსახულების თავდაპირველი პროპორციები პიქსელებში, გარდაქმნებამდეგამონატანი კვადრატული ჏ირია (უარყოფითი მნიშვნელობების შედეგი ყოველთვის -1-ია, დადებითებისა - 1)გამონატანის კვანძი %s უკვე დაწყვილებულია %s-სთანამ ბორკილის მფლობელიამ შრეების ჎იქ კვანძის მშობელი ჯგუფინაწილაკთა სიმულაციის მასშტაბი იზრდება ამ კოეფიციენტით (სამოქმედო არეალის ძირითად გარჩევადობასთან შედარებით)ნაწილაკოვანი სისტემა სახატავადგეომეტრიის ნაწილები მონიშვნაშიგეომეტრიის ნაწილები მონიშვნის გარეთგეომეტრიის ნაწილები, რომლებიც პირველ გამონატანში შედისგეომეტრიის წასაშლელი ნაწილებიტრაექტორია ჏ირიქ მორგებული პროფილისთვისტრაექტორია მორგებული პროფილისთვისშენი ლოკალური svn-თარგმანის '/branches' დირექტორიის მისამართი, UI-დან თარგმნის საშუალების მოსაცემადამ თემაში ჩატვირთული წინასწარი კონფიგურაციის (თუ არსებობს) მისამართიმოდიფიკატორის მუდმივი UIDშემთხვევითი ინტენსიურობის არ მქონე გაბორის ხმაურის ფაზაპიქსელური სიმკვრივის მეტამონაცემები, რომლებიც გამოსახულებათა მხარდაჭერილ ფორმატებში იწერება. ეს მნიშვნელობა მრავლდება PPM-ფუძეზე, რაც ერთეულს განსაზღვრავს (როგორც წესი, დუიმები, ამ მეტრები)გამამკვეთრებელი ნიღბის პიქსელური რადიუსიწერტილი შეიბორკება, რომ სამიზნე ობიექტის შიგნით იყოსწერტილი შეიბორკება, რომ სამიზნე ობიექტის გარეთ იყოსწერტილი მიიბორკება სამიზნე ობიექტის ზედაპირზე, მანძილის აცდენით, რომელიც მუდამ გარეთა მიმართული - ან ორიგინალი მდებარეობისკენ, ან საწინააღმდეგო მიმართულებითწერტილი მიიბორკება სამიზნე ობიექტის ზედაპირზე, მანძილის აცდენა გამოიყენება ზუსტად სამიზნე ნორმალის გასწვრივწერტილი მიიბორკება სამიზნე ობიექტის ზედაპირზე, წერტილის ორიგინალი მდებარეობის მიმართ მანძილის აცდენითწერტილი ფილას წარმოადგენს (რამოდენიმე ვოქსელს) და არა ერთ ცალ ვოქსელსპოზიცია, რომლის გარშემოც ტრიალებს გარდაქმნები. იგი განისაზღვრება ნორმალიზებულ კოორდინატებში, ასე რომ, 0 ნიშნავს გამოსახულების ქვედა მარცხენა კუთხეს, ხოლო 1 ნიშნავს ზედა მარჯვენასღერძების პოზიცია ძვალზე. მნიშვნელობის ზრდა გადააადგილებს წვერთან ახლოს; შემცირება გადააადგილებს ძირისკენ.პოზიცია კონტექსტიდანწიბოში პირველი წვეროს პოზიციათაგვის კურსორის პოზიცია ოპერაციის დასაწყისშიწიბოში მეორე წვეროს პოზიციასხივთა წყაროს პოზიცია ნორმალიოზებულ კოორდინატებში. 0 ქვედა მარცხენა კუთხეს ნიშნავს, ხოლო 1 - ზედა მარჯვენასპოზიცია, რომლის გარშემოც ტრიალებს გარდაქმნები, ნორმალიზებულ კოორდინატებში. 0 ნიშნავს გამოსახულების ქვედა მარცხენა კუთხეს, ხოლო 1 - ზედა მარჯვენასახალი წერტილების პოზიციებიკომპოზიტორის შუალედური შედეგის სიზუსტეპირველადი და მეორეული ღერძები უნდა განსხვავდებოდნენმოცულობის შიგნით მიმართულების მართვის ალბათობაზედაპირზე მიმართულების მართვის ალბათობაპროფილი შეიძლება, იყოს ჩაზნექილი, ან ამოზნექილი წირიპროფილი შეიძლება იყოს ორ ბოლოს შორის მოქცეული ნებისმიერი ფორმის ტრაექტორიაპროფილის ფორმა (0.5 = მრგვალს)თვისება არარეკომენდირებულიამოწოდებულმა მონაცემებმა ვერ დააკმაყოფილა წინაპირობებიხარისხი გამოყენებული განხმაურების კვანძების მიერ საბოლოო რენდერების კომპოზიტირების დროს, თუ კვანძების ჎არიქ჎ი 'მიჰყევი სცენას' ვარიანტზეა დაყენებულიხარისხი გამოყენებული განხმაურების კვანძების მიერ სარკმლისა და ინტერაქტიული კომპოზიტირების დროს, თუ კვანძების ჎არიქ჎ი 'მიჰყევი სცენას' ვარიანტზეა დაყენებულიახალი წერტილების რადიუსებირადიუსი წარმოქმნილი მონასმებისთვისწრეწირის რადიუსი აღწერილი სამი წერტილის მიერცილინდრის რადიუსიიმ კუთხეთა დიაპაზონი, რომლებზეც მოხდება ზემოქმედებატემპი, რომლითაც გაბორის ხმაური იცვლება სივრცეში. ეს განსხვავდება მასშტაბის შენატანისგან იმით, რომ გაბორის ხმაურის მიმართულებისადმი მხოლოდ მართობულად მასშტაბირდებამოსაცილებელი საკვანძო ფაზების თანაფარდობამოდელის ყველაზე დიდი განზომილების თანაფარდობა ბადის ზომასთანოვალური განივი კვეთის მცირე ღერძისა და დიდი ღერძის თანაფარდობა. რეკომენდირებული მნიშვნელობებია 0.8~1 შორეული აღმოსავლური თმისთვის, 0.65~0.9 კავკასიური (ევროპული) თმისთვის, 0.5~0.65 აფრიკული თმისთვის. დიდი ღერძი გასწორებულია ჏ირიქ ნორმალზე, რიქი მხარდაჭერაც ნაწილაკოვან თმას არ აქვსცნობარიანი სახელმძღვანელო Blender-იქ ამ ვერსიისთვისმონაკვეთი, სადაც გამოსახულება ჩამუქდებამონაკვეთი, რომელშიც პანელი იქნება გამოყენებულითაგვის X მდებარეობა მონაკვეთის სივრცეში, პიქსელებში, იზრდება მარცხნივ მდებარე 0-დანთაგვის Y მდებარეობა მონაკვეთის სივრცეში, პიქსელებში, იზრდება ქვემოთ მდებარე 0-დანფარდობითი მანძილი, რომლის გავლაც შეუძლია ნაწილაკს, სანამ მეტი ქვეკადრი დაჭირდება (სამიზნე კურანტის რიცხვი); 0.01-დან 0.03-იქ ჩათვლით არიქ რეკომენდირებული დიაპაზონინაკლებობით დამრგვალებული განაყოფის ნაშთიშეკვეცილი გაყოფის ნაშთი fmod(A,B)-იქ გამოყენებითგარდამსახველი ვერ გაეშვება რედაქტირების რეჟიმიდანმეშის გარდამსახველი ვერ გაეშვება მრავალგარჩევადობის მოდიფიკატორთან ერთად მოდიფიკატორების სტეკშიგარდამსახველი ვერ გაეშვება, თუ დინტოპო აქტივირებულიაგარდამსახველი ვერ იმუშავეს დაკავშირებულ, ან უკუგდების მონაცემებზეჩამნაცვლებელი ქმედების სესიის uid, რომელზეც არჩეული ქმედების ყველა მომხმარებელი უნდა გადანაწილდესნიღბის გარჩევადობა X მიმართულების გასწვრივნიღბის გარჩევადობა Y მიმართულების გასწვრივნაწილაკების ბადის გარჩევადობაწირის თითოეული სეგმენტისთვის გამოსაყენებელი გარჩევადობაბეზიეს სამართავი წერტილის მარჯვენა სახელური კონტექსტიდანშრეთა ჎იქ ძირეული კვანძები. დაწყობილია დალაგების თანმიმდევრობის მიხედვით, რაც ნიშნავს, რომ პირველი კვანძი შრეების ჎იქ ქვემოდან პირველი კვანძია.ბრუნვის არ჎ი გაიფილტრასცენის 3D კურსორის ბრუნვა, მოდიფიცირებული ობიექტის ლოკალურ სივრცეშიბრუნვის ტიპი და ღერძთა გამოსაყენებლი თანმიმდევრობალაქის ფენის სიხეშეშემნიშვნელობათა მზარდი შუალედური ჯამი შესაბამის ჯგუფში, დაწყებული პირველი მნიშვნელობიდანმნიშვნელობათა მზარდი შუალედური ჯამი შესაბამის ჯგუფში, დაწყებული ნულიდანწირის სეგმენტებზე გამოყენებული მასშტაბირების კოეფიციენტივორონოის შრიქ მასშტაბი წინა შრესთან შეფარდებაშიგაბორის ხმაურის მასშტაბისცენის 3D კურსორის მდებარეობა და ბრუნვადასკრიპტული გამოსახულება შეიძლება შეფასდეს სრული Python თარჯიმნის გარეშემონიშნული რიგის კოლექციამონიშნული რიგის ტიპიმონიშნულ ლენტებს პირგადადება არ აქვსმონიშვნა სფლაინების დასაწყისიდან და დასასრულიდან შეყვანილი ზომების მიხედვითმონიშვნაში შესულია ობიექტთა %d ტიპი, რომლებსაც "%s" ტიპზე კონვერტაციის მხარდაჭერა ა჌არ აქვთთითოეული ელემენტის არჩევა წილადნიშნა მნიშვნელობადთითოეული ელემენტის არჩევა ჭეშმარიტ, ან მცდარ მნიშვნელობადანაწყობი ფაილის ბრაუზერის რეჟიმისთვის .blend ფაილის, ბიბლიოთეკის, ან განსაკუთრებული ფაილის ჩასატვირთადგაუსის დისტრიბუციის ფორმა კადრებში. დაბალი სიდიდეები სიგანის გაფილტრვის სიმკვეთრეს გაზრდის.გაუსის განაწილების ფორმა, დაბალი მნიშვნელობები უფრო ამკვეთრებსმონასმის თავ-ბოლოს ფორმაუმცირესი კუთხე რადიანებში ორ წახნაგს შორის, სადაც წიბოთი ერთდებიან. ბრტყელ წიბოებსა და არამრავალსახეობრივ წიბოებს ნულოვანი კუთხე აქვთ. ამ მნიშვნელობის გამოთვლა უფრო ქ჏რაფია, ვიდრე ნიშნიანი კუთხისაჩამკეტი იხურება მიმდინარე კადრზეჩამკეტი ჌იაა მიმდინარე კადრის განმავლობაშიჩამკეტი იხსნება მიმდინარე კადრზემონიშნული სახელურის მხარემხარე, რომელიც გახლეჩის შემდეგ მონიშნული რჩებამხარე, რომელზეც გამოიყენება მონიშვნანიშნიანი კუთხე arctan(A / B)ნიშნიანი კუთხე რადიანებში ორ წახნაგს შორის, სადაც წიბოთი ერთდებიან. ბრტყელ წიბოებსა და არამრავალსახეობრივ წიბოებს ნულოვანი კუთხე აქვთ. ჩაზნექილი კუთხეები დადებითია, ხოლო ამოზნექილი - უარყოფითი. ამ მნიშვნელობის გამოთვლა უფრო ნელია, ვიდრე უნიშნო კუთხისასიმულაციის დროის საფეხური ყოველ კადრზე (წამი კადრზე)გაფართოების/ეროზიის ზომა პიქსელებში. დადებითი მნიშვნელობები აფართოებს, ხოლო უარყოფითი - ეროზიას ახდენსგაბუნდოვნების ზომა პიქსელებშიმილევის პიქსელური ზომა კიდეებიდან. თუ ორ პიქსელზე ნაკლებია, მოხდება კიდეების განკბილვაფილტრის ზომა პიქსელებშიგეომეტრიის ზომა განსაზღვრავს წაწყობილ საგანთა შორის მანძილსკაშკაშის ზომა გამოსახულებასთან შეფარდებით. 1 ნიშნავს, რომ კაშკაში მთლიან გამოსახულებას ფარავს, 0.5 ნიშნავს, რომ კაშკაში ნახევარ გამოსახულებას ფარავს და ასე შემდეგჩახატვის ზომა პიქსელებშინაწილაკების ზომაფილის, ან ვოქსელის ზომა. ინდივიდუალური ვოქსელებისთვის ეს მნიშვნელობა 1-ქ უდრის, ხოლო ფილებისთვის იგი ფილის კუბურ ზომას წარმოადგენსსლოტი აიდენტიფიცირებს, ქმედების რომელი ქვეწყება ითვლება ამ მონაცემთა ბლოკისთვის განკუთვნილად, და მისი სახელი გამოიყენება ქმედების მიკუთვნებისას სწორი სლოტის მოსაძებნადსლოტი აიდენტიფიცირებს, ქმედების რომელი ქვეწყება განიხილება ამ ლენტისთვის განკუთვნილად, და მისი სახელი გამოიყენება სხვა ქმედების მიკუთვნებისას სწორი სლოტის მოსაძიებლადუმცირესი მთელი რიცხვი, რომელიც აღემატება, ან უდრის A-სუმცირესი დადებითი მთელი რიცხვი, რომელიც A-ზეც იყოფა და B-ზეც, მაგ.: LCM(6,10) = 30ამოღებული შუქციმების სირბილეპროჟექტორის კიდის სირბილეამომხსნელი ხელახალ იტერაციას არ ახდენს, პირველ კადრზეც კი (იწყებს უძრაობის პოზიდან)ამომხსნელი განმეორებით გაივლის (კონვერგენციას ახდენს) ყველა კადრსამომხსნელი ახდენს ხელახალ იტერაციას (კონვერგენციას) პირველ კადრზე, მაგრამ არა მომდევნოზეხმოვანი ფაილი დეკოდირდება და ოპერატიულ მეხსიერებაში იტვირთებაწყაროს ღერძი, რომელსაც იყენებს შებორკილი ობიექტის X ღერძიწყაროს ღერძი, რომელსაც იყენებს შებორკილი ობიექტის Y ღერძიწყაროს ღერძი, რომელსაც იყენებს შებორკილი ობიექტის Z ღერძიწყაროს ფერი ალფა კომპონენტს შეიცავსწყაროს ფერი გამა კორექტირებულიაპირველწყარო გეომეტრია უნდა შეიცავდეს მეშს, ან წერტილოვან ღრუბელსპირველწყარო მეშს წახნაგები უნდა ჰქონდესამ ძალის ველის წყარო ჰარმონიული ოსცილატორის ნულოვანი წერტილიაწყარო, რომლიდანაც ხდება ნიღბის ზომის გამოტანასივრცე, სადაც აქტივთა თარო გამოჩნდება. აქტივების კონტექსტური თაროებისთვის, რომელთა ჩვენებაც ნებისმიერ სივრცეში შეიძლება, იგნორირდება.სივრცე, რომელშიც პანელი იქნება გამოყენებულიდისპერსიის კვადრატული ფესვი თითოეული ჯგუფისთვისსტანდარტული ფრაქტალური პერლინის ხმაურისაწყისი და დამასრულებელი სახელურები ფიქსირებული პოზიციებიასაწყისი და საბოლოო სახელურები აცდენებია სფლაინის სამართავი წერტილებიდანსაწყისი კადრიხელით დაყენებული სასურველი დაკვრის დიაპაზონის ქა჏ყიქი კადრიურთიერთდამოკიდებულების ხაზების ქა჏ყიქი პოზიცია მშობლიდან შვილობილი ძვლებისკენსიძლიერის მნიშვნელობა მონასმების წარმოქმნისთვისშეყვანილ სტრიქონში საპოვნელი ასოთა მწკრივისტრიქონი, რომლითაც უნდა ჩანაცვლდეს თითოეული დამთხვევაღილაკში ჩასაგდები სტრიქონული მნიშვნელობალენტის სიდიდეები კომბინირდება აკუმულირებულ შედეგებთან მიმატების, გამრავლების, ან კვატერნიონების წარმოქმნის გამოყენებით, გააჩნია არ჎იქ ტიპსლენტის სიდიდეები ანაცვლებს აკუმულირებულ შედეგებს ზეგავლენის მიერ დადგენილი რაოდენობითდაყოფის დონე მეტისმეტად მაღალიადაყოფის დონე რენდერის დროს ჩანსყველა მნიშვნელობის ჯამი თითოეულ ჯგუფში, გაყოფილი ამავე ჯგუფის ზომაზემეშის თითოეული წახნაგის ზედაპირის ფართობისისტემამ ვერ იპოვა გადაწყვეტასამიზნე მეშს წახნაგები უნდა ჰქონდესსასურველი ბრუნვის რეჟიმიმიკვრისას გამოსაყენებელი სამიზნესაცეცის მასშტაბირება ხელით იმართება მოგრეხის სამართავების მეშვეობით.საცეცი იწელება წირზე მოსარგებადტექსტურა ზემოქმედებს მონასმის ძირითად ფერზეტექსტურა ზემოქმედებს ალფას მნიშვნელობაზეკუტიკულის ქერცლების (თმის ყველაზე გარეთა ნაწილი) გადახრის კუთხე. ისინი ყოველთვის თმის ძირისკენაა გადახრილი. ჩვეულებრივ, ადამიანის თმისთვის მნიშვნელობა 2-ქა და 4-ქ შორისააავტომატურ დროებით შენახვებს შორის ლოდინის დრო (წუთებში)ონლაინ ოპერაციების ლოდინის დრო წამებში, სანამ კავშირი წარუმატებლად გამოცხადდება დროის ამოწურვით. ნული იყენებს სისტემის ნაგულისხმებ ანაწყობს.დრო, რომელიც გამოიყენება ქეშ ფაილში მონაცემების მოსაძებნად, ან იმის განსასაზღვრად, ფაილთა თანამიმდევრობის რომელი ფაილი იქნას გამოყენებულიმონაკვეთის ჯამური X ზომა პიქსელებშიმონაკვეთის ჯამური Y ზომა პიქსელებშიმეშის კუნძულების ჯამური რაოდენობაყველა მნიშვნელობის ჯამი შესაბამის ჯგუფშიინსტანციების ნაწარმის გარდაქმნა. შიდა გეომეტრიაზე არ ზემოქმედებსსამიზნე ძვლის გარდაქმნა შეფასდება მის ლოკალურ კოორდინატთა სისტემასთან ფარდობაში, და ამას მოჰყვება სამიზნისა და მფლობელის უძრაობის პოზების ორიენტაციათა შორის სხვაობისთვის შესწორება. როდესაც გამოიყენება, როგორც ლოკალური ტრანსფორმაცია მფლობელზე, იძლევა იმავე გლობალურ მოძრაობას, რაქაც სამიზნე, თუ მშობლები ჯერ კიდევ უძრაობის პოზაშია.სამიზნე ძვლის გარდაქმნა შეფასდება მისი უძრაობის მდგომარეობის პოზის ლოკალურ კოორდინატთა სისტემასთან მიმართებაში, შესაბამისად, მშობლის მიერ გამოწვეულ გარდაქმნასაც მოიცავსსამიზნის გარდაქმნა შეფასდება მორგებულ ობიექტთა/ძვალთა/წვეროთა ჯგუფთან ფარდობაშისამიზნის გარდაქმნა შეფასდება მის ლოკალურ კოორდინატთა სისტემასთან მიმართებაშისამიზნის გარდაქმნა შეფასდება სამყაროს კოორდინატთა სისტემასთან ფარდობაშისამიზნის გარდაქმნა შეფასდება მხოლოდ პოზის სივრცეში, სამიზნე არმატურული ობიექტის გარდაქმნა იგნორირდებავექტორული და გეომეტრიული გამონატანების გარდაქმნაგარდაქმნის ტიპი შებორკილ ობიექტზე ზემოქმედებისთვისსამიზნიდან გამოსაყენებელი გარდაქმნის ტიპიამ მოძრაობის მოვლენის გადაადგილება. დიაპაზონი თითეულ ღერძზე [-1-დან 1-მდეა], სანამ მგრძნობიარობის სასურველ პარამეტრზე გამრავლდება. როგორც წესი, გამოყენებამდე დროის დელტაზე მრავლდება.შესაფასებელი გაბორის ხმაურის ტიპიმონაცემთა ტიპიმონაცემთა ბლოკ %s-იქ ტიპი ჯერ არაა იმპლემენტირებულიტიპი ლიცენზიისა, რომლითაც ხდება ამ აქტივის დისტრიბუცია. ლიცენზიის ცარიელი სახელი აუცილებლად არ გულისხმობს, რომ იგი ლიცენზიის პირობებისგან თავისუფალია. განმარტების საჭიროების შემთხვევაში დაუკავშირდით ავტორს.შესანახი მედიის ტიპირადიუსის ინტერპოლაციის ტიპი ბეზიეს წირებისთვისდაცერობებული დანაყოფის აღსადგენად გამოსაყენები ფორმის ტიპილენტებზე ჩასატარებელი გახლეჩვის ოპერაციის ტიპიპირდაპირი სინათლის წვლილის სემპლირებისთვის გამოყენებული სტრატეგიის ტიპიმონაცემთა ბლოკის ტიპი, თუ ფაილი ასეთს წარმოადგენს (წინააღმდეგ შემთხვევაში 'NONE')ცხრილის იდენტიფიკატორის ტიპიგადახრის გამოთვლის ტიპი 3D წირებისთვისგადახრის ინტერპოლაციის ტიპი 3D, ბეზიეს წირებისთვისგარდაქმნების ოპერატორების ტიპი ჩასაწერადწონის ინტერპოლაციის ტიპი სფლაინისთვისერთგვაროვანი წნევა, რომელიც მუდმივად მოქმედებს მეშზე, წნევის მასშტაბის ერთეულებში. შეიძლება, იყოს უარყოფითი.მომხმარებლის ინტერფეისის მართვებისთვის გამოსაყენებელი ერთეულთა სისტემაზევითა მიმართულება მასივის ფორმის გასწვრივზევითა მიმართულება ჏რიქ ფორმისთვისმომხმარებელს წარედგინა პრომპტი "ხაზზე წვდომა" და არჩევანი გაკეთებულიამომხმარებლის საცავი გაფართოებების ჩასაინსტალირებლადჯაჭვისთვის გამოთვლილი მნიშვნელობა არიქ ჯაჭვის წვეროთათვის მოპოვებული მნიშვნელობების მაქსიმუმიჯაჭვისთვის გამოთვლილი მნიშვნელობა არიქ ჯაჭვის წვეროთათვის მოპოვებული მნიშვნელობების საშუალოჯაჭვისთვის გამოთვლილი მნიშვნელობა არიქ ჯაჭვის წვეროთათვის მოპოვებული მნიშვნელობების მინიმუმიჯაჭვისთვის გამოთვლილი მნიშვნელობა არიქ ჯაჭვის პირველი წვეროსთვის მოპოვებული მნიშვნელობაჯაჭვისთვის გამოთვლილი მნიშვნელობა არიქ ჯაჭვის უკანასკნელი წვეროსთვის მოპოვებული მნიშვნელობამნიშვნელობა დამოუკიდებლად შეეფარდება გამოსახულების თითოეულ განზომილებასმნიშვნელობა შეეფარდება გამოსახულების X განზომილებასმნიშვნელობა შეეფარდება გამოსახულების Y განზომილებასმნიშვნელობა შეეფარდება გამოსახულების დიაგონალსმნიშვნელობა შეეფარდება გამოსახულების უდიდეს განზომილებასმნიშვნელობა შეეფარდება გამოსახულების უმცირეს განზომილებასბიტური ინდიკატორის 'FILTER_ITEM' მნიშვნელობა (filter_flags-იქ მნიშვნელობებში)მნიშვნელობა, რომელზეც საშუალო სიკაშკაშეა დატანილიმნიშვნელობა, რომლადაც ეს მოვლენა ითარგმნება მოდალურ კლავიშრუკაზემნიშვნელობა იმ შემთხვევისთვის, თუ მონაცემთა მისამართი ვერ მოინახებაფერთა გრადიენტზე დასატანად გამოყენებული მნიშვნელობა. 0.0-იქ შედეგად უკიდურეს მარცხენა ფერს ვიღებთ, ხოლო 1.0-იქ შედეგად - უკიდურეს მარჯვენასმნიშვნელობები "id" ატრიბუტიდან წერტილებზე, ან ინდექსი, თუ ეს ატრიბუტი არ არსებობსმნიშვნელობა, რომლისგანაც საშუალო და მედიანა გამოითვლებამნიშვნელობები, რომელთაგანაც გამოანგარიშდება მინიმუმი და მაქსიმუმიმნიშვნელობები, რომელთაგანაც გამოითვლება სტანდარტული დევიაცია და დისპერსიაასაგროვებელი მნიშვნელობებიგარდასაქმნელი ვექტორიწვერო, რომელზეც კუთხეა მიმაგრებულიწვერო, რომლიდანაც უნდა მოხდეს მონაცემების ამოღება. ნაგულისხმებია წვერო კონტექსტიდანმაჩვენებელი არ მუშაობს, რადგან მოდიფიკატორი გათიშულიამაჩვენებელი არ მუშაობს, რადგან მოდიფიკატორის მიერ გამოყენებულ კვანძთა ჯგუფს გამონატანი არ აქვსნახატების ხილულობა ამ ჎იქ კვანძში თავის ნიღაბთა ქიაში არსებული შრეების ზემოქმედებას განიცდისროგორ ეპყრობა ბორკილი არა-თავისუფალი ღერძის ორიგინალ მასშტაბირებასეფექტის მარილიანობის/სიმშრალის შერევასისველის დონე, როდესაც ფერები ფონში გადასვლას იწყებსსიგანე ახლად შექმნილი ჯგუფის კვანძებისთვისსვეტების სიგანე თარაზული ქიიქ ხედებშიმოჭრილი მონაკვეთის სიგანეფანჯარას აქვს HDR გრაფიკის ბუფერი, რომელშიც ფერთა ფართო გამა და დინამიკური დიაპაზონი შეიძლება, ჩაიწეროს, გაფართოებულ sRGB ფერის სივრცეში.არეს თარაზული პოზიცია ფანჯარასთან მიმართებაშიმონაკვეთის თარაზული მდებარეობა ფანჯარასთან შეფარდებაშიარეს შვეული პოზიცია ფანჯარასთან მიმართებაშიმონაკვეთის შვეული მდებარეობა ფანჯარასთან შეფარდებაშისამყაროს მოცულობას ადრე არენდერებდა EEVEE ძველებური. წესიერად რომ დარენდერდეს, კონვერტირებაა საჭირო.თემათემა "{:s}" უკვე დაინსტალირებულია!3D სარკმლის თემათემის ფონური ფერითემის ძვალთა ფერების ნაკრებითემის კლიპების რედაქტორითემის კოლექციის ფერითემის კონსოლითემის საექსპოზიციო ფურცელითემის ფაილის ბრაუზერიგრაფიკების რედაქტორის თემათემის გამოსახულების რედაქტორითემის ინფორმაციაკვანძების რედაქტორის თემათემის არაწრფივი ანიმაციათემა მონახაზითემის სასურველი პარამეტრებითემის თვისებებითემის თანამიმდევრობის რედაქტორითემის სივრცეთემის სივრცის ანაწყობებითემის ელცხრილითემის ქტატუქიქ ზოლითემის ლენტის ფერითემის ტექსტური რედაქტორითემის ზედა ზოლითემის მომხმარებლის ინტერფეისითემის ვიჯეტის ფერთა ნაკრებითემის ვიჯეტის მდგომარების ფერითემის ფერი, ან ძვლის მორგებული ფერითემის თვისებები რედაქტორის ხშირად გამოყენებული მონაკვეთებისთვისთემის თვისებები, რომლებიც სხვადასხხვა რედაქტორებს საზიარო აქვთთემის ანაწყობები შრიფტისთვისთემის ანაწყობები ინფორმაციისთვისთემის ანაწყობები აქტივების თაროებისთვისთემის ანაწყობები ფონის ფერებისა და გრადიენტისათვისთემის ანაწყობები ძვლების ფერთა ნაკრებებისთვისთემის ანაწყობები კოლექციის ფერებისთვისთემის ანაწყობები რედაქტორთა საერთო მონაკვეთებისთვისთემის ანაწყობები ლენტების ფერებისთვისთემის ანაწყობები სტილის ნაკრებებისთვისთემის ანაწყობები 3D სარკმლისთვისთემის ანაწყობები Blender-იქ უპირატესი პარამეტრებისთვისთემის ანაწყობები კონსოლისთვისთემის ანაწყობები საექსპოზიციო ფურცლისთვისთემის ანაწყობები ფაილის ბრაუზერისთვისთემის ანაწყობები გამოსახულების რედაქტორისთვისთემის ანაწყობები ვიდეო კლიპების რედაქტორისთვისთემის ანაწყობები NLA რედაქტორისთვისთემის ანაწყობები კვანძების რედაქტორისთვისთემის ანაწყობები მონახაზისთვისთემის ანაწყობები თვისებებისთვისთემის ანაწყობები თანამიმდევრობის რედაქტორისთვისთემის ანაწყობები ელცხრილისთვისთემის ანაწყობები ქტატუქიქ ზოლისთვისთემის ანაწყობები ტექსტური რედაქტორისთვისთემის ანაწყობები ზედა ზოლისთვისთემის ანაწყობები გრაფიკების რედაქტორისთვისთემის ანაწყობები მომხმარებლის ინტერფეისის ელემენტებისთვისთემის ანაწყობები ვიჯეტების ფერთა ნაკრებებისთვისთემის ანაწყობები ვიჯეტის მდგომარეობების ფერებისთვისთემებიTheoraარსებობს ჯგუფის გამონატანის რამოდენიმე კვანძი და ეს კვანძი აჼტიური არააშენატანები არაა.არ არსებობს მონაცემთა აჼტიური ბლოკიოპერირებისთვის ანიმაციის მონაცემები არ არისაქტივთა ბიბლიოთეკა მოსაცილებლად არ არისგაფართოების საცავი მოსაცილებლად არ არისშრე '%s' არ არსებობსამ კონტექსტში მშობელი ჯგუფის კვანძი არ არსებობსაქტიური ატრიბუტი უნდა არსებობდესერთი სამომხმარებლო საცავი მაინც უნდა იყოს დაყენებული, რომელშიც გაფართოებები უნდა დაინსტალირდესმოხდა ჩასოლვის {:d} შეცდომა უცნობი მიზეზებით.ესენი საჭიროებს ავტოჩასოლვას:თეტამსხვილინაგულისხმებზე უფრო მსხვილი ხაზებისისქესისქის ჩაჭერასისქის კოეფიციენტისისქე ჩრდილისგანსისქის მაქსიმუმისისქის მინიმუმისისქის რეჟიმისისქის მოდიფიკატორებისისქე ახლოსგარე სისქესისქის პოზიციასისქის პროფილისისქის თანაფარდობასისქის ფორმასისქის სიძლიერესისქე დაფუძნებული მონასმის მიმართულებაზესისქის გამოთვლა შეზღუდვების გათვალისწინებით, ყველაზე მაღალგანვითარებულისისქის კოეფიციენტისისქის კოეფიციენტი გამოსაყენებელი წვეროთა ჯგუფის ნულოვანი გავლენისთვისსისქის მოდიფიკატორი '%s' ვერ მოცილდასისქის მოდიფიკატორის ტიპისისქის მოდიფიკატორები ხაზის ქიქჼიქ შესაცვლელადანოტაციის მონასმების სისქეთმის თითოეული ღერის სისქესარკმელში ასახული კვამლის სისქეაფსკის სისქე ნანომეტრებშიმოხაზულობის მონასმის სისქე ამჟამინდელი ფუნჯის სისქესთან მიმართებაშიპერიმეტრის მონასმის სისქეკარკასის სისქემოცულობის ასახვის სისქე სარკმელშისილუეტებისა და სასაზღვრო წიბოების ქიქჼიქ პოზიცია (გამოყენებადია მაშინ, როცა უბრალო გადაჯაჭვა გამოიყენება ვარიანტით 'იგივე ობიექტი')სისქე: %s, სიღრმე: %sწვრილითხელი აფსკითხელი აფსკის IORთხელი აფსკის სისქენაგულისხმებზე უფრო წვრილი ხაზებიმესამებრაუნ-კონრადის მეოთხე რიგის რადიალური გამრუდების მესამე კოეფიციენტიმესამე რიგის მრავალწევრიანი რადიალური გამრუდების მესამე კოეფიციენტიმესამედებიეს აქტივი შენახულია მიმდინარე blend ფაილშიპროცედურულ კონტექსტში ამ ატრიბუტზე წვდომა არ არისძვალთა ეს კოლექცია გაფართოებულია ძვალთა კოლექციების იერარქიულ ხედშიეს channelbag ამ ლენტს არ ეკუთვნისეს კოლექცია ლოკალურ არმატურაშია, ან ბიბლიოთეკის უკუგდების საშუალებითაა დამატებული მიმდინარე blend ფაილშიეს კოლექცია მიმდინარე blend ფაილში ბიბლიოთეკის უკუგდების მეშვეობითაა დამატებულიეს ფერი განსაზღვრავს თეთრს ლენტშიამ მონაცემებს რედაქტირების რეჟიმში შეერთების მხარდაჭერა არ აქვსამ მონაცემთა ბლოკს ქმედებათა სლოტი არ აქვს მიკუთვნებულიეს მონაცემთა ბლოკი არიქ დროებითი ჩამნაცვლებელი უპოვნელი მიბმული მონაცემებისთვის (ე.ი. ეს არიქ [უკუგდება] მიბმული მონაცემებისთვის, რომლებიც ვეღარ იძებნება)ეს მონაცემთა ბლოკი რედაქტირებადია მომხმარებლის ინტერფეისში. დაკავშირებული მონაცემთა ბლოკები არაა რედაქტირებადი, გარდა იმ შემთხვევებისა, როცა რედაქტირებად აქტივებად ჩაიტვირთა.მონაცემთა ეს ბლოკი ბმულით დაკავშირებულია და შეფუთულია .blend ფაილშიეს მონაცემთა ბლოკი არიქ არა დამოუკიდებელი, არამედ სხვა ID-იქ ქვემონაცემი (ტიპიური მაგალითი: ძირეული კვანძოვანი ხეები, ან მმართველი კოლექციები)ეს მონაცემთა ბლოკი შესრულების მონაცემებია, ანუ .blend ფაილში არ შეინახება. გაითვალისწინე, რომ მაგ.: შეფასებული ID-ები ყოველთვის გაშვების დროისაა, ასე რომ, ეს მნიშვნელობა მხოლოდ მონაცემთა მთავარი ბაზის მონაცემთა ბლოკებშია რედაქტირებადი.მახასიათებელთა ეს ნაკრები, წესიერად რომ იმუშავოს, დამოკიდებულია შემდეგ მახასიათებელთა ნაკრებზე:ამ მახასიათებელთა წყება სწორად ვერ ჩაიტვირთა.მახასიათებელთა ეს ნაკრები საჭიროებს Blender {:s}-ქ, ან უფრო ახალს, რათა წესიერად იმუშავოს.ამ ფაილს მართავს Blender-იქ აქტივთა სისტემა და უკუგდებული ვერ იქნებაამ ფაილს Blender-იქ აქტივთა სისტემა მართავს. შესაძლებელია მხოლოდ მისიამ ფაილს მართავს აქტივთა სისტემა, მასზე გადაწერა შეუძლებელია (შესაძლებელია "შეინახე, როგორც" გამოიყენო)ეს ფაილი ოფლაინშიაეს ფაილი მხოლოდ წაკითხვადიაეს ფაილი შენახულია Blender-იქ უფრო ახალ ვერსიაში (%s).ეს შეზღუდული სისტემური ფაილიაეს სპეციალური სახაზავის შრეაეს არიქ მანძილი ჼარიქ მიმართულებით მდებარე ნაპირამდე, რომელსაც ქარიანობის მანძილი ეწოდება, ანუმანძილი, რომელზეც ჼარი მუდმივი სიჩქარით უბერავს. გამოიყენება 'JONSWAP' და 'TMA' მოდელების მიერ.ეს ხელმისაწვდომი ფორმებიდან ყველაზე არაეფექტურია და მხოლოდ მაშინ უნდა იქნას გამოყენებული, როცა საჭიროა.ეს შრე ამ ქმედებას არ ეკუთვნისეს ბიბლიოთეკა წარმოადგენს შეფუთული დაკავშირებული ID-ებისთვის განკუთვნილ 'არქივის' ტიპის საცავს, რომელიც თავდაპირველად თავისი 'არქივის მშობელი' ბიბლიოთეკიდან იყო დაკავშირებული.ამან შეიძლება, მოულოდნელი ქცევა გამოიწვიოსეს მეტარიგი შეიცავს რიგის ძველ ტიპებს, რომლებსაც შეიძლება, ავტომატური აფგრეიდი ჩაუტარდეს rigify-ქ ახალი თვისებებისგან სარგებლის მისაღებად.ეს მეტარიგი საჭიროებს ძვალთა კოლექციებად აფგრეიდსეს მეტარიგი ქა჎იქ ძველ რიგს იყენებს.ეს მეთოდი მეშის კარგ 2D რეპრეზენტაციას იძლევაეს რეჟიმი წააგავს ეკრანში ხელის შეყოფასა და მოდელის დაჭერას. თუ 3D თაგვის ჎უფქ მარცხნისაკენ მიაწვები, მოდელი მარცხნივ წავა. თუ მარჯვნისაკენ - მარჯვნივეს რეჟიმი ავტოჩასოლვას საჭიროებს, რათა წესიერად იმუშავოსამ მოდიფიკატორს მხოლოდ სამართავი წერტილების დეფორმირება შეუძლია და არა შევსებული წირების/ზედაპირებისამ მოდიფიკატორს მხოლოდ შევსებული წირების/ზედაპირის დეფორმირება შეუძლია და არა სამართავი წერტილებისამ მოდიფიკატორს აქვს გამოცხობილი მონაცემებიეს მოდიფიკატორი აქტიურიამოდიფიკატორის ეს ოპერაცია რედაქტირების რეჟიმიდან დაშვებული არააქა჎იქ მონოლითური რიგი არარეკომენდირებულია.ამისთვის საჭიროა ლოკალური არმატურა, ან უკუგდებაეს კვანძი განსაზღვრავს შეკვრის სიგნატურას, რომელიც სხვა კვანძების მიერ უნდა იქნას გამოყენებულიეს კვანძი განსაზღვრავს ჩაკეტვის სიგნატურას, რომელიც სხვა კვანძების მიერ უნდა იქნას გამოყენებულიამ კვანძს არ აქვს გასაცვლელი შენატანი კავშირებიამ კვანძს არ აქვს გასაცვლელი შენატანებიეს კვანძი ჯუფიქ გამონატანის კვანძთან უნდა დაკავშირდესეს ობიექტი შედგენილი ფორმის ნაწილიაეს ოპერაცია რედაქტირების რეჟიმში მხარდაჭერილი არააეს ოპერატორი მხოლოდ პოზირების, ან არმატურის რედაქტირების რეჟიმში მუშაობსეს ოპერატორი აჼტიურ წვეროს (ბოლოს მონიშნულს) საჭიროებსუკუგდების მონაცემთა ეს ბლოკი საჭირო ა჌არაა, მაგრამ აღმოჩენილი იქნა, როგორც მომხმარებლის მიერ რედაქტირებულიუკუგდების მონაცემთა ეს ბლოკი გამოუყენებელიაუკუგდების ეს თვისება ამჟამინდელ მონაცემებში არ არსებობს, .blend ფაილის შემდეგი შენახვისას წაიშლებაპოზის ეს აქტივი ცარიელია, შესაბამისად, პოზა არ აქვსამ თვისების ანიმაცია შეუძლებელია, რადგან სწორად არ განახლდებაეს თვისება მხოლოდ შიდა მოხმარებისთვისაა და ვერ რედაქტირდებაეს თვისება გამოიყენება მხოლოდ ობიექტის არეს დასაქეშირებლად მოგვიანებით გამოთვლისთვისამ მონაკვეთს არ აქვს პანელების კატეგორიათა მხარდაჭერარიგის ეს ტიპი არ ამატებს ORG თავსართს.ეს სკრიპტი დაწერილია Blender-იქ ვერსიისთვის {:d}.{:d}.{:d} და შეიძლება, (სწორად) არ ფუნქციონირებდეს, თუმცა, ჩართულიაეს სლოტი (%s) მინიჭებულ ქმედებას არ ეკუთვნისეს სლოტი (%s) ამ მონაცემთა ბლოკის ტიპისთვის (%c%c) შეუფერებელიაეს სლოტი ამ ქმედებას არ ეკუთვნისეს სლოტი არაა ამ მონაცემთა ბლოკის ტიპის (%c%c) შესაფერისიეს ბუდე განკუთვნილია თავისი პანელისკოლონტიტულში გადამრთველის სახით გამოსაყენებლადეს ლენტი ამ შრეს არ ეკუთვნისამ ლენტის ტიპის დროში ხელახალი განაწილება შეუძლებელიაეს ტექსტი შეუნახავიაეს ზონა განსაზღვრავს ჩაკეტვის სიგნატურას, რომელიც სხვა კვანძების მიერ უნდა იქნას გამოყენებულითაუნაკადინაკადებინაკადების რეჟიმისამი დონეიატაკის ორიენტირებისთვის საჭიროა სამი კვალი შეკვრებითმიჯნამიჯნა, რომლიც მიღმაც შევსება არ ვრცელდებამიჯნა, რომლის ქვემოთ გამკვეთრება არ ხდებაავტომატური შერწყმის მიჯნის მანძილიმიჯნის მანძილი, რომლიდანაც მოცილდება ნაწილაკებიფარგლები პირგადადებული გეომეტრიის შემოწმებისთვისმიჯნა კიდის აღმოჩენის ალგორითმისთვის (უფრო მაღალმა მნიშვნელობებმა შეიძლება, გამოსახულების გარკვეული ნაწილი ზედმეტად გააბუნდოვანოს)მიჯნა კიდის აღმოჩენის ალგორითმისთვის (უფრო მაღალმა მნიშვნელობებმა შეიძლება, გამოსახულების გარკვეული ნაწილი ზედმეტად გააბუნდოვანოს). ეხება მხოლოდ საბოლოო რენდერსმიჯნა მონასმების გადაკვეთისათვისგამარტივების ალგორითმისთვის გამოყენებული მიჯნა ეკრანის სივრცეში. ამ ფარგლებში მდებარე წერტილები იღებენ ისეთ მოპყრობას, თითქოს სწორ ხაზზე არიან ჩამწკრივებულები.ზღურბლური დონე ნაკვთის თვალის დევნებისთვის შესაფერისად ჩასათვლელადდატოტვის მიჯნამიჯნა მანძილისა ზედაპირის ახლოს, სადაც შეჯახებები ჯერ კიდევ მიიღება მხედველობაში (საუკეთესო შედეგები, როცა ნული არაა)თავდაპირველი მოძრაობის საჭირო მიჯნა მოწყობილობის უძრაობის პოზიციიდანმიჯნა, რომლის მიღმაც შემავსებელი ფერი გამჭვირვალედ ითვლებაზღვრული მნიშვნელობა სხვადასხვა წონების თანასწორად ჩასათვლელადმიკროასლებიტილდას ქმედებაფილაბადის ფორმის მიჯრაფილის ნომერიმიჯრის აცდენაფილების ზომამიჯრა X-ზემიჯრა Y-ზემიჯრა Z-ზემიჯრით გაამწკრივე X ღერძზემიჯრით გაამწკრივე Y ღერძზემიჯრით გაამწკრივე Z ღერძზეფილა მიჯრილ გამოსახულებაშიფილის ჭდეფილის მდებარეობა UV-ების მოსანიშნადმიჯრილიგამოსახულების მიჯრილი UDIM ტექსტურაფილებიგამოსახულების ფილებიმიჯრითმიჯრის აცდენა X ღერძისთვისგადახრაგადახრის ინტერპოლაციადახრილობის სიძლიერეგადახრა X-ზეგადახრა Y-ზეგადახრა 3D ხედშიწირის სამართავი წერტილების გადახრაგადახარე 3D ჏ირიქ მონიშნული საკონტროლო წერტილებიგადახრა:მერქანიდროახალიძველიდროის სწორებადროის წირიდროის დელტადროის განვრცობადროში გადახტომადროში გადახტომის დელტადროის ლიმიტიდროის რეჟიმიდროის მოდიფიკატორის სეგმენტიდროის აცდენატაიმაუტიდარჩენილი დრო: {} გასული დრო: {}დროის ხელახალი დატანადროის სკალადროში მონაცვლეობითიდროის გაცურებადროის ნაბიჯიდროის გაწელვადროის გადატანადროის ერთეულიჩამკეტის დახურვის დროჩამკეტის გახსნის დროდრო ელასტიკური აჩქარების ნახტომებს შორისჩამკეტის გახსნა-დახურვისთვის საჭირო დრო კადრებშიდროში დაყოვნება 1/10 წამში ქვედონის მენიუების ავტომატურად გახსნამდედროში დაყოვნება 1/10 წამში ზედა დონის მენიუების ავტომატურად გახსნამდედრო, რომელიც მოდიფიკატორს გამოსათვლელად დაჭირდა, წამებში. ეს მხოლოდ გამოთვლილ ობიექტებზე ყენდება. თუ პარალელურად რამდენიმე მოდიფიკატორია გაშვებული, შესრულების დრო საიმედო საზომი არაა.სექტორული მენიუს ჩამოშლილ მდგომარეობამდე სრულად ანიმირებისათვის საჭირო დრო (წამის 1/100-ში)სოლის დრო სიმულაციის განმავლობაშითაგვის მდებარეობის დროდროითი აცდენა ხმაურის ეფექტისთვისGL ტექსტურის ბოლო წვდომიდან გასული დრო წამებში, რიქ შემდეგაც იგი გამოთავისუფლდება (დააყენე 0-ზე, რათა ტექსტურების ალოკაცია შენარჩუნდეს)დრო წამებში GL წვეროს ბუფერის ობიექტის ბოლო წვდომის შემდეგ, რიქ შემდეგაც იგი გამოთავისუფლდება (დააყენე 0-ზე VBO ალოკაციის შესანარჩუნებლად)დრო ბოლო ნაბიჯიდან წამებშიმოძრაობის წინა მოვლენიდან გასული დრო (წამებში)დრო ტაიმერის ჩართვიდან წამებშიდრო განსაზღვრული კადრებში, სცენის კადრთა სიხშირეზე დაყრდნობით წამებად კონვერტირებულიწამებში განსაზღვრული დროდრო განსაზღვრული წამებში, სცენისგან დამოუკიდებელიდროის ნაბიჯი ადვექციისთვის, წამებშიდროის საფეხურთა დიაპაზონი, რომელიც აკონტროლებს ტელეპორტაციის რკალის პარაბოლასჩამკეტის გახსნასა და დახურვას შორის გასული დრო კადრებშიხედის ანიმაციის დრო მილიწამებში, ნული გასათიშადწინ გასახედი დრო წამებშინიღბის ანიმაციისთვის გამოსაყენებელი დროდრო/დაყოვნება (მწმ-ებში) ორმაგი დაწკაპუნებისთვისდრო:დრო: %.3f %sდრო: %s %sდრო: +%.3f %sდრო: +%s %sდროითი აცდენადროში გაცურება: %sდროის კოდიდროის კოდის ინდექსიდროის საზომის სტილიდროის ზოლიდროის ზოლის კადრიდროის ზოლის მარკერებიდროის ზოლის გადაფარების ანაწყობებიმარცხენა სახელურის დროის ზოლის კადრი და ლენტის ქა჏ყიქი კადრიმარჯვენა სახელურის დროის ზოლის კადრი, რომელიც პირველი კადრია რომლიდანაც ლენტი წყვეტს ნაწარმში წვლილის შეტანასდროის ზოლის კადრი, რომლითაც ძირეული ლენტის წყარო იწყებადროის ზოლის კადრი, რომლითაც ძირეული ლენტის წყარო მთავრდებადროის ზოლის მარკერი '%s' ქმედებაში '%s' ვერ მოიძებნადროის ზოლის მარკერი '%s' სცენაში '%s' ვერ მოიძებნაწამმზომიტაიმერი (წუთები)დროის მასშტაბიდროის შტამპიდროის შტამპის წაკითხვა წარუმატებელიადროის საფეხურიდროის საფეხურების მაქსიმუმიდროის გამრუდების ვიდეო ლენტები, ამოდიფიცირებს დაკვრის სიჩქარესდროში განაწილებადროში განაწილებებიშეფერილობაშეფერვის ფერიშეფერვის კოეფიციენტიშეფერვის რეჟიმიშეფერე დიელექტრიკული ანარეკლი ნორმალის ვარდნილთან მხატვრული ქა჎იქ კონტროლისთვის, და ლითონური ანარეკლი განაპირა არესთან, რათა დაასიმულირო გარდატეხის ინდექსიშეფერე ანარეკლი განაპირა არესთან, რათა დაასიმულირო გარდატეხის რთული ინდექსიშეფერე მონასმების ფერიშუქციმებსა და ჩრდილებს ცალცალკე ანიჭებს სხვადასხვა ელფერს.შეფერავს კაშკაშს. განიხილე კაშკაშის ქი჎აქ჎აქიქ მოკლება უფრო აკურატული შეფერვისთვისპაწიაპაწია პრიმ.-ების გამოხშირვაწვეტიწვეტის კონტროლიწვეროს დიამეტრიბოლოს მიმართულებაბოლოს ინდექსიდაბოლოების სიგრძებოლოს პოზიციაწვეროს მომცილებელიწვერის სიმრგვალეწვერის მასშტაბი X-შიბოლოს მონიშვნაწვერების გაშლაწვეტის მონიშვნის რეჟიმისათაურისათაურის რეგისტრიტიტრებისთვის უსაფრთხო მინდვრებისათაური ფაილების ბრაუზერისთვისწმზწმზ0წმზ1წმზ2წმზ-დავალებაწმზ-მონაკვეთიწმზ-პატაკიწმზ-შენახვა-მდე3Dკურსორსყველასყველა მონიშნულთანქვევითსამართავებთანმიმდინარე კადრისკენგრადუსების რეჟიმიუკანასკნელ საკვანძო ფაზამდედაკავშირებულსდაუმაგრებელსმაქსიმუმამდემაქსიმალური X-ისკენმაქსიმალური Y-ისკენმაქსიმალური Z-ისკენმინიმუმამდემინიმალური X-სკენმინიმალური Y-სკენმინიმალური Z-სკენმომდევნო საკვანძო ფაზამდეთანმიმდევრობაზეწინასწარ გამრავლებულადრადიანების რეჟიმიბუდეშიგამოტოვებებადსფეროდსფეროდ: %.4f %sსფეროდ: %s %sსწორადტაბებადზევითიმისათვის, რომ სასურველ პარამეტრებში შეტანილი ცვლილებები სამუდამო გახდეს, გამოიყენე "შეინახე სასურველი პარამეტრები"იმისათვის, რომ სასურველ პარამეტრებში შეტანილი ცვლილებები სამუდამო გახდეს, გამოიყენე "შეინახე სასურველი პარამეტრები".იმისათვის, რომ სასურველ პარამეტრებში შეტანილი ცვლილებები სამუდამო გახდეს, გამოიყენე "შეინახე სასურველი პარამეტრები". ფრთხილად: შენი ფაილი შეუნახავია! გაგრძელება უგულვებელყოფს შეტანილ ცვლილებებს.იმისათვის, რომ რენდერები უწინდელ სამუშაო სივრცეს მაქსიმალურად შეესატყვისებოდეს, ყველა მასალის, სინათლისა და გეომეტრიის ფერი უნდა დაკონვერტირდეს. კვანძთა ზოგი გრაფიკი ზუსტად ვერ კონვერტირდება და შესაძლოა, ხელით შესწორება დაჭირდეს.კვანძსბუდესდღესფეხის თითითითის წვერის ტრიალიშეყრაგადართვაგადართე 3D სტერეოს მხარდაჭერა ამჟამინდელი ფანჯრისთვის (ან შეცვალე ასახვის რეჟიმი)გადართე დამატება/მოკლება წონის ხატვის ხელსაწყოსთვისყველას გადართვაძვლის პარამეტრების ვარიანტებიკომენტარების გადართვადასრულების გადართვაგადართვა თავისუფალზე/გასწორებულზეგადართე მიმდინარე კლიპის რედაქტორის მონიშვნის დაბლოკვის ვარიანტიგადაფარებების გადართვაპროფილის მოკვეცის გადართვარენდერის გამოყენების გადართვამონიშვნის გადართვამონიშვნის გადართვამიკვრის გადართვადაწყებას გადართვაგადართე სისტემური კონსოლივექტორის გადართვასარკმლის გამოყენების გადართვახილულობის გადართვაგადამრთველების ვიჯეტების ფერებიგადართე კონტექსტის მნიშვნელობაგადართე მეტა-ლენტი (მასში მოქცეულ ლენტების რედაქტირებისთვის)გაააქტიურე კონკრეტული მაჩვენებლის კვანძი 1,2,..,9 კლავიშების გამოყენებითგადართე ანიმაციის დაკვრა ('Shift-გამოტოვება' ხელსაწყოების, ან ფუნჯის აქტივის კონტექსტური მენიუსათვის)გადართე ვექტორსა და ავტოსახელურებს შორისგადართე ოთხკუთხა მონიშვნაგადართე კატალოგის ხილულობა აქტივთა თაროშიგადართე პირგადადების ჩაჭერის დროშაგადართე ჩაშლილი კვანძები და დამალე გამოუყენებელი ბუდეებიგადართე მონიშნული კვანძების ჩამოშლაგადართე ფერთა გრადაციის ოპერაციებიგადართე წრებრუნვა მონიშნული სფლაინებისთვისგადართე გათიშული დროშა მონიშნული მარკერებისათვისგადართე მონიშნული ობიექტ(ებ)იქ ცალკე და ხედის ცენტრში ჩვენებაგადართე არჩეული არიქ სრულ ეკრანზე ჩვენება/გამაქსიმალურებაგადართე რედაქტირებადობა მონიშნულ არხებზეგადართე ჩამოთვლადიგადართე გრიზ ფენსილის შრეების მინავლება, გარდა აქტიურისაგადართე შრიფტიქ რეგისტრიგადართე შრიფტიქ სტილიგადართე გეომეტრიის გაშემთხვევითება ხარვეზების აღმოფხვრისათვისგადართე მიზიდულობის ეფექტიგადართე გამაგრებული ნორმალების დროშაგადართე დამალული წერტილიანი ფაილების დამალვაგადართე გავლენის ქვეშ მოქცეული ნორმალების შებრუნებაგადართე საკვანძო ფაზების მონიშვნა, მხოლოდ ახლად მონიშნულ საკვანძო ფაზათა დატოვების მაგივრადგადართე დაბლოკვის დროშა მონიშნული ბილიკებისთვისგადართე ყველა ბლოკი და შეაქციე აჼტიური ობიექტის წვეროთა მოუნიშნავი ჯგუფებიგადართე აჼტიური ობიექტის წვეროთა ყველა ჯგუფის ბლოკიგადართე აჼტიური ობიექტის წვეროთა მონიშნული ჯგუფების ბლოკებიგადართე აჼტიური ობიექტის წვეროთა მოუნიშნავი ჯგუფების ბლოკებიგადართე ნაკერების აღნიშვნის დროშაგადართე მკვეთრად აღნიშვნის დროშაგადართე მასალის გადახედვის შეფერადებაგადართე მონიშნული კვანძების ჩახშობაგადართე ობიექტის რედაქტირების რეჟიმიგადართე ობიექტის ძალის ველიგადართე იერარქიის გახსნა/დახურვაგადართე ვარიანტების ღილაკების ასახვა მონიშნული კვანძებისათვიოსგადართე აკრეფვისას ზედ გადაწერაგადართე ნაწილაკის რედაქტირების რეჟიმიგადართე გადახედვის ეკრანი მონიშნული კვანძებისთვისგადართე დარენდერებული შეფერადებაგადართე ძერწვის რეჟიმი 3D ხედშიგადართე მონიშნული მაჩვენებლის კვანძი კომპოზიტორსა და გეომეტრიის კვანძებშიგადართე მონიშვნა ყველა ელემენტისთვისგადართე ანიმაციის ყველა არ჎იქ მონიშვნაგადართე ყველა საკვანძო ფაზის მონიშვნაგადართე ყველა ძვლის მონიშნულობის სტატუსიგადართე შეფერადების ტიპი 3D სარკმელშიგადართე რენდერის ჩვენებაგადართე მყარი შეფერადებაგადართე მითითებული ანაწყობი ანიმაციის ყველა მონიშნულ არხზეგადართე ლენტის კავშირებიგადართე ტექსტის რედაქტირებაგადართე ტექსტურის ხატვის რეჟიმი 3D ხედშიგადართე საგნების მონახაზში მონიშვნაგადართე კამერის ხედიგადართე მიმდინარე ფანჯრის სრულ ეკრანზე ჩვენებაგადართე მონაკვეთის სწორება (მარცხენა/მარჯვენა, ან ზედა/ქვედა)გადართე მონიშვნაგადართე მონიშვნის რეჟიმიგადართე წვეროთა მოხატვის რეჟიმი 3D ხედშიგადართე ფორმის ეს სოლიგადართე გამოუყენებელი კვანძის ბუდის ჩვენებაგადართე ხილულობაგადართე არხების ხილულობა გრაფიკების რედაქტორში რედაქტირებისთვისგადართე წონის ხატვის რეჟიმი 3D ხედშიგადართე მოცემული ტიპის აქტიურობასა და არააქტიურობას შორისგადართე კურსორის ქვეშ მყოფი ელემენტის გახსნილ-დახურული მდგომარეობაგადართე ზედაპირის დამუშავება, ან იგნორირებაგადართე აჼტიური მასალა ერთადერთია, რომელიც რედაქტირებადი და/ან ხილულია, თუ არაგადართე მასალის დაკავშირება ობიექტის მონაცემებსა და ობიექტის ბლოკს შორისგადართე მავთულბადისებური შეფერადებართავს შ.კ.-იქ ჯაჭვს ბრუნვასა და ღერძის სამიზნეს შორისმონაკვეთების გადართვა ზედა ზოლში ნებადართული არაატოლერანტობატოლერანტობა წვეროთა დუბლიკატების მოსაძებნადგანცალკევებული ელემენტებისადმი ტოლერანტულობა; უფრო დაბალი მნიშვნელობები ხმაურს ფილტრავს, ხოლო უფრო მაღალები შენატანთან მიახლოებულ წიბოებს წარმოქმნისტონალური დიაპაზონიტონიტონების გადანაწილების ალგორითმიტონების გადანაწილების მოდიფიკატორიწირის ტონიტონების რუკატონების რუკის ტიპიმეტრული ტონებიტონებილენტების მეტისმეტად ცოტა გროვაა მონიშნული NLA ბილიკში (%s): საჭიროა, რომ მონიშნული იყოს ზუსტად 2მეტისმეტად ცოტა მონიშვნაა შესარწყმელადლენტების მეტისმეტად ბევრი გროვაა მონიშნული NLA ბილიკში (%s): საჭიროა, რომ მონიშნული იყოს ზუსტად 2მონიშნულია მეტისმეტად ბევრი წერტილი: %dუკუგდების იერარქიისთვის მეტისმეტად ბევრი პოტენციური ძირეული კოლექციაა (%d), თუ შეიძლება, ამის ნაცვლად გამოიყენე მონახაზიხელსაწყოხელსაწყოს გიზმოხელსაწყოს კოლონტიტულიხელსაწყოს ინიციალიზაციახელსაწყოს კლავიშრუკა:ხელსაწყოს კლავიშებიხელსაწყოს რეჟიმიხელსაწყოების თვისებებიხელსაწყოს თვისების ინიციალიზებახელსაწყოს ანაწყობებიხელსაწყოთა ვიჯეტების ფერებიხელსაწყო ცარიელი სივრცით ვერ დაყენდებახელსაწყოს კვანძთა ჯგუფის აქტივები არაა კატალოგს მიკუთვნებული. კატალოგების მიკუთვნება შეიძლება აქტივთა ბრაუზერიდანხელსაწყო {!r} სივრცისთვის {!r} ვერ მოიძებნახელსაწყოთა ზოლიხელსაწყოთა ზოლი / გვერდითა ზოლიხელსაწყოების ზოლის საგანიხელსაწყოთა ზოლის საგნების ვიჯეტების ფერებიხელსაწყოთა ყუთის სვეტის განლაგებახელსაწყოებიხელსაწყოებს შეუძლიათ ამის გამოყენება მონაცემთათვის ტეგის მისანიჭებლად საკუთარი მიზნებისთვის (თავდაპირველი მდგომარეობაა განუსაზღვრელი)მინიშნებამინიშნების ფერებიმინიშნების სტილიმინიშნებებიმულტიპლიკაციური BSDFმულტიპლიკაციური BSDF კომპონენტი გამოსაყენებლადზედაზედა (X-Y)ზედა ზოლიზედა ათვლითი ზოლიზედა სიმაღლეზედა დონეზედა დონის მენიუს გახსნის დაყოვნებაზედა ხაზიზედა ორთოგრაფიულიზედა პერსპექტიულიზედა მარჯვენაზედა სიგანეჩატვირთვისას სწორება ზევითკენზედა ხაზი ხილულისიის თავიX ღერძზე დანიშნულებისკენ მოძრაობის ზედა დიაპაზონიX ღერძის წყაროს მოძრაობის ზედა დიაპაზონიY ღერძზე დანიშნულებისკენ მოძრაობის ზედა დიაპაზონიY ღერძის წყაროს მოძრაობის ზედა დიაპაზონიZ ღერძზე დანიშნულებისკენ მოძრაობის ზედა დიაპაზონიZ ღერძის წყაროს მოძრაობის ზედა დიაპაზონიზევიდან ქვევითზედა-მარცხენა 3D რედაქტორიმხოლოდ ზედა დონის ლენტებიჩალაგების საზღვრების ზედა მარჯვენა კუთხეზედა/ქვედატოპოლოგიატოპოლოგიის დიაგონალებიტოპოლოგიური მანძილიტოპოლოგიის ზეგავლენატოპოლოგიის რუკის შედგენატოპოლოგიური სარკეტოპოლოგიური მოხვეტატოპოლოგიური საფეხურიტოპოლოგია შეიცვალა, შეიძლება, მეშის გასამკუთხების გამო. მხოლოდ წვეროები წაიკითხება!ტორუსიჯამიჯამური ღირებულებატორუსის მთელი ექსტერიორის რადიუსიტორუსის მთელი შიდა რადიუსიჯამში დონეებიჯამური კუთხე ასლების მარაოსებურად გასაშლელად წრიულ რკალზეჯამში %d ფაილი | შეიცვალა %d | წარუმატებელი %dასხლტომების მაქსიმალური ჯამური რაოდენობანაწილაკების ჯამური რიცხვიწერტილების ჯამური რიცხვი ზედაპირისთვის U მიმართულებაზეწერტილების ჯამური რიცხვი ზედაპირისთვის V მიმართულებაზეაგების ეფექტისთვის საჭირო სრული დროსენსორული პანელისენსორული პანელის გადაფურცლვის მიმართულებამორგებული კამერისკენგადახატვაკადრის მიდევნებამიადევნე გამოსახულებას დაწყებული მიმდინარე გამოსახულების კადრიდანმიდევნების სიზუსტეთვალი მიადევნე მთელ თანამიმდევრობასმიადევნე სხივები ობიექტის შიდა ნაწილისკენმიადევნე გამოსახულების მიმდინარე კადრსმგეზავიმიდევნებამიდევნების მეთოდიგამოსახულების მოხაზულობის შექმნა...თვალის დევნებაბილიკი '%s' ადევნების ობიექტში %s ვერ მოიძებნათვალის დევნების ღერძიკამერის თვალის დევნებაბილიკის ინდექსიმოძრაობის თვალის დევნებაპოზიციის თვალის დევნებათანამიმდევრობის თვალის დევნებაბილიკის მიჯნამეთვალყურემეთვალყურე ბორკილითვალი ადევნე რაც შეიძლება, სწრაფადბილიკი დამალულიაბილიკი დაბლოკილიაკვალი დაბლოკილია და მისი ყველა ცვლილება - გათიშულიბილიკი მონიშნულიათვალი ადევნე მარკერს გამოსახულებათა თანამიმდევრობაში და არა ერთ გამოსახულებაშითვალის დევნების რეჟიმი იყენებს სრული ცხობის რეჟიმს:თვალი ადევნე ფაჼტურაქ მიმდინარე კადრიდან მომდევნო კადრამდეთვალი ადევნე ფაჼტურაქ მოცემული კადრიდან, როცა მარკერს თვალს ადევნებ მომდევნო კადრშითვალი ადევნე ფაჼტურაქ საკვანძო ფაზიდან მომდევნო კადრამდეთვალი ადევნე მონიშნულ მარკერებსთვალი მიადევნე მონიშნულ მარკერებს უკუსვლით ერთ კადრშითვალი მიადევნე მონიშნულ მარკერებს უკუსვლით მთელი კლიპის განმავლობაშითვალი მიადევნე მონიშნულ მარკერებს პირდაპირი მიმართულებით ერთ კადრშითვალი მიადევნე მონიშნულ მარკერებს პირდაპირი მიმართულებით მთელი კლიპის განმავლობაშიშვეული მეთვალყურე ბორკილითვალი მიადევნე ორმაგი სიჩქარითთვალი მიადევნე ნამდვილი დროის განახევრებული სისწრაფითთვალი მიადევნე ნამდვილი დროის მეოთხედი სისწრაფითთვალი მიადევნე ნამდვილი დროის სისწრაფითბილიკის ანკერული წერტილი მონიშნულიაბილიკის ფაჼტურიქ არე მონიშნულიაკვალის საძიებო არე მონიშნულიაბილიკი:ბურთულიანი მანიპულატორიბურთულიანი მანიპულატორი საშუალებას გაძლევს, ხედი ნებისმიერი კუთხით ატრიალომონიშნულ საგანთა ბურთულიანი მანიპულატორის სტილის ბრუნვაბურთულიანი მანიპულატორი: %.2f %.2f %sბურთულიანი მანიპულატორი: %s %s %sთვალსადევნები კადრებითვალსადევნებელი კვლებითვალის დევნებათვალის დევნების ღერძიასადევნებელი ობიექტიადევნების წინასწარი კონფიგურაციებითვალისდევნების ანაწყობებითვალის დევნების დამატებითი ანაწყობითვალის დევნების დამატებითი ანაწყობებიმარკერების თვალის დევნება...კვლებიბილიკების ასახვის ტიპიბილიკების ზომაბილიკები მდებარეობისთვისბილიკები ბრუნვა/მასშტაბირებისთვისბილიკები სტაბილიზაციისთვისიგივე ფერიანი კვლებიკომპრომისი დაშიფრვის სისწრაფესა და კომპრესირების ფარდობას შორისტრადიციულიგადაფურცლვის ტრადიციული მიმართულებამიმყოლი კვლების რიცხვიმიმყოლი კვალისავარჯიშო ნიმუშებიგადატანაგადაიტანე პ.კ.-იქ ანიმაცია შ.კ.-იქ ძვლებზეგადაიტანე Freestyle-იქ წიბოთა აღნიშვნაგადაიტანე Freestyle-იქ წახნაგის აღნიშვნაგადაიტანე შ.კ.-იქ ანიმაცია პ.კ.-იქ ძვლებზემხოლოდ მონიშნულის გადატანაგადაიტანე UV რუკები აქტიურიდან მონიშნულ ობიექტებზე (გეომეტრია უნდა ემთხვეოდეს)გადაიტანე UV შრეებიგადაიტანე UV ნაკერის აღნიშვნაგადაიტანე წვეროთა აჼტიური, ან ყველა ჯგუფიგადაიტანე ყველა ატრიბუტი ახალ მეშზეგადაიტანე მონაცემთა ყველა შრეგადაიტანე წვეროთა ყველა ჯგუფი გამიყენებუკი დეფორმირების ძვლების მიერგადაიტანე წვეროთა ყველა ჯგუფი გამოყენებული პოზის მონიშნული ძვლების მიერგადაიტანე დაცერობების წონებიგადაიტანე ფერის ატრიბუტებიგადაიტანე ნაკეცის მნიშვნელობებიგადაიტანე მორგებული ნორმალებიგადაიტანე მონაცემები აჼტიური ობიექტიდან მონიშნულ ობიექტებზეგადაიტანე მონაცემთა შრე(ები) (წონები, წიბოთა სიმკვეთრე, და სხვ.) აქტიურიდან მონიშნულ მეშებზეგადაიტანე მონაცემთა შრე(ები) (წონები, წიბოთა სიმკვეთრე, და სხვ.) მონიშნული მეშებიდან აჼტიურ მეშზეგადაიტანე ბრტყელი/გლუვი აღნიშვნაგადაიტანე მონიშნული ობიექტებიდან აქტიურზეგადაიტანე მონაცემთა ფენ(ებ)იქ განლაგება აქტიურიდან მონიშნულ მეშებზეგადაიტანე მხოლოდ მდებარეობის გარდაქმნაგადაიტანე მდებარეობის, ბრუნვისა და მასშტაბის გარდაქმნაგადაიტანე მასალები დაკავებული სლოტებიდან ნაწარმ მეშზე, საჭიროებისამებრ დაამატე ახალი მასალები. ცარიელი სლოტების შემთხვევაში დაუბრუნდი იმავე მასალის ინდექსს, რაც ოპერანდის მეშს აქვს.გადმოიტანე მოძრაობა სხვა მეშიდანგადაიტანე მხოლოდ ბრუნვის გარდაქმნაგადაიტანე მხოლოდ მასშტაბის გარდაქმნაგადაიტანე მხოლოდ მონიშნული ძვლებიმონაცემთა რამოდენიმე ტიპის (წვეროთა ჯგუფების, UV რუკების, წვეროთა ფერების, მორგებული ნორმალების) გადატანა ერთáƒ˜ მეშიდან მეორეზესიმკვეთრის აღნიშვნის გადატანაგადაიტანე დაყოფის ნაკეცთა მნიშვნელობებიგადააქვს პ.კ. ანიმაცია შ.კ.-ზეგარდაქმნაგარდაქმნის ქეშიგარდაქმნის ქეშის ბორკილიგარდაქმნის არხიკოორდინატთა სისტემის გარდაქმნა რადიალური მიჯრისთვისკურსორის გარდაქმნადელტა გარდაქმნაგარდაქმნის მიმართულებაგეომეტრიის გარდაქმნაგარდაქმნის გიზმოგარდაქმნის მატრიცაგარდაქმნის რეჟიმიAlt-ით ნავიგაცია გარდაქმნისასგარდაქმნის ობიექტიგარდაქმნის ორიენტაციის სლოტებიგარდაქმნების ორიენტაციებისათავეების გარდაქმნამშობლების გარდაქმნაბრუნვის ცენტრალური წერტილის გარდაქმნაგარდაქმნის წერტილიგარდაქმნილი პოზაგარდაქმნის გადახედვაგარდაქმნის ეტალონიგარდაქმნის ნიმუშებიგარდაქმნის სივრცეგარდაქმენი მიმართულების ვექტორიგარდაქმენი მიმართულების ვექტორი (მდებარეობა იგნორირებულია)გარდაქმენი ნორმალის ვექტორი ერთეულის სიგრძითგარდაქმენი წერტილიგარდაქმენი ტექსტურა ტექსტურის კოორდინატის შებრუნებული განაწილებითგარდაქმენი ერთეულის ნორმალის ვექტორი (მდებარეობა იგნორირებულია)გარდაქმენი ყველა კუნძული ისე, რომ UV/UDIM სივრცე რაც შეიძლება, მეტად შეავსონგარდაქმნის ღერძი, რომლითაც უნდა შეიზღუდოს ეფექტებიგარდაქმნის არხიგარდაქმენი დუბლირებული საკვანძო ფაზებიგარდაქმენი ბადის ინდექსის სივრციდან ობიექტის სივრცედგარდაქმნა დაყენებულია ისე, რომ მხოლოდ მდებარეობაზე მოახდინოს გავლენაგარდაქმენი მარკერებიც და ლენტებიცგარდაქმენი ობიექტთა სათავეები, ხოლო ფორმები დატოვე თავიანთ ადგილებზეგარდაქმენი პარამეტრები თანამიმდევრობის ლენტისთვისგარდაქმენი მონიშნული საგნები რეჟიმის ტიპის მიხედვითმონასმის ტექსტურის კოორდინატების გარდამქმნელი მოდიფიკატორიUV რუკის გარდაქმნა ორ ობიექტს შორის სხვაობის გამოყენებითისე გარდაქმენი ძვალი, თითქოს მორგებული ფორმის გარდაქმნის ძვლის შვილობილი იყოს. ეს შეიძლება, გამოსადეგი იყოს ფორმის სოლებისა და არმატურის დეფორმაციების კომბინირებისას.გარდაქმენი შენატანი მთავარ გეომეტრიასთან მიმართებაშიგარდაქმენი შემავალი ვექტორი გადაადგილების, ბრუნვისა და მასშტაბირების გამოყენებითგარდაქმენი მშობლები, ხოლო შვილობილები დატოვე თავიანთ ადგილებზეგარდამქმნელ ხელსაწყოებზე ეს ბორკილიც ახდენს გავლენასგარდაქმნა:გარდაქმნაგარდაქმნის ბორკილიგარდაქმნის რეჟიმიგარდაქმნის არ჎ი სამიზნედან, რომელიც გამოიყენება ქმედების ჩასოლვისთვისგარდაქმნის მატრიცა, რომელიც შეიცავს ობიექტის მდებარეობას, ბრუნვასა და მასშტაბსგარდაქმნის მატრიცა ვოქსელის ინდექსიდან ობიექტის სივრცემდეგარდაქმნის წინასწარ გამოსაყენებელი მატრიცათითოეული ინსტანციის გარდაქმნა გეომეტრიის კონტექსტიდანგარდაქმნის ორიენტაციაგარდაქმნებიგარდაქმნებზე ეს ბორკილიც ახდენს გავლენასგარდაქმნებში არ შედის დაქვემდებარება/უძრაობის პოზა, ან ბორკილებიგარდაქმნებში შედის ბორკილების ეფექტები, მაგრამ არა დაქვემდებარება/უძრაობის პოზაგარდაქმნები მოიცავს დაქვემდებარების/უძრაობის პოზისა და ბორკილების ეფექტებსგარდაქმნის წერტილებს ობიექტის სივრციდან ხედის სივრცეში, სარკმლის მდებარეობისა და ბრუნვის გამოყენებითგარდაქმნის წერტილებს ხედის სივრციდან მონაკვეთის სივრცეში ("კლიპის სივრცე", ან "მოწყობილობის ნორმალიზებული კოორდინატები")გარდასვლაგარდასვლის ლენტიგარდასვლებიმონიშნული გარდასვლებიგადაადგილებაინსტანციების გადაადგილებაინტერფეისის თარგმნაახალი სახელების თარგმნასათავის გადაადგილებაპატაკების თარგმნაძირების გადაადგილებამინიშნებების თარგმნაგადაადგილება X-ზეგადაადგილება Y-ზეთარგმნე დამატებითი ინფორმაცია, როგორიცაა შეტყობინებები შეცდომების შესახებთარგმნე ყველა ჭდე მენიუებში, ღილაკებსა და პანელებში (გაითვალისწინე, რომ ამან შეიძლება, გაართულოს გაკვეთილების, ან სახელმძღვანელოს მიყოლა)გადააადგილე და აბრუნე წირები ობიექტის ორიგინალსა და გამოთვლილი ზედაპირის მეშს შორის ცვლილებებზე დაყრდნობითგადააადგილე სათავე და არა მონიშნული ელემენტიგადააადგილე ძირეული (ანუ უმშობლო) ძვლები არმატურის სათავისკენთარგმნე UI-ქ ელემენტებთან მიტანისას გამოტანილი აღწერილობები (სასურველი)თარგმნე მონაცემთა ახალი ბლოკების სახელები (ობიექტები, მასალები...)წერტილების ნაკრების თავდაპირველი გადაადგილება ფუნჯის ჏რიქ ფარგლებშიგადაადგილება, ორიენტირება, მასშტაბიგადაადგილება, ბრუნვა, მასშტაბიგადააადგილე, აბრუნე, ან დაამასშტაბირე გეომეტრიათარგმანითარგმნის განშტოებების დირექტორიათარგმანის კონტექსტითარგმანების ძირეული საქაღალდეგადაადგილების თვალის სადევნებელი სპეც. ხელსაწყოებიგადაადგილების ბილიკებითითოეული ასლისთვის აკუმულირებული გადაადგილებათვისების სახელის თარგმანის კონტექსტიშრის გადაადგილებაშუქგამტარი BSDFგავლაგავლების ასხლტომებიგავლის ფერიგავლის სიღრმეგავლა პირდაპირიგავლის კოეფიციენტიგავლა ირიბიხილულობა გავლისთვისგადაცემის წონაგამვლელი სინათლის მამრავლიგავლაგამჭვირვალობაგამჭვირვალობის პირგადადებახატულების გამჭვირვალობა ინტერფეისში, კონტრასტის შესამცირებლადგამჭვირვალობა გარდატეხის გარეშე, პირდაპირ ზედაპირის მიღმა გადის, თითქოს გეომეტრია არ არსებობდესგამჭვირვალეგამჭვირვალე BSDFგამჭვირვალე ფონიგამჭვირვალე ჭადრაკულიგამჭვირვალობის სიღრმეგამჭვირვალე მინაგამჭვირვალობის მაქს. ასხლტომებიგამჭვირვალე სიხეშეშის მიჯნაგამჭვირვალე ჩრდილებისცენის გამჭვირვალე ასახვა. იძლევა საგნების მიღმა მონიშვნის საშუალებასმატრიცის ტრანსპონირებატრაპეციამომწყვდეული ჰაერის ნაწილაკთა ნიმუშის აღებამომწყვდეული ჰაერის პოტენციალური მაქსიმუმიდატყვევებული ჰაერის სემპლირებაგადაიარე დაკავშირებული წახნაგები (მოიცავს დიაგონალებსა და წიბოთა რგოლებს)ყველა ხაზს ისე მოეპყარი, როგორც ხაზის ერთსა და იმავე ტიპს, რომ შესაძლებელი იყოს მათი გადაჯაჭვაწირს ისე მოეპყარი, როგორც ციკლურ ჏ირქ (არავითარი ჏ირიქ შემომსაზღვრელი ჩარჩოთი ფიჼქაცია)მოეპყარი გამოსახულებას ისე, როგორც ფერების მენეჯმენტის არ მქონე არა-ფერულ მონაცემებს, როგორებიცაა ნორმალების, ან გადანაცვლების რუკებიმოეპყარი გადამკვეთ და კონტურულ ხაზებს ისე, თითქოს ერთი და იგივე ტიპისა იყოს, რომ შესაძლებელი იყოს მათი გადაჯაჭვაალფას მქონე მასალებს მოექეცი, როგორც გადასაყვანებს (ჩრდილის გარეშე)სემპლირებისთვის ზედაპირის მხოლოდ უკუღმა მხარეს მოეპყარი, როგორც სინათლესზედაპირის მხოლოდ წაღმა მხარეს მოეპყარი, როგორც სინათლეს, დახურული მეშებისთვის, რომელთა შიგნეულობა უხილავიასემპლირებისთვის მოეპყარი ზედაპირს, როგორც სინათლეს, წაღმა და უკუღმა მხრიდან გამოცემითმოეპყარი ამ ოიბიექტს ისე, როგორც სიბრტყულ და დაუხურავ მეშს. დენადი გარემო გამოიცემა მხოლოდ მეშის ზედაპირიდან და ზედაპირისეული გამოცემის მნიშვნელობაზე დაყრდნობით.მოეპყარი ამ ობიექტს ისე, როგორც სიბრტყულ დაუხურავ მეშსხის კვანძიხის ტიპიხის კვანძი მონიშნულიასამკუთხასამკუთხედისამკუთხედი Aსამკუთხედის ფართობისამკუთხედი Bსამკუთხედი წახნაგებისამკუთხედების მარაოსამკუთხედის ნორმალისამკუთხედებისამკუთხედები, რომელთა ყველა წვერო ამ ჯგუფშია, არ გამოიყენება ობიექტების შეჯახებისასსამკუთხედები, რომელთა ყველა წვერო ამ ჯგუფშია, არ გამოიყენება თვითშეჯახებისასსამკუთხოვანიგასამკუთხებაწახნაგების გასამკუთხედებამეშის გასამკუთხოვნებამეშების გასამკუთხოვნებაგასამკუთხოვნების მოდიფიკატორიგაასამკუთხოვნე მეშები ექსპორტის დროსგაასამკუთხოვნე მხოლოდ ამ რიცხვის ტოლი, ან უფრო მეტი წვეროს მქონე მრავალკუთხედებიგაასამკუთხედე მონიშნული წახნაგებიგასამკუთხოვნებული მეშიტრიანგულაციის გამომთვლელი 2D წირების შესავსებადტრიგერი Aტრიგერი Bსამწრფივიწირის მოკრეჭათმის წირების მოკრეჭამოკრეჭის რეჟიმიმონასმის ბოლოების მოკრეჭაშემოკრიჭე ყველა კიდე ზედ გამოსახულების საზღვარზე (გამოსახულების ნამატის მონაკვეთის ჩათვლით)შემთხვევითად შეკრიჭე თმის წირები გარკვეულ რაოდენობამდემონასმის ურთიერთმკვეთი ბოლოების მოკრეჭამოკრიჭე, ან გახლიჩე ლენტები პირგადადების გადასაწყვეტადმოკრეჭა/დამატებათმის წირებს მოკრეჭს, ან ამასშტაბირებს გარკვეულ სიგრძემდესამი ტყუპიშტატივიშტატივის მოძრაობაშტატივის ამომხსნელიტრიკვადრატულიჭეშმარიტინამდვილი ნორმალიჭეშმარიტია, თუ აჼტიური ელემენტი მეშში არსებობს, წინააღმდეგ შემთხვევაში - მცდარიჭეშმარიტია, თუ ჏ირქ არანაირი წვლილი არ შეაქვს ანიმაციაში საკვანძო ფაზებისა და სასარგებლო მოდიფიკატორების არ ქონის გამო და უნდა წაიშალოსჭეშმარიტია, თუ ველი ფილაზე, ანუ ერთდროულად რამდენიმე ვოქსელზე გამოითვლება. თუ ეს მცდარია, განფენილობა ყოველთვის 1 იქნებაჭეშმარიტია, თუ გამოსახულების მონაცემები მეხსიერებაშია ჩატვირთულიჭეშმარიტია, თუ შენატანი მატრიცა შექცევადიაჭეშმარიტია, თუ მოდიფიკატორის ჩანართი გაშლილიაჭეშმარიტია, თუ ბუდეს შეუძლია, არაერთი დალაგებული შენატანის ბმული მიიღოსჭეშმარიტია, თუ ბუდე გამომავალია, სხვა შემთხვევაში - შემავალიჭეშმარიტია, თუ ბუდე დაკავშირებულიაჭეშმარიტია, თუ ბუდე მონიშნულიაჭეშმარიტია, თუ ბუდე მიუწვდომელიაჭეშმარიტია, თუ ამ მეშისთვის მორგებული ნორმალების მონაცემები არსებობსჭეშმარიტია, თუ ამ გამოსახულებას სახელდებული შრე აქვსჭეშმარიტია, თუ ამ გამოსახულებას რამოდენიმე ხედი აქვსჭეშმარიტია, თუ ეს გამოსახულება შენახულია წილადნიშნა ბუფერშიჭეშმარიტია, თუ ეს საგანი მენიუს შენატანის მიერაა არჩეულიჭეშმარიტია, თუ ბიბლიოთეკა შეიცავს ბიბლიოთეკის უკუგდებებს, რომლებიც დაკავშირებულია მიმდინარე blend ფაილთან, და რომლებსაც ჩატვირთვისას რეკურსიული ხელახალი სინქრონიზაცია მოუხდა (მაშინ რეკომენდირებულია იმ ბიბლიოთეკის blend ფაილის გახსნა და ხელახლა შენახვა)ჭეშმარიტია, თუ ამ მასალას გააჩნია გრიზ ფენსილის მონაცემებიჭეშმარიტია, თუ ეს კვანძი ჯგუფის აჼტიურ გამონატანად გამოიყენებაჭეშმარიტია, თუ ეს კვანძი აჼტიურ გამონატანად გამოიყენებაჭეშმარიტია, თუ გადახედვის ეს ხატულა მოდოფიცირებულ იქნა py სკრიპტის მიერ და ა჌არ არიქ Blender-იქ მიერ ავტომატურად წარმოებულიჭეშმარიტია, თუ გადახედვის გამოსახულებს მოდიფიცირებულია py სკრიპტის მიერ და ა჌არ არიქ Blender-იქ მიერ ავტომატურად წარმოქმნილიჭეშმარიტია, თუ კვალს ვარგისი შეკვრა აქვსჭეშმარიტი, ან მცდარიჭეშმარიტია, გარდა იმ შემთხვევისა, როცა პირველი შენატანი ჭეშმარიტია და მეორე მცდარიჭეშმარიტია, როცა ძვალთა ამ კოლექციის წინაპრები აღნიშნულია, როგორც ხილული; ყოველთვის ჭეშმარიტია ძვალთა ძირეული კოლექციებისთვისჭეშმარიტია, როცა ერთი შენატანი მაინცაა მცდარიჭეშმარიტია, როცა ერთი შენატანი მაინცაა ჭეშმარიტიჭეშმარიტია, როცა ორივე შენატანი დაახლოებით ტოლიაჭეშმარიტია, როცა ორივე შენატანი განსხვავებულია (ექსკლუზიური or)ჭეშმარიტია, როცა ორივე შენატანი თანასწორია (ექსკლუზიური nor)ჭეშმარიტია, როცა ორივე შენატანი მცდარიაჭეშმარიტია, როცა ორივე შენატანი დაახლოებით ტოლი არააჭეშმარიტია, როცა ორივე შენატანი ჭეშმარიტიაჭეშმარიტია, როცა გამოიძახება (მაშინაც კი, როცა მხოლოდ გაშვების უკუგამოძახებებია ხელმისაწვდომი)ჭეშმარიტია, როცა რამდენიმე ჩამოთვლადიაჭეშმარიტია, როცა შევსების გაუმჭვირვალობა საკმარისად მაღალია, რომ ჩანდესჭეშმარიტია, როცა მონასმის გაუმჭვირვალობა საკმარისად მაღალია, რომ ჩანდესჭეშმარიტია, როცა ეშვება პანელიდან 'ბოლო ოპერაციის დარეგულირება'ჭეშმარიტია, როცა ეშვება ოპერატორის 'გაიმეორე უკანასკნელი' მიერჭეშმარიტია, როცა კურსორი ჩაბღაუჭებულიაჭეშმარიტია, როცა პირველი შენატანი ქვესტრიქონის სახით შეიცავს მეორესჭეშმარიტია, როცა პირველი შენატანი მეორეთი სრულდებაჭეშმარიტია, როცა პირველი შენატანი უფრო ნათელიაჭეშმარიტია, როცა პირველი შენატანი უფრო მუქიაჭეშმარიტია, როცა პირველი შენატანი აღემატება მეორესჭეშმარიტია, როცა პირველი შენატანი აღემატება, ან უდრის მეორესჭეშმარიტია, როცა პირველი შენატანი მეორეზე უფრო მცირეაჭეშმარიტია, როცა პირველი შენატანი ჩამოუვარდება, ან უდრის მეორესჭეშმარიტია, როცა პირველი შენატანი ჭეშმარიტია და მეორე - მცდარი (არ გულისხმობს)ჭეშმარიტია, როცა პირველი შენატანი მეორით იწყებაჭეშმარიტია, როცა თვისება დამალულიაჭეშმარიტია, როცა თვისება წინასწარ კონფიგურაციებში არ ინახებაჭეშმარიტია, როცა თვისება ნებაყოფლობითია Python-იქ ფუნქციაში, რომელიც RNA ფუნქციის იმპლემენტაციას ახდენსჭეშმარიტია, როცა თვისება მოჩვენებით მნიშვნელობებს იყენებსჭეშმარიტია, როცა მომხმარებელი ახვევსჭეშმარიტია, როცა ეს თვისება RNA ფუნქციიდან გამომავალი მონაცემიაჭეშმარიტია, როცა ეს მნიშვნელობა 'არაფერზეა' დაყენებულიჭეშმარიტია რედაქტირების რეჟიმში გამოყენებისასშეკვეცაშეკვეცის რეჟიმიშეკვეცე ტექსტი, რომელიც ტექსტურ ველებს გასცდებოდასანდო Blend ფაილებისანდო წყაროსანდო წყარო [არასანდო მისამართი]ეცადე, მიუსადაგო მთავარი ძვლის ღერძი ძვლის შვილობილებსსცადე, იპოვო დაკარგული გარე ფაილებითუ შესაძლებელია, სცადე, შეატრიალო ძვლების სახელები, რიცხვის დამატების ნაცვლადეცადე, გამოიცნო მიჯაჭვის ორიგინალი პოზა გარეკანიანი მეშებისთვის, მიჯაჭვების ინვერსიული მატრიცების მიხედვით. როცა გამორთულია, გამოიყენე ნაგულისხმები/უძრაობის პოზა მიჯაჭვის პოზადშეეცადე, შეინარჩუნო გლობალური ფორმაეცადე, შეინარჩუნო მორგებული ნორმალები. ფრთხილად: იმის მიხედვით, თუ გასამკუთხედების რა მეთოდია არჩეული, შეფერადება, შესაძლოა, სრულად არ შენარჩუნდეს, "ფიქსირებული" მეთოდი, ჩვეულებრივ, საუკეთესო შედეგებს იძლევა აქეცადე, შეინარჩუნო მეშის ზღუდე მეშზეეცადე, შეინარჩუნო მკვეთრი ნაკვთები მეშზესცადე, ხელახლა გამოიყენო ადრე მომაგრებული, შესატყვისი ID-ები, როცა კვლავ მოამაგრებ მათ, ლოკალური დუბლიკატების შექმნის ნაცვლადსცადე, ხელახლა გამოიყენო უწინ მისადაგებული დართული მონაცემთა ბლოკები, ახალი ასლების დართვის ნაცვლადსცადე, მოაცილო მარჯვენა განაპირა წერტილ-ციფრი შეტრიალებული სახელებიდან. გაფრთხილება: შესაძლოა, ზოგ შემთხვევაში გამოიწვიოს გაურკვეველი დასახელებასცადე მეჩხერი აქსესორის გამოყენება, თუ ამით ადგილი დაიზოგებაბიბლიოთეკის '%s' უვარგისი მისამართიდან '%s' გადატვირთვის მცდელობაბიბლიოთეკის '%s' უვარგის მისამართზე '%s' გადატვირთვის, ან გადატანის მცდელობამილაკიმილაკის მეშიგამოსახულების დამუშავებასიმღვრივეტურბულენტობატურბულენტობის ეფექტორის წონაზოლხმაურისა და რგოლხმაურის ტიპების ტურბულენტურობახმაურის ტურბულენტურობამღელვარე ოკეანეთურქული - TĂźrkçeმოტრიალების ოდენობამოტრიალება მარცხნივმოხვევის წესიმოტრიალება მარჯვნივმოტრიალების სიჩქარეტრიალის ქიქ჏რაფიქ კოეფიციენტიშემოტრიალდი საათის იქრიქ მიმართულებით გზაკვლევის ზევით ღერძის გარშემოშემოტრიალდი საათის იქრიქ საწინააღმდეგოდ გზაკვლევის ზევით ღერძის გარშემოგადააქციე არააჼტიური ვოქსელები და ფილები არააჼტიურ ფონურ ფილებადგადააქციე ობიექტები სახატავ ტილოებად და ფუნჯებად, ამავდროულად შექმენი ფერის ატრიბუტები, გამოსახულებათა თანამიმდევრობები, ან გადანაცვლებაგამორთე ეს დანამატიგამორთე ეს გაფართოებაჩართე SB დიაგნოსტირებუსი კონსოლის ამონაბეჭდებიჩართე, ან გამორთე ჩამაგრებაჩართე მოდიფიკატორის შექმნისას სამართავი პანელის ასახვის საშუალებაჩართე ეს დანამატიჩართე ეს თემაგადააქციე მონაკვეთები, სადაც ყველა ვოქსელს ერთი და იგივე მნიშვნელობა და აჼტიური მდგომარეობა აქვს (ტოლერანტობის გარკვეულ ფარგლებში), არააჼტიურ ფონურ ფილებადშეტრიალების სისწრაფე ერთეულით გრადუსი წამშიგადააქციე შედეგი ერთ გეომეტრიად და არა ინსტანციებად (საჭიროა ბევრი სხვა მოდიფიკატორისთვის)ბრუნისაბრუნი დისკოსაბრუნი დისკო ორბიტირებისას Z ღერძს ზევით მიმართულს ტოვებსგადაკეთებადროშის დუბლიკატის გადაკეთებაგადაკეთების რეჟიმის ქმედების სლოტის მეხსიერებაგადაკეთების რეჟიმის ქმედების საცავიგადააკეთე ფუნჯის მეორეული/ნიღბის ტექსტურაგადაკეთების ჟესტი ცარიელი სივრციდან ოთხკუთხა მონიშვნისთვისგადააკეთე აჼტიური გიზმოგადააკეთე დროში განაწილება ფიზიკისთვის, რათა აკონტროლო სიხშირე და სისწრაფემოგრეხვამოგრეხვის წირიმოგრეხვის კოეფიციენტიმოგრეხვის მეთოდიმოგრეხვის სიგლუვემოგრეხვის აცდენა დახურული მარყუჟებისათვისორი დონეამ ლენტის ქვეში ორი, ან მეტი არ჎ია საჭირომასშტაბის დასაყენებლად მონიშნული უნდა იყოს ორი კვალი შეკვრებითTxtInტიპიტიპი "{:s}" ვერ მოიძებნატიპი "{}" ვერ დაფორმატდებატიპი 1ტიპი 2ტიპის ინფორმაციატიპის ჭდეკვანძის ბუდის ტიპი და ნაგულისხმები მნიშვნელობაამ მონაცემთა ბლოკის ტიპის იდენტიფიკატორიID-ბლოკის ტიპი, რომლის გამოყენებაც შეიძლებაშერწყმის გამოსაყენებელი ტიპიNLA ლენტის ტიპიუდრეკი სხეულის ბორკილის ტიპიკონტექსტუალური მონაცემთა ბლოკის ტიპი თვისებაზე წვდომისთვისშემავალი დახრილობის კუთხის ტიპიფონის ტიპი 3D სარკმელშიგამოსაყენებელი ჩაშენებული ფუნქციის ტიპიმოსახდენი შედარების ტიპირა ტიპის ჏ირი იქნას გამოყენებული ახალი მონასმებისთვისატრიბუტში შენახულ მონაცემთა ტიპიაკუმულირებულ მონაცემთა ტიპიტიპი მონაცემებისა, რომელთაგანაც გამონატანი გამოიანგარიშებასახელ გადასარქმევი მონაცემების ტიპიტიპი მონაცემებისა, რომელთაგანაც იერფერი უნდა იყოს აღებულირა ტიპის მონაცემებიდან იქნას ტექსტურა აღებულიდასავიზუალიზირებელი/შესამოწმებელი მონაცემთა ტიპიმონაცემთა ბლოკის ტიპი, რომლის ანიმირებაც უნდა მოახდინოს ამ სლოტმა; შესაძლებელია "დაუზუსტებელზე' დაყენება, მაგრამ სხვა მხრივ არარედაქტირებადიატიპი ელემენტისა, რომელსაც ინდივიდუალურად გარდაქმნილი ელემენტები უნდა მიეკრასტიპი ელემენტისა, რომელსაც უნდა მიეკრას "მიკვრის ბაზა"ტიპი ელემენტისა, რომელზეც ატრიბუტი ინახებატიპი იმ ელემენტისა, რომელსაც უნდა მიეკრასმოვლენის ტიპიმოვლენათა რუკაზე დატანის ტიპიველის ტიპიგამოსახულების გარდასაქმნელად გამოსაყენებელი ფილტრის ტიპიწარმოქმნილი ბორკილის ტიპიგენერატორის გამოსაყენებელი ტიპიბადის მონაცემთა ტიპიზეგავლენის მოცულობის ტიპიასასახი ინფორმაციის ტიპინიღბისთვის გამოყენებული შენატანი მონაცემების ტიპიინტერფეისის საგნის ტიპისაკვანძო ფაზის ტიპისაკვანძო ფაზის ტიპი (გაფილტრვისთვის)საკვანძო ფაზის ტიპი (მხოლოდ ვიზუალური დანიშნულებისთვის)საკვანძო ფაზების ჩასმისას შესაქმნელი საკვანძო ფაზების ტიპისინათლის ტიპისინათლის ზონდის ტიპიტიპი მასალისა, რომლისგანაც ობიექტები შედგება (განსაზღვრავს მასალის სიმკვრივეს)ახალი ხატვის სლოტის ტიპიობიექტის ტიპიობიექტის ტიპი, რომლადაც უნდა კონვერტირდესპარალაქსის მოცულობის ტიპიურთიერთდაქვემდებარების ტიპიდაქვემდებარების ტიპიგამოსაცხობი გადავლის ტიპიგამოსაცხობი გადავლის ტიპი, შესაძლოა, რენდერის მიმდინარე ძრავს ზოგიერთი მათგანის მხარდაჭერა არ ჰქონდესპერიოდული აცდენის ტიპი წირზეტრაექტორიის პერიოდული აცდენის ტიპიგადახედვის რენდერის ტიპიმოძრაობის ტრაექტორიებისთვის გამოსათვლელი დიაპაზონის ტიპისაჩვენებლი დიაპაზონის ტიპი მოძრაობის ტრაექტორიებისთვისხელახლა დალაგების გამოსაყენებელი ოპერაციის ტიპირეპრეზენტაციის ტიპი გადანაწილების მიმართვისთვისმგორავი ჩამკეტის ეფექტის ტიპი, რომელიც კ.ლ.ო.ნ (CMOS) კამერებს ემთხვევაფორმის ტიპიბუდის ტიპისწრაფი მიმმართველის ტიპიასასახი გაწელვის ტიპიფაილების რედაქტორის ხედის ტიპი (ჩვეულებრივი ფაილების დათვალიერება, თუ აქტივთა დათვალიერება)ხმაურის ტექსტურის ტიპისეკვენსერის ხედის ტიპი (სეკვენსერი, გადახედვა, ან ორივე)კლიპის რედაქტორის ხედის ტიპიმიმართვისთვის გამოყენებული მიმართულებითი სემპლირების ტიპიამოყვანილი სახელურის ტიპიშესაქმნელი საგნის ტიპიმოდიფიკატორის ტიპიდასამუშავებელი მოდიფიკატორის ტიპიმისამართის ელემენტის ტიპიგადასართავი მონაკვეთის ტიპიინტერფეისის ამ საგნის მიერ წარმოქმნილი ბუდის ტიპიამ მონაკვეთის ტიპინისლის გასაქრობად გამოყენებული გარდასვლის ტიპიერთეულების ტიპი ამ თვისებისთვისტიპი ვექტორისა, რომელსაც განაწილება გარდაქმნისთეთრი სივრცის ტიპი, რომლადაც უნდა კონვერტირდესმავთულბადის ასახვის ტიპიტიპის ნაწილობრივი დამთხვევა ქეშირებულიწვეროს პოზიციის ატრიბუტებისათვის გამოსაყენებელი ტიპიტიპი მხარდაუჭერელია "%s" ატრიბუტისთვისტიპი: შეკვრატიპი: ჩაკეტვატიპი: გეომეტრიული წყებატიპი: სიატიპებინაპრალების შესავსებად გამოყენებული მონასმის განვრცობის ტიპებიUU (X) ღერძიU აცდენაწერტილის U კოორდინატი სფლაინის სეგმენტის გასწვრივU-ღერძიUDIM ფილაUDIM ფილებიფილის UDIM ნომერიUI განლაგებაUI-იქ ხაზის სისქეUI-ქ სახელიUI რიგიUI მასშტაბიUI ტეგიUI ტეგებიUI სათაურიUI ქია, რომელიც კოლექციის ელემენტებს შეიცავს",;=Aქმედების ზონის არექმდების ზონა სრულ ეკრანზექმედების ზონა ოთხმაგიქმედების ზონის მონაკვეთიAltაპლიკაციაBუკანაBackspaceქვემოდანღილაკი 1ღილაკი 10ღილაკი 11ღილაკი 12ღილაკი 2ღილაკი 3ღილაკი 4ღილაკი 5ღილაკი 6ღილაკი 7ღილაკი 8ღილაკი 9ღილაკი4თაგვის ღილაკი4ღილაკი5თაგვის ღილაკი5ღილაკი6თაგვის ღილაკი6ღილაკი7თაგვის ღილაკი7CCtrlDDeleteდომინანტიქვევითა იქარიEEndEnterსაშლელიEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9მორგებაწინაGGrlessHHomeHyperIშუალედური მოძრაობაჩასმაიზომეტრიული 1იზომეტრიული 2JKმოდიფიკატორი კლავიშიLმარცხნივმარცხენა Altმარცხენა ისარიმარცხენა Ctrlთაგვის მარცხენა ღილაკიმარცხენა Shiftსტრიქონის გადაყვანაMმედია პირველიმედია ბოლომედიის დაკვრა/პაუზამედიის გაჩერებამენიუშუაშითაგვის შუა ღილაკიმინუსიმოძრაობათაგვის მოძრაობაპანორამირება თაგვით/სენსორული დაფითბრუნვა თაგვით/სენსორული დაფითჭკვიანური ზუმი თაგვით/სენსორული დაფითზუმი თაგვით/სენსორული დაფითგადაადგილებაNNDOF უკანNDOF ქვევითNDOF ღილაკი 1NDOF ღილაკი 10NDOF ღილაკი 11NDOF ღილაკი 12NDOF ღილაკი 2NDOF ღილაკი 3NDOF ღილაკი 4NDOF ღილაკი 5NDOF ღილაკი 6NDOF ღილაკი 7NDOF ღილაკი 8NDOF ღილაკი 9NDOF დომინანტიNDOF ჩასმაNDOF წინNDOF იზომეტრული 1NDOF იზომეტრული 2NDOF მარცხნივNDOF მენიუNDOF მინუსNDOF მოძრაობაNDOF პანორამირება/მიახლოებაNDOF პლიუსNDOF მარჯვნივNDOF ტრიალი საათის იქრიქ საწინააღმდეგო მიმართულებითNDOF ტრიალი საათის იქრიქ მიმართულებითNDOF ბრუნვაNDOF ხედი 1-იქ შენახვაNDOF ხედი 2-იქ შენახვაNDOF შეინახე ხედი 3NDOF ბზრიალი საათის იქრიქ საწინააღმდეგო მიმართულებითNDOF ბზრიალი საათის იქრიქ მიმართულებითNDOF დახრა საათის იქრიქ საწინააღმდეგო მიმართულებითNDOF დახრა საათის იქრიქ მიმართულებითNDOF ზევითNDOF ხედი 1NDOF ხედი 2NDOF ხედი 3ციფრული კლავიატურის *ციფრული კლავიატურის +ციფრული კლავიატურის -ციფრული კლავიატურის .ციფრული კლავიატურის /ციფრული კლავიატურის 0ციფრული კლავიატურის 1ციფრული კლავიატურის 2ციფრული კლავიატურის 3ციფრული კლავიატურის 4ციფრული კლავიატურის 5ციფრული კლავიატურის 6ციფრული კლავიატურის 7ციფრული კლავიატურის 8ციფრული კლავიატურის 9ციფრული კლავიატურის EnterOOS კლავიშიPPage DownPage Upპანორამირება/ზუმიPauseკალამიპლიუსიQRდაბრუნებამარჯვნივმარჯვენა Altმარჯვენა ისარიმარჯვენა Ctrlთაგვის მარჯვენა ღილაკიმარჯვენა Shiftდაგვერდება საათის იქრიქ საწინააღმდეგო მიმართულებითდაგვერდება საათის იქრიქ მიმართულებითბრუნვაSShiftგამოტოვებაგამოტოვებაბზრიალი საათის იქრიქ საწინააღმდეგო მიმართულებითბზრიალი საათის იქრიქ მიმართულებითTTabშემავალი ტექსტიგადახრა საათის იქრიქ საწინააღმდეგო მიმართულებითგადახრა საათის იქრიქ მიმართულებითწამმზომიწამმზომი 0წამმზომი 1წამმზომი 2წამმზომის ავტომატური შენახვაწამმზომის დავალებებიწამმზომის მონაკვეთიწამმზომის პატაკიზემოდანტიპიUზევითა იქარიVხედი 1ხედი 2ხედი 3Wბორბალი ქვევითბორბალი შიგნითბორბალი მარცხნივბორბალი გარეთბორბალი მარჯვნივბორბალი ზევითფანჯრის დეაქტივაციაXXR ქმედებაYZ[]`UNIX shell-იქ მსგავსი ფაილის სახელის ფაქტურების დამთხვევა, აქვს დროებითი ცვლადებისა ('*') და ';'-ით დაყოფილი ფაქტურების ქიიქ მხარდაჭერაზევითURLგასახსნელი URLURL: {:s}USDUSD ექსპორტი: ახალი usdz ფაილი დროებითი მდებარეობიდან %s %s-ში ერ გადავაUSD ექსპორტი: არსებული usdz ფაილის %s წაშლა შეუძლებელიაUSD ექსპორტი: კოლექცია '%s' ვერ მოიძებნაUSD ექსპორტი: .vdb ფაილისთვის შეფარდებითი მისამართის აგება ვერ მოხერხდა, მის ნაცვლად გამოყენებული იქნება აბსოლუტური მისამართიUSD ექსპორტი: .vdb ფაილის ანალიზი ობიექტისთვის %s ვერ მოხერხდაUSD-იქ ექსპორტი: მისამართის უვარგისი სტრიქონი '%s': %sUSD-იქ ექსპორტი: '%s' აბსოლუტური მისამართი არააUSD-იქ ექსპორტი: მისამართის სტრიქონი '%s' პირველადი მისამართი არააUSD ექსპორტი: %s-იქ ჩასაწერად შესაფერისი USD პლაგინი ვერ მოიძებნაUSD ჰუკიUSD იმპორტი: UV ატრიბუტის მნიშვნელობის '%s' რიცხვი შეუთავსებელია ინტერპოლაციის ტიპთანUSD იმპორტი: UV ატრიბუტი '%s' ვერ დაემატაUSD იმპორტი: %s-იქ წასაკითხად სცენის გახსნა ვერ მოხერხდაUSD-იქ გადახედვის ზედაპირის ქსელიUSD ფორმებიUSD Skeleton იმპორტი: პრიმიტივ %s-ში აღმოჩენილია ძვლების მატრიცები უარყოფითი დეტერმინანტებით. ასეთი მატრიცები შეიძლება, უარყოფით მასშტაბებზე მიუთითებდეს, სავარაუდოდ, გასარკისებურების ოპერაციების გამო, და ამჟამად Blender-იქ ძვლის გამოხატულებად ვერ კონვერტირდება. ჩონჩხის ანიმაცია არ იმპორტირდებაUSD-ქ ჏ირიქ ტიპების ანიმაციის მხარდაჭერა არ აქვს. ჏ირიქ ტიპი %s-დან %s-ზე გადადის %f კადრზეUSD ექსპორტი: მარტივი დაყოფა მხარდაუჭერელია, ექსპორტირდება დაყოფილი მეშიUSD ექსპორტი: ტექსტურა %s-დან %s-ზე ვერ გადაკოპირდაUSD ექსპორტი: ტექსტურის ფილა %s-დან %s-ზე ვერ გადაკოპირდაUSD ექსპორტი: მეხსიერების შიდა ტექსტურა %s-ში ვერ ექსპორტირდაUSD-იქ მაღალი მწარმოებლურობის მარასტრირებელი რენდერერიUSDZ მორგებული დაპატარავებული ზომაUSDZ ტექსტურის სინჯების შემცირებაUUIDUVUV შტრი჎იქ გასწვრივUV ცენტრიUV კოორდინატებიმორგებული UV მონაკვეთიUV-ქ წიბოს გაუმჭვირვალობაUV რედაქტორიUV წახნაგების გაუმჭვირვალობაUV კოეფიციენტიUV ბადეUV კუნძულის მონიშვნაUV შრეUV განლაგებაUV ლოკალური ხედიUV მარყუჟის შრეებიUV რუკაUV რუკის შრეებიUV რუკის სახელისაჭიროა UV რუკაUV რუკის U პარამეტრიUV რუკის V პარამეტრიUV რუკა UV-ისგან წარმოქმნილი მხებისთვისUV რუკა მხები სივრცის რუკებისთვისUV დატანაUV რუკებიUV აცდენაUV გაუმჭვირვალობაUV-ქ ჩამაგრებაUV ჩამაგრებულიUV პროექციაUV პროეცირების მოდიფიკატორიUV-იქ შემთხვევითობაUV გახევაUV მასშტაბიUV-იქ ძერწვაUV-იქ ძერწვაUV ნაკერიUV-ქ მონიშვნის რეჟიმიUV-იქ მონიშვნის რეჟიმიUV დაგლუვებაUV სფეროUV-ქ გაწელვაUV-იქ სინქრონირებული მონიშვნაUV მხებიUV ტესტიUV ტექსტურაUV გადაძრობაUV გადაძრობა წახნაგებისთვისUV-იქ გადაძრობის ველიUV წვეროUV დაბრეცაUV კოორდინატები 0-ქა და 1-ქ შორის წახნაგის თითოეული კუთხისთვის მონიშნულ წახნაგებშიUV კოორდინატები მშობელი ობიექტის სივრცეშიUV კოორდინატები წახნაგის კუთხეებზეUV კოორდინატები, რომლებიც ტექსტურას მონასმის სიგრძეზე ანაწილებენდატანისთვის გამოსაყენებელი UV კოორდინატებიUV რედაქტორის მონაცემები გამოსახულებების რედაქტორის სივრცისთვისUV რედაქტორის ანაწყობებიUV შრე აჼტიურიქ უკუგდებისთვისკლონირების წყაროდ გამოსაყენებელი UV მარყუჟის შრეUV მარყუჟის შრე მოხატული არეს შესანიღბადUV რუკა '%s' ვერ მოიძებნაUV რუკის სახელიUV რუკა, ან ზედაპირზე მიმაგრება უვარგისიაUV რუკის შეცვლა ნაწილაკის ასაკთან ერთადUV ტექსტურულ კოორდინატების მეშვეობით დატანისთვის გამოსაყენებელი UV რუკაUV-ქ ჩამაგრების მდგომარეობა UV რედაქტორშიUV პროეცირების მოდიფიკატორი UV-ების პროექტორიდან დასაყენებლადUV პროექტორი გამოყენებული UV პროეცირების მოდიფიკატორის მიერUV-იქ მონიშვნისა და ასახვის რეჟიმიUV/გამოსახულების რედაქტორიUVრუკაUVპროეცირებაUVფილაUVდაბრეცაUVდაბრეცის მოდიფიკატორიUV-ებიUV და საზღვრები გლუვდებაUV-ები პოლუსებთან გაშლილიაUV არ გლუვდება, საზღვრები მკვეთრი რჩებაUV-ები პოლუსებთან მოჩქმეტილიაUV გლუვდება, საზღვრები მკვეთრი რჩებაUV გლუვდება, კუთხეები წყვეტილ საზღვრებსა და 3, ან მეტი მონაკვეთის შეერთებაზე მახვილი რჩებაUV გლუვდება, კუთხეები წყვეტილ საზღვრებზე მახვილი რჩებაUV გლუვდება, კუთხეები წყვეტილ საზღვარზე, 3, ან მეტი მონაკვეთის შეერთებასა და ისრებზე და ჩაზნექილო კუთხეები მახვილი რჩებაUV-ები შუაწერტილთან იკერება და არა სტატიკურ კუნძულთანუკრაინული - Українськийკომენტარის წაშლაწაშალე ქმედების სლოტის მიკუთვნება ამ NLA ლენტიდან, რაც მას არა-ანიმაციურს გახდისწაუშალე ამ ბორკილს ქმედების სლოტის მიკუთვნებაწაშალე ქმედების სლოტის კუთვნილება, რაც მონაცემთა ამ ბლოკს არა-ანიმაციურს გახდისწაუშალე ქმედების ბორკილს ქმედების მიკუთვნება. გაითვალისწინე, რომ _which_ (რომელი) ბორკილიდანაც ეს სლოტი უნდა მოიხსნას, "ბორკილის" კონტექსტის მიმთითებელში უნდა დაყენდეს ასე: >>> layout.context_pointer_set("constraint", constraint)წაშალე მიკუთვნებული ქმედების სლოტის კუთვნილება ID-დან. გაითვალისწინე, რომ _which_ (რომელი) ID-დანაც ამ სლოტის მიკუთვნება უნდა წაიშალოს, უნდა დაყენდეს "animated_id" კონტექსტის მიმთითებელში, ასე: >>> layout.context_pointer_set("animated_id", animated_id)წაშალე ქმედების სლოტის მიკუთვნება NLA ლენტიდან. გაითვალისწინე, რომ _which_ (რომელი) NLA ლენტიდანაც ეს სლოტი უნდა წაიშალოს, უნდა დაყენდეს "nla_strip" კონტექსტის მიმთითებელში, ასე: >>> layout.context_pointer_set("nla_strip", nla_strip)გააუქმე მონიშნულ წიბოთა და წახნაგთა დაყოფაფაილის ჩატვირთვა შეუძლებელია3D სარკმელზე წვდომა ვერ განხორციელდასიღრმის ბუფერზე წვდომა შეუძლებელია, გამოიყენება ხედის სიბრტყეზომაზე წვდომა წარუმატებელია, წყაროს მისამართი '%s'ფუნჯის აქტივაცია შეუძლებელია, ობიექტის არასწორი რეჟიმიახლახანს შენახული ფუნჯის აქტივის აქტივაცია შეუძლებელიაფერთა ზოლში ელემენტის ჩამატება შეუძლებელია (ლიმიტი %d)ლენტის დამატება ვერ მოხერხდა (ბილიკს არა აქვს ამ ახალი ლენტისთვის გამოსაყოფი ადგილი)"წარმოქმნა" მოდიფიკატორის გამოყენება შეუძლებელიაგარდაქმნისას ობიექტის რეჟიმის შეცვლა შეუძლებელიაარეს დახურვა შეუძლებელიაშეკვრის დაკოპირება შეუძლებელია %zu გარეთა დამოკიდებულებების გამო; დამატებითი დეტალები კონსოლშიშეკვრის დაკოპირება შეუძლებელია გარე დამოკიდებულების გამო: "%s"საგნის დაკოპირება შეუძლებელიააპლიკაციის შაბლონის userpref (მომხმარებლის სასურველი) მისამართის შექმნა შეუძლებელიარედაქტირების რეჟიმში ატრიბუტის შექმნა შეუძლებელიასანიშნეების ჩასაწერად კონფიგურაციის დირექტორიის შექმნა ვერ მოხერხდაბუდის ამ ტიპით საგნის შექმნა შეუძლებელიაახალი ობიექტი ვერ შეიქმნაახალი ლენტი ვერ შეიქმნაორიენტაციის შექმნა შეუძლებელიაპანელის შექმნა შეუძლებელიაბუდის შექმნა შეუძლებელიამომხმარებლის კონფიგურაციის მისამართის შექმნა შეუძლებელიაuserpref (მომხმარებლის სასურველი) მისამართის შექმნა შეუძლებელიაABC თანამიმდევრობის სიგრძის დადგენა ვერ მოხერხდამონიშნული კოლექციებიდან %d-იქ დუბლიკაცია ვერ მოხერხდა. ახალი დუბლიკატისთვის ვარგისი მშობელი კოლექცია ვერ მოიძებნა, ისინი არცერთ ხედის შრესთან არ დაკავშირდება'%s'-იქ გაშვება შეუძლებელია, შეცდომა რეჟიმების ცვლისასPDF-იქ ექსპორტი შეუძლებელიასცენის ხანგრძლივობის გაზრდა ვერ მოხერხდა, რადგან BVH ფაილი არ შეიცავს კადრების რიცხვს თავის MOTION განყოფილებაშიდაუხურავი არეების შევსება შეუძლებელიახელმისაწვდომი ინკრემენტირებულ ფაილის სახელის პოვნა შეუძლებელიავერც ერთი გაშვებული პროცესი ვერ მოიძებნადასამატებელი შრე ვერ მოიძებნახელსაწყოთა ზოლის ჯგუფი ვერ მოიძებნავარგისი 3D ხედის არეს პოვნა შეუძლებელია'%s'-იქ იმპორტი შეუძლებელიადირექტორიის დაინსტალირება შეუძლებელიადისკიდან დაინსტალირება ვერ მოხერხდა, მისამართები არ იყო განსაზღვრულიშეფარდებითი მისამართიდან დაინსტალირება შეუძლებელია%s-იქ ჩატვირთვა %s-დან შეუძლებელიასაგანი '%s' კვანძში არ იძებნებაკვანძში საგნის მოძებნა შეუძლებელიაკვანძოვან ხეში ბმულის მოძებნა შეუძლებელიაკვანძი '%s' კვანძოვან ხეში ვერ მოიძებნაბუდე '%s' კვანძში არ იძებნებასადაზღვევო ვერსიის გაკეთება შეუძლებელიასადაზღვევო ვერსიის გაკეთება შეუძლებელია: ფაილის სახელი მეტისმეტად მოკლეაგასარკისებურება შეუძლებელია, სარკის ობიექტი/ძვალი კონფიგურირებული არააჩაშენებულ კვანძში ბუდეები ვერ გადაადგილდებაგახსნა შეუძლებელია'%s': %s-იქ გახსნა ვერ მოხერხდაblend-ი ვერ გაიხსნა <მეხსიერება>სანიშნის ფაილის "%s" გახსნა, ან ჩაწერა შეუძლებელიაწინასწარ კონფიგურაციაზე გადაწერა შეუძლებელია: {:s}ფაილის შეფუთვა შეუძლებელია, წყაროს მისამართი '%s' არ მოიძებნა2გბ-ზე უფრო დიდი ფაილების შეფუთვა შეუძლებელია, წყაროს მისამართი '%s'XML-იქ პარსინგი შეუძლებელია, %s:%s ფაილისთვის %rწაკითხვა შეუძლებელიაწირის წერტილის მოცილება შეუძლებელიანაგულისხმების წინასწარი კონფიგურაციების მოცილება შეუძლებელიადირექტორია %s ვერ მოცილდა"სისტემა" საცავის ფაილების მოცილება შეუძლებელიარედაქტირების რეჟიმში მასალის სლოტის მოხსნა შეუძლებელიატრაექტორიის წერტილის მოცილება შეუძლებელიაწინასწარი კონფიგურაციის მოცილება შეუძლებელია: {!r}ჩაშენებულ კვანძს ბუდე ვერ მოცილდებაჩაშენებულ კვანძს ბუდეები ვერ მოცილდება%d წიბოს ბრუნვა შეუძლებელია'%s': %s ვერ შეინახებაცარიელი, ან დაუყენებელი "filepath" თვისების მქონე შეუნახავი ფაილის შენახვა შეუძლებელიამალსახმობის დაყენება შეუძლებელია, მონიშნული კვანძი მაჩვენებელი კვანძი არაა, ან ჩვენების მხარდაჭერა არ აქვსშეუძლებელია სტატისტიკის შედგენა '%s': %sრეჟიმის გადატანა შეუძლებელია, წყარო და/ან სამიზნე ობიექტი არარედაქტირებადიასცენის კადრების ქი჎შირიქ განახლება ვერ მოხერხდა, რადგან BVH ფაილი კადრების ნულოვან ხანგრძლივობას შეიცავს თავის MOTION განყოფილებაშიდისკზე დაკოპირების ბუფერში ჩაწერა შეუძლებელია.მოუშალე სახელდებულ ძვალს ძვალთა ამ კოლექციისადმი კუთვნილებამიუკუთვნებელიკვანძთა მიუკუთვნებელი ხელსაწყოებიმიუწვდომელიჩახსნაგაუჩენელიგანუსაზღვრელიგანუსაზღვრელი კვანძოვანი ჎იქ ტიპიბუდის განუსაზღვრელი ტიპიგანუსაზღვრელი ტიპიკვანძების განუსაზღვრელი ტიპი (შეიძლება მოხდეს, მაგ.: როცა დაკავშირებული კვანძოვანი ხე არ იძებნება)არადეფორმირებული მდებარეობახაზგასმულიხაზგასმის პოზიციახაზგასმის სისქეგამრუდების მოცილებაკლიპიდან გამრუდების მოცილებაგაუმრუდებელი კლიპიქმედების გაუქმებაგაუქმებების ისტორიაძველებური გაუქმებაგაუქმებების მეხსიერების ლიმიტიგაუქმებათა მეხსიერების ზომაგაუქმების შეტყობინებასაფეხურების გაუქმებაგააუქმე ნაწილაკთა სისტემაზე ჩატარებული ყველანაირი რედაქტირებაგააუქმე და აღადგინეგააუქმე და აღადგინე წინა ქმედებაგააუქმე გაშვებისას ფონურ რეჟიმში გათიშული (გამოიძახე `ed.undo_push()` გაუქმების სისტემის ცხადი ინიციალიზაციისთვის)დააბრუნე, ან აღადგინე კონკრეტული ქმედება ისტორიიდანგააუქმე ბოლო ქმედებაგააუქმე აქტივების კატალოგის ბოლო რედაქტირებაგაუქმება/აღდგენამოულოდნელი შეცდომა, კოლექცია ვერ მოიძებნაბიბლიოთეკის მოულოდნელი ტიპი. პოზის აქტივი ვერ შეიქმნამოდიფიკატორის მოულოდნელი ტიპი: {:s}მოულოდნელი ნულზე მეტი მომხმარებელი ამ აქტივისთვის, თუ შეიძლება, გაგზავნე პატაკი ამ ხარვეზის შესახებგანაჯგუფე მონიშნული კვანძებიდაუპროცესირებელი Gprim ტიპი: %s (%s)გამოაჩინე ყველა დამალული გრიზ ფენსილის მასალაგამოაჩინე ყველა ობიექტი და კოლექციაგამოაჩინე აქტივთა თარო, როცა პირველად გახდება ხელმისაწვდომი, სხვა შემთხვევაში დამალული იქნებაUni ქეშიფაილის ფორმატი Uniფაილის ფორმატი Uni (.uni)უნიკოდის კოდის პოზიციის ჰექსადეციმალური მნიშვნელობახატვის გაერთიანებული ანაწყობებიგაერთიანებული მონიშნული/აჼტიური ფერებიერთგვაროვანიერთგვაროვანი მილევაერთგვაროვანი გაუმჭვირვალობაერთგვაროვანი მასშტაბიერთგვაროვანი სისქეერთგვაროვანი სიგანეVR ხედზე გამოსაყენებელი ერთგვაროვანი მასშტაბიერთგვაროვნებაგამოწიე მონიშნული ტექსტიარაინიციალიზირებული ფაილების სიაარაინიციალიზებული გამოსახულება "%s" ობიექტიდან "%s"არაინიციალიზებული გამოსახულება %sგაერთიანებაგაერთიანების რეჟიმიუნიკალურიუნიკალური IDუნიკალური ID ყოველი კუთხოვანი სეგმენტისთვის, დაწყებული 0-იდან და საათის იქრიქ საწინააღმდეგო მიმართულებით 1-ით ზრდითმონაცემთა ბლოკის უნიკალური ID სახელი (იმავე ტიპისა და ბიბლიოთეკის ფარგლებში)მონაცემთა ბლოკის უნიკალური ID სახელი, რომელიც ბიბლიოთეკას შეიცავს, თუ ასეთი არსებობსუნიკალური იდენტიფიკატორი გავრცელებული ფერითი სივრცეებისთვის, Color Interop Forum-იქ განსაზღვრების მიხედვით. თუ სამუშაო სივრცისთვის interop ID არ არსებობს, შეიძლება, ცარიელი იყოს. ფართოდ გავრცელებული მნიშვნელობებია lin_rec709_scene, lin_rec2020_scene და lin_ap1_scene (ACEScg-სთვის)უნიკალური იდენტიფიკატორი ბუდეთა რუკაზე დასატანადამ პანელის უნიკალური იდენტიფიკატორი ამ კვანძოვან ხეშიმოწყობილობის უნიკალური იდენტიფიკატორიუნიკალური მთელი რიცხვი, რომელიც ახდენს ამ ფაილის, როგორც ხატულას გადახედვის იდენტიფიცირებას (ნული ნიშნავს დაუშვებელს)ამ გადახედვის ხატულად მაიდენტიფიცირებელი უნიკალური მთელი რიცხვი (ნული ნიშნავს უვარგისს)მოდულის უნიკალური იდენტიფიკატორიშრის უნიკალური სახელიობიექტის უნიკალური სახელიკვალის უნიკალური სახელიკოდსა და სკრიპტინგში გამოყენებული უნიკალური სახელიკოდსა და სკრიპტინგში გამოყენებული უნიკალური სახელი, საჭიროების შემთხვევაში შესაძლებელია Python-იქ ქვეკლასებში მისი ხელახლა განსაზღვრაკვანძის უნიკალური იდენტიფიკატორიოპერატორის უნიკალური იდენტიფიკატორი კვანძის ხელსაწყოსთვისსაცავის უნიკალური სახელიშესრულების დროს არსებული უნიკალური იდენტიფიკატორი დაკავშირებული ID-სთვის სხვაგან გადასატანადარმატურის ფარგლებში უნიკალურიუნიკალურად აიდენტიფიცირებს მოდიფიკატორს იმ მოდიფიკატორთა სტეკში, რომლის ნაწილიცაა იგიერთეულიაჩქარებადახრის კუთხეარეღერძის-კუთხებაიტური სტრიქონიკამერაკამერის დაშორებაფერის ტემპერატურაკოორდინატებინაგულისხმებიმიმართულებადირექტორიის მისამართიმანძილიეილერის კუთხეებიკოეფიციენტიფაილის სახელიფაილის მისამართიკადრიკადრებისიხშირეგამა-კორექტირებული ფერისაკვანძო ფაზებიშრეშრის წევრისიგრძეწრფივი ფერიმარკერებიმასამატრიცაუახლოესი მარკერიარაფერიპაროლიპროცენტიპიქსელიპიქსელური ზომაუბრალო მონაცემებიხარისხიკვატერნიონიკვატერნიონის ბრუნვაბრუნვამეორეწამებიანიმაციის ელემენტის მიკვრათავაკის ელემენტის მიკვრალენტებიქვეტიპიტემპერატურადროდრო (აბსოლუტური)დრო (სცენასთან შეფარდებითი)დროში გადახტომის ერთეულითარგმანიერთეულიუნიშნოსიჩქარესიჩქარის ერთეულიმოცულობატალღის სიგრძეXYZXYZ სიგრძეsRGB ფერიერთეულთა მასშტაბიერთეულის ანაწყობებიერთეულთა სისტემაერთეულის რედაქტირების ანაწყობებიერთეულის ხაზის სისქე მასშტაბირდება გამოსახულების შვეული გარჩევადობის პროპორციის მიხედვით 480 პიქსელთან მიმართებაშიერთეული, რომელიც გამოყენებული იქნება სიგრძის მნიშვნელობების ასახვისთვისერთეული, რომელიც გამოყენებული იქნება მასის მნიშვნელობების ასახვისთვისერთეული, რომელშიც აისახება ტემპერატურის სიდიდეებიერთეული, რომელშიც აისახება დროის სიდიდეებილინზის დასარედაქტირებელი ერთეული მომხმარებლის ინტერფეისისთვისერთეული ბრუნვის სიდიდეების ასახვისთვის/რედაქტირებისთვისუერთეულოერთეულებიკამერის ფოკუსური მანძილის ერთეულებიუცნობიუცნობი ბულის შეცდომაუცნობი თვისებაუცნობი დანამატებიალფა გამჭვირვალობის მოდიფიკატორის უცნობი ტიპიუცნობი ბულის შეცდომაუცნობი შეცდომა '%s'-იქ ჩატვირთვისასუცნობი შეცდომა ფაილის გახსნისასფაილის უცნობი ტიპი: {!r}ხაზის ფერის მოდიფიკატორის უცნობი ტიპიხაზის ქიქჼიქ მოდიფიკატორის უცნობი ტიპიუცნობი ოპერატორიბუდის უცნობი ტიპიმონასმის გეომეტრიის მოდიფიკატორის უცნობი ტიპიბმულის მოხსნაქმედების კავშირის წყვეტაგაწყვიტე აჼტიური ანოტაციის მონაცემთა ბლოკთან ბმულიანი კავშირიგაუწყვიტე კავშირი აჼტიური შრიფტიქ მონაცემთა ბლოკსმოხსენი აჼტიური ტექსტის მონაცემთა ბლოკის მაკავშირებელი ბმულიგაწყვიტე მონაცემთა ბლოკთან კავშირი (Shift + დაწკაპუნება მომხმარებლების ნულზე დასაყენებლად, ამის შემდეგ მონაცემები არ შეინახება)გაუწყვიტე მონიშნულ ლენტებს კავშირები, რათა მათი ინდივიდუალურად მონიშვნა შესაძლებელი გახდესჩახსენი კოლექცია ყველა ობიექტიდანგაწყვიტე ამ ქმედების კავშირი ქმედების აჼტიურ სლოტთან (და/ან გამოდი გადაკეთების რეჟიმიდან)განბლოკვაპროპორციული თანაფარდობის განბლოკვაგანბლოკე ყველა გრიზ ფენსილის მასალა, რათა შეიძლებოდეს მათი რედაქტირებაგანბლოკე ფორმის ყველა სოლიგანბლოკე აჼტიური ობიექტის ფორმის ყველა სოლიგანბლოკე წვეროთა ყველა ჯგუფიგანბლოკე წვეროთა ყველა ჯგუფი, თუ არსებობს სულ ცოტა, ერთი დაბლოკილი ჯგუფი, სხვა შემთხვევაში დაბლოკე ყველაგანბლოკე აჼტიური ობიექტის წვეროთა ყველა ჯგუფიგანბლოკე საცავები - განბლოკვის დასატესტადგანბლოკე აჼტიური ობიექტის მონიშნული და დაბლოკე მისი მოუნიშნავი წვეროთა ჯგუფებიგანბლოკე მონიშნული ბილიკებიგანბლოკე აჼტიური ობიექტის წვეროთა მონიშნული ჯგუფებიგანბლოკე ლენტები, მათი გარდაქმნა რომ შეიძლებოდესგანბლოკე აჼტიური ობიექტის წვეროთა მოუნიშნავი ჯგუფებიგაღებულიგანიბლოკა {:d} საცავიგანბლოკილი: {:s}შეუნიღბავიმოუნიშნავი/მონიშნული ლენტების ჩახშობის გამორთვაგამორთე მოუნიშნავი ლენტებისა ჩახშობა და არა მონიშნულისაამოლაგებაამოალაგე - ფაილები: {}, ცხობები: {}ფაილის ამოლაგებაამ .blend-ში შეფუთული ყველა ფაილის ამოლაგება გარე ფაილებშიამოალაგე გამოცხობილი მონაცემები .blend ფაილიდან დისკზეამოალაგე ხმა ნიმუშების ფაილის სახელითამოალაგე ეს ფაილი გარე ფაილშივიდეოების, ან გამოსახულებათა თანამიმდევრობების ამოლაგება მხარდაუჭერელიაარაპროეცირებული ზომაBlender-იქ ბიბლიოთეკის წაუკითხვადი ფაილი:ფაილის უცნობი ფორმატი '%s'რეგისტრაციის გაუქმება Microsoft Store-იქ ინსტალაციებიდან შეუძლებელიაშეუნახავიმონასმების მონიშვნის გაუქმებამოუნიშვნადი ძვალი ჯაჭვშიმოუნიშნავიმოუნიშნავი ქმედების-კლიპის ლენტიმოუნიშნავი F-წირების გაუმჭვირვალობამოუნიშნავი მეტა ლენტი (დაჯგუფებასთან დაკავშირებული ლენტებისთვის)მოუნიშნავის გაუმჭვირვალობახმის მოუნიშნავი ლენტი (სპიკერის ხმების დროში განაწილებისთვის)გარდასვლის მოუნიშნავი ლენტებიხსნის აჼტიური ღილაკის ტექსტსნიღბის სიმკვეთრის კლებაუნიშნო კუთხეუნიშნო კუთხის ველიმოარღვიე UV-ი და გადააადგილე შედეგიდაყოფის გაუქმებამხარდაუჭერელი შენატანებიმხარდაუჭერელი აუდიო ფორმატისვეტის მხარდაუჭერელი ტიპიმხარდაუჭერელი კონტექსტიმხარდაუჭერელი კონტექსტის რეჟიმიმონაცემთა მხარდაუჭერელი ტიპიგადანაცვლების მხარდაუჭერელი მეთოდიმხარდაუჭერელი კლავიში: CapsLockმხარდაუჭერელი კლავიში: უცნობიმხარდაუჭერელი რეჟიმი: {!r}კვანძოვანი ჎იქ მხარდაუჭერელი ტიპიობიექტის მხარდაუჭერელი ტიპი ტექსტურის სივრცის გარდაქმნისთვისუსათაუროგამოუყენებელი მონაცემებიგამოუყენებელი გამოსახულებებიგამოუყენებელი გამონატანიგამოუყენებელი ტექსტურები და გამოსახულებებიგამოუყენებელია, მაგრამ დატოვებულია თავსებადობისთვის. გამოიყენე საზღვრები მაჩვენებელი კვანძებისა და კომპოზიტი უკანა პლანისთვისგადაძრობაგადაძრობამ ვერცერთი კუნძულის გამოთვლა ვერ მოახერხა, შესაძლოა, კიდეების ნაკერების დამატება იყოს საჭიროგადაძრობამ ვერ მოახერხა %d-დან %d კუნძულის გამოთვლა, შესაძლოა, კიდეების ნაკერების დამატება იყოს საჭიროგადააძრე რედაქტირებადი ობიექტის მეშსგადაძრობის მეთოდი (ჩვეულებრივ, კუთხეზე დაფუძნებული უკეთეს შედეგებს იძლევა, ვიდრე მორგებადი, ამასთან გარკვეულწილად უფრო ნელია)ზემოთზევით ღერძიზევით/ქვევითგანახლებაყველას განახლებაგანახლება ავტომატურადდამოკიდებულებების განახლებაარსებულის განახლებაარააქტიურის განახლებაგანახლების რადიუსისცენის ხანგრძლივობის განახლებასცენის FPS-იქ განახლებაგანაახლე გამოსახულებათა ყველა კვანძი დისკზე თავთავიანთ ფაილებთან შესასატყვისებლადგანაახლე ანიმაციის დროშებიდაკავშირებული შეკვრის სიგნატურაზე დაფუძნებული განახლებადაკავშირებული ჩაკეტვის სიგნატურაზე დაფუძნებული განახლებაგანაახლე სიბრტყის მარკერის მიერ გამოყენებული ამჟამინდელი გამოსახულება სიბრტყის მარკერის შიგთავსიდანგანაახლე მორგებული კამერა იერფერის ახალი პარამეტრებითგანაახლე არსებული არხები პოზის აქტივში, ოღონ არხებს ნურც მოაცილებ და ნურც დაამატებარსებობის შემთხვევაში განაახლე po ფაილები ზედ გადაწერის მაგივრადგანაახლე არსებული ფორმის სოლები შესატყვისი სახელების მქონე მონიშნული ობიექტების წვეროთა პოზიციებითგანაახლე რომლებიც გარდაქმნის ბორკილებზე ზემოქმედი f-წირები/დრაივერები (გამოიყენე 2.70-იქ და უფრო ადრეულ ფაილებთან)განაახლე კადრების დიაპაზონი მოძრაობის ტრაექტორიებისთვის სცენის მიმდინარე კადრთა დიაპაზონიდანგანაახლე სცენის ლენტის კადრთა დიაპაზონიგანაახლე მოცემული დანამატის თარგმანის მონაცემები (მოიპოვება, როგორც py კორტეჟი დანამატის წყაროს კოდში)განაახლე i18n მონაცემები (po ფაილები) Blender-იქ წყაროს კოდის საცავშიგანაახლე I18n სამუშაო საცავი (po ფაილები)განაახლე ობიექტების მისამართთა ქია ახალი მონაცემებით არქივიდანგანახლება რედაქტირებისასავტომატურად განაახლე გავლენის ქვეშ მოქცეული სხვა ფანჯრების სივრცეები, რათა აისახოს ცვლილებები ინტერაქტიული ოპერაციების დროს, როგორიცაა გარდაქმნაგანაახლე ქმედებიდან მითითებული კადრების დიაპაზონი ლენტისა და მისი საკვანძო ფაზების გადაკეთების შემდეგგანაახლე იერფერის სკრიპტის კვანძი ახალი ბუდეებითა და ვარიანტებით სკრიპტიდანგანაახლე ბუდეები ისე, რომ პრაქტიკაში გამოყენებულს შეესაბამებოდესგანაახლე აჼტიური ფუნჯის აქტივი აქტივთა ბიბლიოთეკაში ამჟამინდელი ანაწყობებითგანაახლე აუდიო ანიმაციის ქეშიგანაახლე მიმდინარე გარდაქმნა, მონიშნული საკვანძო ფაზები, ან თუნდაც შექმენი ახალი სოლებიგანაახლე პატაკების ასახვა Blender-იქ UI-ში (შიდა გამოყენება)განაახლე გეომეტრია, როცა ხედში შემოვა, რაც ხედში გზის გაკვლევას ააჩქარებსგანაახლე საგნის გამოყოფა თაგვის მიმდინარე პოზიციის მიხედვითგანაახლე სცენის ქა჏ყიქი და დამაბოლოვებელი კადრები, რომ USD არქივისას ემთხვეოდესგანაახლე მონიშნული ორიენტირი მიმდინარე მაჩვენებლის პოზიდან ვ. რ. სესიაშიგანაახლე აქტივთა ბიბლიოთეკაში მდებარე მონიშნული პოზის აქტივი ამჟამად მონიშნული ძვლებიდან. რეჟიმი განსაზღვრავს, თუ როგორ განახლდება აქტივიგანაახლე ამ იერფერის მომხმარებლები, როგორებიცაა მორგებული კამერები და სკრიპტის კვანძები, თავისი ახალი ბუდეებითა და ვარიანტებითგანახლდა %d ფორმის სოლიგანახლებული მონაცემთა ბლოკიგანახლებებიმონაცემთა ბლოკების განახლებებიGPU დრაივერების განახლებამ შესაძლოა, ეს პრობლემა გადაჭრას.აიყვანე ყველა გაფართოება თავის ბოლო ვერსიაზე აჼტიური საცავისთვისდისტანციური საცავებიდან აიყვანე ყველა გაფართოება თავის ბოლო ვერსიაზეაფგრეიდს არ აქვს მხარდაჭერა ლოკალური საცავებისთვისგააკეთე Rigify-ქ ტიპის აფგრეიდი მეტარიგის აჼტიურ არმატურაზეგააკეთე ძველებური super_face რიგის ტიპის აფგრეიდი ახალ მოდულარულ სახეზემოახდინე მეტარიგის აფგრეიდი ძვალთა შრეებიდან ძვალთა კოლექციებზეახდენს ძველებური super_face-იქ რიგის ტიპის აფგრეიდს ახალ მოდულარულ სახეზე. ეს ინარჩუნებს თავსებადობას არსებულ წონების ხატვასთან, მაგრამ არა ანიმაციასთანახდენს მეტარიგის აფგრეიდს ძვალთა შრეებიდან ძვალთა კოლექციებზეზემოთაზედა (ინკლუზიური) ზღვარი წვეროთა ჯგუფიდან მოსაცილებელი წვეროს წონისთვისზედა ზღვარიზედა რეგისტრიზემოთა ჩაზნექილობაზემოთა მარცხენაზემოთა მარჯვენაX კუთხის ზედა ლიმიტიX-იქ ზედა ლიმიტიX კუთხის ზედა ზღვარიY კუთხის ზედა ლიმიტიY-იქ ზედა ლიმიტიY კუთხის ზედა ზღვარიZ კუთხის ზედა ლიმიტიZ-იქ ზედა ლიმიტიZ კუთხის ზედა ზღვარიგარსის ზედა ზღვარი ამ საკონტროლო წერტილთანგამოყოფის დიაპაზონის ზედა ზღვარიზედა ზღვარი შენატანის დიაპაზონისა, რომელზეც დატანა გამოიყენებაჩაჭერის ზედა მიჯნა დენადი გარემოს უჯრედების ტალღის ქოჩრებად აღნიშვნისთვის (მაღალი მნიშვნელობის შედეგი ნაკლები აღნიშნული უჯრედია)ჩაჭერის ზედა მიჯნა დენადი გარემოს იმ უჯრედების მოსანიშნად, სადაც ჰაერია დატყვევებული (რაც უფრო მაღალია მნიშვნელობა, მით ნაკლებია მონიშნული უჯრედები)ჩაჭერის ზედა მიჯნა, რომელიც მიუთითებს დენადი გარემოს სისწრაფეზე, რომელზეც უჯრედები მეტ ნაწილაკს ა჌არ გამოსცემენ (რაც უფრო მაღალია მნიშვნელობა, მით ნაკლებია ზოგადად ნაწილაკები)ზემოთა მანძილი მითითების მნიშვნელობიდან 1:1 ნაგულისხმები ზეგავლენისთვისX ღერძის ბრუნვის ზედა ლიმიტიX ღერძის გადაადგილების ზედა ლიმიტიY ღერძის ბრუნვის ზედა ლიმიტიY ღერძის გადაადგილების ზედა ლიმიტიZ ღერძის ბრუნვის ზედა ლიმიტიZ ღერძის გადაადგილების ზედა ლიმიტი+Z მიმართულებიდან გადახრის ზედა ზღვარიმეშის ჩაზნექილობის ზედა ზღვარი (მაღალი მნიშვნელობები იწვევს ჩაზნექილობებიანი მონაკვეთების დაგლუვებასა და ამოვსებას)გარჩევადობის ამაღლების კოეფიციენტიურდუ - وُدرُاგამოყენებაგამოყენებაგამოიყენე %s (განსხვავებულია)გამოიყენე %s (იდენტური)საექსპოზიციო ფურცლის რედაქტორში საკვანძო ფაზების გარდასაქმნელად 'Translation' რეჟიმის მაგივრად გამოიყენე 'Time_Translate' გარდაქმნის რეჟიმიგამოიყენე (დააიმპორტირე) ფაცეტის ნორმალები (გაითვალისწინე, რომ ეს მაინც ბრტყელ შეფერადებას იძლევა)გამოიყენე ყოველ არხზე 16 ბიტი რენდერისას მეხსიერების დასაზოგადყველა მონაცემისთვის გამოიყენე 16-ბიტიანი წილადნიშნა ნომრები2D სტაბილიზაცის გამოყენებაგამოიყენე ვიდეოსთვის 2D სტაბილიზაციაყველა მონაცემისთვის გამოიყენე 32-ბიტიანი წილადნიშნა ნომრები3D სარკმლის გამოყენებადასაქვემდებარებლად გამოიყენე თვალის დევნების 3D პოზიციაგამოიყენე 5-ჯერადი მულტისემპლირება საღებავის ნაპირების დასარბილებლადსადაც შესაძლებელია, გამოიყენე 8-ბიტიანი წილადნიშნა რიცხვები, სხვა შემთხვევაში - 16-ბიტიანიგამოიყენე APIC სიმულაციის მეთოდად (უფრო ენერგიული და სტაბილური ქცევა)აჼტიურიქ გამოყენებაგამოიყენე ადაპტირებადი ნიმუშის აღებაადაპტირებადი დაყოფის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'მიმატება'ადიტიური ხატვის გამოყენებაშექმნის შემდეგ გამოყენებაალფას გამოყენებაანიმაციური პირველსაწყისის გამოყენებაგამოიყენე ანიზოტროპული ინტერპოლაციაანოტაციების გამოყენებაგამოიყენე განკბილვა მონასმის კიდეების დასაგლუვებლადბრუნვის ცენტრად გამოყენებაგამოიყენე აქტივის შრეავტოშეფუთვის გამოყენებაგამოიყენე BVH-იქ სივრცული გახლეჩვები: რაც უფრო დიდია აგების დრო, მით უფრო ქ჏რაფია რენდერიორწრფივი ინტერპოლაციის გამოყენებალურჯი არ჎იქ გამოყენებაძვლების გარსების გამოყენებაძვლების თავების გამოყენებაუხეში ძალს გამოყენებადისპლეის გარდაქმნისთვის გამოიყენე CPU და ასახე გამოსახულება 2D ტექსტურითრენდერისთვის CPU-ქ გამოყენებაGPU აჩქარებისთვის გამოიყენე CUDAქეშის გამოყენებაკამერის გამოხშირვის გამოყენებაჯაჭვის სიგრძის გამოყენებასიბრტყეების მოკვეცის გამოყენებაგროვის ჏ირიქ გამოყენებაგროვის ხმაურის გამოყენებაშეჯახებების გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'ფერის ამოწვა'ხატვისას გამოიყენე შეზავების რეჟიმი 'ფერის გაბაცება'ფერის რყევის გამოყენებაფერთა გრადაციის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'ფერი'კომპაქტური BVH-იქ გამოყენებაკონტურის გამოყენებაკონტროლერის ქმედებების გამოყენებაკოორდინატების გამოყენებარიცხვის გამოყენებანაკეცის გამოყენებანაკეცების გამოყენებაგამოიყენე კრიპტოკაშეს გადავლები რენდერიდანგამოიყენე კრიპტოკაშეს გადავლები გამოსახულებიდანგამოიყენე კუბური B-სფლაინის ინტერპოლაციაგამოიყენე მიმდინარე კადრი, როგორც ობიექტის უძრაობის გარდაქმნებიამჟამინდელი მდებარეობის გამოყენებაკურსორის გადაფარების გამოყენებაკურსორის პოზიციის გამოყენებასიღრმისთვის კურსორის გამოყენებასიმრუდის გამოყენებაწირის გამოყენებაწირის რადიუსის გამოყენებაწირების გამოყენებაწირების BVH-იქ გამოყენებამორგებული კამერის გამოყენებამორგებული ფერის გამოყენებამორგებული ჏ირიქ გამოყენებალანდების მორგებული ფერების გამოყენებამორგებული ნორმალების გამოყენებამორგებული პარალაქსის გამოყენებამორგებული მოცულობის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'გამუქება'ნაგულისხმები ქრობის გამოყენებამხოლოდ დეფორმირების გამოყენებადეფორმაციის მოძრაობის გამოყენებაგანხმაურების გამოყენებასიმკვეთრის სიღრმის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'სხვაობა'დიფუზიის გამოყენებაგამოიყენე მიმართულებითი ოთხკუთხედების ხეები მიმართულებით დისტრიბუციებადმანძილზე გამოხშირვის გამოყენებაწვეთვის გამოყენებადუბლიკატების გამოყენებაწიბოს დახრის კუთხის გამოყენებაწიბოს ნიშნის გამოყენებაწიბოების გამოყენებაგამოიყენე წიბოები ზამბარებადეფექტორის გამოყენებადამასრულებელი კადრის გამოყენებაგარსების გამოყენებაშეფასების დროის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'გამორიცხვა'არსებულის გამოყენებაარსებული წახნაგების გამოყენებაგამოიყენე FLIP, სიმულაციის მეთოდად (მეტი შხეფიანობა)წახნაგების ნაკრებების გამოყენებაქრობის გამოყენებასათადარიგოს გამოყენებამილევის გამოყენებაფილტრის გამოყენებაფინალური ინდექსების გამოყენებადინების გამოყენებაგამოყენება თმის გასაზრდელადFreestyle-იქ გამოყენებაწახნაგის წინამხრის გამოყენებაწინამხრის მილევის გამოყენებადისპლეის გარდაქმნისთვის გამოიყენე GLSL იერფერები და ასახე გამოსახულება 2D ტექსტურითGPU-ქ გამოყენებასაუკეთესო მწარმოებლურობისთვის გამოიყენე GPU-ქ მიერ აჩქარებული განხმაურება, თუ მხარდაჭერა აქვს. OptiX-ქ OpenImageDenoise ამჯობინერენდერისთვის გამოიყენე GPU გამოსათვლელი მოწყობილობა, მომხმარებლის სასურველი პარამეტრების სისტემის ჩანართში აწყობილი კონფიგურაციითგამოიყენე გეომეტრიული (კოტანგენსური) მოშვება, რითაც UV-ებს აიძულებ, თავიანთ 3D გეომეტრიას მიჰყვნენგეომეტრიის კვანძების გამოყენებაგეომეტრიული სივრცის გამოყენებაგლობალური კოორდინატების გამოყენებაGltfpack-იქ გამოყენებამიზნის გამოყენებაგამოიყენე მწვანე არხიბადის გამოყენებაჯგუფის ინტერფეისის გამოყენებამიმმართველების გამოყენებამიმართვის გამოყენებამოშვებისთვის გამოიყენე HC მეთოდიGPU აჩქარებისთვის გამოიყენე HIPგამოიყენე HSL (ელფერი, სიხასხასე, სიბაცე) ფერის დამუშავებაგამოიყენე HSV (ელფერი, სიხასხასე, მნიშვნელობა) ფერის დამუშავებასახელურის მასშტაბის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'მაგარი შუჼი'თავის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'ელფერი'ზეგავლენის გამოყენებაინსტანცირების გამოყენებაგამოიყენე Intel OpenImageDenoise-იქ AI განმახმაურებელიგადაკვეთის გამოყენებაგადაკვეთის ნიღბების გამოყენებაგადაკვეთის პრიორიტეტის გამოყენებამოშვებისთვის გამოიყენე ლაპლასის მეთოდიშრის გადავლის გამოყენებაბიბლიოთეკის მისამართის გამოყენებასინათლის გამოყენებასინათლის კონტურის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'გაღიავება'სინათლეების გამოყენებალიმიტის გამოყენებაზედაპირის შეზღუდვის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'წრფივი ამოწვა'ხატვისას გამოიყენე შეზავების რეჟიმი 'წრფივი შუჼი'წრფივი მოდიფიკატორების გამოყენებალოკალური კამერის გამოყენებალოკალური ფაილის გამოყენებამდებარეობის გამოყენება კამერაზე ფიქსაციისთვისდაუმაგრებლების გამოყენებაMIS წონების გამოყენებანიღბის გამოყენებანიღბების გამოყენებანიღბების გამოყენება რენდერშიმასალის გამოყენებამასალის ნიღბის გამოყენებამასალის გადავლის გამოყენებაგამოიყენე მასალის შრემათემატიკის კვანძების გამოყენებამაქს.-იქ გამოყენებამაქს. 2D კუთხის გამოყენებამაქს. 2D სიგრძის გამოყენებამაქს. კუთხის გამოყენებაB-კადრების მაქსიმუმის გამოყენებამაქსიმუმის გამოყენებამედიანის დაყენებამეშის გამოყენებამეშის სიმეტრიის გამოყენებამეტამონაცემების გამოყენებალითონის ბექენდის გამოყენებაGPU აჩქარებისთვის გამოიყენე Metalმინ.-იქ გამოყენებამინ. 2D კუთხის გამოყენებამინ. 2D სიგრძის გამოყენებამინ. კუთხის გამოყენებამინიმუმის გამოყენებანისლის გამოყენებაშერევის კვანძების გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'შერევა'მოდიფიკატორების სტეკის გამოყენებამოდიფიკატორის რენდერის ანაწყობის გამოყენებამოძრაობის გადღაბნის გამოყენებათაგვის პოზიციის გამოყენებამრავალხედის გამოყენებარამოდენიმე ხედის გამოყენება (როცა ხელმისაწვდომია)ხატვისას გამოიყენე შეზავების რეჟიმი 'გამრავლება'ფერებისთვის გამოიყენე N-ბიტიანი დაკვანტვანორმალებისა და მხებებისთვის გამოიყენე N-ბიტიანი დაკვანტვაპოზიციებისთვის გამოიყენე N-ბიტიანი დაკვანტვაგამოიყენე N-ბიტიანი დაკვანტვა ტექსტურის კოორდინატებისთვისNLA-იქ გადაკეთების რეჟიმის გამოყენებაუახლოესი ინტერპოლაციის გამოყენებაკვანძის სახელის/ჭდის გამოყენებაკვანძების გამოყენებახმაურის გამოყენებანორმალების მონაცემთა გამოყენებანორმალიზების გამოყენებაობიექტის გამოყენებაობიექტის აცდენის გამოყენებაგამოიყენე ობიექტის შრეწინაღობის დიაპაზონის გამოყენებაშეფერადების ჌ია ენის გამოყენებაOpenGL ბექენდის გამოყენებაOpenJPEG Cinema წინასწარი კონფიგურაციის გამოყენებაOpenJPEG Cinema წინასწარი კონფიგურაციის (48fps) გამოყენებაGPU აჩქარებისთვის გამოიყენე OptiXორიგინალი ფაილის გამოყენებაგამოიყენე ორიგინალი მასშტაბიორიგინალი ზომის გამოყენებაგამონატანის გამოყენებაგამოტანის სახელების გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'გადაფარება'ხატვის გამოყენებასახატავი ტილოს გამოყენებაგამოიყენე ფონ მიზეს-ფიშერის პარალაქსისადმი მგრძნობიარე მოდელები მიმართულებით დისტრიბუციებადნაწილაკების რადიუსის გამოყენებანაწილაკის რადიუსის გამოყენებასაფუძვლად გამოიყენე პერლინის ხმაურისაფუძვლად გამოიყენე პერლინის ხმაური, გაფართოებული კონტროლებისთვისგამოიყენე პერლინის ხმაური და საფუძვლად დაუდე გადაღუნვახატვისას გამოიყენე შეზავების რეჟიმი 'წერტილოვანი შუჼი'ბრუნვის ცენტრის გამოყენებადროებით ჩამნაცვლებლების გამოყენებასიბრტყის შემოკრეჭის გამოყენებაგამოიყენე პუასონისეული დისკოს განაწილების მეთოდი მინიმალური მანძილის შესანარჩუნებლადპოლუსების შერწყმის გამოყენებათანამდევი დამუშავების ანაწყობების გამოყენებაწინმსწრები/თანამდევი ბრუნვის გამოყენებაზეწოლის გამოყენებაზეწოლითი რყევის გამოყენებაზეწოლის სიძლიერის გამოყენებაზეწოლის გამოყენება სისქისთვისზეწოლის გამოყენება დინებისთვისგამოიყენე ზეწოლა სიმკვეთრისთვისზეწოლის გამოყენება სველი შერევისთვისზეწოლის გამოყენება სველი სიმტკიცისთვისგადახედვის დიაპაზონის გამოყენებაპროქსების გამოყენებაგამოიყენე პროქსი / დროის კოდირებაგამოიყენე RGB (წითელი, მწვანე, ლურჯი) ფერის დამუშავებაგამოიყენე RGB წირები ასახვამდელი გარდაქმნისათვისრადიუსის გამოყენებასხივების მიდევნების გამოყენებაწითელი არ჎იქ გამოყენებაშეფარდებითი აცდენის გამოყენებაშეფარდებითი ჩასმის გამოყენებადისტანციურის გამოყენებაგამოიყენე რენდერის ანაწყობები ობიექტის ხილულობისთვის, მოდიფიკატორის ანაწყობებისთვის და სხვაგანმეორების გამოყენებაუძრაობის პოზიციის არმატურის გამოყენებაბრუნვის გამოყენებაX ბრუნვის გამოყენებაY ბრუნვის გამოყენებაZ ბრუნვის გამოყენებაბრუნვის გამოყენება კამერაზე ფიქსაციისთვისხეშეშობის ჏ირიქ გამოყენებანიმუშთა ქვეწყების გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'სიხასხასე'მასშტაბის გამოყენებაX მასშტაბის გამოყენებაY მასშტაბის გამოყენებაZ მასშტაბის გამოყენებამასშტაბირების გამოყენება კამერაზე ფიქსაციისთვისმასშტაბის გამოყენება:სცენის დიაპაზონის გამოყენებასქემის გამოყენებაამ ფუნჯის შებრუნებისას მისი გადანაცვლების მიმართულების შექცევის ნაცვლად გამოიყენე მოფხეკის, ან შევსების ფუნჯიხატვისას გამოიყენე შეზავების რეჟიმი 'ეკრანი'ძერწვის გამოყენებაძერწვისას შეჯახებამეორეულის გამოყენებამონიშვნის გამოყენებაSelf-იქ გამოყენებასეკვენსერის სცენის გამოყენებაანაწყობების გამოყენების მიზანიიერფერების გამოყენებაჩრდილის გამოყენებამახვილი წიბოების გამოყენებაკუმშვის გამოყენებაგამარტივების გამოყენებასიმულაციის ქეშის გამოყენებამიკვრის გამოყენება ბრუნვისთვისმიკვრის გამოყენება მასშტაბისთვისმიკვრის გადაადგილება გადაადგილებისთვისმიკვრის გამოყენებამიკვრის ვარიანტების გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'რბილი შუჼი'სივრცული გარდაქმნის გამოყენებამეჩხერი აქსესორის გამოყენება, თუ უმჯობესიასივრცული გახლეჩვების გამოყენებასფერული სტერეოს გამოყენებასიჭარბის სიძლიერის გამოყენებასიგრძის წყვეტის გამოყენებაწყვეტის ფაჼტურიქ გამოყენებაგავრცელების გამოყენებასტაბილიზატორის გამოყენებასაწყისი კადრის გამოყენებალენტის შუაგულის გამოყენებადაყოფის სქემის გამოყენებაქვედანაყოფებიანი ზედაპირის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'გამოკლება'კუდის გამოყენებაკუდის სამიზნის გამოყენებატექსტურის გამოყენებატექსტურის გადაფარების გამოყენებატექსტურების გამოყენებასისქის პროფილის გამოყენებადროის კოდირების გამოყენებაგამოიყენე დროში განაწილებაწვეტების გამოყენებამინიშნების გამოყენებაგარდაქმნის გამოყენებაX გადაადგილების გამოყენებაY გადაადგილების გამოყენებაZ გადაადგილების გამოყენებაგამჭვირვალობის პირგადადების გამოყენებამოგრეხვის ჏ირიქ გამოყენებაგამოიყენე UDIM-იქ აღმოჩენაUI ტეგების გამოყენებაUV ძერწვის გამოყენებაგამოიყენე UV კოორდინატები ტექსტურის კოორდინატებისთვისგამოიყენე UV კოორდინატები ტექსტურის კოორდინატებისთვისგამოიყენე UV შრე ტექსტურის კოორდინატებისთვისქმედების გაუქმების გამოყენებაგაერთიანებული ფერის გამოყენებაგაერთიანებული შენატანის ნიმუშების გამოყენებაგამოიყენე გაერთიანებული ზომაგამოიყენე გაერთიანებული სიძლიერეგაერთიანებული წონის გამოყენებახატვისას გამოიყენე შეზავების რეჟიმი 'მნიშვნელობა'წვეროს გამოყენებაწვეროს ფერის გამოყენებაწვეროთა ჯგუფების გამოყენებახედის გამოყენებასარკმელში განხმაურების გამოყენებაგამოიტენე სარკმლის ანაწყობები ობიექტის ხილულობისთვის, მოდიფიკატორის ანაწყობებისთვის და სხვაწებოვანობის გამოყენებაავტომატურად გამოიყენე ვიზუალური ჩასოლვა შებორკილი ობიექტებისთვისხატვისას გამოიყენე შეზავების რეჟიმი 'მოელვარე შუჼი'მოცულობის ვარიაციის მაქსიმუმის გამოყენებამოცულობის ვარიაციის მინიმუმის გამოყენებაVulkan-იქ ბექენდის გამოყენებაკვატერნიონის/ღერძ-კუთხის ბრუნვებისთვის გამოიყენე WXYZ ღერძების ფერები, სხვა გარდაქმნებისა და ფერთა თვისებებისთვის - XYZ ღერძების ფერები, ხოლო დანარჩენისთვის - ავტომატური ცისარტყელაწონის გამოყენებაწონის ფერთა დიაპაზონის გამოყენებაწონა კოეფიციენტად გამოყენებათეთრი ბალანსის გამოყენებადროებითი ცვლადის გამოყენებაგამოიყენე Windows-იქ 'Default Apps' blend ფაილებთან ასოცირებისთვისგამოიყენე Wintab დრაივერი უფრო ძველი პლანშეტებისა და Windows-იქ ვერსიებისთვისმშობლის X მდებარეობის გამოყენებამშობლის X ბრუნვის გამოყენებამშობლის X მასშტაბის გამოყენებამშობლის Y მდებარეობის გამოყენებამშობლის Y ბრუნვის გამოყენებამშობლის Y მასშტაბის გამოყენებაგამოიყენე YCbCr (Y - ლუმა, Cb - ლურჯი-სხვაობის ქრომატული მნიშვნელობა, Cr - წითელი-სხვაობის ქრომატული მნიშვნელობა) ფერის დამუშავებაგამოიყენე YUV (Y - ლუმა, U V - ქრომატული) ფერის დამუშავებამშობლის Z მდებარეობის გამოყენებამშობლის Z ბრუნვის გამოყენებამშობლის Z მასშტაბის გამოყენებაZ-ბუფერის გამოყენებაგამოიყენე Z-ზემოთა ღერძი ჏ირიქ ყოველი წერტილის მოგრეხვის გამოსათვლელადგამოიყენე 3D თაგვის მოწყობილობა ხედში პანორამირებისთვის/ზუმისთვისგამოიყენე გრიზ ფენსილის მონაცემთა ბლოკი ნიღბად, რათა თვალის დევნებისას გამოიყენო ფაჼტურიქ მხოლოდ მითითებული არეებიგამოიყენე რეიმერ-დაგლას-ფოიქერის ალგორითმი, რათა გაამარტივო მონასმი ძირითადი ფორმის შენარჩუნებითნიმუშის აღებისთვის ჯერ ლურჯი ხმაურის ფაჼტურა გამოიყენე პირველი ნიმუშისთვის, შემდეგ - ტაბულირებული სობოლი დანარჩენებისთვისნიმუშის შემთხვევითი აღებისთვის გამოიყენე ლურჯი ხმაურის ფაჼტურა, რომელიც ახდენს ხმაურის ქი჎შირიქ გადანაწილების ოპტიმიზაციასგამოიყენე ლურჯი ხმაურის ნიმუშის აღების ფაჼტურა, რომელიც ხმაურის ქი჎შირიქ გადანაწილებას ნიმუშის შემთხვევითი აღებისთვის აოპტიმიზირებს. სარკმელში დარენდერების შემთხვევაში, ინტერაქტიული გადახედვისთვის მოახდინე პირველი ნიმუშის ჎არიქ჎იქ ოპტიმიზაციანიმუშის შემთხვევითი აღებისთვის გამოიყენე ლურჯი ხმაურის თანამიმდევრობა, რომლის სიგრძეც დამრგვალებული იქნება 2-იქ მომდევნო ხარისხამდეგამოიყენე უხეში ძალით გადაადგილება მხოლოდ კვალის წინ სრულყოფამდეგამოიყენე მხოლოდ-გადაადგილების უხეში ძალით ინიციალიზაცია თვალის დევნებისასპროფილის განსასაზღვრად გამოიყენე წრეგამოიყენე მეშის ობიექტების კოლექცია ოპერანდად ბულის ტიპის ოპერაციისთვისგამოიყენე სვეტის განლაგება ხელსაწყოთა ყუთისთვისგამოიყენე ჏ირი გროვის დავიწროების განსასაზღვრადხეშეშობის განსასაზღვრად გამოიყენე წირიმოგრეხვის განსასაზღვრად გამოიყენე წირიგამოიყენე მხოლოდ ამ სარკმლის ფარგლებში მორგებული ფერიგამოიყენე მორგებული ჏ირი მონასმების გაყოლებაზე კოეფიციენტის განსასაზღვრადმონაცემების შესანახად გამოიყენე მორგებული დირექტორიაგამოიყენე მორგებული ფაილი, რომლიდანაც უნდა მოხდეს პროქსი მონაცემების წაკითხვაპროფილის განსასაზღვრად გამოიყენე მორგებული ობიექტიწირის ცერობის გეომეტრიის ყოველი მეოთხედისთვის გამოიყენე მორგებული პროფილიგამოიყენე სხვაობის ბულის ოპერაციაამ ფაილისთვის კვანძის ფორმატის ნაცვლად სხვა ფორმატი გამოიყენეგამოიყენე ფიქსირებული 1:1 თანაფარდობამიმართვისთვის გამოიყენე დენადი გარემოს სამოქმედო არეალი (სამოქმედო არეალი გამოცხობილი უნდა იყოს, რათა სიჩქარეების გამოტანა შესაძლებელი იყოს). მიმართვის სამოქმედო არეალი შეიძლება, იყოს ნებისმიერი ტიპის (ანუ აირი, ან სითხე).თითოეული ხუფისთვის გამოიყენე ნახევარწრეამ ხედში გამოიყენე ლოკალური კამერა და არა სცენის აჼტიური კამერაიმისთვის, რომ ველმა იმუშავოს, გამოიყენე მაქსიმალური მანძილიიმისთვის, რომ ველმა იმუშავოს, გამოიყენე მაქსიმალური რადიალური მანძილიგამოიყენე მეშის ობიექტი ოპერანდად ბულის ტიპის ოპერაციისთვისველის მილევისთვის გამოიყენე მინიმალური მანძილიველის მილევისთვის გამოიყენე მინიმალური რადიალური მანძილიპროცენტული კოეფიციენტის გამოყენება ხილული წერტილების განსასაზღვრადგამოიყენე პროცენტები მოსაცილებელ საკვანძო ფაზების სასურველი რაოდენობის მისათითებლადგამოიყენე წინასწარ დაყენებული თვალთახედვაამ ლენტისთვის გამოიყენე გადახედვის პროქსი და/ან დროის კოდირების ინდექსიგამოიყენე გადახედვის პროქსი და/ან დროის კოდირების ინდექსი ამ კლიპისთვისგამოიყენე რადიალური გრადიენტი სარკმლის ფონადგამოიყენე ჩარჩოს ზომის ფარგლებში მყოფი რეგიონი დარენდერებული სარკმლისთვის (როცა კამერიდან არ იხედები)გამოიყენე ხერხისებრი ტალღა ზოლების წარმოსაქმნელადგამოიყენე ხერხისებრი პროფილიგამოიყენე ეკრანის სივრცის შვეული წრფივი გრადიენტი სარკმლის ფონადგამოიყენე სცენის დიაპაზონისგან განსხვავებული სიმულაციის დიაპაზონი სიმულაციის კვანძებისთვის, რომლებიც თავად არ უკუაგდებენ კადრების დიაპაზონსგამოიყენე სინუსის ტალღა ზოლების წარმოსაქმნელადხუფებისთვის გამოიყენე ერთი N-კუთხედიგამოიყენე ერთი კოეფიციენტი ყველა კომპონენტისათვისგამოიყენე მყარი ფერი სარკმლის ფონადგამოიყენე სტანდარტული სინუსური პროფილიგამოცემის სიძლიერის გასაკონტროლებლად გამოიყენე ტექსტურაგამოიყენე გარდაქმნის მატრიცაგამოიყენე სამკუთხოვანი პროფილიგამოიყენე სამკუთხოვანი ტალღა ზოლების წარმოსაქმნელადგამოიყენე გაერთიანების ბულის ოპერაციაგამოიყენე აბსოლუტური ზომაგამოიყენე აკურატული გარდაქმნაგამოიყენე აჼტიური მაჩვენებლის კვანძის გამონატანი კომპოზიტირების კვანძების უკანა პლანადგამოიყენე სცენაში განსაზღვრული აჼტიური კლიპიგამოიყენე აჼტიური წვეროთა ჯგუფი, როგორც ზეგავლენამასშტაბის კომბინაციისთვის გამოიყენე შეკრება და არა გამრავლება (2.7-თან თავსებადი)განხმაურებისთვის გამოიყენე ალბედოს და ნორმალის გადავლაგანხმაურებისთვის გამოიყენე ალბედოს გადავლაგამოიყენე ალფა შეზავება ალფა ტესტის მაგივრად (შეიძლება დახარისხების არტეფაქტები წარმოშვას)გამჭვირვალობისთვის ალფა არ჎ი გამოიყენემუდამ წვეროს ფერის რეჟიმის გამოყენებამუდამ მასალის რეჟიმის გამოყენებაგამოიყენე გარემომცველი წინაღობა სრული გლობალური განათების მაგივრადგამოიყენე ალტერნატიული ქა჏ყიქი/საბოლოო კადრის დიაპაზონი ანიმაციის დასაკრავად და ხედის რენდერებისთვისგამოიყენე იტერაციათა ავტომატური რიცხვი, რომელიც ნაძერწის წვეროთა რაოდენობაზეა დაფუძნებულიგამოიყენე ხარვეზის მიჯნა, რათა დააკონკრეტო, რადენად შეუძლია ჏ირქ ორიგინალი ტრაექტორიიდან გადახვევაგამოიყენე არსებული ობიექტი VR ხედის ძირითადი მდებარეობისა და ბრუნვის განსასაზღვრადწირის ცერობის გეომეტრიის სეგმენტის მონაკვეთისთვის გამოიყენე ობიექტიგამოიყენე შეუზღუდავი თანაფარდობაგამოიყენე ანიმაციის არ჎იქ ჯგუფის ფერები; ზოგადად ეს გამოიყენება ძვლის ჯგუფის ფერების საჩვენებლადჩასოლვის სხვა ნაკრები გამოიყენე, რადგან აჼტიური დამოკიდებულია ამჟამად მონიშნულ საგნებზე, ან სამიზნეებს ვერ პოულობს შეუფერებელი კონტექსტის გამოგამოიყენე ჩასოლვის სხვა ნაკრები, რადგან აჼტიური დამოკიდებულია ამჟამად მონიშნულ ობიექტებზე, ან სამიზნეებს ვერ პოულობს შეუფერებელი კონტექსტის გამოკლონის წყაროდ გამოიყენე სხვა UV რუკა, სხვა შემთხვევაში წყაროდ გამოიყენე 3D კურსორიგამოიყენე სხვა მეში ტექსტურის ინდექსებისთვის (წვეროთა ინდექსები გამწკრივებული უნდა იყოს)გაკვეთის, კომბინირების, ან სხვა ოპერაციის ჩასატარებლად გამოიყენე სხვა ფორმაგამოიყენე ნებისმიერი ღერძის მონაკვეთი ოპერატორის გასაშვებადსიმკვეთრის სიღრმედ გამოყენებაგამოიყენე ღერძის ფერები გარდაქმნისა და ფერის თვისებებისთვის, და ავტოცისარტყელა - დანარჩენისთვისშეფუთვისთვის გამოიყენე ღერძზე გასწორებული შემომსაზღვრელი ჩარჩოები (უსწრაფესი, სივრცის დაზოგვისთვის ყველაზე ნაკლებად ეფექტური)წახნაგების უკანა მხრის დასამალად გამოიყენე უკუმხრის წახნაგების გამოხშირვაჩრდილების დაცემისას გამოიყენე უკუმხრის გამოხშირვაწახნაგების უკანა მხრის დასამალად გამოიყენე უკუმხრის წახნაგების გამოხშირვაგამოიყენე ცხობა მიმდინარე დირექტორიიდან (შექმენი, როცა აუცილებელია)გამოიყენე ცხობა ორიგინალ მდებარეობაზე (შექმენი, როცა აუცილებელია)ძირითადი მეშის წვეროთა კოორდინატები უძრაობის პოზიციად გამოიყენეგამოიყენე საუკეთესო გასასამკუთხებელი დაყოფაგამოიყენე ცერობის წონები იმის განსასაზღვრად, თუ რა ოდენობის დაცერობება იქნას გამოყენებული წიბოს რეჟიმშიუძრაობის პოზიციისთვის გამოიყენე წვეროთა მიჯაჭვის კოორდინატებიბუნებრივი სინათლის ფერის განსასაზღვრად გამოიყენე აბსოლუტურად შავი სხეულივიდეოდან გამოიყენე ლურჯი არ჎ი თვალის დევნებისთვისორივე ეფექტი ერთდროულად გამოიყენეხილული მონასმების და ასევე მარედაქტირებელი ხაზების გამოყენება შევსების ზღუდეებადგამოიყენე ოთხკუთხა მონიშვნა, NLA ლენტების ასაღებადგამოიყენე ოთხკუთხა მონიშვნა კვანძების მოსანიშნადგამოიყენე ოთხკუთხა მონიშვნა იერარქიის ელემენტების მოსანიშნადგამოიყენე ქეშირებული სცენის მონაცემები სტეკში პირველი ლაინ არტიქ მოდიფიკატორიდან. ზოგიერთი ანაწყობი მიუწვდომელი იქნება.჏ირიქ ცერობის გეომეტრიის მონაკვეთისთვის გამოიყენე წრეგამოიყენე წრიული მონიშვნა კვანძების მოსანიშნადგამოიყენე დახურული იქრიქ სტილიგამოიყენე ფერთა გრადაცია საშუალო შავ-თეთრის RGB ფერად გამოსახვისთვისგამოიყენე კომპაქტური BVH ქტრუჼტურა (იყენებს ნაკლებ ოპერატიულ მეხსიერებას, მაგრამ უფრო ნელა არენდერებს)გამოიყენე დაკავშირებული მშობელი და შვილობილები სახელურის გამოსათვლელადგამოიყენე სამართავის მასშტაბი დ-ძვლის დასამასშტაბირებლადკუნძულთან აპროქსიმაციისთვის გამოიყენე ამოზნექილი ქერქი (ქიქ჏რაფიქა და სივრცის დაზოგვის ეფექტურობის კარგი ბალანსი)გამოიყენე კოორდინატები UV შრიდანგამოიყენე კოორდინატები ამ ობიექტიდან (ობიექტის ტექსტურული კოორდინატების გამონატანისთვის)გამოიყენე ამჟამად რედაქტირებაში მყოფი ობიექტის მდებარეობამიმდინარე რეჟიმის გამოყენებაგამოიყენე მიმდინარე ბრუნვის/მასშტაბირების ბრუნვის ცენტრის წერტილის კოორდინატებიგამოიყენე კურსორი მითითების წერტილადგამოიყენე მდებარეობა და რადიუსი მოკრეჭის ფორმის პოზიციისა და ზომებისთვისგამოიყენე ჏ირიქ დატანაწირის გამოყენება პრიმიტიული მონასმის ქიქჼიქ განსასაზღვრადგამოიყენე ჏ირიქ წონები ნაწილაკების გავლენაზე ზემოქმედების მოსახდენად ჏ირიქ გასწვრივგამოიყენე მორგებული შესუსტების მანძილი და არა გლობალური სინათლის მიჯნამორგებული კამერის გამოყენება აჼტიური კამერის მაგივრადგამოიყენე მორგებული შეჯახების მინდორი (ზოგ ფორმას გარშემო ექნება აშკარა ნაპრალი)კვანძისთვის გამოიყენე მორგებული ფერიმოძრაობის ამ ტრაექტორიისთვის გამოიყენე მორგებული ფერიგამოიყენე მორგებული ფერი თემის მიერ დადგენილის მაგივრადლანდოვანი კადრებისთვის გამოიყენე მორგებული ფერებიგამოიყენე კალკირებისთვის მორგებული ფერები, თემის ფერების ნაცვლადმორგებული ჏ირიქ გამოყენებაგამოიყენე მორგებული, საკუთარი ხელით არჩეული ფერი F-წირისთვისამ კოლექციაში მყოფი წახნაგებისთვის გამოიყენე გადაკვეთის მორგებული ნიღაბიხუფების ფორმების განსასაზღვრად გამოიყენე მორგებული ობიექტებიგამოიყენე მორგებული ორიენტირიგამოიყენე მონაცემები სრულად, ან ნაწილობრივ შეფასებული ობიექტიდანგამოიყენე მონაცემები ორიგინალი ობიექტიდან მოდიფიკატორების გამოუყენებლადგამოიყენე დეფორმაციის მოძრაობის გადღაბნა ამ ობიექტისთვისგამოიყენე გრადუსები კუთხეებისა და ბრუნვების გასაზომადგამოიყენე სიმკვეთრის სიღრმე სარკმელზე, აჼტიური კამერის სიდიდეების გამოყენებითრენდერისთვის გამოიყენე მოწყობილობასხვადასხვა კადრებზე გამოიყენე სხვადასხვა პირველსაწყისი მნიშვნელობები (და, შესაბამისად, ხმაურის ფაქტურები)გამოიყენე დიფუზიის BSDFგამოიყენე ასახვის რეჟიმი არმატურიდან (ნაგულისხმები)გამოიყენე მანძილი ზემოქმედების ქვეშ მყოფსა და სამიზნე ობიექტებს შორისგამოიყენე მანძილი ზემოქმედების ქვეშ მყოფი ობიექტის წვეროებსა და სამიზნე ობიექტს, ან სამიზნე ობიექტის გეომეტრიას შორისგამოიყენე მანძილით სემპლირება, საუკეთესოა მკვრივი მოცულობებისთვის შორეული სინათლეებისთვისმონასმების ასაწყობად ხატვის ქიქ჏რაფიქ, კადრების რაოდენობის, ან ხელით გაწერილი კოეფიციენტის გამოყენებაგამოიყენე წიბოს ჩაშლამარედაქტირებელი ხაზების გამოყენება შევსების ზღუდეებადგამოიყენე ეფექტი რენდერის დროსტურბულენტობისთვის გამოიყენე ეფექტორი/გლობალური კოორდინატებიგამოიყენე ტოლკუთხა სემპლირება, საუკეთესოა მცირე სიმკვრივის მოცულობებისთვის, რომლებსაც შიგნით, ან ახლოს სინათლე აქვთგამოიყენე თანაბარი გადანაწილება წახნაგებიდან, წახნაგების არეების, ან წიბოების სიგრძეების მიხედვითყველაზე ეფექტური შეფუთვისთვის გამოიყენე ზუსტი გეომეტრია (ყველაზე ნელი)გამოიყენე არსებული ფაილი (შეფუთულის მაგივრად): %sახალი მასალების შექმნის მაგივრად გამოიყენე უკვე არსებულები იმავე სახელებითგარე .ies ფაილის გამოყენებაგამოიყენე გარე .osl ან .oso ფაილიგარე ფაილის გამოყენებაგამოიყენე სათადარიგო ხელსაწყოების კლავიშრუკებიგამოიყენე მილევის ეფექტი მრავალკადროვან რეჟიმში რედაქტირებისას, რათა გამოთვალო ფუნჯის ეფექტი თითო კადრზედამოუკიდებლად გამოიყენე უფრო ქ჏რაფი აპროქსიმაცია თარაზულ და შვეულ მიმართულებებზეგამოიყენე უფრო ქ჏რაფი გლობალური განათების ტექნიკა მაღალი ხეშეშობის ზედაპირებისთვისგამოიყენე შემოცვეთის ინფორმაცია ნიღბიდანგამოიყენე Blender 5.0-მდე გამოყენებული ფაილის ფორმატი. ეს ფორმატი უფრო შეზღუდულია, მაგრამ შეიძლება, უკეთესად ეთავსებოდეს ხელსაწყოებს, რომლებსაც ახალი ფორმატის მხადარჭერა ჯერ არ გააჩნიათგამოიყენე ფაილი მიმდინარე დირექტორიიდან (შექმენი, როცა აუცილებელია)გამოიყენე ფაილი ორიგინალ მდებარეობაზე (შექმენი, როცა აუცილებელია)გამოიყენე ფაილები მიმდინარე დირექტორიაში (შექმენი, როცა აუცილებელია)გამოიყენე ფაილები ორიგინალ მდებარეობაზე (შექმენი, როცა აუცილებელია)პოზიციებისთვის გამოიყენე წილადნიშნა ატრიბუტებისცენაში ნავიგაციისთვის გამოიყენე ფრენის დინამიკაგამოყენება რენდერისთვისგამოიყენე დიდი ფართობისთვის, ჩამოყალიბებული ოკეანე (პიერსონ-მოსკოვიცის მეთოდი)გამოიყენე ჩამოყალიბებული ოკეანეებისთვის ('JONSWAP', პიერსონ-მოსკოვიცის მეთოდი) პიკების წამახვითგამოიყენე წყალმარჩხ ადგილზე ('JONSWAP', 'TMA' - ტექსელ-მარსენ-Arsloe-ქ მეთოდი)გამოიყენე აქაფებული, მღელვარე ზღვებისთვისთმის ზრდისას გამოიყენე ძალის ველებიგამოიყენე სრული ფიზიკის გამოთვლები თმის ზრდისთვისგადაჯაჭვისთვის გამოიყენე გეომეტრიის მანძილი და არა გამოსახულების სივრცეგამოიყენე გლობალური კოორდინატებიტექსტურის კოორდინატებად გამოიყენე გლობალური კოორდინატებიგამოიყენე გლობალური გრავიტაცია ყველანაირი დინამიკისთვისგამოიყენე პრიალა BSDFგამოიყენე gltfpack მეშის გასამარტივებლად და/ან მისი ტექსტურების კომპრესირებისთვისგამოიყენე ვიდეოდან მწვანე არ჎ი თვალის დევნებისთვისდენადი გარემოს მიმართვის შესაქმნელად გამოიყენე მიმმართველი (ეფექტორი) ობიექტები (როცა მიმმართველი ობიექტები სრულად აწყობილი იქნება, უნდა იქნეს ანიმირებული და გამოცხვეს)მოცულობის შიგნით მინართულებების ნიმუშის აღებისას გამოიყენე მიმართვაზედაპირზე მიმართულებების ნიმუშის აღებისას გამოიყენე მიმართვაგამოიყენე სახელურები ბეზიეს წირების მრავალკუთხედებად კონვერტირებისასგამოიყენე მაღალი ჎არიქ჎იქ მხები სივრცე დაბალი მწარმოებლურობის ხარჯზეგამოიყენე გამოსახულების RGB მნიშვნელობები ნორმალების დასატანადგამოიყენე გაუმჯობესებული ნაწილაკების დონე (უფრო ნელია, მაგრამ უფრო ზუსტი და მეშის დაგლუვების ვარიანტები აქვს)3D სარკმელში გამოყენებაშეწონვისთვის გამოიყენე წახნაგის ზეგავლენაგამოიყენე გეიმპედის შემომავალი მონაცემი (Microsoft Xbox კონტროლერი) და არა მოძრაობის კონტროლერებისგამოიყენე შემომავალ გეომეტრიაში არსებული ინსტანციები გაბნევის საფუძვლადპოზიციებისთვის გამოიყენე მთელ რიცხვიანი ატრიბუტებიგამოიყენე შუალედური მონაცემები მაჩვენებლის კვანძიდანგამოიყენე შიდა ტექსტური მონაცემთა ბლოკიგამოიყენე შექცეული კვადრატული პროგრესიაგამოიყენე საკვანძო დროებიგამოიყენე შრიქ გადავლის ფილტრიმოსანიშნად გამოიყენე თაგვის მარცხენა ღილაკი. სტანდარტული ქცევა, რომელიც კარგად მუშაობს თაგვის, სენსორული პანელისა და პლანშეტური მოწყობილობებისთვისგამოიყენე ხედების, შრეებისა და გადავლების ძველებური მონაცვლეობითი საცავი, იმ აპლიკაციებთან თავსებადობისთვის, რომელთაც არ აქვთ უფრო ეფექტური, მრავალნაწილიანი OpenEXR ფაილების მხარდაჭერა.გამოიყენე ძველებური გაუქმება (უფრო ნელია, ვიდრე ახალი ნაგულისხმები, მაგრამ შეიძლება, ზოგ შემთხვევაში უფრო სტაბილური იყოს)ახლომდებარე წირების სიგრძის გამოყენებაგამოიყენე სინათლის ზონდები სცენის გადაკვეთის მოსაძებნადამ გრიზ ფენსილის ობიექტისთვის გამოიყენე სინათლეებიგამოიყენე წრფივი ასახვაგამოიყენე წრფივი პროგრესიაგამოიყენე დაკავშირებული ობიექტის კოორდინატები ტექსტურის კოორდინატებისთვისგამოიყენე ლოკალური წარმოქმნილი კოორდინატებიგამოიყენე სხვა ობიექტის ლოკალური წარმოქმნილი კოორდინატებიგამოიყენე ლოგარითმული გაქარწყლება (მაღალ მნიშვნელობებს უფრო სწრაფად აქრობს, ვიდრე დაბლებს)გამოიყენე ლოგარითმული შრობა (მაღალ მნიშვნელობებს უფრო სწრაფად აშრობს, ვიდრე დაბლებს)გამოიყენე უდანაკარგო გამონატანი ვიდეო ნაკადებისთვისგამოიყენე ქვედა ზღვარი მოცულობის ვარიაციისათვისგამოიყენე ხელით კალიბრაციის მაშველებიგამოიყენე ნიღბის ID ნიღბის შენატანადგამოიყენე მასალის ნიღბები დახშული მონასმების გასაფილტრადგამოიყენე მასალის გადავლის ფილტრიგამოიყენე მეშის ნაკეცის ინფორმაცია წიბოებისა და კუთხეების გასამკვეთრებლადდანაწევრებისთვის გამოიყენე ზედაპირის გეომეტრიის მეშის კუნძულებიბულის ტიპის ოპერაციებისთვის გამოიყენე ამ კოლექციის ობიექტებიგამოიყენე მეტამონაცემები მიმდინარე სცენიდანგამოიყენე მეტამონაცემები სეკვენსერში მყოფი ლენტებიდანგამოიყენე მილიმეტრები ფოკუსური მანძილის ერთეულებადგამოიყენე მოდალური გაშვება (მხოლოდ მოდალური ოპერატორები)მოდიფიკატორის გამოყენება რენდერის დროსგამოიყენე უფრო მკვეთრად გამოხატული მარმარილოგამოიყენე მოძრაობის გადღაბნა ამ ობიექტისთვისგამოიყენე თაგვიგამოიყენე თაგვი მიმდინარე გამოსახულებიდან ფერის ნიმუშის ასაღებადგამოიყენე თაგვი ფონის გამოსახულების ნიმუშის ასაღებადგამოიყენე თაგვი მიმდინარე კადრში ფერის ნიმუშის ასაღებადგამოიყენე ვიდეო კლიპი სცენის აჼტიური კამერიდანგამოიყენე მულტისემპლირებული 3D სცენის მოძრაობის გადღაბნაგამოიყენე ნიღბის მულტისემპლირებული მოძრაობის გადღაბნაგამოიყენე სიბრტყის მულტისემპლირებული მოძრაობის გადღაბნასენსორული პანელით ნავიგაციისთვის გამოიყენე მრავალშეხებიანი ჟესტები, გადამფურცლავი გორგოლაჭის ემულაციის მაგივრადგამოიყენე სინათლის მრავალმნიშვნელობიანი სემპლირება, ამცირებს ხმაურს არეალური სინათლეებისა და მკვეთრი პრიალა მასალებისთვისინტერაქტიულად გამოიყენე რამდენიმე ოპერატორი გეომეტრიის დასამატებლად, წასაშლელად, ან გადასაადგილებლად • {:s} - დაამატე გეომეტრია ელემენტთან კურსორის მიახლოვებით • {:s} - ამოიყვანე წიბოები კურსორის გამოძრავებით • {:s} - წაშალე მეშის ელემენტიგამოიყენე რამდენიმე ხედი სცენაშიგამოიყენე n-კუთხედებიგამოიყენე მკვიდრი Windows Ink API თანამედროვე პლანშეტებისა და კალმების მოწყობილობებისთვის. მოითხოვს Windows 8-ქ, ან უფრო ახალს.გამოიყენე უახლოესი ნიმუშიგამოიყენე უარყოფითი ღერძის მონაკვეთი მხოლოდ ოპერატორის გასაშვებადგამოიყენე კვანძთა ჯგუფები ერთი და იგივე მენიუს რამოდენიმეჯერ გამოსაყენებლადგამოიყენე ხმაური ბინარულ ხილვადობაში გაფანტული ხმაურის დასამატებლად (კარგად მუშაობს მრავალნიმუშთან)პოზიციებისთვის გამოიყენე ნორმალიზებული ატრიბუტებიგამოიყენე ნორმალიზებული ღერის ტექსტურის კოორდინატი (1გ), ან ნაწილაკის ასაკი (X) და მიმყოლი კვალის სიზუსტე (Y)გამოიყენე ობიექტი ბრუნვის ცენტრადგამოიყენე ობიექტი ორიენტირადგამოიყენე ობიექტი მრავალჯერ ერთსა და იმავე კოლექციაშიგამოიყენე ობიექტის მონიშვნა (მხოლოდ რედაქტირების რეჟიმი)პროექციის ფორმის საკონტროლებლად გამოიყენე ობიექტის გარდაქმნაგამოიყენე ობიექტის გლობალური კოორდინატები დუბლიკაციისთვისგამოიყენე ობიექტის ბრუნვა დუბლიკაციისთვის (გლობალური x-ღერძი უსწორდება ნაწილაკის ბრუნვის ღერძს)დუბლიკაციისთვის გამოიყენე ობიექტის მასშტაბიტექსტურისთვის გამოიყენე ობიექტისეული/გლობალური კოორდინატებიგამოიყენე ობიექტები შრიფტიქ ასონიშნებად (მიეცი შრიფტიქ ობიექტებს საერთო სახელი, რომელსაც მოჰყვება ასონიშანი, რომელსაც ისინი წარმოადგენენ, მაგ.: 'ოჯახი-ა', 'ოჯახი-ბ', და სხვ., დააყენე ეს ანაწყობი 'ოჯახი-'-ზე და ჩართე წვეროთა ინსტანცირება)გამოიყენე ნაწილაკის ობიექტიდან აღებული აცდენა ინსტანციის ობიექტშინიმუშის შემთხვევითი აღებისთვის გამოიყენე უშალოდ პროცესის დროს გამოთვლილი ოუენის სკრემბლირებული სობოლიგამოიყენე სამიზნის ერთი გარდამქმნელი თვისება იმისათვის, რომ მფლობელის სხვა (ან იგივე) თვისება აკონტროლოGPU აჩქარებისთვის გამოიყენე oneAPIგამოიყენე მხოლოდ დეფორმაციის მოდიფიკატორი (დროებით გათიშე აგების ყველა მოდიფიკატორი მრავალგარჩევადობის გარდა)ინტერპოლაციისთვის გამოიყენე მხოლოდ მონიშნული მონასმებიგამოიყენე ჌ია ისრიანი სტილიგამოიყენე ოპზიტიმიზირებული ფაილები უფრო ქ჏რაფი სკრაბინგისთვის, როცა შესაძლებელიაგამოიყენე ტექსტურების ორიგინალი მდებარეობაგამოიყენე ორთოგრაფიული პროექციაგამოიყენე სხვა ობიექტთა მოხაზულობები და ზღუდეები დანის განაკვეთების პროეცირებისთვისნამსხვრევისთვის გამოიყენე ნაწილაკის ზომაგამოიყენე ნაწილაკის ზომა ინსტანციის მასშტაბირებისთვისასხლეტაში გამოიყენე ნაწილაკის ზომაგამოიყენე ტრაექტორიის მიმართვა ნიმუშის აღების ტრაექტორებიისთვის. ტრაექტორიის მიმართვა ინკრემენტულად შეისწავლის სცენის სინათლის დისტრიბუციას და მიმართავს ტრაექტორიას პირდაპირი და ირიბი განათების უდიდესი წვლილების მქონე მიმართულებებითგამოიყენე მართობული მონაკვეთის სტილიბუფერისთვის გამოიყენე პიქსელის ზომაგამოიყენე პიქსელები ფოკუსური მანძილის ერთეულებადგამოიყენე პიქსელები UV ნაკერების გასწვრივ მდებარე მომიჯნავე წახნაგებიდანლენტში მოუძიებელი კადრებისთვის გამოიყენე დროებით ჩამნაცვლებლებიგამოიყენე სამიზნის პოზიცია (და ნებაყოფლობით, ბრუნვა), 'კედლის', ან 'იატაკის' განსასაზღვრად, რომელსაც მფლობელი ვერ გადაკვეთსგამოიყენე პოზიციას დამატებული მოხაზულობა F2-F1-იქ საფუძველზეგამოიყენე დადებითი ღერძის მონაკვეთი მხოლოდ ოპერატორის გასაშვებადნიმუშის შემთხვევითი აღებისთვის გამოიყენე ოუენის სკრემბლირებული სობოლის წინასწარ გამოთვლილი ცხრილებიგამოიყენე წინმსწრები/თანამდევი ბრუნვა FBX გარდაქმნიდან (შესაძლოა, ზოგ შემთხვევაში გასათიში იყოს)გამოიყენე ზუსტი მოძრაობა განვრცობის ხაზებისთვისზეწოლის გამოყენება ქიქჼიქ მოდულაციისთვისზეწოლის გამოყენება დინების მოდულაციისთვისგამოიყენე ზეწოლა სიმკვეთრის მოდულაციისათვისგამოიყენე ზეწოლა შემთხვევითობის მოდულაციისთვისზეწოლის გამოყენება სველი შერევის მოდულაციისთვისზეწოლის გამოყენება სველი სიმტკიცის მოდულაციისთვისგამოიყენე პროქცირებული, ან სფერული მილევაგამოიყენე კვადრატული პროგრესიაპროექციის ზომის ფორმად გამოიყენე რადიუსი (0 = ავტომატურს)გამოიყენე რადიუსი ნაწილაკების ანაწყობებიდანგამოიყენე ახლომდებარე წირების რადიუსიდროთა განმავლობაში შემთხვევითი მნიშვნელობების გამოყენებაგამოიყენე შემთხვევითობა მონასმის დონეზეგატარებული ფერის დასადგენად გამოიყენე სხივების მიდევნება და არა მხოლოდ სინათლის ზონდები. ეს ხელს უშლის ზედაპირს, წვლილი შეიტანოს იმ ზედაპირთა განათებაში, რომლებიც ამ ანაწყობს არ იყენებს.გატარებული ფერის დასადგენად გამოიყენე სხივების მიდევნება და არა მხოლოდ სინათლის ზონდები. ეს ხელს უშლის ზედაპირს, წვლილი შეიტანოს იმ ზედაპირთა განათებაში, რომლებიც ამ ანაწყობს არ იყენებს არარეკომენდირებულია: გამოიყენე 'use_raytrace_refraction'.მამრავლით გამრავლებული ჩაწერილი ქიქ჏რაფიქ გამოყენებაგამოიყენე ვიდეოდან წითელი არ჎ი თვალის დევნებისთვისგამოიყენე ამრეკლავი კაუსტიკა, რიქი შედეგიც უფრო ნათელ გამოსახულებაა (მეტი ხმაური, მაგრამ დამატებითი რეალიზმი)გამოიყენე გარდამტეხი კაუსტიკა, რიქი შედეგიც უფრო ნათელ გამოსახულებაა (მეტი ხმაური, მაგრამ დამატებითი რეალიზმი)გამოიყენე რეგულარული გამოსახულება ჩამნაცვლებელი ტექსტისთვის (დამხმარე ჯგუფებისთვის)გამოიყენე რეგულარული გამოსახულებები, რათა მიუსადაგო ტექსტს 'ძიების' ველშიგამოიყენე ფაილთა ფარდობითი მისამართებიგამოიყენე ფარდობითი მისამართიგამოიყენე ფარდობითი მისამართი, როცა აქტივებს ამ აქტივთა ბიბლიოთეკიდან აკავშირებგამოიყენე შეფარდებითი მისამართები გარე ფაილებზე მითითებისთვის (ე.ი. ტექსტურებზე, მოცულობებზე) USD-ში, წინააღმდეგ შემთხვევაში გამოიყენე აბსოლუტური მისამართებიფარდობით მისამართები მხოლოდ ქვედირექტორიებთან გამოიყენეშენატანი გეომეტრიისთვის გამოიყენე ფარდობითი სივრცე, რათა ორივე შენატანის გარდაქმნა იქნას გათვალისწინებულიმოდიფიკატორების მეშის ობიექტებზე გამოყენებისას რენდერის პარამეტრები გამოიყენე (Blender 2.8-ში გათიშულია)გამოიყენე განმეორებით დატანის მნიშვნელობებიგამოიყენე მოცულობის ბადის გარჩევადობამოსანიშნად გამოიყენე თაგვის მარჯვენა ღილაკი, და ქმედებებისთვის - მარცხენა. ეს კარგად მუშაობს უპირატესად კლავიატურისა და თაგვის მოწყობილობებისთვისგამოიყენე ეს წესი, როცა ბოიდი დაფრინავსგამოიყენე ეს წესი, როცა ბოიდი მიწაზეაყველა ნორმალისთვის ერთი და იგივე მიმართულება გამოიყენე, სათავედან სამიზნის ცენტრამდე (მხოლოდ მიმართულებითი რეჟიმი)გამოიყენე იგივე შენატანი, რაქაც წინა მოდიფიკატორი იყენებდა და შერიე შედეგები საერთო წვერთა ჯგუფის გამოყენებითგამოიყენე არსებული UV-ების მასშტაბი მინდვრის გასამრავლებლადგამოიყენე მასშტაბი მატრიცის გამოთვლისასგამოიყენე სცენის ორიენტაცია მორგებული ანაწყობის ნაცვლადგამოიყენე სცენის სამყარო განათებისათვისგამოიყენე სცენის ამჟამად აჼტიური კამერია VR ხედის ძირითადი მდებარეობისა და ბრუნვის განსასაზღვრადტექსტურის კოორდინატებად გამოიყენე ეკრანის კოორდინატებიგამოიყენე ეკრანის პიქსელური ზომა სამყაროს ერთეულების მაგივრადგამოიყენე მონიშნული ობიექტები კვამლის გამომცემადგამოიყენე თანამიმდევრობის აღმოჩენაგამოიყენე სეკვენსერის ლენტი ნიღბის შენატანადგამოიყენე ანაწყობი მოდიფიკატორიდანგამოიყენე ანაწყობები ფუნჯიდანგამოიყენე ანაწყობები აქედანგამოიყენე ანაწყობები ოპერატორის თვისებებიდანგამოიყენე ანაწყობები სცენიდანანაწყობების გამოყენება მშობელი კოლექციიდანგამოიყენე იერფერების კვანძები ხაზის სტილისთვისგამოიყენე იერფერის კვანძები სინათლის დასარენდერებლადმასალების დასარენდერებლად გამოიყენე იერფერების კვანძებიგამოიყენე იერფერის კვანძები სამყაროს დასარენდერებლადგამოიყენე იერფერები Cycles-იქ დამარენდერებლისთვისგამოიყენე იერფერები EEVEE რენდერერისთვისგამოიყენე იერფერები ყველა დამარენდერებლისა და სარკმლისათვის, თუ უფრო სპეციფიური გამონატანი არ არსებობსახლომდებარე წირების ფორმის გამოყენებაგამოიყენე მახასიათებლების მარტივი გაცნობიერება მახასიათებელთა მკაფიოობის შესანარჩუნებლადგამოიყენე ბადის წვეროთა მარტივი ინტერპოლაციახატვისას გამოიყენე ერთი ფერი, ან გრადიენტიგამოიყენე ერთი წერტილი მიმართულებადგამოიყენე ერთი წერტილი რგოლების შესაქმნელადგამოიყენე დამასრულებელ საკვანძო ფაზებში შემავალი და გამომავალი ჏ირიქ დაქანებაშედეგად მიღებული მეშისთვის წახნაგთა ნორმალების მაგივრად გამოიყენე წვეროთა დაგლუვებული ნორმალებიგამოიყენე რბილი მარმარილოკამერის სტაბილური პოზიციის ამოხსნისთვის გამოიყენე სპეციალური ამომხსნელი, მაგალითად, შტატივიგამოიყენე განსაკუთრებული ტიპის BVH ოპტიმიზირებული წირებისთვის (იყენებს მეტ ოპერატიულ მეხსიერებას, მაგრამ უფრო სწრაფად არენდერებს)ლაინ არტიქ მონასმების წარმოსაქმნელად გამოიყენე მითითებული კამერის ობიექტიგამოიყენე კვადრატიანი სტილიგამოიყენე სტანდარტული გარეთა ბათქაშიგამოიყენე სტანდარტული ტალღოვანი ტექსტურა ზოლებშიგამოიყენე სტანდარტული ჎იქ ტექსტურა ზოლებშიგამოიყენე სტატიკური კოორდინატები (განისაზღვრება სხვადასხვა საშუალებით)გამოიყენე სწორი ხაზები საკვანძო ფაზების წერტილთა შორისგამოიყენე მონასმის სიგრძე ტექსტურის კოორდინატებისთვისიერფერების კომპილაციისთვის გამოიყენე ქვეპროცესებიგამოიყენე პლანშეტის ზეწოლაპლანშეტის ზეწოლის გამოყენება ფერის სიძლიერისთვისპლანშეტის ზეწოლის გამოყენება რყევისთვისინდენტაციისთვის გამოიყენე ტაბები, ან გამოტოვებებიგამოიყენე ტექსტურის ხატვა ძერწვის რეჟიმშიგამოიყენე ტექსტურის მასშტაბირების მნიშვნელობებიამის ნაცვლად გამოიყენე "გაუსწორე ბრუნვა ვექტორს" კვანძიამის მაგივრად გამოიყენე "დაატრიალე ბრუნვა" კვანძიგამოიყენე კლიპის 2D დასტაბილურებული ვერსიაშენატანად გამოიყენე 2D ვექტორი (X, Y). Z კომპონენტი იგნორირდება.გამოიყენე 3D კურსორი მონიშნული ობიექტებისთვის სწორების პოზიციადახალი ობიექტისთვის გამოიყენე 3D კურსორის ორიენტაციაგამოიყენე 3D ვექტორი (X, Y, Z) შენატანადგამოიყენე 4გ ვექტორი (X, Y, Z, W), როგორც შენატანიგანხმაურების კვანძის პროცესირებისთვის გამოიყენე CPUთუ შესაძლებელია, განხმაურების კვანძის პროცესირებისთვის GPUგამოიყენე, წინააღმდეგ შემთხვევაში - CPUგამოიყენე MIS წონა პირდაპირ ხილული სინათლის წყაროების შესაწონად მიმართვის დროსგამოიყენე მინკოვსკის ფუნქცია მანძილის გამოსათვლელად (ექსპონენტის მნიშვნელობა ადგენს ზღუდეების ფორმას)გამოიყენე OptiX AI განმახმაურებელი GPU აჩქარებით, ხელმისაწვდომია მხოლოდ NVIDIA GPU-ზე, როცა მომხმარებლის სასურველ პარამეტრებში, სისტემის ჩანართშია კონფიგურირებულიშენატანისთვის გამოიყენე სცენის 3D კამერაგამოიყენე სცენის სეკვენსერის დროის ზოლი შენატანადსაწყის მოცულობად სასურველი მოცულობის პარამეტრი გამოიყენე, თავად მეშისგან გამოთვლის მაგივრადგამოიყენე ამჟამინდელი ხედის შრიქ აჼტიური კოლექცია, რათა დააინსტანცირო იმპორტირებული კოლექციები და ობიექტებიგამოიყენე აჼტიური კამერის პოზიცია სხივების სატყორცნადგამოიყენე აჼტიური ობიექტი ზედაპირად მონიშნული წირების ობიექტებისათვის და დააყენე იგი მშობლადგამოიყენე აჼტიური ობიექტი მონიშნული ობიექტებისთვის სწორების პოზიციადგამოიყენე ნაწილაკთა აჼტიური სისტემა კონტექსტიდანგამოიყენე ალფა არ჎იქ ინფორმაცია გამოსახულებაშიგამოიყენე პირველი შენატანის ალფა შერევის კოეფიციენტად და დააბრუნე ორი შენატანიდან უფრო გაუმჭვირვალე ალფაგამოიყენე ალფა მიჯნა ხილვადობის მოსაკვეცად (ბინარული ხილვადობა)გამოიყენე კუთხე ორ ძვალს შორისგამოიყენე უახლოესი მეშის ელემენტის ატრიბუტის მნიშვნელობაგამოიყენე მოსაზღვრე წიბო-წვეროთა საშუალოგამოიყენე თავიანთი სიგრძის მიერ შეწონილი მომიჯნავე წიბო-წვეროების საშუალო მნიშვნელობაგამოიყენე კომპაქტური, ცალრიგიანი განლაგებარენდერისთვის გამოიყენე მიმდინარე 3D ხედი, სხვა შემთხვევაში გამოიყენე სცენის ანაწყობებიგარსებისათვის და დ-ძვლების სეგმენტების ასარჩევად გამოიყენე ძვლის ამჟამინდელი მდებარეობა და არა უძრაობის პოზიციაგამოიყენე მიკვრის მიმდინარე ანაწყობებიგამოიყენე გარდაქმნების მიმდინარე ორიენტაციაახალი ორიენტაციის შესაქმნელად გამოიყენე მოქმედი ხედი, აჼტიური ობიექტის მაგივრადრენდერის გადახედვის გასანათებლად გამოიყენე ამჟამინდელი სამყაროს ფონიგამოიყენე ნაგულისხმები ბრტყელი გადახედვებიგამოიყენე ნაგულისხმები, მრავალრიგიანი განლაგებაგამოიყენე სიღრმე თაგვის ქვეშ პანორამირების/ორბიტირების/ზუმის ფუნქიონალურობისთვისგამოიყენე მანძილი ობიექტებს შორის ხრახნის გასაკეთებლადგამოიყენე მიმმართველთა არსებული რუკის ატრიბუტი, თუ ხელმისაწვდომიაგამოიყენე გარე/შიდა რადიუსები ტორუსის ზომებისთვისთუ მონაცემთა მისამართი ვერ მოინახა, დრაივერის გამოთვლის წარუმატებლად დასრულების ნაცვლად გამოიყენე სათადარიგო მნიშვნელობაგამოიყენე საბოლოო გამოთვლილი ინდექსები და არა ორიგინალი მეშის ინდექსებიგადანაცვლების შესაზღუდად გამოიყენე გლობალური ღერძიგამოიყენე გლობალური ღერძი ალის შესაზღუდად და მიზიდულობის მიმართულების დასაყენებლადგამოიყენე გლობალური საკოორდინატო სისტემა ტექსტურის კოორდინატებისთვისგამოიყენე იმპორტირების იქ მეთოდი, რომელიც დაყენებულია სასურველ პარამეტრებში ამ აქტივთა ბიბლიოთეკისთვის, ნუ უკუაგდებ ამ აქტივთა ბრაუზერისთვისგამოიყენე თავდაპირველი სიგრძე ზამბარის უძრაობის სიგრძედ, 2 * ნაწილაკის ზომის მაგივრადგამოიყენე უმცირესი მოგრეხვა მთელ წირშიგამოიყენე მარცხენა სახელურებიგამოიყენე ხმაურის წარმოქმნის ძველებური მეთოდი. მისი უარყოფითი მხარეა, რომ შეუძლია, -1/1 დიაპაზონის მიღმა მნიშვნელობების წარმოშობაგამოიყენე შეყვანილი სიგრძე, რათა სრულად ჩაანაცვლო ორიგინალი სიგრძეგამოიყენე მიბმული ობიექტის ლოკალური საკოორდინატო სისტემა ტექსტურის კოორდინატებისთვისგადანაცვლების შესაზღუდად გამოიყენე ლოკალური ღერძიგამოიყენე ადგილობრივი ღერძი ალის შესაზღუდად და მიზიდულობის მიმართულების დასაყენებლადგამოიყენე ლოკალური საკოორდინატო სისტემა ტექსტურის კოორდინატებისთვისწაწყობილ საგანთა შორის მანძილისა და ბრუნვითი ცვლილებების განსაზღვრისთვის სხვა ობიექტის მდებარეობისა და ბრუნვის გამოყენებაგამოიყენე დიდი/მცირე რადიუსები ტორუსის ზომებისთვისგამოიყენე მასალის გადახედვის სცენა კვანძების გადასახედადგამოიყენე მაქსიმალური X სიდიდეგამოიყენე მაქსიმალური Y სიდიდეგამოიყენე მაქსიმალური Z სიდიდეგამოიყენე მინიმალური X სიდიდეგამოიყენე მინიმალური Y სიდიდეგამოიყენე მინიმალური Z სიდიდეგამოიყენე მოდიფიკატორის საკუთარი დროის გამოთვლაგამოიყენე თაგვი ორ კვანძს შორის ბმულის შესაქმნელადგამოიყენე თაგვი ზოგიერთი ბმულის მოსაკვეთად (მოსაცილებლად)გამოიყენე თაგვი ბმულების ჩასახშობადგამოიყენე თაგვი გამოსახულებიდან ფერის ნიმუშის ასაღებადგამოიყენე თაგვი 3D სარკმელში წონის ნიმუშის ასაღებადწერტილების რიცხვის გამოყენება ახლომდებარე წირებიდანმონიშვნისას გამოიყენე ობიექტის ცენტრი, რედაქტირების რეჟიმში გამოიყენება ობიექტთა მონიშვნის განსავრცობადსახელურის გამოსათვლელად გამოიყენე მითითებული ძვლის აცდენა უძრაობის პოზასთანგამოიყენე ძველი, ფაქტიურად მწყობრიდან გამოსული ქცევა, რომელსაც არ ესმის, რომ ბრუნვები ციკლურად ტრიალებსსახელურის გამოსათვლელად გამოიყენე მითითებული ძვლის ორიენტაცია და იგნორირება გაუკეთე მდებარეობასგამოიყენე ძვლის ორიგინალი Y მასშტაბიგამოიყენე ძვლების ორიგინალი მასშტაბირებაგამოიყენე ობიექტის ორიგინალი არადეფორმირებული კოორდინატებიგამოიყენე overlap_mode ხელსაწყოს ანაწყობები, რათა დაადგინო, როგორ აურიო პირგადადებული ლენტებითუ შესაძლებელია, გამოიყენე ობიექტის ინსტანციის მშობელიგამოიყენე ჩამაგრებული კონტექსტიგამოიყენე ჩამაგრებული კვანძოვანი ხეგამოიყენე ბრუნვის ცენტრი ყოველ ბრუნვაშიგამოიყენე ბრუნვის ცენტრი X ღერძის გარშემო ბრუნვის უარყოფით დიაპაზონშიგამოიყენე ბრუნვის ცენტრი Y ღერძის გარშემო ბრუნვის უარყოფით დიაპაზონშიგამოიყენე ბრუნვის ცენტრი Z ღერძის გარშემო ბრუნვის უარყოფით დიაპაზონშიგამოიყენე ბრუნვის ცენტრი X ღერძის გარშემო ბრუნვის დადებით დიაპაზონშიგამოიყენე ბრუნვის ცენტრი Y ღერძის გარშემო ბრუნვის დადებით დიაპაზონშიგამოიყენე ბრუნვის ცენტრი Z ღერძის გარშემო ბრუნვის დადებით დიაპაზონშისიაში ჩანაწერების დასამატებლად გამოიყენე პლიუსის ღილაკისახელურის გამოსათვლელად გამოიყენე მითითებული ძვლის პოზიციაგამოიყენე ოთხკუთხა მეშის გარდამსახველიგამოიყენე ამ ბორკილის შედეგებიგამოიყენე მარჯვენა სახელურიგამოიყენე BVH ფაილში განსაზღვრული ბრუნვის თანმიმდევრობაგანხმაურების კვანძის პროცესირებისთვის გამოიყენე იგივე მოწყობილობა, რაქაც კომპოზიტორი იყენებსყოველი მასშტაბირების ღერძისთვის ერთი და იგივე შემთხვევითი პირველსაწყისის გამოყენება, ერთგვაროვანი მასშტაბისთვისგამოიყენე მასშტაბის ერთი და იგივე მნიშვნელობა ყველა ღერძზეორივე ღერძისთვის მასშტაბის ერთი და იგივე მნიშვნელობა გამოიყენეგამოიყენე სკალარული სიდიდე W, როგორც შენატანიგამოიყენე სცენის ორიენტაციაგამოიყენე სცენის სათავე მონიშნული ობიექტებისთვის სწორების პოზიციადგამოიყენე სცენის განხმაურების ჎არიქ჎იქ ანაწყობიგამოიყენე ძიება დანამატებში.გამოიყენე ძიება გაფართოებებში.გამოიყენე მონიშნული ობიექტები მონიშნული ობიექტებისთვის სწორების პოზიციადგამოიყენე მონიშვნა (ან ბოლო მონასმის ცენტრი ხატვის რეჟიმებში), როგორც ბრუნვის ცენტრი ორბიტირებისთვისგამოიყენე ჩრდილის რუკები ჩრდილების დამგდები სინათლეებისგან, რათა სრულყო მასალების კვანძოვანი ჎იქ მიერ განსაზღვრული სისქეგამოიყენე სამიზნე ობიექტის გეომეტრიამდე უმოკლესი გამოთვლილი მანძილი წონადგამოიყენე ყველაზე მცირე ცალ ღერძიანი ბრუნვა, დემპფირებული თვალის დევნების მსგავსადსიღრმისთვის გამოიყენე მონასმის დასაწყისიგამოიყენე შენახული მორგებული ნორმალის ატრიბუტი საბოლოო ნორმალებადრენდერისთვის გამოიყენე ღერის პრიმიტივიკურსორის განთავსებისთვის გამოიყენე ზედაპირის სიღრმეგამოიყენე ზედაპირის ნორმალი (გარდაქმნის ორიენტაცია გამოიყენე სათადარიგოდ)გამოიყენე ზედაპირის ნორმალი მოკრეჭის ფორმის ორიენტირებისთვისმოგრეხვის გამოსათვლელად გამოიყენე მხებისამიზნე ობიექტის გამოყენება მდებარეობის შესაზღუდადსამიზნის ბრუნვის გამოყენება იატაკის განსასაზღვრადგამოიყენე ტექსტურის RGB მნიშვნელობები მეშის XYZ მიმართულებით გადასანაცვლებლადგამოიყენე ტექსტურის ინტენსიურობის სიდიდე, რათა გადაანაცვლო (გასაშუალოებული) მორგებული ნორმალის (სათადარიგოდ გამოიყენება წვერო) გასწვრივგამოიყენე ტექსტურის ინტენსივობის მნიშვნელობა წვეროს ნორმალის გასწვრივ გადასანაცვლებლადგამოიყენე ტექსტურის ინტენსივობის მნიშვნელობა X მიმართულებით გადასანაცვლებლადგამოიყენე ტექსტურის ინტენსივობის მნიშვნელობა Y მიმართულებით გადასანაცვლებლადგამოიყენე ტექსტურის ინტენსივობის მნიშვნელობა Z მიმართულებით გადასანაცვლებლადგამოიყენე თემა ფონის ფერისთვისგამოიყენე დრო სცენიდანსცენის გამოსაცხობად გამოიყენე დროის ზოლიგამოიყენე კლიპის გაუმრუდებელი ვერსიაგამოიყენე მნიშვნელობა რომელიმე RNA თვისებიდანგამოიყენე მნიშვნელობა რომელიმე RNA თვისებიდან მიმდინარე შეფასების კონტექსტშიგადანაცვლების შესაზღუდად გამოიყენე ხედის ღერძიგამოიყენე ხედისმიერი ღერძი ალის შესაზღუდად და მიზიდულობის მიმართულების დასაყენებლადგამოიყენე ხედი მოკრეჭის ფორმის ორიენტირებისათვისგამოიყენე მეშის ვოქსელური გარდამქმნელიგამოიყენე სამყარო ფონის ფერისთვისგამოიყენე ეს არეალური სინათლე ფონის სემპლირების მიმართვისთვის, გაითვალისწინე, რომ ეს სინათლეს უხილავს გახდისგამოიყენე არმატურის ეს ძვალი სიმკვეთრის სიღრმის ფოკალური წერტილის განსასაზღვრადგამოიყენე ეს ფუნჯი გრიზ ფენსილის ხატვის რეჟიმშიგამოიყენე ეს ფუნჯი გრიზ ფენსილის წვეროს ფერის რეჟიმშიგამოიყენე ეს ფუნჯი UV ძერწვის რეჟიმშიგამოიყენე ეს ფუნჯი წირების ძერწვის რეჟიმშიგამოიყენე ეს ფუნჯი ძერწვის რეჟიმშიგამოიყენე ეს ფუნჯი ტექსტურების ხატვის რეჟიმშიგამოიყენე ეს ფუნჯი წვეროთა მოხატვის რეჟიმშიგამოიყენე ეს ფუნჯი წონის ხატვის რეჟიმშიგამოიყენე ამ ფაილის მისამართი დისკის ქეშისთვის, როცა ბიბლიოთეკა სხვა ფაილთანაა დაკავშირებული (ყოველ სცენის ფაილზე ლოკალური ცხობისთვის გათიშე ეს ვარიანტი)გამოიყენე ეს ინდექსი გენერირებულ სეგმენტზე. -1 ნიშნავს არსებული მასალის გამოყენებას.გამოიყენე ეს ინსტალაცია .blend ფაილებისთვის და მიკროასლების საჩვენებლადგამოიყენე სინათლის ეს ობიექტი სინათლის კონტურის წარმოსაქმნელადგამოიყენე ეს ობიექტი სიმკვეთრის სიღრმის ფოკალური წერტილის განსასაზღვრადგამოიყენე ამ ობიექტის კოორდინატების სისტემა გლობალური კოორდინატების სისტემის მაგივრადგამოიყენე ამ ობიექტის ნაკეცის ანაწყობი, რათა გადააწერო სცენის გლობალურ ანაწყობსგამოიყენე ამ ობიექტის გადაკვეთის პრიორიტეტულობა კოლექციის ანაწყობის უკუსაგდებლადიერფერების კომპილირებისთვის გამოიყენე ნაკადებიგამოიყენე ობიექტის/ძვლის მიერ ტრაექტორიას მიყოლის ანიმაციისთვისამ გიზმოზე გადატარებისას გამოიყენე მინიშნებებიგამოიყენე ტოპოლოგიაზე დაფუძნებული სარკისებრი არეკლვა (როდესაც მეშის ორივე მხარეს აქვს ერთგვაროვანი, უნიკალური ტოპოლოგია)გამოიყენე გარდაქმნის გიზმოები ნაგულისხმებადგამოიყენე სამიზნის გარდაქმნის თვისება, რათა მფლობელს მოუძებნო პოზა ქმედებიდანამ მასალისთვის გამოიყენე გამჭვირვალე ჩრდილები, თუ იგი გამჭვირვალე BSDF-ქ შეიცავს; გათიშვის შემთხვევაში რენდერირება უფრო ქ჏რაფი იქნება, მაგრამ ჩრდილები არ იქნება აკურატულიგამოიყენე სამკუთხედების მარაოგამოიყენე მხოლოდ ზედაპირის ჭეშმარიტი გადანაცვლება, საჭიროებს წვრილად დაყოფასგამოიყენე წახნაგთა შემცირება დაყოფის გაუქმების გზითგამოიყენე ნაწილაკების ერთიანი დონე (უფრო ქ჏რაფია, მაგრამ უფრო დაბალი ჎არიქ჎იქ)გამოიყენე ზედა ზღვარი მოცულობის ვარიაციისათვისგამოიყენე ცვლადის ბიტური დაკვანტვაავტომატურად გამოთვლილი ნაბიჯების ზომებისთვის გამოიყენე სიჩქარეებიმიმართვის ეფექტისთვის გამოიყენე ამ ობიექტის სიჩქარეები (ობიექტს უნდა ჰქონდეს დენადი გარემოს მოდიფიკატორები და უნდა იყოს სამოქმედო არეალის ტიპის)გამოიყენე წვეროთა ჯგუფის წონა კოეფიციენტად ნაცვლად ზემოქმედებისაგამოიყენე წვეროთა ჯგუფის წონები წახნაგების გასაჭრელად წონის კონტურთანგამოიყენე წვეროთა ჯგუფის წონები იმის ასარჩევად, დაცერობდეს თუ არა წვერო, ან წიბოგამოიყენე წვეროს, ან წიბოს შეკერვაიყენებს წვეროებს, რომლებიც განსაზღვრული მონაკვეთის ნაწილი არააგამოიყენე ძალიან მკვეთრად გამოხატული მარმარილორენდერისთვის გამოიყენე ხედის შრეგამოიყენე ბლანტდრეკადი ზამბარები ჰუკის ზამბარების მაგივრადმონასმების გამოყენება შევსების ზღუდეებადგამოიყენე ფონ მიზეს-ფიშერის მოდელები მიმართულებით დისტრიბუციებადგამოიყენე სიარულით ნავიგაცია იერარქიის ელემენტების მოსანიშნადგამოიყენე ტალღის ეფექტიგამოიყენე წრეებში ტალღის ტექსტურაწონის გამოყენება ეფექტის მოდულაციისთვისერთდროულად გამოიყენე მთელი კოლექციაგამოიყენე მთელი მონასმი და არა მხოლოდ მონიშნული წერტილებიგამოიყენე მავთულბადის ასახვა ხატვის რეჟიმებშიგამოიყენე სხვაობის გადაკვეთა იმისთვის, რომ გამოცვალო დასატოვებელი მხარეგამოიყენე სტანდარტული ჎იქ ტექსტურა რგოლებშიგამოიყენე workbench-იქ რენდერის ანაწყობები სეკვენსერის სცენიდან, ლენტში გამოყენებული თითოეული ინდივიდუალური სცენის მაგივრადგამოიყენე სამყაროს სივრცის აცდენა ინსტანციის ობიექტშიგამოყენებული სიგრძეგამოიყენება პროფილის ტრაექტორიის განსასაზღვრადგამოიყენება კოლექციაში ცვლილებების დასამუშავებლადგამოიყენება ერთსა და იმავე შენატანში შემომავალი მრავალი ბმულის დასალაგებლად. უდიდესი ID ზემოდანაა.გამოიყენება გამოსახულების თანამიმდევრობის მხოლოდ ერთი კადრის მიდევნებისთვის, ყველას მისადევნებლად დააყენე ნულზეგამოიყენება ქმედების მონაცემთა ბლოკთან დაკავშირებისას, სლოტის სწორი მისათითებლის მოსაძებნად. ეს აქაქა჎ი სახელია, სლოტის ID ტიპის მიერ დადგენილი ორ ასონიშნიანი წინსართითგამოიყენება, როცა მონაცემთა ბლოკი ამჟამინდელ .blend ფაილთან მიმართებაში ლოკალური არაა, და მობმულია რომელიღაც ბიბლიოთეკიდანმომხმარებელიმომხმარებლის დანამატებიმომხმარებლის აქტივთა ბიბლიოთეკებიმომხმარებელთა რიცხვიმომხმარებლის მიერ განსაზღვრულიმომხმარებლის გაფართოების საცავებიმომხმარებლის ინტერფეისიკლავიშების მომხმარებლისეული კონფიგურაციამომხმარებლის ბიბლიოთეკამომხმარებლის სახელმძღვანელომომხმარებლის მიერ მოდიფიცირებულიმომხმარებლის ორთოგრაფიული ხედიმომხმარებლის გზამომხმარებლის სხვა გზამომხმარებლის გზებიმომხმარებლის პერსპექტივამომხმარებლის საცავიმომხმარებლის მინიშნებებიმომხმარებლის მიერ განსაზღვრული შენიშვნა რენდერის დასაშტამპადმომხმარებლის მიერ განსაზღვრული ტეგი (სახელის სიტყვაფორმა)მომხმარებლის ინტერფეისის სტილისა და ფერების ანაწყობებიმომხმარებელი სკრაბინგს ახდენსქმედების სამომხმარებლო გზა. მაგ.: "/მომხმარებელი/ხელი/მარჯვენა"რედაქტირებული გეომეტრიის მომხმარებლისმიერი მონიშვნა, ხელსაწყოს გასაშვებადმომხმარებლის სანიშნეებიმომხმარებლის მიერ რედაქტირებადი საკვანძო ფაზებიმომხმარებელი:მომხმარებლებიმომხმარებლები: {}იყენებს ფუნჯებსიყენებს LSCM-ქ (Least Squares Conformal Mapping - ყველაზე ნაკლებ კვადრატიანი კონფორმალური განაწილება) ჩვეულებრივ, ეს უფრო ნაკლებად აკურატულ UV განაწილებას იძლევა, ვიდრე კუთხეზე დაფუძნებული, მაგრამ მარტივი ობიექტების შემთხვევაში უკეთ მუშაობსიყენებს SLIM-ქ (Scalable Locally Injective Mapping). მინიმუმამდე დაჰყავს გამრუდება არეებსა და კუთხეებში.იყენებს უფრო ზუსტ, მაგრამ უფრო ნელ მეთოდს. გამოიყენე, თუკი გამონატანი არასასურველ ხმაურს შეიცავს.იყენებს შემომსაზღვრელ ჩარჩოებსიყენებს ამოზნექილ ქერქსიყენებს ზუსტ გეომეტრიასიყენებს არევის მანძილის მნიშვნელობას სარკმლისთვის. უფრო ქ჏რაფია, მაგრამ შეიძლება, იციმციმოსიყენებს ვექტორული ქიქ჏რაფიქ რენდერის გადავლას გამოსახულების პიქსელების გასაბუნდოვნებლად 2D-შიგამოიყენება აჼტიური სცენის კამერაგამოიყენება CPU-სეული დაყოფაც და GPU-სიცუტილიტებიდამხმარე საშუალებაVV (Y) ღერძიV აცდენაV-ღერძიVBO კოლექციის სიხშირეVBO ტაიმაუტიVFX჏. ჯგუფი Aწვეროთა ჯგუფი A და Bწვეროთა ჯგუფი A, ან B჏. ჯგუფი BVMMვ.რ.VR კონტროლერის პოზების ინდიკატორივ.რ.-იქ ინფოVR ორიენტირიVR ორიენტირის ინდიკატორებიVR ნავიგაციაVR ხელახლა გამოსახვაVR სცენის ინსპექციაVR სესიაVR მაყურებლის პოზის ინდიკატორივ.რ. ნავიგაციის ანაწყობებიVR სარკმლის სიშორის მოკვეცის მანძილიVR სარკმლის ახლო მოკვეცის მანძილიVRAM: %.1f GiB თავისუფალიაVRAM: %.1f/%.1f GiBმნიშვნ.ვარგისიმეშის ვალიდაციამეშების ვალიდაციამოახდინე ვალიდაცია მითითებებისა რიგის კომპონენტების ანაწყობებიდან ძვალთა კოლექციებზე. ყოველთვის გაუშვი ეს მეტარიგის არმატურის ორი ობიექტის შეერთებამდეც და შემდეგაც, რათა თავიდან აიცილო მოულოდნელი ხარვეზებიახდენს რიგის კომპონენტების ანაწყობებიდან ძვალთა კოლექციაზე მითითებების ვალიდაციასვარგისიანობის მიჯნავაკემნიშვნელობამნიშვნელობა შექცეულიმნიშვნელობის რყევამნიშვნელობის შრიქ სახელიმაქს. მნიშვნელობამინ. მნიშვნელობასიდიდის რეჟიმიმნიშვნელობის აცდენასიდიდის ცოციატექსტურის ნიმუშებს დამატებული მნიშვნელობამნიშვნელობა, რომლითაც ობიექტი უნდა გაიზარდოს, ან შეიკუმშოს სამყაროს სათავესთან მიმართებაში (გამოყენებადია მხოლოდ გარდაქმნის ქეშის ბორკილის დახმარებით)სიდიდე, რომლითაც უნდა გაიზარდოს, ან შეიკუმშოს ობიექტები სამყაროს სათავესთან მიმართებაშიმნიშვნელობა ცვლის აცდენასმნიშვნელობა ცვლის პროფილსმნიშვნელობა ცვლის სეგმენტებსმნიშვნელობა ცვლილებებისთვის მდებარეობაშიმნიშვნელობა ცვლილებებისთვის ბრუნვაშიმნიშვნელობა ცვლილებებისთვის მასშტაბშისიდიდე მორგებული თვისების ტიპებისთვის, რომელიც შეიძლება დარედაქტირდეს მხოლოდ როგორც პითონის გამოსახულებამნიშვნელობა ჩართული საკვანძო ფაზისთვისწაყობილ საგნებს შორის მანძილის მნიშვნელობამნიშვნელობა საგანთა შორის მანძილისთვისმნიშვნელობა გარსის გამოსაანგარიშებლად, რომელიც გვეუბნება, რამდენად სწრაფად შეუძლია გარსს ვარდნა (რაც უფრო დაბალია მნიშვნელობა, მით უფრო დამრეცად შეუძლია დაღმასვლა)გარსის გამოსაანგარიშებელი მნიშვნელობა, რომელიც გვეუბნება, რამდენად სწრაფად იწევს მაღლა გარსი (რაც უფრო დაბალია მნიშვნელობა, მით უფრო ციცაბოა მისი აღმასვლა)მნიშვნელობა კუბის გარეთ მდებარე ვოქსელებისთვისმნიშვნელობის დონეთუ ტიპი არ ემთხვევა, შესაძლოა, მნიშვნელობა არაპირდაპირი გზით დაკონვერტირდესმნიშვნელობა ვერ მოიძებნა შეკვრაში: "{}"0 მნიშვნელობა გამოსახულებას ფერს აცილებს, რითაც აშავ-თეთრებს მას. 1.0-ზე მაღალი მნიშვნელობა სიხასხასეს ზრდისფორმის სოლის მნიშვნელობა მიმდინარე კადრისთვისპირველი ფერის შენატანის მნიშვნელობაპირველი წილადნიშნა რიცხვის შენატანის მნიშვნელობაპირველი ვექტორის შენატანის მნიშვნელობასაგნის მნიშვნელობამეორე ფერის შენატანის მნიშვნელობამეორე წილადნიშნა რიცხვის შენატანის მნიშვნელობამეორე ვექტორის შენატანის მნიშვნელობამნიშვნელობის გადაწევა. 0 ფერს აშავებს, 1 იგივენაირად ინარჩუნებს, ხოლო უფრო მაღალი მნიშვნელობები აღიავებსმნიშვნელობა, რომელსაც ეფუძნება გარსის ზეგავლენასიდიდე, რომელსაც გარდაქმნის მნიშვნელობამ უნდა მიაღწიოს, რათა ქმედების დროის ზოლი პირველ კადრზე დადოს. ბრუნვები გრადუსებშიასიდიდე, რომელსაც გარდაქმნის მნიშვნელობამ უნდა მიაღწიოს, რათა ქმედების დროის ზოლი ბოლო კადრზე დადოს. ბრუნვები გრადუსებშიამნიშვნელობა ნორმალადმნიშვნელობა სტრიქონადფერებზე დასამატებელი სიდიდეწონებზე დასამატებელი სიდიდესიდიდე, რომელზეც უნდა გამრავლდეს ფერებიწონებზე გადასამრავლებელი სიდიდეRef-იქ, Spec-იქ, Amb-იქ, Emit-იქ, Alpha-ქ, RayMir-იქ, TransLu-ქ and Hard-ისთვის გამოსაყენებელი მნიშვნელობამნიშვნელობა, რომლის ქვემოთაც ვოქსელები ცარიელ სივრცედ ჩაითვლება რენდერის ოპტიმიზაციისთვისპირველსაწყისად გამოყენებული მნიშვნელობა 1D და 4D განზომილებებშიმნიშვნელობა, ელფერი, სიხასხასესიდიდე:მნიშვნელობა: არაფერიმნიშვნელობა: უცნობი (გაუანალიზებელი)მნიშვნელობა: მოძრაობისთვის უნდა იყოს 'არაფერი'მნიშვნელობა: უნდა იყოს 'დაჭერა', როცა უნიკოდი დაყენებულიამნიშვნელობა: უნდა იყოს 'დაჭერა/აშვება' კლავიატურისთვის/ღილაკებისთვისმნიშვნელობა: მხოლოდ 'დაჭერა/აშვება/არაფერი'-ა მხარდაჭერილიმნიშვნელობა: {}სიდიდეებისიდიდეები მდებარეობის ცვლილებისათვისმნიშვნელობები ბრუნვაში ცვლილებისთვისმნიშვნელობები მასშტაბში ცვლილებისთვისამ მოდიფიკატორის მიერ წარმოქმნილი მნიშვნელობები გამოიყენება არსებული მნიშვნელობების ზემოდან და არ გადაეწერება მათმიჯნაზე დიდი მოცულობები წარმოქმნილი მეშის შიგნითაამნიშვნელობები ბოლოწერტილთა საკვანძო ფაზებზე დაკავდებამნიშვნელობები, რომლებიც ალაგებს წიბოზე მიმაგრებულ კუთხეებსწვეროზე მიერთებული კუთხეების დასალაგებლად გამოყენებული მნიშვნელობები. ნაგულისხმებად იყენებს ინდექსებსწირის წერტილების დასაკაგებლად გამოყენებული მნიშვნელობები. ნაგულისხმებად იყენებს ინდექსებსმნიშვნელობები გამოყენებული წვეროსთან დაკავშირებული წიბოების დასალაგებლად. ნაგულისხმებად ინდექსები გამოიყენებამნიშვნელობები გამოყენებული წახნაგის კუთხეების დასალაგებლად. ნაგულისხმებად გამოიყენება ინდექსებისიდიდეები:მნიშვნელობები: არაფერიგაუჩინარებაცვლადიცვლადიანი გამოსახულების მხარდაჭერასათადარიგო ცვლადი, როგორც შეცდომაცვლადი ამ დრაივერში არ არსებობსცვლადი რაიმე წყაროდან/სამიზნედან დრაივერთან ურთიერთობისთვისცვლადებიცვლადები: {:d}დისპერსიანაირსახეობავარიაციის დონესტატუსის სხვადასხვა ინფორმაცია საგნის შესახებ მისი იმპორტირების შემდეგსხვადასხვა ხელსაწყოები კვანძებზე დაფუძნებული სამუშაო პროცესის დასახვეწად და ასაჩქარებლადმოახდინე სიხეშეშის მნიშვნელობების ვარირება თითოეული ღერისთვისმოახდინე მელანინის კონცენტრაციის ვარირება თითოეული ღერისთვისვექტორივექტორული გაბუნდოვნებავექტორული წირებივექტორული გადანაცვლებავექტორების ასახვავექტორული შრიფტივექტორული შრიფტებივექტორული სახელურივექტორული სახელურის მონიშვნავექტორული მათემატიკავექტორის კვანძიკვანძის ვექტორის ბუდევექტორის კვანძის ბუდის ინტერფეისივექტორული ბრუნვავექტორული გარდაქმნავექტორული მნიშვნელობავექტორი, რომლითაც მოხდა თითოეული ჏ირიქ აცდენა დეფორმაციისასვექტორის ტიპის მონაცემები, გავლენას ახდენს პოზიციაზევექტორის ველი, რომელიც უნდა იყოს წარმოდგენილი ასახვის ვექტორებითვექტორული შრიფტების მონაცემთა ბლოკებივექტორული შრიფტი ტექსტური ობიექტებისთვისვექტორი გადანაცვლებისთვისვექტორული სახელურივექტორი მეშის ნორმალების მასივშივექტორული მნიშვნელობავექტორული მნიშვნელობა გეომეტრიის ატრიბუტშივექტორი, რომელიც წირზე იქნებოდა დატანილივექტორი, წერტილი, ან ნორმალი, რომელიც გამოყენებული იქნება სივრცეთა შორის კონვერსიისთვისვექტორი2Dწახნაგის წიბოთი დაკავშირებული კუთხეების შესადარებელი ვექტორები. (აქვს 3D ვექტორების მხარდაჭერა)ვექტორსკოპივექტორსკოპის რეჟიმივექტორსკოპის გაუმჭვირვალობასიჩქარესიჩქარე / თმასიჩქარის ატრიბუტისიჩქარის ფერადი გრადიენტისიჩქარის კოეფიციენტისიჩქარის ბადეწრფივი სიჩქარესიჩქარის მასშტაბისიჩქარის წყაროსიჩქარის X-იქ ბადესიჩქარის Y-იქ ბადესიჩქარის Z-იქ ბადესიჩქარე, რომელიც მაქსიმალურ ზეგავლენად ითვლება (Blender-იქ ერთეულები თითო კადრზე)დენადი გარემოს სამოქმედო არეალის ქი჊ჼარიქ ველისიჩქარის ძალა, რომელიც აკონტროლებს ტელეპორტაციის რკალის პარაბოლას, მ/წმ-შივერლევერსიავერსია %r მხარდაუჭერელია, %r უნდა იყოს, ან უფრო გვიანდელივერსიის დაზღვევა წარუმატებელია (ფაილი შენახულია @-ით)Blender-იქ ვერსია, რომლითაც .blend ბიბლიოთეკა იქნა შენახულიBlender-იქ ვერსია, რომლითაც userpref.blend იქნა შენახულივერსია:ვერსია: {:s}ვერსიების დანომრვა: კვანძი 'რუკის მნიშვნელობა' მოცილებულიავერსიების დანომრვა: 'კვანძების გამოყენება' მოცილებულიაწვეროწვერო (სამკუთხა)წვეროთა ატრიბუტებიწვეროს ფერიწვეროს ფერის კოეფიციენტიწვეროს ფერის სახელიწვეროს ფერის დაკვანტვაწვეროების ფერი ზემოქმედებს მხოლოდ შევსებაზეწვეროების ფერი ზემოქმედებს მონასმსა და შევსებაზეწვეროების ფერი ზემოქმედებს მხოლოდ მონასმებზეწვეროს ფერებიწახნაგის კუთხეწვეროების რაოდენობაწვეროების სათვლელი ველიწვეროს ნაკეციწვეროს ნაკეცი:წვეროს მონაცემებიწვეროს მონაცემთა ტიპებიწვეროს მონაცემები:წვეროთა წახნაგების რიცხვის ველიგრიზ ფენსილის წვეროწვეროების ჯგუფიწვეროთა ჯგუფი "%s" არ არსებობსწვეროთა ჯგუფი "%s" დაბლოკილიაწვეროთა ჯგუფი Aწვეროთა ჯგუფი Bწვეროთა ჯგუფი შეგროვებისთვისწვეროთა ჯგუფის შეგროვების გაბათილებაწვეროთა ჯგუფი სიმკვრივისთვისწვეროთა ჯგუფის სიმჭიდროვის გაბათილებაწვეროთა ჯგუფის ელემენტიწვეროთა ჯგუფის ფაქტორიწვეროთა ჯგუფი ველისთვისწვეროთა ჯგუფის ველის გაბათილებაწვეროთა ჯგუფის შექცევაწვეროთა ჯგუფის დახვევაწვეროთა ჯგუფის დახვევის გაბათილებაწვეროთა ჯგუფი სიგრძისთვისწვეროთა ჯგუფის სიგრძის გაბათილებაწვეროთა ჯგუფების ბლოკებიწვეროთა ჯგუფი ბრუნვისთვისწვეროთა ჯგუფის ბრუნვის გაბათილებაწვეროთა ჯგუფი სიხეშეშისთვის 1წვეროთა ჯგუფის სიხეშეში 1-იქ ქ გაბათილებაწვეროთა ჯგუფი სიხეშეშისთვის 2წვეროთა ჯგუფის სიხეშეშე 2-იქ გაბათილებაწვეროთა ჯგუფის სიხეშეშის დასასრულიწვეროთა ჯგუფის ბოლოს სიხეშეშის გაბათილებაწვეროთა ჯგუფი ზომისთვისწვეროთა ჯგუფის ზომის გაბათილებაწვეროთა ჯგუფის სპეც. ხელსაწყოებიწვეროთა ჯგუფი მხებისთვისწვეროთა ჯგუფის მხების გაბათილებაწვეროთა ჯგუფი მოგრეხვისთვისწვეროთა ჯგუფის მოგრეხვის გაბათილებამიუთითებელი წვეროთა ჯგუფიწვეროთა ჯგუფი სიჩქარისთვისწვეროთა ჯგუფის ქი჊ჼარიქ გაბათილებაწვეროთა ჯგუფის წონაწვეროების ჯგუფთა წონებიწვეროთა ჯგუფი წვეროების ჩამაგრებისთვისწვეროთა ჯგუფი ქსოვილის კუმშვისთვისწვეროთა ჯგუფი წნევის სამოქმედო ადგილის დასადგენად. ნულოვანი წონა ნიშნავს უწნევობას, ხოლო ერთ ერთეულიანი წონა ნიშნავს სრულ წნევას. წახნაგები, რომლებსაც ნულ წონიანი წვერო აქვს, მოცულობის გამოთვლიდან გამოირიცხება.წვეროთა ჯგუფი დაბლოკილიაწვეროთა ჯგუფ(ებ)იწვეროთა ჯგუფებიწვეროთა ჯგუფები მიკუთვნებული დეფორმირებად ძვლებსწვეროთა ჯგუფები მიკუთვნებული არადეფორმირებად ძვლებსწვეროს ინდექსიწვეროს ინდექსი 1წვეროს ინდექსი 2წვეროთა ინდექსებიწვეროს ინტერპოლაციაწვეროთა დატანაწვეროთა მასაწვეროებიანი მეშის მეთოდიწვეროს მეზობლებიწვეროს ნორმალიწვეროთა ნორმალებიწვეროთა გაუმჭვირვალობაწვეროთა მოხატვაწვეროების მოხატვის შესაძლებლობებიწვეროთა მოხატვის გადაფარებებიწვეროთა მოხატულობის შერევის კოეფიციენტიწვეროს პოზიციის ატრიბუტებიწვეროს მონიშვნაწვეროთა მონიშვნაწვეროთა ჯგუფიწვეროს ზომაწვეროს გაცურება: წვეროს წონაწვეროს წონის კუთხეწვეროს წონის რედაქტირებაწვეროს წონის შერევაწვეროს წონის სიახლოვეწვეროს წონის გადატანაწვეროთა წონებიწვეროთა ფერები ფაილში წრფივ ფერით სივრცეშიაწვეროთა ფერები ფაილში sRGB ფერით სივრცეშიაწვეროს კოორდინატის წაკითხვა ვერ მოხერხდაწვეროთა რაოდენობა არ ემთხვევაწვეროთა ჯგუფი '%s' ვარგისი არაა, ან შეიძლება, ცარიელიაწვეროთა ჯგუფი დრეკისას გახევების ზედმიწევნით კონტროლისათვისწვეროთა ჯგუფი ძვრის გახევების ზედმიწევნით კონტროლისთვისწვეროთა ჯგუფი სტრუქტურული გახევების ზედმიწევნით კონტროლისთვისწვეროთა ჯგუფი შინაგანი ზამბარების გახევების ზედმიწევნით კონტროლისთვისწვეროთა ჯგუფი დაბლოკილიაწვეროთა ჯგუფის სახელიწვეროთა ჯგუფის სახელი (მხოლოდ ჩაშლა)წვეროთა ჯგუფის სახელი მნიშვნელობის წონებისთვის (დეფორმირების მამოდულირებელი)წვეროთა ჯგუფის სახელი მონიშნული არეების მოდიფიცირებისათვისწვეროთა ჯგუფის სახელი დეფორმირების მოდულაციისთვისწვეროთა ჯგუფის სახელი ტალღის მოდულაციისთვისწვეროთა ჯგუფის სახელი მონიშნული მონასმებისთვისწვეროთა ჯგუფის სახელი ზემოქმედების ქვეშ მოქცეული არეების მოსანიშნადწვეროთა ჯგუფის სახელი ზემოქმედება განცდილი არეების მონიშვნა/შეწონვისთვისწვეროთა ჯგუფის სიძლიერეწვეროთა ჯგუფი, რომელსაც წარმოქმნილი ფერსოს გეომეტრიის წონა მიენიჭებაწვეროთა ჯგუფი, რომელსაც წარმოქმნილი კარკასული გეომეტრიის წონა ენიჭებაწვეროთა ჯგუფი, რომელზეც გისოსებს ზეგავლენა უნდა ჰქონდესწვეროთა ჯგუფი შეგროვების საკონტროლებლადწვეროთა ჯგუფი სიმკვრივის საკონტროლებლადწვეროთა ჯგუფი ველის საკონტროლებლადწვეროს ჯგუფი დახვევის გასაკონტროლებლადწვეროთა ჯგუფი სიგრძის საკონტროლებლადწვეროთა ჯგუფი ბრუნვის საკონტროლებლადწვეროთა ჯგუფი სიხეშეშის საკონტროლებლად 1წვეროთა ჯგუფი სიხეშეშის საკონტროლებლად 2წვეროთა ჯგუფი სიხეშეშის დასასრულის გასაკონტროლებლადწვეროთა ჯგუფი ზომის საკონტროლებლადწვეროთა ჯგუფი მხების საკონტროლებლადწვეროთა ჯგუფი მოგრეხვის საკონტროლებლადწვეროთა ჯგუფი ქი჊ჼარიქ საკონტროლებლადაქტიურად დასაყენებელი წვეროთა ჯგუფიობიექტის წვეროთა ჯგუფებიწვერო მეშის მონაცემთა ბლოკშიწვეროს ინდექსიწვეროთა ინდექსებიეს არიქ ძირეული წვერო ბრუნვების გამოთვლისა და არმატურის წარმოქმნისთვის, ამ ალმის დაყენება იმავე მეშის კუნძულში სხვა ძირებს არ ასუფთავებსწვეროს მარყუჟების ფერები მეშშიწვერო ჯგუფში არააკუთხის წვეროწეროთა პოზიციებიწვეროს მონიშვნა - Shift-დაწკაპუნება რამდენიმე რეჟიმისთვის, Ctrl-დაწკაპუნება მონიშვნას აპატარავებსწვეროების მონიშვნა ჩართული უნდა იყოს წონების ხატვის რეჟიმშიწვეროთა მონიშვნის შენიღბვა ხატვისთვისწვეროთა მონიშვნის რეჟიმიწვერო, რომელიც ბადის კუთხეაწვეროთა წონის ჯგუფი, საბაზისო ფორმასთან შესაზავებლადწვეროს წონა გამოყენებული ცერობის მოდიფიკატორის მიერწვეროს წონა ფუნჯის გამოყენებისასწვერო:წვეროთა ჯგუფი '%s' ობიექტში '%s' ვერ მოიძებნაVertexGroup.add(): გამოძახება შეუძლებელია, სანამ ობიექტი რედაქტირების რეჟიმშიაVertexGroup.remove(): გამოძახება შეუძლებელია, სანამ ობიექტი რედაქტირების რეჟიმშიაწვეროს წონის რედაქტირებაწვეროს წონის შერევაწვეროს წონის მიახლოებაშვეულიშვეული განლაგებაშვეული FOVშვეული სიაშვეული გაყოფაშვეული პროპორციული თანაფარდობა (გამოიყენება მხოლოდ კამერის პროექტორებისთვის)შვეული პროპორციული თანაფარდობა - ანამორფული, ან არაკვადრატული პიქსელური გამონატანისთვისგამოსაცხობი რუკის შვეული განზომილებაგამოსაცხობი რუკის შვეული განზომილება (მხოლოდ გარეგანი)ფანჯრის შვეული მდებარეობაშვეული აცდენა ობიექტის სათავედანლენტის შვეული პოზიციატექსტის ველის შვეული პოზიცია მდებარეობასთან შეფარდებითქვეშ გასმული ხაზის შვეული პოზიციაშვეული მასშტაბი (გამოიყენება მხოლოდ კამერის პროექტორებისთვის)გამოსახულების სენსორის არეს შვეული ზომა მილიმეტრებშიწვეროებიწვეროთა მონაცემები:წვეროები Xწვეროები Yწვეროები Zწვეროები შეიცვალა %d-დან %d-ზეწვეროები შეიცვალა %u-დან %u-ზეწახნაგთა რამდენიმე მონაკვეთის დამაკავშირებელი წვეროებიუნდა იყოს 1 წვერო მაინცუნდა იყოს 3 წვერო მაინცმეშის წვეროებიწვეროები:%s | წახნაგები:%sწვეროები:%s | წახნაგები:%s | სამკუთხედები:%sწვეროები:%s | სამკუთხედები:%sწვეროები:%s/%sწვეროები:%s/%s | წიბოები:%s/%s | წახნაგები:%s/%s | სამკუთხედები:%sძალიან მაღალი კონტრასტიძალიან დაბალი კონტრასტიძალიან დაბალი ხარისხივიბრაციავიდეოვიდეო კოდეკივიდეო მეხსიერებავიდეო სეკვენსერივიდეოს ბიტური სიხშირე (კბიტი/წმ)ვიდეოს_რედაქტირებავიდეოებივიეტნამური - Tiáşżng Việtხედიხედი და კონტროლებიხედთან მისადაგებაატრიბუტის ტექსტის დათვალიერებახედის ღერძიხედისკენ წანაცვლებახედის ცენტრიხედის კონტექსტიხედის მანძილიხედის წყაროხედის სიმაღლეინდექსის ნახვახედის შრეხედის შრე '%s' სცენაში '%s' ვერ მოიძებნახედის შრიქ თვისებებიხედის შრიქ ანაწყობები EEVEE-სთვისხედის შრეებიხედის მდებარეობახედის დაბლოკვა3D სარკმლის კამერის გარდაქმნის დაბლოკვა ხედში ზემოქმედებს ობიექტის მშობელზეხედის რუკის ქეშიხედის მატრიცახედის სახელიხედში ნავიგაციახედის ნორმალიხედის ნორმალის მილევახედის ნორმალის ლიმიტიხედის გადაფარებაპროცენტულობა ხედშიხედის პერსპექტივახედის სიბრტყეხედის მონაკვეთებიხედის ბრუნვახედის მასშტაბიხედის ანაწყობებიხედის ტიპიხედის ვექტორიხედის X ღერძიხედის Z ღერძიხედის Z სიღრმედაათვალიერე კონტექსტზე დაფუძნებული ონლაინ სახელმძღვანელო ვებ ბრაუზერშიდაათვალიერე ყველა ჏ირი რედაქტორშიაჩვენე სცენაში არსებული ყველა ობიექტიაჩვენე ყველა მონიშნული UVაჩვენე ყველა მონიშნული ელემენტიდაათვალიერე ყველა ლენტი სეკვენსერშიდაათვალიერე და დაარედაქტირე UVUV რუკების ნახვა და რედაქტირებადაათვალიერე და დაარედაქტირე ნიღბებირენდერად ნახვახედის დაშორება იატაკიდან სიარულის დროსხედი უკნიდანხედი ქვემოდანხედი წინიდანხედი მარცხნიდანხედი მარჯვნიდანხედი ზემოდანხედი მრავალშრიან გამოსახულებაშიხედის შრეხედის შრე '%s' ვერ მოცილდა სცენიდან '%s'ხედის შრე შეფასებულ მდგომარეობაშინახე შრიქ სახელიხედის შრიქ ანაწყობები EEVEE-სთვისსეკვენსერის ნაწარმის ასახვისთვის გამოსაყენებელი ხედის რეჟიმიხედი ვერ მოიძებნა, ხედის ღერძის მიხედვით დალაგება შეუძლებელიახედი ეკვატორზეხედი პოლუსებზეხედის ოპერაციები (გამოსადეგია ციფრული პანელის არ მქონე კლავიატურებისთვისხედის ბრუნვის ცენტრის მდებარეობადაათვალიერე მონიშნული ყველა მონაკვეთისთვისხედის გადაწევა კამერის ხედშიაჩვენე მთელი გამოსახულებაანახე სტუდიური განათების რედაქტორის შედეგი სარკმელშიდაათვალიერე სარკმელი ვირტუალური რეალობის სათვალით (თავზე ჩამოსაცმელი ეკრანებით)ხედის გარდაქმნა დაყენებულია %s (კონვერტირებული %s-dan)ხედი, რომელიც გამოიყენება გამოსახულების ამსახველ სივრცედ გადაქცევისასდაათვალიერე მთლიანი გამოსახულება მარკერებითხედი2Dგიზმოს აქტივაციააქტიური ხელსაწყოუკნიდანფონიორივექვემოდანკამერაღრმულის ტიპიმორგებულიგათრევაიატაკიწინიდანმარცხნიდანშერევადაჭერამარჯვნიდანეკრანიმონიშვნათემაზემოდანხედისამყაროხედშრეხედის შრე '%s' არ შეიცავს ობიექტს '%s'მაჩვენებელიდამთვალიერებლის ატრიბუტის გაუმჭვირვალობადამთვალიერებელი უკანმაჩვენებლის მონაცემებიდამთვალიერებელი წინმაჩვენებლის ინდექსიმაჩვენებლის ელემენტიმაჩვენებლის ელემენტებიდამთვალიერებელი მარცხნივმაჩვენებლის კვანძიმაჩვენებლის მისამართიდამთვალიერებლის მისამართის ელემენტიდამთვალიერებლის პოზის მდებარეობადამთვალიერებლის პოზის ბრუნვამაჩვენებლის მონაკვეთიდამთვალიერებელი მარჯვნივმნახველის გამოსახულება ვერ მოიძებნა.მაჩვენებლის მითითების მასშტაბი ასოცირებული ამ ორიენტირთანთვალთახედვასარკმელირაოდენობა სარკმელშისარკმლის განკბილვასარკმლის BVHსარკმლის BVH-იქ ტიპიასხლტომები სარკმელშისარკმლის ხარვეზების აღმოფხვრასარკმლის განმხმაურებელისარკმლის განხმაურებასარკმლის განხმაურების შენატანის გადავლებისარკმლის განხმაურების წინასწარი ფილტრისარკმლის განხმაურების ხარისხისარკმლის უჯრედებად დაყოფის სიხშირესარკმელში ასახვასარკმლის უკუკავშირისარკმლის გიზმოებისარკმლის გადაფარებებისარკმლის გარჩევადობანიმუშები სარკმელშისარკმლის სემპლირების წინასწარი კონფიგურაციებისარკმლის შეფერადებასარკმლის ზომასარკმლის ტექსტურის ლიმიტისარკმლის გარდაქმნასარკმლის ხილულობასემპლირებული მონაცემების სარკმელში ჩვენების ზომასარკმელში ასახვის სტილი ცარიელებისთვისსარკმელში ასახვის სტილი ბილიკებისთვისსარკმლის ლინზის კუთხესარკმელში ნავიგაციის გიზმოსარკმლის დაურენდერებელი რეჟიმისარკმელი ლოკალურ ხედში არაასარკმლის გადაფარებები გათიშულიაწარმოქმნილი ზედაპირის გარჩევადობა სარკმელშისარკმლებიხედებიხედების ფორმატიხედების ფორმატი:ვინიეტივინიეტის ინტენსიურობაკვანძის ვირტუალის ბუდევირტუალური მშობლებივირტუალის ბუდე კვანძშიგადაძრობამდე ვირტუალურად შეავსე მეშში ხვრელები, რათა უკეთესად აირიდო პირგადადებები და შეინარჩუნო სიმეტრიაბლანტ-დრეკადი ზამბარებიწებოვნებაწებოვანობის ფუძეწებოვანობის ექსპონენტისითხის წებოვანობა (უფრო მაღალი მნიშვნელობები იწვევს უფრო წებოვან დენად გარემოებს, მნიშვნელობა 0 გარკვეულ წებოვანობას მაინც გამოიყენებს)წებოვანობის ანაწყობი: მნიშვნელობა, რომელი მრავლდება 10-ზე ხარისხად (ექსპონენტი*-1)ხილულობახილულობის ქმედებახილულობის არეხილულობის მიკერძოებახილულობის ჟონვის წანაცვლებახილულობის გაბუნდოვნებახილულობის კოლექციახილულობის ხატულახილულობის სტატუსიხილულიხილული ხაზებიხილული ობიექტებიმხოლოდ ხილული პრიმიტივებიხილული ჩანართებინაგულისხმებად ხილულიხილული მანძილისა და კუთხის აზომვებიხილული შრეებივიზუალურივიზუალური დამხმარეებივიზუალური ეფექტების თვისებებიგარეგნული გეომეტრია მეშადვიზუალური ჩასოლვაგარეგნული მდებარეობაგარეგნული მდებარეობა და ბრუნვაგარეგნული მდებარეობა და მასშტაბიგარეგნული მდებარეობა, ბრუნვა და მასშტაბიგარეგნული ბრუნვაგარეგნული ბრუნვა და მასშტაბიგარეგნული მასშტაბიVisual Studio Codeვიზუალური გარდაქმნამოხვედრის ადგილის ინდიკატორის გარეგნული სიგანეტელეპორტაციის სხივის ხაზის გარეგნული სიგანემოახდინე ქეშირებული დასრულებული კადრების ვიზუალიზაციამოახდინე ქეშირებული გამოსახულებების ვიზუალიზაცია დროის ზოლზემოახდინე ქეშირებული დაუმუშავებელი გამოსახულებების ვიზუალიზაციამონაცემთა ვიზუალიზირება კვანძების გრაფიკის შიგნიდან, გამოსახულებათა რედაქტორში, ან უკანა ფონადვექტორული ველების ვიზუალიზაციამოცულობაბულისმოკვეცამონაცემთა ტიპიგაფანტვაორმაგიორმაგი ვექტორიცარიელიგანვრცობაწილადნიშნამთელი რიცხვიმთელი 64-ბიტიანიმთელიანი ვექტორინიღაბიახალიპინგპონგიწერტილები (მხარდაუჭერელი)გამეორებათანამიმდევრობის რეჟიმიუცნობივექტორიმოცულობა "%s" შეიცავს წერტილებს, მხარდაჭერა მხოლოდ ვოქსელურ ბადეებს აქვსმოცულობა "%s" ვერ ჩაიტვირთა: %sმოცულობისმიერი შთანთქმამოცულობის ალფამოცულობის ასხლტომებიმოცულობის კოეფიციენტებიმოცულობის კუბიმოცულობის მორგებული დიაპაზონიმოცულობის პირდაპირიმოცულობის გადანაცვლებამოცულობის გადანაცვლების მოდიფიკატორიმოცულობის ასახვამოცულობის გამოცემამოცულობის კოეფიციენტიმოცულობის ფაილებიმოცულობის ბადემოცულობის ბადეებიმოცულობის მიმართვამოცულობის მიმართვის ალბათობამოცულობის ირიბიმოცულობის ინფომოცულობის ინტერპოლაციამოცულობის გადაკვეთამოცულობის გადაკვეთის მეთოდიმოცულობითი სინათლემოცულობის მაჟორანტიმოცულობის სხივის მაქს. სიღრმეხმის მინ. სიმაღლემოცულობის შენარჩუნებამოცულობის ზონდიმოცულობის სხივზე მარშირების ნაბიჯის ზომამოცულობის სხივზე მარშირების ნაბიჯის ზომის განათებამოცულობის რენდერიმოცულობის გარჩევადობამოცულობის სემპლირებამოცულობის გაბნევამოცულობის გაბნევის ხილულობამოცულობის ჩრდილებიმოცულობის გამტარობამოცულობის ვარიაციამოცულობის ვარიაციის მაქსიმუმიმოცულობის ვარიაციის მინიმუმიმოცულობის ვარიაციის სიგლუვემოცულობის მონაცემთა ბლოკი 3D მოცულობის ბადეებისთვისმოცულობების მონაცემთა ბლოკებიმოცულობის სიმჭიდროვე ყოველ ვოქსელზემოცულობის ასახვის ანაწყობები 3D სარკმლისთვისმოცულობის ფაილი გამოყენებული ამ მოცულობის მონაცემთა ბლოკისმიმდინარე კადრთან მოცულობის ჩასატვირთად გამოყენებული მოცულობის ფაილი. ცარიელი, თუ მოცულობა არ ჩატვირთულა, ან კადრი მხოლოდ მეხსიერებაში არსებობს.მოცულობითი გეომეტრია, რომელსაც ბადე უნდა დაემატოსმოცულობის ბადის სახელიმოცულობა ნარჩუნდება, როცა ობიექტი მხოლოდ თავისუფალ ღერძზე მასშტაბირდება. არა-თავისუფალი ღერძის მასშტაბირება იგნორირდება.მოცულობა ნარჩუნდება, როცა ობიექტი ერთგვაროვნად მასშტაბირდება. არა-თავისუფალ ღერძებზე ერთგვაროვანი მასშტაბირებიდან დევიაცია იგნორირდება.მოცულობა მკაცრად ნარჩუნდება, არა-თავისუფალი ღერძების მასშტაბირების უკუგდების გზითმოცულობითი სინათლის მამრავლიმოცულობითი ობიექტის ასახვის ანაწყობები 3D სარკმლისთვისმოცულობის ობიექტის რენდერის ანაწყობებიუძრაობის ძვლის მოცულობახმის სიძლიერე გარე კონუსის გარეთმოცულობის სარენდერო ანაწყობები 3D სარკმლისთვისმოცულობის მასშტაბი ნაკლებია, ვიდრე OpenVDB-იქ მიერაა დაშვებულიმოცულობა მეშადმოცულობა მეშად მოდიფიკატორიმოცულობა, რომელიც მეშად უნდა დაკონვერტირდესმოცულობა, რომლიდანაც სახელიანი ბადე უნდა იქნას ამოღებულინისლის ბადიანი მოცულობა, რომელშიც წერტილებია გაბნეულიმოცულობა(ნი)მოცულობა: {} ბადემოცულობებიმოცულობებს მხოლოდ ერთი მასალის მხარდაჭერა აქვს; მონიშნული შენატანი ველი ვერ იქნებამოცულობითი მონაცემებიმოცულობითი ჩრდილის ნიმუშებიმოცულობითი ჩრდილებიმოცულობითი აპროქსიმაცია ფიზიკაზე დაფუძნებული მოცულობითი გაბნევისთვის, გაბნევის რადიუსის მითითების მიხედვით გამოყენებითმოცულობითი აპროქსიმაცია ფიზიკაზე დაფუძნებული მოცულობის გაბნევისთვის, სადაც გაბნევის რადიუსი ავტომატურად რეგულირდება, რათა ფერის ტექსტურებს დაემთხვეს. შექმნილია კანის შეფერადებისთვის.Vorbisვორონოივორონოის დაბზარვავორონოი F1ვორონოი F2ვორონოი F2-F1ვორონოი F3ვორონოი F4ვორონოის ტექსტურავორონოის მახასიათებლის წონა 1ვორონოის მახასიათებლის წონა 2ვორონოის მახასიათებლის წონა 3ვორონოის მახასიათებლის წონა 4გრიგალიგრიგალის ეფექტორის წონაგრიგალურობავოქსელივოქსელების რაოდენობავოქსელის კოორდინატებივოქსელის განფენილობავოქსელური ბადის უჯრედის ზომავოქსელის ინდექსივოქსელების ზომავოქსელური გარდამსახველი ვერ გაეშვება ვოქსელის ზომაზე 0.0ვოქსელის გარდამსახველმა მეში ვერ შექმნა%f-იქ ვოქსელური ზომა მეტისმეტად პატარაა ამოსახსნელადბადის ვოქსელიზირებავოქსელებიუფრო დიდი მნიშვნელობის მქონე სიდიდეები წარმოქმნილი მეშის შიგნითააVulkanWW (Z) ღერძიW ღერძიW ბრუნვაW-ღერძი კვატერნიონისა და ღერძ-კუთხის ბრუნვებისთვისW1W2W3W4W:გაფრთხილება: დრაივერის გამოსახულებამ შეიძლება, სწორად არ იმუშავოსფრთხილად: ეს მეტარიგი შეიცავს Rigify-ქ რიგის არარეკომენდირებულ ტიპებს და ავტომატური აფგრეიდი ვერ გაუკეთდება.გაფრთხილება: დუბლ/ჯგუფის ინსტანციებში მხარდაჭერა არ აქვსფრთხილად: დანამატის გათიშვისას სასურველი პარამეტრები იკარგება, დარწმუნდი, რომ "შეინახე მუდმივი"-ქ იყენებ, თუ გინდა, შენი ანაწყობები შეინახო!WEBPდაწკაპუნების ლოდინიშენატანის ლოდინიდაუყოვნებლივ დახატის მაგივრად დაელოდე პირველ დაწკაპუნებასმენიუდან ოპერატორის გაშვებამდე დაელოდე თაგვის დაწკაპუნების შეყვანასმოცდა სხვების მონიშვნის გაუქმებამდესიარულისიარულის მიმართულებასიარულით ნავიგაციასიარულის სისწრაფესიარულით ნავიგაციის ანაწყობებიიარე მიზიდულობის გავლენის ქვეშ, ან თავისუფლადკედელიხეტიალიგაფრთხილება Msgid-იქ არამთავრულობაზეგაფრთხილება იმ შეტყობინებების თაობაზე, რომლებიც მთავრული ასოთი არ იწყება (რამდენიმე ნებადართული გამონაკლისით!)გაფრთხილებაგაფრთხილების ხატულას ზედაპირიგაფრთხილების გავრცელებაგაფრთხილების ტიპიგაფრთხილება შეიქმნა გეომეტრიის კვანძთა მოდიფიკატორის გამოთვლისასფრთხილად! განბლოკვამდე დარწმუნდი, რომ Blender-იქ სხვა ინსტანცია არაა გაშვებული.ფრთხილად, ფაილი უკვე არსებობს. გადაეწეროს არსებულ ფაილს?გაფრთხილების/შეცდომის ინდიკატორის ფერი ლენტებისთვის, რომლებიც გადაკეთების პროცესში მყოფ ლენტებზე მიუთითებენგაფრთხილება:ფრთხილად: სინათლის ზონდების მოცულობის {} მბ.-იანი არეს ალოკაცია ვერ მოხერხდა, მის ნაცვლად {} მბ. გამოიყენება.ფრთხილად: რამდენიმე ობიექტს ერთი და იგივე მონაცემები აქვს. შეიქმნას ერთი მომხმარებელი და მერე იქნას გარდაქმნები გამოყენებული?ფრთხილად: შესაძლოა, გენერირების შემდეგ ზოგი მახასიათებელი შეიცვალოსგაფრთხილება: ზოგი გამოსახულება მოდიფიცირებულია და ეს ცვლილებები დაიკარგება.ფრთხილად: შეუნახავი გარე გამოსახულება/გამოსახულებები.ფრთხილად: მოცულობის დარენდერების მონაცემთა ალოკაცია ვერ მოხერხდა. ახლა გამოიყენება გარჩევადობა 1:{} და არა 1:{}.გაფრთხილება: blend ფაილის ფარდობითი მისამართის წინსართ "//"-ქ ამ თვისებაში მხარდაჭერა არ აქვს.გაფრთხილებებიდაბრეცადაბრეცის კუთხედაბრეცის მოდიფიკატორიდაბრეცის მოდიფიკატორიდაბრეცით გადაიტანე მეშის ნაწილები ძალიან მოქნილი მეთოდით, 2 მითითებული ობიექტის წყალობითშემობრიცე წვეროები კურსორის ირგვლივწყალივატებიტალღოვანიტალღის სწორებატალღის ჩაჭერატალღის აქოჩრების ნაწილაკთა ნიმუშის აღებატალღის აქოჩრების პოტენციალური მაქსიმუმიტალღის ქოჩრის სემპლირებატალღური დეფორმაციის ეფექტიტალღური დეფორმაციის ეფექტიტალღის მიმართულებატალღის ეფექტიტალღის მოდიფიკატორიტალღის პროფილიტალღის მასშტაბიტალღური ტექსტურატალღის ტიპიტალღის დემპფირების კოეფიციენტიტალღის ეფექტის მოდიფიკატორიტალღის გავრცელების სისწრაფეტალღის დროის მასშტაბირების კოეფიციენტიტალღური გამრუდებატალღის ფორმაWaveform აუდიო ფაილის ფორმატიტალღის ფორმის ასახვატალღის ფორმის რეჟიმიტალღის ფორმის გაუმჭვირვალობატალღის ფორმის სტილიტალღოვანი ფორმებიWavefront (.obj)ტალღის სიგრძესინუსური გადანაცვლების ტალღის სიგრძეტალღებიფონის ასახვის გზაღრმულის შეფერადების ასახვის გზათაგვის მოძრაობების ინტერპრეტაციის გზასუსტისუსტი მითითება მონაცემთა ბლოკზე სხვა ბიბლიოთეკის .blend ფაილში (გამოყენებული უკვე მიმაგრებული მონაცემების ხელახალი მოხმარებისთვის ახალი ასლების მიმაგრების ნაცვლად)ქუქტი მითითება რომელიმე აქტივზეWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP თადარიგიWebP ფორმატივებსაიტიწონაწონა 1წონა 2წონა 3წონა 4წონის კუთხეწონის ფერთა დიაპაზონიწონის კოეფიციენტიგრიზ ფენსილის წონაწონების ჯგუფიწონის ინდექსიწონის ინტერპოლაციაწონის მოდიფიკატორის კუთხეწონის მოდიფიკატორის სიახლოვეწონის გამონატანიწონის ხატვაწონის ხატვის ავტონორმალიზებაწონის ხატვის შესაძლებლობებიწონების ხატვა ბლოკთან ფარდობითიწონების ხატვა მრავალ-ხატვითწონის ხატვის გაუმჭვირვალობაწონების ხატვის გადაფარებებიწონის პოზიციაწონის მიახლოვებაწონა გამოყენებული თითო წახნაგზეახალი მონასმების წონის მონაცემები ემატება ამჟამინდელი წვეროთა ჯგუფისა და წონის მიხედვით. თუ წვეროთა ჯგუფი მონიშნული არაა, წონა არ ემატება.წონა ქსოვილის სიმულაციისთვისმიანიჭე თმის ნაწილაკებს წონაკოლექციაში ნაწილაკის ინსტანციის ობიექტის წონაშემოცვეთის წერტილის წონაბრუნვის ბორკილის წონა შ.კ.-ისთვისმასშტაბის ბორკილის წონა შ.კ.-სთვისასონიშნების წონა. 100-900, 400 ნორმალურია.უახლოესი მიმმართველი ჏ირიქ წონა თითოეული წარმოქმნილი წირისთვისწერტილის წონაწონის პროექციის ვექტორი შედარებით დიდი ფართობების მქონე წახნაგების მიხედვითწონა მისაკუთვნებელი წვეროთა ჯგუფებშიწონა გამოყენებული ქვედანაყოფებიანი ზედაპირის მოდიფიკატორის მიერრბილი სხეულის მიზნისთვის გამოყენებული წონადასაგლუვებლად გამოყენებელი წონაწვეროთა ჯგუფში არსებული წვეროს წონის მნიშვნელობაწონა:წონა: {:.3f}წვეროთა ჯგუფის წონის რედაქტირების მოდიფიკატორიწვეროთა ჯგუფის წონის შერევის მოდიფიკატორიწვეროთა ჯგუფის წონის მიახლოვების მოდიფიკატორიწონიანიშეწონილი მედიანიშეწონილი ნორმალიშეწონილი მედიანური წახნაგის ცენტრილენტის შეწონილი შედეგი ემატება აკუმულირებულ შედეგებსლენტის შეწონილი შედეგი მრავლდება აკუმულირებულ შედეგებზელენტის შეწონილი შედეგი გამოაკლდება აკუმულირებულ შედეგებსშეწონილი წვეროს ნორმალის გამოსაყენებელი რეჟიმიწონიანი ნორმალიშეწონილი ნორმალის მოდიფიკატორიშეწონვის რეჟიმიშეწონვის კოეფიციენტი, რომლისთვისაც საკვანძო ფაზას უპირატესობა ენიჭებაწონებიწონები ყველა ობიექტისთვის კოლექციის ინსტანციაშიწვეროთა იმ ჯგუფის წონები, რომლის წევრიცაა ეს წერტილიწონები წვეროთა ჯგუფებისთვის, რომელთა წევრიცაა ეს წვეროწონები მომხმარებლის მიერ განსაზღვრული რადიუსების მქონე გარსებიდანამ ზედა ზღვარს ზემოთ მყოფი წონები რჩებაშედუღებაშედუღების მოდიფიკატორიშეადუღე UV საზიარო წვეროების მიხედვითშეადუღე დაუმაგრებელი წიბოები წახნაგებში (დახლიჩე ისინი ახალ წახნაგებად)შედუღების მოდიფიკატორიშეადუღე UV წვეროები ერთადდასავლეთისველი შერევასველი საღებავის რადიუსისველი სიმტკიცესისველის რუკის შრესისველის რუკებისისველებრ-ქვევითბრ-შიგნითბრ-მარცხნივბრ-გარეთბრ-მარჯვნივბრ-ზევითკრიპტოკაშეს რომელი შრე გამოიყენებარა ღერძი გამოიყენება დროთა განმავლობაში ნაწილაკთა ბრუნვის შესაცვლელადრა მანძილს ზომავს სიგანერა ქა჎იქ მაღალი რიგის ტიპების გატარებაა მოსალოდნელი ამ ბუდეშიუკუგდების რა ოპერაცია ტარდებაblend-იქ რა ტიპის გადახედვა შეიქმნასრა გზით გასუფთავდეს დაქვემდებარებაგორგოლაჭიგორგოლაჭით ზუმის შექცევადართვისასროცა თანაბარი რეჟიმი აჼტიურია, ახდენს ორ მოსაზღვრე წიბოთა მარყუჟს შორის შეტრიალებასდაკავშირებისასროცა ტიპი 'მასივი/ვექტორი' არიქ არჩეული (მდებარეობა, ბრუნვა, ფერი და სხვ.), მთელი მასივი უნდა იქნას გამოყენებულიროდის და როგორ იქმნება პროქსიროცა ძვალს მშობელი არ გააჩნია, ციკლური აცდენის ეფექტებს იღებს (არარეკომენდირებულია)როცა ძვალს მშობელი გააჩნია, ძვლის თავი მშობლის კუდზეა მიყინულიძვლების ტრაექტორიების გამოთვლისას თავები იქნას გამოყენებული, თუ წვეტებითითეული ვოქსელის მნიშვნელობასთან კომბინირებისას განსაზღვრავს ყოველ ერთეულ მოცულობაზე ნიმუშის ასაღები წერტილების რაოდენობასროცა სამართავები შეერწყმება სხვა ჯაჭვების მფლობელობაში მყოფ სამართავებს, მოიცავი მშობლისგან გამოწვეული ბრუნვის/მასშტაბირების განსხვავება სახელურის მოძრაობაში. წინააღმდეგ შემთხვევაში მხოლოდ სამართავი ძვლის ლოკალური მოძრაობა გამოიყენებაახალი კადრების შექმნისას მონასმები წინა/აჼტიური კადრიდან მითვლილია ახლის საფუძველშიძვლის დეფორმაციისას გადაამრავლე წვეროების ჯგუფის წონათა ეფექტები გარსის ზეგავლენაზეროცა გათიშულია, ახალ შექმნილ წახნაგებს აქვთ 3 და 4 გვერდიანი ლიმიტილენტების დუბლიკაციისას მიაკუთვნე ახალი ასლები იმ ქმედებებისა, რომლებსაც იყენებენროცა ეს ჩართულია, პოზა X-ღერძზე შეტრიალებული გამოიყენებაროცა ჩართულია, შექმენი ამ ზონაში გეომეტრიის ბუდეებს შორის ბმულიგარდაქმნის დროს რიცხვების შეყვანისას ნაგულისხმებად გადადი გაფართოებულ რეჟიმში სრული მათემატიკური გამოსახულების გამოთვლისთვისანიმაციების დაექსპორტებისას გაუთიშე სარკმელი სხვა ობიექტებს, კარგი მწარმოებლურობისთვისროცა გარე ფაილი არასინქრონირებულია, მოაგვარე კონფლიქტიროცა ხელები გაიცვლება, შეზღუდე მოძრაობა დამთვალიერებლის თავდაპირველი მიმართულებითთავიდან აიცილე დამთვალიერებლის მდებარეობის დონის შეცვლა ხელების გაცვლის დროსროცა გამოყოფილია, ნუ გაუშვებ მოვლენებს სხვა კლავიშრუკების მიერ სამართავად3D სარკმლის შიგნით გამოიყენე სარკმლის შრეები და კამერახელით ჩასოლვისას გამოტოვე ანიმაციაზე გავლენის არ მქონე სოლების ჩასმადაბლოკვისას განაგრძე ზედაპირის იმ ადგილის ნორმალის გამოყენება, საიდანაც მონასმი დაიწყოდაბლოკვისას განაგრძე ზედაპირის იმ სიბრტყის სათავის გამოყენება, სადაც მონასმი დაიწყოსამართავების შერწყმისას უდიდესი პრიორიტეტის მქონე ჯაჭვები ყოველთვის მოიგებსკვანძების Ctrl+Numpad0 ცხელი კლავიშით (და მსგავსით) შერწყმისას დააკონკრეტე ახალი კვანძების პოზიციაკვანძების Ctrl+Numpad0 ცხელი კლავიშებით (და მსგავსით) შერწყმისას დააკონკრეტე, ჩაიკეცონ, თუ სრულად იქნენ ნაჩვენები ჩამოშლილი ვარიანტებითროცა ჩართულია, რამოდენიმე ქმედება ხდება ერთი და იგივე glTF ანიმაციის ნაწილი, თუ ერთი და იგივე სახელის NLA ბილიკს მიესადაგება. როცა გამორთულია, ამჟამად მიკუთვნებული ყველა ქმედება ერთ glTF ანიმაციად იქცევაჩასმისას ივარაუდე, რომ ჩასმული მატრიცა სხვა ობიექტთან მიმართებითია (ყენდება მომხმარებლის ინტერფეისში)ჩასმისას გაასარკისებურე გარდაქმნა კონკრეტულ ობიექტთან, ან ძვალთან მიმართებაშიუარყოფითი მიმართულებით პროეცირების დროს შეაქციე წახნაგთა გამოხშირვის რეჟიმისაწინააღმდეგო მიმართულებით პროეცირებისას შეაბრუნე წახნაგების გამოხშირვის რეჟიმიანიმაციების დარენდერებისას გადახედვის JPG ფაილები იმავე დირექტორიაში შეინახეფილებიანი გამოსახულების შენახვისას მისამართი '%s' უნდა შეიცავდეს ვარგის UDIM მარკერსაქტივისთვის კონტექსტური მენიუს გამოძახებისას, აქტივის უბრალოდ გამოყოფის მაგივრად, თუ შესაძლებელია, გაააქტიურე აქტივი და გამოიძახე `bl_activate_operator`როცა ობიექტზე მასალა არ არიქ, დააექსპორტე აჼტიური წვეროს ფერიროცა ეს გათიშულია, ხატვისას ალფა დაბლოკეროდის გადავხედოთ კომპოზიტორის შედეგს სარკმელშისაკვანძო ფაზების გარდაქმნისას ანიმაციის მონაცემთა ცვლილებები სხვა ხედებში გადადისლენტების გარდაქმნისას ანიმაციის მონაცემთა ცვლილებები სხვა ხედებში გადადისროცა ჭეშმარიტზეა დაყენებული, ფორმატია კინოადაპტირებადი ნიმუშის აღების გამოყენებისას გამოყავი პიქსელები, რომლებიც სემპლირდებატექსტურული გამოსახულების გამოყენებისას დაარეგულირე ტრაფარეტის ზომა, რომ გამოსახულების პროპორციულ თანაფარდობას მოერგოსასახე მიმდინარე სცენის ლენტის დიაპაზონი სეკვენსერის რედაქტორში სცენის დროის სინქრონიზაციის გამოყენებისასსაიდან იტვირთება კრიპტოკაშეს გადავლებისაიდან მოდის ანოტაციასაიდან მოდის კლიპისაიდან მოდის გამოსახულებასად იწყება კუდისად მოხდეს დაუმუშავებელი რენდერის ქეშირებასაიდან უნდა გამოიცეს ნაწილაკებისად გადააადგილდეს კურსორისაითკენ იმოძრავოს კურსორმა მოსანიშნადსად წავიდეს გამოცხობილი რუკასად ჩატარდეს გაშემთხვევითებასად იქნას შენახული გამოცხობილი ტექსტურული გამოსახულებებისად წავიდეს გამოცხობილი მონაცემებისაიდან იქნას მეტამონაცემები აღებულიგამოიყენება, თუ არა პლანშეტის საშლელის რეჟიმიაქვს თუ არა ადგილი ბიმანუალურ ურთიერთქმედებასარის თუ არა გეომეტრია ანკერებით ჩამაგრებულიარის თუ არა გეომეტრია მიჯაჭვული საკონტროლო გალიაზეარის თუ არა გეომეტრია სამიზნე მეშზე მიჯაჭვულიაქვს თუ არა თითოეულ ხილულ ჩანართს ძიების შედეგიიქნება, თუ არა საბოლოო საბაზისო მეშების პოზიციები ოდნავ შეცვლილი, რათა დაყოფის მოდიფიკატორის დადება აისახოსIES ფაილი დისკიდან იტვირთება, თუ ტექსტურ მონაცემთა ბლოკიდანშეიძლება, თუ არა ატრიბუტის წაშლა, ან სახელის გადარქმევაარის თუ არა ქეში დაცალკევებული ფაილების სერიაშიიყენებს თუ არა კამერა ორთოგრაფიულ პროეცირებასასლები მარაოსებურად სრულ წრეზე უნდა გაიშალოს, თუ რკალზეარის თუ არა მიმდინარე ხედი გასწორებული ღერძთან მიმართებაში (არ ამოწმებს, ორთოგრაფიულია ხედი, თუ არა, ამისთვის გამოიყენე "არიქ_პერსპექტიული"). ამის დაყენება ხედს უახლოესი ღერძისკენ ატრიალებსაქვს თუ არა გამოსახულებას ალფა არ჎იარიქ თუ არა შენატანის სამართავ წერტილს მიმატებული აცდენა ვარგისი ინდექსი ორიგინალი წირისათვისარის თუ არა მარცხენა სახელური მონიშნულიმოახერხა თუ ვერა კვანძმა ნიმუშის ასაღებად ერთი წახნაგის პოვნა UV კოორდინატზეაქვს თუ არა კვანძების რედაქტორის ტიპს კვანძთა გადახედვის ასახვის მხარდაჭერაქეშირებულ მონაცემებს იყენებს ოკეანე, თუ სიმულირდებაპანელი გაფართოებულია, თუ დახურულიარის თუ არა მარკერის პოზიცია საკვანძო ფაზიანი, ან თვალ ნადევნებიარის თუ არა მარჯვენა სახელური მონიშნულიიყო თუ არა ნიმუშის აღება წარმატებული. როცა ნიმუშის ჯგუფი ცარიელია, შეიძლება, წარუმატებელი იყოსარის თუ არა მონიშნული ტექსტი მსხვილიარის თუ არა მონიშნული ტექსტი დახრილ შრიფტშიარიქ თუ არა მონიშნული ტექსტი პატარა მთავრულებშიარის თუ არა მონიშნული ტექსტი ხაზგასმულიმთლიანად უნდა მიეკრას მონიშნული, თუ ყოველი ინდივიდუალური ლენტის მიხედვითარის თუ არა მიმაგრების შენახული UV კოორდინატი ვარგისიარის თუ არა ლენტი მონიშნულითუ შეიცავს თვალის დევნების მონაცემები რეკონსტრუირების ვარგის ინფორმაციასიყენებს თუ არა სარკმელი ორთოგრაფიულ პროეცირებასარის თუ არა რაიმე ქმედება მითითებული რედაქტირებაში მყოფი NLA-იქ მიერ (მხოლოდ წაკითხვადი)არიქ თუ არა რამე ტექსტი მონიშნულიარის თუ არა ეს ანაწყობები უკვე ავტომატურად დაყენებულიეს ID მხოლოდ შესრულების დროს ხელმისაწვდომი, შეფასებული მონაცემთა ბლოკია, თუ უშუალო მონაცემებია .blend ფაილიდანარის თუ არა Blender-იქ ეს ინსტალაცია Microsoft-იქ მაღაზიის სენდბოქსიანი ვერსიაარის თუ არა ძვლების ეს კოლექცია პრაქტიკულად ხილული სარკმელში. ჭეშმარიტია, როცა ძვალთა ეს კოლექცია და მისი ყველა წინაპარი ხილულია, ან როცა 'სოლო'-დაა აღნიშნული.არიქ თუ არა ეს კოლექცია ხილული ხედის შრეში, მხედველობაში მიიღე კოლექციის მშობელიარის თუ არა მახასიათებელთა ეს ნაკრები რეგისტრირებულიარის თუ არა ეს აჼტიური სლოტი, შეიძლება, დაყენდეს action.slots.active-ისთვის მიკუთვნებითეს ბიბლიოთეკის უკუგდება მხოლოდ იერარქიის უკუსაგდებად არსებობს, თუ მომხმარებლის მიერ რედაქტირებადიაეს ბიბლიოთეკის უკუგდება განსაზღვრულია, როგორც ბიბლიოთეკის იერარქიის ნაწილი, თუ როგორც ერთი ცალი, განცალკევებული და ავტონომიური უკუგდებაეს მისამართი სანიშნეებში ინახება, თუ OS-დან წარმოიქმნებაერთგვაროვნად დაედოს შემთხვევითი მასშტაბი, თუ თითო ღერძზე ცალცალკეშემოწმდეს თუ არა მაცხენა და მარჯვენა სახელურებიწაიშალოს თუ არა მონიშნული დაკოპირების შემდეგჩაირთოს თუ გამოირთოს გადაკეთების რეჟიმი NLA-შიამონათება მოხდეს, თუ ჩაქრობადაიმალოს, თუ გამოჩნდეს წვეროებიშენარჩუნდეს თუ არა ვოკალური ფორმანტები ბგერის სიმაღლის ცვლილებისას.მოინიშნოს, ან გაუუქმდეს მონიშვნა კურსორს ქვეშ მყოფ დაკავშირებულ წვეროებსმოინიშნოს თუ არა მოძრაობისასდაყენდეს თუ არა წახნაგების სიძლიერე და რომელ წახნაგებზეიქნას თუ არა წახნაგების სიძლიერე დაყენებული და რომელ წახნაგებზეიქნას თუ არა თითოეული წვეროს მნიშვნელობის წონა გათვალისწინებულიგანახლდეს თუ არა მარცხენა და მარჯვენა სახელურებიიქნას თუ არა მორგებული კადრი გამოყენებული ქეშის ფაილში მონაცემთა მოსაძებნად, მიმდინარე სცენის კადრის მაგივრადიქნას თუ არა მოკვეცის მაქსიმალური მნიშვნელობა გამოყენებულიიქნას თუ არა მოკვეცის მინიმალური მნიშვნელობა გამოყენებულიგვაქვს თუ არა Blender-იქ ფაილების შიგთავსის დათვალიერების ნებართვარომელ ქმედებებზე მოხდეს ზემოქმედებაბულის რომელი ამომხსნელი იქნას გამოყენებულიID-იქ რომელი ტიპები იქნას ნაჩვენები/დამალული ბიბლიოთეკის დათვალიერებისასგადაკვეთის რომელი ამომხსნელი იქნას გამოყენებულიმონიშვნის რომელი ნაკრები იქნეს არჩეული, -1 მონიშვნის აჼტიურ ნაკრებს იყენებსრომელი ალგორითმი იქნას გამოყენებული მინდვრის წარმოსაქმნელადაქტივთა რომელი ტიპები იქნას ნაჩვენები/დამალული აქტივების ბიბლიოთეკის დათვალიერებისას3D თაგვის ჎უფიქ რომელი ღერძი მოქმედებს ზუმზერომელი ღერძის სწორება მოხდეს ზედაპირის გეომეტრიის ნორმალთან მიმართებაშირომელი ღერძი იქნას გამოყენებული აცდენისთვისრომელი ძვლიდან იქნას ტექსტურის კოორდინატები აღებულირომელ ძვლებზე მოხდეს ზემოქმედებარომელი ბულის ოპერაცია იქნას გამოყენებულირომელი არხები გამოცხვესრომელ არხებზე ჩაისვას სოლები, როცა ჩასოლვის არც ერთი ნაკრები არაა აქტიურირომელი შვილობილი ინსტანცია იქნას არჩეული ყოველ ელემენტზე, ინდექსის მიხედვითფერთა მენეჯმენტის რომელი ანაწყობები იქნას გამოყენებული ფაილის შესანახადრომელი მონაცემები გადავიდესრომელი მონაცემების გარდაქმნები გამოცხვესმონაცემთა ბლოკების რომელი გადახედვები გასუფთავდესრომელი მიმართულება გამოიყენება ეფექტორის ძალის გამოსათვლელადსამიზნე ობიექტამდე რომელი მანძილები იქნას გამოყენებულირომელ არეში წაიშალოსრომელი არე დუბლირდესრომელი სამოქმედო არეალიდან იქნას მონაცემები წაკითხულირომელ არეზე მოხდეს განცალკევებარომელ არეალში იქნას მონაცემები შენახულირომელი წიბოს მონაცემთა შრეები იქნას გადატანილიგეომეტრიის რომელი ელემენტიდან იქნას მნიშვნელობა ამოღებულირომელ ელემენტებზე მოხდეს ზემოქმედება (წვეროები, წიბოები და/ან წახნაგები)რომელი ელემენტები წაიშალოსსეგმენტის რომელი ბოლო იქნას გამოყენებული მასშტაბირებისთვის მითითებადსეგმენტის რომელი ბოლო იქნას გამოყენებული კოორდინატად, რომლიდანაც ძვრა უნდა დაიწყოსგრიზ ფენსილის წინმსწრებ და მომდევნო კადრებს შორის მდებარე სეგმენტის რომელ ბოლოებზე იქნას აჩქარების მრუდის ინტერპოლაცია გამოყენებულიამ და მომდევნო საკვანძო ფაზას შორის არსებული სეგმენტის რომელ ბოლოებზე გამოიყენება აჩქარება-შენელების ინტერპოლაციარომელი წახნაგის კუთხის მონაცემთა შრეები იქნას გადატანილიწახნაგების რომელი მონაცემთა შრეები გადავიდესრომელ წახნაგზე მოხდეს გაბნევარომელი კადრი იქნას გამოყენებული ვიდეოებისთვის. გაითვალისწინე, რომ ვიდეოში სხვადასხვა კადრებს შეიძლება, სხვადასხვა გარჩევადობა ჰქონდესრომელი კადრები იქნას ჩათვლილი ექსპორტშიგეომეტრიის რომელ ელემენტზე გადავიდეს ატრიბუტიზამბარის რომელი იმპლემენტაცია იქნას გამოყენებულირა ქა჎იქ ობიექტები დაექსპორტირდესრომელი შრეები იქნას გადატანილი, მრავალშრიანი ტიპების შემთხვევაშიმეშის რომელ ელემენტებზე მოქმედებს მონიშვნარომელი მეთოდი იქნას გამოყენებული სარკმელში ნავიგაციისთვისრომელი რეჟიმი იქნას გამოყენებული დეციმირებისთვისრომელი ობიექტისგან იქნას ტექსტურის კოორდინატები აღებულირომელი ობიექტები ჩაითვალოს ექსპორტშიდახარისხებული კუთხეებიდან რომელი იქნას გამოტანილი. უარყოფითი ინდექსაცია მხარდაჭერილიადახარისხებულ წიბოებიდან რომელი იქნას გამოტანილი. უარყოფითი ინდექსაცია მხარდაჭერილიადახარისხებულ წერტილთაგან რომელი იქნას გამოტანილი. უარყოფითი ინდექსაცია მხარდაჭერილიაგამონატანის რომელი კვანძი იქნას გამოყენებული, კვანძებზე დაფუძნებული ტექსტურებისთვისტექსტის რა ნაწილი წაიშალოსრომელი ნაწილი მიეკრას სამიზნესნაწილაკების დონის რომელი გენერატორი იქნას გამოყენებულიმეშის კომპონენტის რომელი ნაწილი წაიშალოსძვლების რომელი წერტილი გამოიყენება ტრაექტორიების გამოთვლისასრომელი შეფარდებითი შრე (ზემოთა, თუ ქვემოთა) იქნას ნიღბად გამოყენებულირომელი დამარენდერებელისა და სარკმლის შეფერადების ტიპებისთვის იქნას ეს იერფერები გამოყენებულითავაკის რომელ მხარეს უნდა მიეკრას ლენტები, როცა არცერთი სახელური არაა მონიშნულირომელი მხრიდან რომელ მხარეზე მოხდეს გადაკოპირებარომლიდან რომელი მხრისკენ მოხდეს კოპირება (როცა ორივე მონიშნულია)ციქ რომელი მოდელი იქნას გამოყენებულირომელი სტილი იქნას გამოყენებული სარკმლის მასშტაბირებისთვისტექსტურის რომელი არ჎ი იქნას გამოყენებული შესანიღბადრომელი ტექსტურის კოორდინატები იქნას გამოყენებული გადანაწილებისთვისრომელი უმაღლესი დონის ინსტანციები რეალიზდესრომელი გარდაქმნები გადაიტანებარომელი ერთეული იქნას გამოყენებული დროის ზოლში დროში გადახტომისთვისრომელი წვეროს მონაცემთა შრეები იქნას გადატანილირომელი წვეროები უნდა მოექცეს ზემოქმედების ქვეშრომელი წვეროები დაიმალოს, ან გამოჩნდესრედაქტირების განმავლობაში საერთოდ ნუ განაახლებ მეტაბურთსრედაქტირების განმავლობაში მუდმივად განაახლე მეტაბურთირედაქტირების განმავლობაში განაახლე მეტაბურთი განახევრებული გარჩევადობითრედაქტირების განმავლობაში განაახლე მეტაბურთი გამრავალკუთხედების გარეშეხაზგარეშე ყოფნისას გამოიყენე "დააინსტალირე დისკიდან".თეთრითეთრი ბალანსითეთრი ბალანსის წინასწარი კონფიგურაციებითეთრის დონეთეთრი ხმაურის ტექსტურათეთრი წერტილითეთრის მნიშვნელობათეთრი ბალანსის მოდიფიკატორი თანამიმდევრობის ლენტისთვისმთლიანი პერსონაჟიმთლიანი პერსონაჟი (მხოლოდ მონიშნული ძვლები)მთელი კოლექციამთელი კადრივიჯეტივიჯეტის ტვიფრივიჯეტის აცდენავიჯეტის სტილივიჯეტის ტიპივიჯეტების კოლექციასიგანესიგანის პროცენტისიგანის ტიპისიგანე და სიმაღლე პიქსელებშისიგანე და სიმაღლე პიქსელებში, ნულია, როცა გამოსახულების ჩატვირთვა ვერ ხერხდებაგამოსახულების ბუფერის სიგანე და სიმაღლე პიქსელებში, გაანულე, როცა გამოსახულების მონაცემები ვერ იტვირთებაფილის ბუფერის სიგანე და სიმაღლე პიქსელებში, ნულია, როცა გამოსახულების მონაცემები ვერ ჩაიტვირთებაCCD სენსორის სიგანე მილიმეტრებშიმარკერის ფაჼტურიქ სიგანე ეკრანის კოორდინატებშიმარკერის ძიების სიგანე ეკრანის კოორდინატებშიპანელისა და მენიუს ჩრდილების სიგანე, გასათიშად დააყენე ნულზეაქტიური ვოქსელური ზედაპირის სიგანე, ვოქსელებშიგაბუნდოვნების სიგანე გადასვლისთვის, გამოსახულების ზომასთან შეფარდებულ პროცენტულ ოდენობაშიმეშის შიგნითა გრადიენტის სიგანეკვანძის სიგანეUI ერთეულებში სიგანე იმ ზონისა, სადაც სისწრაფე კიდიდან მანძილთან ერთად იზრდებასიგანე, რომლის ზევითაც რეკონსტრუქციის ფილტრი აკომბინირებს ნიმუშებსსიგანე:დროებითი ცვლადიგაიჭედება {:d} კადრის კითხვაზე!შექმნის დირექტორიებს, რომ ყველა მისამართი ვარგისი იყოს.Winჼარიჼარიქ კოეფიციენტიქარის სიჩქარექარის ეფექტორის წონაქარის სისწრაფეფანჯარაფანჯრის ფონიფანჯრის მენეჯერიფანჯარათა მენეჯერებიფანჯრის მატრიცაფანჯრის მოვლენის ტაიმერიფანჯრის სიმაღლეფანჯრების მმართველი მონაცემთა ბლოკი, რომელიც განსაზღვრავს გახსნილ ფანჯრებსა და მომხმარებლის ინტერფეისის სხვა მონაცემებსფანჯარათა მენეჯერების მონაცემთა ბლოკებიფანჯრის სიგანე3D ხედი3D ხედი საზოგადო3D ხედის ხელსაწყო: კურსორი3D ხედის ხელსაწყო: კურსორი (სათადარიგო)3D ხედის ხელსაწყო: არმატურის რედაქტირება, ძვლის გარსი3D ხედის ხელსაწყო: არმატურის რედაქტირება, ძვლის გარსი (სათადარიგო)3D ხედის ხელსაწყო: არმატურის რედაქტირება, ძვლის ზომა3D ხედის ხელსაწყო: არმატურის რედაქტირება, ძვლის ზომა (სათადარიგო)3D ხედის ხელსაწყო: არმატურის რედაქტირება, ამოყვანა3D ხედის ხელსაწყო: არმატურის რედაქტირება, ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: არმატურის რედაქტირება, კურსორთან ამოყვანა3D ხედის ხელსაწყო: არმატურის რედაქტირება, კურსორთან ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: არმატურის რედაქტირება, ტრიალი3D ხედის ხელსაწყო: არმატურის რედაქტირება, ტრიალი (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ჏ირიქ კალამი3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ჏ირიქ კალამი (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, დახაზვა3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, დახაზვა (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ამოყვანა3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ამოყვანა კურსორამდე3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, ამოყვანა კურსორამდე (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, რადიუსი3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, რადიუსი (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, გაშემთხვევითება3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, გაშემთხვევითება (სათადარიგო)3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, გადახრა3D ხედის ხელსაწყო: ჏ირიქ რედაქტირება, გადახრა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, დაცერობება3D ხედის ხელსაწყო: მეშის რედაქტირება, დაცერობება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, ორად გაყოფა3D ხედის ხელსაწყო: მეშის რედაქტირება, ორად გაყოფა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოს გაცურება3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოს გაცურება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, ამოყვანა ნორმალების გასწვრივ3D ხედის ხელსაწყო: მეშის რედაქტირება, ამოყვანა ნორმალების გასწვრივ (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, ინდივიდუალური ამოყვანა3D ხედის ხელსაწყო: მეშის რედაქტირება, ინდივიდუალური ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, მრავალსახეობის ამოყვანა3D ხელსაწყო: მეშის რედაქტირება, მრავალსახეობის ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, მონაკვეთის ამოყვანა3D ხედის ხელსაწყო: მეშის რედაქტირება, მონაკვეთის ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, კურსორთან ამოყვანა3D ხედის ხელსაწყო: მეშის რედაქტირება, კურსორთან ამოყვანა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, წახნაგების ჩასმა3D ხედის ხელსაწყო: მეშის რედაქტირება, წახნაგების ჩასმა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, დანა3D ხედის ხელსაწყო: მეშის რედაქტირება, დანა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, მარყუჟის კვეთა3D ხედის ხელსაწყო: მეშის რედაქტირება, მარყუჟის კვეთა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოთა კვეთილი მარყუჟის აცდენა3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოთა კვეთილი მარყუჟის აცდენა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, პოლი აგება3D ხედის ხელსაწყო: მეშის რედაქტირება, პოლი აგება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, მიწოლა/მოქაჩვა3D ხედის ხელსაწყო: მეშის რედაქტირება, მიწოლა/მოქაჩვა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, გაშემთხვევითება3D ხედის ხელსაწყო: მეშის რედაქტირება, გაშემთხვევითება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოს მორღვევა3D ხედის ხელსაწყო: მეშის რედაქტირება, წიბოს მორღვევა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, მონაკვეთის მორღვევა3D ხედის ხელსაწყო: მეშის რედაქტირება, მონაკვეთის მორღვევა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, შეკუმშვა/გაბერვა3D ხედის ხელსაწყო: მეშის რედაქტირება, შეკუმშვა/გაბერვა (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, დაგლუვება3D ხედის ხელსაწყო: მეშის რედაქტირება, დაგლუვება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, დაბზრიალება3D ხედის ხელსაწყო: მეშის რედაქტირება, დაბზრიალება (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, სფეროდ3D ხედის ხელსაწყო: მეშის რედაქტირება, სფეროდ (სათადარიგო)3D ხედის ხელსაწყო: მეშის რედაქტირება, წვეროს გაცურება3D ხედის ხელსაწყო: მეშის რედაქტირება, წვეროს გაცურება (სათადარიგო)3D ხედის ხელსაწყო: ტექსტის რედაქტირება, ტექსტის მონიშვნა3D ხედის ხელსაწყო: ტექსტის რედაქტირება, ტექსტის მონიშვნა (სათადარიგო)3D ხედის ხელსაწყო: საზომი3D ხედის ხელსაწყო: საზომი (სათადარიგო)3D ხედის ხელსაწყო: გადაადგილება3D ხედის ხელსაწყო: გადაადგილება (სათადარიგო)3D ხედის ხელსაწყო: ობიექტი, პრიმიტივის დამატება3D ხედის ხელსაწყო: ობიექტი, პრიმიტივის დამატება (სათადარიგო)3D ხედის ხელსაწყო: წონის ხატვა, გრადიენტი3D ხედის ხელსაწყო: წონის ხატვა, გრადიენტი (სათადარიგო)3D ხედის ხელსაწყო: წონის ხატვა, წვეროთა ჯგუფის ნიმუშის აღება3D ხედის ხელსაწყო: წონის ხატვა, წვეროთა ჯგუფის ნიმუშის აღება (სათადარიგო)3D ხედის ხელსაწყო: წონის ხატვა, წონის ნიმუშის აღება3D ხედის ხელსაწყო: წონის ხატვა, წონის ნიმუშის აღება (სათადარიგო)3D ხედის ხელსაწყო: პოზირება, გამასაშუალოებელი3D ხედის ხელსაწყო: პოზირება, გამასაშუალოებელი (სათადარიგო)3D ხედის ხელსაწყო: პოზირება, მიწოლა3D ხედის ხელსაწყო: პოზირება, მიწოლა (სათადარიგო)3D ხედის ხელსაწყო: პოზირება, მოშვება3D ხედის ხელსაწყო: პოზირება, მოშვება (სათადარიგო)3D ხედის ხელსაწყო: ბრუნვა3D ხედის ხელსაწყო: ბრუნვა (სათადარიგო)3D ხედის ხელსაწყო: მასშტაბი3D ხედის ხელსაწყო: მასშტაბი (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები ოთხკუთხა მონიშვნით3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები ოთხკუთხა მონიშვნით (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, მართკუთხედით დამალვა3D ხედის ხელსაწყო: ძერწვა, მართკუთხედით დამალვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, მართკუთხა შენიღბვა3D ხედის ხელსაწყო: ძერწვა, მართკუთხა შენიღბვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, მართკუთხედით მოკრეჭა3D ხედის ხელსაწყო: ძერწვა, მართკუთხედით მოკრეჭა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ქსოვილის ფილტრი3D ხედის ხელსაწყო: ძერწვა, ქსოვილის ფილტრი (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ფერის ფილტრი3D ხედის ხელსაწყო: ძერწვა, ფერის ფილტრი (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, წახნაგების ნაკრების რედაქტირება3D ხედის ხელსაწყო: ძერწვა, წახნაგების ნაკრების რედაქტირება (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები ქამანდით3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები ქამანდით (სათადარიგო)3D ხედის ხელსაწყო: ქამანდით დამალვა3D ხედის ხელსაწყო: ქამანდით დამალვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ქამანდით მონიშვნა3D ხედის ხელსაწყო: ძერწვა, ქამანდით შენიღბვა (სათადარიგო)3D ხედის ხელსაწყო: ქამანდით მოკრეჭა3D ხედის ხელსაწყო: ქამანდით მოკრეჭა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, წახნაგების ნაკრების ხაზით3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები ხაზით (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ხაზით დამალვა3D ხედის ხელსაწყო: ძერწვა, ხაზით დამალვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ხაზით შენიღბვა3D ხედის ხელსაწყო: ძერწვა, ხაზით შენიღბვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ხაზის პროეცირება3D ხედის ხელსაწყო: ძერწვა, ხაზის პროეცირება (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ხაზით მოკრეჭა3D ხედის ხელსაწყო: ძერწვა, ხაზით მოკრეჭა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, ფერის მიხედვით შენიღბვა3D ხედის ხელსაწყო: ძერწვა, ფერის მიხედვით შენიღბვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, მეშის ფილტრი3D ხედის ხელსაწყო: ძერწვა, მეშის ფილტრი (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები პოლიხაზით3D ხედის ხელსაწყო: ძერწვა, წახნაგთა ნაკრები პოლიხაზით (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით დამალვა3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით დამალვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით შენიღბვა3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით შენიღბვა (სათადარიგო)3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით მოკრეჭა3D ხედის ხელსაწყო: ძერწვა, პოლიხაზით მოკრეჭა (სათადარიგო)3D ხედის ხელსაწყო: მომნიშვნელი მართკუთხედი3D ხედის ხელსაწყო: მომნიშვნელი მართკუთხედი (სათადარიგო)3D ხედის ხელსაწყო: მომნიშვნელი წრეწირი3D ხედის ხელსაწყო: მომნიშვნელი წრეწირი (სათადარიგო)3D ხედის ხელსაწყო: მომნიშვნელი ქამანდი3D ხედის ხელსაწყო: მომნიშვნელი ქამანდი (სათადარიგო)3D ხედის ხელსაწყო: ძვრა3D ხედის ხელსაწყო: ძვრა (სათადარიგო)3D ხედის ხელსაწყო: გარდაქმნა3D ხედის ხელსაწყო: გარდაქმნა (სათადარიგო)3D ხედის ხელსაწყო: გადაკეთება3D ხედის ხელსაწყო: გადაკეთება (სათადარიგო)აჩქარებადამატებაკვეთის დამატებადახურული კვეთის დამატებაახლის დამატებამიკვრის წერტილის დამატებაპროპორციული გავლენის რეგულირებასწორებაანიმაციაანიმაციის არხებიგამოყენებაარეარმატურაჩარჩოს მიმაგრება/მოძრობაავტომატური ბორკილიავტომატური ბორკილის სიბრტყეღერძის მიკვრაღერძის მიკვრა (გამორთული)უკანდაწყებაცერობის მოდალური რუკაახლა Blender-ი დაიხურება.გაუქმებაბრუნვის ცენტრის დაცენტრება - გამორთულიბრუნვის ცენტრის დაცენტრება - ჩართულიზეგავლენის ტიპის შეცვლაშიდა შეპირაპირების შეცვლაგადაკვეთის მეთოდის შეცვლააცდენის შეცვლააცდენის რეჟიმის შეცვლაგაუმჭვირვალობის შეცვლაგარე შეპირაპირების შეცვლაპროფილის შეცვლარადიუსის შეცვლასეგმენტების შეცვლალენტების ჩაჭერაბორკილების გასუფთავებაკლიპიკლიპების საექსპოზიციო ფურცლის რედაქტორიკლიპების რედაქტორიკლიპების გრაფიკების რედაქტორიგაფართოებების შეჯახებადადასტურებანიმუშის აღების დადასტურებაკონსოლინაკეციწირიწირის კალმის მოდალური რუკაწირებიმორგებული ნორმალების მოდალური რუკაკუთხეზე მიკვრის შეფარდებითი წიბოს ციკლირებაციკლირება პროფილის ტიპებშიშენელებანახტომის სიმაღლის შემცირებამაქს. ავტოIK ჯაჭვის სიგრძის შემცირებაპროპორციული გავლენის შემცირებასეგმენტების კლებადაყოფის კლებამონიშვნის გაუქმებადიაგონალების მილევასიზუსტის გათიშვამიკვრის გათიშვასაექსპოზიციო ფურცელისაექსპოზიციო ფურცელი საზოგადოქვევითგაფართოებების გადათრევასიზუსტის ჩართვამიკვრის ჩართვაამჟამინდელი კვეთის დასრულებაამოყვანაპიპეტის ფერთა გრადაციის წერტილთა სემპლირების რუკაპიპეტის მოდალური რუკაჩქარაჩქარა (გამორთული)ფაილების ბრაუზერიფაილების ბრაუზერის ღილაკებიფაილების ბრაუზერი მთავარიშევსების ხელსაწყოს მოდალური რუკაფიქსირებული პროპორციები გამორთულიფიქსირებული პროპორციები ჩართულიშეტრიალებაშრიფტიწინკადრებითავისუფალი სწორების გადართვაზოგადი გიზმოზოგადი გიზმოს დაწკაპუნება და გათრევაზოგადი გიზმოს გათრევაზოგადი გიზმოს შესაძლო გათრევაზოგადი გიზმოს მონიშვნაზოგადი გიზმოს გადაკეთების მოდალური რუკასაზოგადო ხელსაწყო: ანოტაციასაზოგადო ხელსაწყო: ანოტაცია (სათადარიგო)საზოგადო ხელსაწყო: საშლელის ანოტაციასაზოგადო ხელსაწყო: საშლელის ანოტაცია (სათადარიგო)საზოგადო ხელსაწყო: ხაზის ანოტაციასაზოგადო ხელსაწყო: ხაზის ანოტაცია (სათადარიგო)საზოგადო ხელსაწყო: მრავალკუთხა ანოტაციასაზოგადო ხელსაწყო: მრავალკუთხა ანოტაცია (სათადარიგო)გეოდეზიური მილევაგეოდეზიური რეკურსიის საფეხურიჟესტების კონტეინერისწორი ხაზის ჟესტიჩარჩოს დაზუმვის ჟესტიბღაუჭაგრაფიკების რედაქტორიგრაფიკების რედაქტორი საზოგადოგრაფიკული ბარათი:გრიზ ფენსილიგრიზ ფენსილის ფუნჯის მონასმიგრიზ ფენსილში ხატვის რეჟიმიგრიზ ფენსილის რედაქტირების რეჟიმიგრიზ ფენსილის შევსების ხელსაწყოგრიზ ფენსილის ძერწვის რეჟიმიგრიზ ფენსილის წვეროთა მოხატვაგრიზ ფენსილის წონის ხატვამიკვრის იგნორირების გამორთვამიკვრის იგნორირების ჩართვაგამოსახულებაგამოსახულების რედაქტორის ხელსაწყო: ნიმუშიგამოსახულების რედაქტორის ხელსაწყო: ნიმუში (სათადარიგო)გამოსახულების რედაქტორის მოწყობილობა: Uv, კურსორიგამოსახულების რედაქტორის მოწყობილობა: Uv, კურსორი (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, ბღაუჭაგამოსახულების რედაქტორის ხელსაწყო: Uv, ბღაუჭა (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, მოძრაობაგამოსახულების რედაქტორის ხელსაწყო: Uv, მოძრაობა (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, ჩქმეტაგამოსახულების რედაქტორის ხელსაწყო: Uv, ჩქმეტა (სათადარიგო)გამოსახულების რედაქტორი ხელსაწყო: Uv, მოშვებაგამოსახულების რედაქტორი ხელსაწყო: Uv, მოშვება (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, მონაკვეთის მორღვევაგამოსახულების რედაქტორის ხელსაწყო: Uv, მონაკვეთის მორღვევა (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, ბრუნვაგამოსახულების რედაქტორის ხელსაწყო: Uv, ბრუნვა (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, მასშტაბირებაგამოსახულების რედაქტორის ხელსაწყო: Uv, მასშტაბირება (სათადარიგო)გამოსახულების რედაქტორი ხელსაწყო: Uv, მომნიშვნელი მართკუთხედიგამოსახულების რედაქტორი ხელსაწყო: Uv, მომნიშვნელი მართკუთხედი (სათადარიგო)გამოსახულების ხელსაწყო: Uv, მომნიშვნელი წრეწირიგამოსახულების რედაქტორის ხელსაწყო: Uv, მომნიშვნელი წრეწირი (სათადარიგო)გამოსახულების რედაქტორის ხელსაწყო: Uv, მომნიშვნელი ქამანდიგამოსახულების რედაქტორის ხელსაწყო: Uv, მომნიშვნელი ქამანდი (სათადარიგო)გამოსახულების რედაქტორი ხელსაწყო: Uv, გადაკეთებაგამოსახულების რედაქტორი ხელსაწყო: Uv, გადაკეთება (სათადარიგო)გამოსახულება საზოგადოგამოსახულებაზე ხატვაგამოსახულების ხედიშიგნითნახტომის სიმაღლის გაზრდამაქს. ავტოIK ჯაჭვის სიგრძის ზრდაპროპორციული გავლენის ზრდასეგმენტების მატებადაყოფის მატებაინფორმაციაშებრუნებაგადახტომაგადახტომა (გამორთული)ჩასოლვადანის ხელსაწყოს მოდალური რუკაენაგისოსებიმარცხნივდააგრძელე გაფართოებებიპლატფორმის მხარდაჭერა შეზღუდულიასახელურების დაკავშირებალოკალური ქვევითლოკალური ზევითკუთხის დაბლოკვამარყუჟების რიცხვის შემცირებამარყუჟების რიცხვის გაზრდამარკერებინიღბის რედაქტირებამეშიმეშის ფილტრის მოდალური რუკამეტაბურთიგადატანამოსაზღვრე სახელურის გადატანაამჟამინდელი სახელურის გადატანამთლიანი წერტილის გადატანასათავის გადატანაNLA რედაქტორიNLA საზოგადოNLA ბილიკებინავიგაციაახალიშესაძლოა, ხელმისაწვდომი იყოს ახალი გრაფიკული დრაივერები Blender-თან უკეთესი თავსებადობით.უოპერაციოდკვანძის მიმაგრებაკვანძის მიმაგრება (გამორთული)კვანძების რედაქტორიკვანძი საზოგადოკვანძების ხელსაწყო: მომნიშვნელი მართკუთხედიკვანძების ხელსაწყო: მომნიშვნელი მართკუთხედი (სათადარიგო)კვანძების ხელსაწყო: მომნიშვნელი წრეწირიკვანძების ხელსაწყო: მომნიშვნელი წრეწირი (სათადარიგო)კვანძების ხელსაწყო: მომნიშვნელი ქამანდიკვანძების ხელსაწყო: მომნიშვნელი ქამანდი (სათადარიგო)კვანძების ხელსაწყო: გადაკეთებაკვანძების ხელსაწყო: გადაკეთება (სათადარიგო)ციფრული შენატანის ნაზრდი ქვემოთ ისარიციფრული შენატანის ნაზრდი ზემოთ ისარიობიექტის რეჟიმიობიექტი არამოდალურიგარეთმონახაზიდასახატი წირიხატვა წახნაგების ნიღაბზე (წონა, წვერო, ტექსტურა)საღებავის მოდალური მონასმიხატვა წვეროთა მონიშვნაზე (წონა, წვერო)პანორამირებაპანორამირება (გამორთული)პანორამირებანაწილაკიკალმის ხელსაწყოს მოდალური რუკაპლატფორმას მხარდაჭერა არა აქვსწერტილების ღრუბელიპოზირებასიზუსტესიზუსტე (გამორთული)სიზუსტე (გამორთული)სიზუსტის რეჟიმიგადახედვაგადახედვის ხელსაწყო: კურსორიგადახედვის ხელსაწყო: კურსორი (სათადარიგო)გადახედვის ხელსაწყო: გადაადგილებაგადახედვის ხელსაწყო: გადაადგილება (სათადარიგო)გადახედვის ხელსაწყო: ბრუნვაგადახედვის ხელსაწყო: ბრუნვა (სათადარიგო)გადახედვის ხელსაწყო: ნიმუშიგადახედვის ხელსაწყო: ნიმუში (სათადარიგო)გადახედვის ხელსაწყო: მასშტაბიგადახედვის ხელსაწყო: მასშტაბი (სათადარიგო)გადახედვის ხელსაწყო: მომნიშვნელი მართკუთხედიგადახედვის ხელსაწყო: მომნიშვნელი მართკუთხედი (სათადარიგო)3D ხედის ხელსაწყო: მომნიშვნელი წრე3D ხედის ხელსაწყო: მომნიშვნელი წრე (სათადარიგო)გადახედვის ხელსაწყო: მომნიშვნელი ქამანდიგადახედვის ხელსაწყო: მომნიშვნელი ქამანდი (სათადარიგო)გადახედვის ხელსაწყო: გადაკეთებაგადახედვის ხელსაწყო: გადაკეთება (სათადარიგო)პრიმიტიული ხელსაწყოს მოდალური რუკათვისებათა რედაქტორითვისების მნიშვნელობამონაკვეთის კონტექსტური მენიუმიკვრის ბოლო წერტილის მოცილებაპარამეტრების ჩამოყრანიმუშის აღების დაბრუნება დასაწყისშიზომის შეცვლამარჯვნივბრუნვანორმალების ბრუნვაბრუნვაბრუნვა (გამორთული)წერტილის ნიმუშის აღებამასშტაბირებაეკრანიეკრანის რედაქტირებაძერწვაწირების ძერწვაძერწვის მოდალური განვრცობაძიებამონიშვნამეშის საგნის მონიშვნა და გამოყენებასეკვენსერისეკვენსერის ხელსაწყო: დანის პირისეკვენსერის ხელსაწყო: დანის პირი (სათადარიგო)სეკვენსერის ხელსაწყო: მომნიშვნელი მართკუთხედისეკვენსერის ხელსაწყო: მომნიშვნელი მართკუთხედი (სათადარიგო)სეკვენსერის ხელსაწყო: მომნიშვნელი წრესეკვენსერის ხელსაწყო: მომნიშვნელი წრე (სათადარიგო)სეკვენსერის ხელსაწყო: მომნიშვნელი ქამანდისეკვენსერის ხელსაწყო: მომნიშვნელი ქამანდი (სათადარიგო)სეკვენსერის ხელსაწყო: გასრიალებასეკვენსერის ხელსაწყო: გასრიალება (სათადარიგო)მიკვრის ფუჍიქ დაყენებადააყენე მიკვრის ფუძე (გამორთული)3D კურსორის დაყენება და გამოყენებაShiftგაფართოებების შემოკლებაზომანელანელა (გამორთული)მიკვრამიკვრა (გამორთული)კუთხეზე გადახტომამიკვრის შებრუნებამიკვრის შებრუნება (გამორთული)მიკვრა გამორთულიმიკვრა ჩართულიმიკვრის გადართვამიაკარი გაფართოება წახნაგთა ნაკრებებსშუაწერტილებზე მიკვრის გამორთვაშუაწერტილებზე მიკვრის ჩართვასფერული მილევაგასფერულებაელცხრილი საზოგადოსტანდარტული მოდალური რუკანიმუშის აღების დაწყებაუკუსვლის შეჩერებაწინსვლის შეჩერებაგლობალური ქვევით სვლის შეჩერებაგლობალური ზევით სვლის შეჩერებამარცხნივ სვლის შეჩერებალოკალური ქვევით სვლის შეჩერებალოკალური ზევით სვლის შეჩერებამარჯვნივ სვლის შეჩერებაგამოკლებამოძრაობაზე გადასვლაბრუნვაზე გადასვლაზუმზე გადასვლატელეპორტირდიტექსტიტექსტი საზოგადოტექსტურის გამრუდების შემცირებატექსტურის გამრუდების გაზრდაკუთხეებზე მიკვრის გადართვაფუნჯის გრადიენტის გადართვაპირგადადების ჩაჭერის გადართვაგაკვეთის გადართვასიღრმის დატესტვის გადართვამიმართულების გადართვა კვანძის ავტო-აცდენისთვისგადართე ხილული მანძილისა და კუთხის აზომვებიგაფართოების რეჟიმის გადართვაგრადიენტის გადართვამიზიდულობის გადართვანორმალების გამაგრების გადართვანაკერის აღნიშვნის გადართვამკვეთრად აღნიშვნის გადართვაშენარჩუნების მდგომარეობის გადართვატოპოლოგიური მილევატოპოლოგიური რეკურსიის საფეხურიბურთულიანი მანიპულატორიგარდაქმნის მოდალური რუკაUV რედაქტორიUV-იქ ძერწვაქმედების გაუქმებაზევითmacOS-იქ უახლეს ვერსიაზე გადასვლამ შეიძლება, Blender-იქ მხარდაჭერა გააუმჯობესოსთაგვის გამოყენებაობიექტის გამოყენებაბრუნვის ცენტრის გამოყენებამომხმარებლის ინტერფეისიწვეროს/წიბოს გაცურებაწვეროთა მოხატვავიდეო თანამიმდევრობის რედაქტორიხედი2Dხედი2D-იქ ღილაკების სიახედი3D-ქ ურიკით მოძრაობა მოდალურიხედი3D-იქ ფრენა მოდალურიხედი3D-ქ ჏რიქ ჟესტიხედი3D-ქ მოძრაობა მოდალურიხედი3D-ქ განთავსება მოდალურიხედი3D-ქ ბრუნვა მოდალურიხედი3D-ში სიარული მოდალურიხედი3D-ქ ზუმი მოდალურიწონის ხატვაფანჯარაX ღერძიX ღერძის შესწორებაX ღერძის დაბლოკვაX სიბრტყეY ღერძიY ღერძის დაბლოკვაY სიბრტყეთქვენს გრაფიკულ ბარათს მხარდაჭერა არა აქვსთქვენი გრაფიკული ბარათის, ან დრაივერის ვერსიას შეზღუდული მხარდაჭერა აქვს. შეიძლება, იმუშავოს, მაგრამ ხარვეზებით.თქვენი გრაფიკული ბარათის, ან დრაივერის ვერსიას მხარდაჭერა არა აქვს.თქვენს გრაფიკულ ბარათს, ან macOS-იქ ვერსიას მხარდაჭერა არა აქვსZ ღერძიZ ღერძის შესწორებაZ ღერძის დაბლოკვაZ სიბრტყეფანჯრის გარემო: {:s}ფანჯრებიმხოლოდ Windows-იქა და Linux-იქ ოპერატორიWindows InkWintabგადაწმენდის ლენტიმავთულიმავთულის ფერიმავთულის ფერის ტიპიმავთულთა ფერებიმავთული რედაქტირებისასმავთულის მონიშვნამავთულის სიმსხვილემავთულოვანი წიბოებიმავთულბადემავთულბადის ფერიმავთულბადის დეტალიმავთულბადის მოდიფიკატორიმავთულბადის გაუმჭვირვალობამავთულბადის მიჯნამავთულბადის ეფექტის მოდიფიკატორიმავთულებიაცდენითსამიზნეებთან ერთადგარდამტეხ მასალებში, წარმოქმენი მიახლოებითი კაუსტიკა ამ ობიექტის ჩრდილებში. მხედველობაში მიიღება ამ ობიექტის შიგნით მომხდარი 10 ასხლტომა. ამის ჩასართავად სინათლეებს, გამომცემსა და მიმღებ ობიექტებს ვარიანტებში ჩრდილის კაუსტიკა უნდა ჰქონდეს ჩართულისამიზნის გარეშეხეხის ტექსტურასიტყვების დაშორებასიტყვის გადატანასიტყვის გადატანის სიგანე, როგორც ფაქტორი, ნულით ითიშებასამუშაო სივრცის ხელსაწყოსამუშაო სივრცის UI-იქ ტეგი2D ანიმაცია2D სრული ტილოანიმაციაკომპოზიტირებაგეომეტრიული კვანძებიგანლაგებაშენიღბვამოდელირებამოძრაობის ადევნებაახალირენდერისკრიპტინგიძერწვაშეფერადებაკადრირებატექსტურის ხატვაUV რედაქტირებავიდეოს რედაქტირებასამუშაო სივრცის UI ტეგებიWorkbenchსცენის რენდერი Workbench-ითსამუშაო სივრცესამუშაო სივრცის Interop IDამ ფაილის სამუშაო ფერის სივრცესამუშაო სივრცესამუშაო სივრცის მონაცემთა ბლოკი, რომელიც მომხმარებლისთვის სამუშაო გარემოს განსაზღვრავსსამუშაო სივრცეების მონაცემთა ბლოკებისამუშაო სივრცეებისამყაროახალისამყაროსამყაროს თაღის განათებასამყაროს ნისლისამყაროს გაუმჭვირვალობასამყაროს გამონატანისამყაროს უკუგდებასამყაროს თვისებებისამყაროსეული სივრცეგანათება სამყაროსეულ სივრცეშისამყაროს ფონი გამჭვირვალეა, რენდერის სხვა ფონზე კომპოზიტირებისთვისსამყაროს მონაცემთა ბლოკი, რომელიც აღწერს სცენის გარემოსა და გარემომცველ განათებასსამყაროს მონაცემთა ბლოკებისამყაროს განათების ანაწყობებისამყაროს ნისლის ანაწყობებისამყაროს სივრცის ნორმალების განაწილებასამყაროს სივრცის ნორმალების განაწილება, თავსებადია Blender-იქ რენდერის ცხობასთანსამყაროს სივრცის ვექტორული გადანაცვლების განაწილებასცენის დასარენდერებლად გამოყენებული სამყაროსამყაროს ხილულობა კამერის სხივებისთვისსამყაროს ხილულობა დიფუზიური ანარეკლის სხივებისთვისსამყაროს ხილულობა პრიალის ანარეკლის სხივებისთვისსამყაროს ხილულობა ჩრდილის სხივებისთვისსამყაროს ხილულობა გავლის სხივებისთვისსამყაროს ხილულობა მოცულობის გაბნევის სხივებისთვისმიმართულება სამყაროსეულ სივრცეშისამყაროს სივრცისეული მიმართულების ვექტორი წვეროთა განსავრცობადსამყაროს სივრცისეული სხივის სათავე წვეროების განსავრცობადსამყაროებისამყაროს სივრცეში გარდაქმნის მატრიცაშეფუთვაგადატანაშეხვევის მეთოდიშეფუთვის მეთოდიგადატანის სიგანეშემოუხვიე პირველი/უკანასკნელი მნიშვნელობისკენმოაქციე კვანძები ჩაკეტილობაში, რომელიც კვანძოვანი ჎იქ სხვა ნაწილში შეიძლება, შესრულდესმომვლების მნიშვნელობა დიაპაზონში, wrap(A,B)გადაიტანე სიტყვები, თუ საკმარისი თარაზული სივრცე არ არისმომვლები ოპერატორი, რომელიც გამოიძახებს მოცემულ ოპერაციას მისი module_name-იქ დაყენების შემდეგხურავს მნიშვნელობას და ყოველ მეორე ციკლს უკუსვლას უკეთებს (A,B)წერაგამოსახულების ჩაწერაფაილის ძველებური Blend ფორმატის ჩაწერალოკალური ფაილის ჩაწერა (გადააწერე არსებულს)ორიგინალი ფაილის ჩაწერა (გადააწერე არსებულს)FBX ფაილის ჩაწერაჩაწერე ყველა კლავიშრუკა (და არა მხოლოდ მომხმარებლისგან მოდიფიცირებული)ჩაწერე ცხობა მიმდინარე დირექტორიაში (გადააწერე არსებულ ცხობას)ჩაწერე ცხობა ორიგინალ მდებარეობაზე (გადააწერე არსებულ ფაილს)ჩაწერე კომპრესირებული .blend ფაილიჩაწერე წიბოთა დაგლუვებაშეცდომა ჩაწერისას: %s ვერ შეინახებაჩაწერე წახნაგების დაგლუვებაჩაწერე წახნაგების დაგლუვების ჯგუფებიჩაწერე ფაილი მიმდინარე დირექტორიაში (გადააწერე არსებულ ფაილს)ჩაწერე ფაილი ორიგინალ მდებარეობაზე (გადააწერე არსებულ ფაილს)ჩაწერე მხოლოდ ფაილის სახელიჩაწერე ფაილები მიმდინარე დირექტორიაში (გადააწერე არსებულ ფაილებს)აწერე ფაილები ორიგინალ მდებარეობაზე (გადააწერე არსებულ ფაილებს)ჩაწერე გამოსახულების ფაილი დისკზეჩაწერე კონტექსტური ბუდისთვის განკუთვნილი ბმულის ოპერაციის სახელები კვანძოვანი ჎იქ "link_operation_names" თვისებაშისადაც შესაძლებელია, ჩაწერე შეფარდებითი მისამართებიგამომავალი გამოსახულების არასწორი ტიპიშემავალი ნიღბის არასწორი ტიპიგამონატანის არასწორი ტიპიXX კუთხეX კუთხის ზამბარაX კუთხის გახევებაX ღერძიX ღერძის გახევებაX დასასრულიX ძალაX წინX მდებარეობაX ქვემოთაX-ზე დატანაX მაქს.X მინ.X სარკეX ნორმალიX აცდენაX სიბრტყეX პოზიციაX ბრუნვაX მასშტაბიწყაროს X ღერძიX ზამბარაX დასაწყისიX გახევებაX ქვედანაყოფებიX ზევითX სიჩქარეX ღერძიX ღერძის შესწორება (გადამრთველი)X ღერძზე მოძრაობაძალის ველის X კომპონენტისიჩქარის ველის X კომპონენტისაწყისი პოზიციის X კოორდინატივოქსელის X კოორდინატი ინდექსის სივრცეში, ან ფილის მინიმალური X კოორდინატიX ხელითX პოზიცია, სადაც ლენტი იწყებაგარეკანის მოდიფიკატორის მიერ გამოყენებული X რადიუსიX-ღერძიX ღერძის სარკეX-გლობალურირენტგენირენტგენის გაუმჭვირვალობამიმდინარე რეჟიმში რენტგენი მიუწვდომელიაX ღერძის სახელურის აცდენილობა დ-ძვლის ჏ირიქ ბოლოსთვის, არეგულირებს მოხრილობასX ღერძის სახელურის აცდენილობა დ-ძვლის ჏ირიქ დასაწყისისთვის, არეგულირებს მოხრილობასX-კოორდინატი (ეკრანის სივრცე), რომელზეც უნდა განთავსდეს ახალი ობიექტიX-აცდენა დაქვემდებარების წერტილთან მიმართებაშიმარკერის X-პოზიცია კადრზე ეკრანის კოორდინატებშიკადრში საძიებო ველის X-პოზიციის აცდენა მარკერის პოზიციასთან შეფარდებაშიწირის წერტილის X/Y კოორდინატებიტრაექტორიის წერტილის X/Y კოორდინატებიX/Y პიქსელები თითო მეტრზე, გამოსახულების ბუფერისთვისX:XRXR ქმედებების რუკაXR ქმედებათა რუკის ბმა-კავშირიXR ქმედებათა რუკის ბმა-კავშირებიXR ქმედებათა რუკის საგანიXR ქმედების რუკის საგნებიXR ქმედების რუკებიXR კომპონენტის მისამართიXR კომპონენტის მისამართებიXR მონაცემები ფანჯრის მენეჯერის მოვლენისთვისXR ნავიგაციაXR სესიის ანაწყობებიXR სესიის მდგომარეობაXR მომხმარებლის გზაXR მომხმარებლის გზებიXR ქმედების სახელიXR ქმედებათა ნაკრებების სახელიXR ქმედების ტიპიტიპის შესაბამისი XR ქმედებების მნიშვნელობებიXYZ ეილერიბრუნვის XYZ თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილი (ნაგულისხმები)XYZ ბრუნვები არათანაბრადაა შეყვანილი ID='%s'-ქა და RNA-Path='%s'-ისთვისXYZ RGB-დXZXZ მასშტაბის რეჟიმიXZY ეილერიბრუნვის XZY თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილიXform-იქ ოპერატორებიXiph.Org-იქ Ogg კონტეინერიXiph.Org-იქ Vorbis კოდეკიXvidYY კუთხეY კუთხის ზამბარაY კუთხის გახევებაY ღერძიY ღერძის გახევებაY დასასრულიY ძალაY წინY მდებარეობაY ქვემოთაY-ზე დატანაY მაქს.Y მინ.Y ნორმალიY აცდენაY სიბრტყეY პოზიციაY ბრუნვაY მასშტაბიY მასშტაბის რეჟიმიწყაროს Y ღერძიY ზამბარაY დასაწყისიY გახევებაY ქვედანაყოფებიY ზევითY სიჩქარეY ღერძიY ღერძზე მოძრაობაძალის ველის Y კომპონენტისიჩქარის ველის Y კომპონენტისაწყისი პოზიციის Y კოორდინატივოქსელის Y კოორდინატი ინდექსის სივრცეში, ან ფილის მინიმალური Y კოორდინატიY ხელითგარეკანის მოდიფიკატორის მიერ გამოყენებული Y რადიუსიY-ღერძიY-გლობალურიY-კოორდინატი (ეკრანის სივრცე), რომელზეც უნდა განთავსდეს ახალი ობიექტიY-აცდენა დაქვემდებარების წერტილთან მიმართებაშიმარკერის Y-პოზიცია კადრზე ეკრანის კოორდინატებშიკადრში საძიებო ველის Y-პოზიციის აცდენა მარკერის პოზიციასთან შეფარდებაშიY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - ლუმა, Cb - ლურჯი-სხვაობის ქრომატული მნიშვნელობა, Cr - წითელი-სხვაობის ქრომატული მნიშვნელობა) ფერის სივრცეYCbCr ამოჭრის არ჎იYCbCr ლიმიტის არ჎იYCbCr-იქ ფერითი სივრცეYUVYUV (Y - ლუმა, U V - ქრომატული) ფერის სივრცეYUV ამოჭრის არ჎იYUV ლიმიტის არ჎იYXZ ეილერიბრუნვის YXZ თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილიYZX ეილერიბრუნვის YZX თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილიიარდებიყვითელ-ლურჯიგუშინამის შესწორება მოგვიანებით შეგიძლია "სისტემა" სასურველი პარამეტრებიდან.ურთიერთდაკავშირებული წვეროების მწკრივიც უნდა მონიშნოუნდა მონიშნო რიგის ტიპი, რომლის ნიმუშიც უნდა შეიქმნასსულ ცოტა, 2 სოლი მაინც გჭირდება მონიშვნის მარცხენა მხარესსულ ცოტა, 2 სოლი მაინც გჭირდება მონიშვნის მარჯვენა მხარესმრავალგარჩევადობიანი მცხობელის გამოსაყენებლად აჼტიური ტექსტურა უნდა გქონდესZZ კუთხეZ კუთხის ზამბარაZ კუთხის გახევებაZ ღერძიZ ღერძის შესწორებაZ ღერძის გახევებაZ მიმართულებაZ ძალაZ წინZ მდებარეობაZ ქვემოთაZ-ზე დატანაZ მინ.Z ნორმალიZ სიბრტყეZ ბრუნვაZ მასშტაბიწყაროს Z ღერძიZ ზამბარაZ გახევებაZ ზევითZ სიჩქარეZ ღერძიZ ღერძის შესწორებაX ღერძის შესწორება (გადამრთველი)ძალის ველის Z კომპონენტისიჩქარის ველის Z კომპონენტივოქსელის Z კოორდინატი ინდექსის სივრცეში, ან ფილის მინიმალური Z კოორდინატიZ ხელითZ-იქ, ინდექსის, ნორმალის, UV-ქა და ვექტორის გადავლებზე გავლენა აქვს მხოლოდ ამ მიჯნის ტოლი, ან უფრო მაღალი ალფა გამჭვირვალობის მქონე ზედაპირებსZ-ღერძიZ-ბუფერიZ-გლობალურიZ-მასშტაბიZ-ზემოთZ ღერძის სახელურის აცდენილობა დ-ძვლის ჏ირიქ ბოლოსთვის, არეგულირებს მოხრილობასZ ღერძის სახელურის აცდენილობა B-ძვლის ჏ირიქ დასაწყისისთვის, არეგულირებს მოხრილობასტექსტურის დატანის Z-აცდენაZ:ZIPZIP არასწორადაა შეფუთული; __init__.py დირექტორიაში უნდა იყოს და არა ზედა დონეზეZIPSZXZXY ეილერიბრუნვის ZXY თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილიZYX ეილერიბრუნვის ZYX თანმიმდევრობა - გიმბალის გაჭედვისკენაა მიდრეკილიზენიტი - კუთხე მიწის სიბრტყიდანნულოვანი წონებინულზე ცენტრირებული კოორდინატები ერთგვაროვანი მასშტაბირებისთვის უფრო დიდი განზომილების გასწვრივ ნორმალიზდებამოცემულია ნული ნორმალინულოვანი მასშტაბი ვერ ამოიხსნებანულოვანი ვოქსელური ზომა ვერ ამოიხსნებაანულებს პაკეტების ვერსიებს, გამოსადეგია დეველოპმენტის დროს - აფგრეიდის დასატესტადZipზონის გამონატანი კვანძის IDზონის გამომავალი კვანძი, რომელთანაცაა დაწყვილებული ეს შემავალი კვანძიზუმიზუმის ღერძიზუმის კოეფიციენტი Xზუმის კოეფიციენტი Yზუმის ზეგავლენასაკვანძო ფაზების დაზუმვაზუმის მეთოდიზუმით დაშორებაზუმის ტრაექტორიაზუმის წამებიზუმის სტილიდაზუმე 3D თაგვის ჎უფიქ ზევით აწევის, ან ქვევით ჩამოწევის მეშვეობითზუმის მიმართულებაზუმის კოეფიციენტიზუმის კოეფიციენტი კამერის ხედშიზუმის კოეფიციენტი, 1.0-ზე დიდი მნიშვნელობა ზუმით მოაახლოვებს, უფრო მცირე - აშორებსმოაახლოვეზუმით მიუახლოვდი და მოშორდი, თითქოს ხედს ამასშტაბირებ, თაგვის მოძრაობები ცენტრისადმი ფარდობითიაზუმით მიაახლოვე და მოშორდი თაგვის თარაზულ მოძრაობაზეზუმით მიუახლოვდი და მოშორდი თაგვის მოძრაობაზე დაყენებულ ზუმის ღერძის გასწვრივზუმით მიაახლოვე და მოშორდი თაგვის შვეულ მოძრაობაზეზუმით მოაახლოვე გამოსახულება (ცენტრირებული 2D კურსორის ირგვლივ)ზუმით მოაახლოვე ხედიდაზუმე ხედში უახლოესი საგანი, რომელიც ჩარჩოშია მოქცეულიდაზუმე ხედი ჩარჩოში მოქცეულ უახლოეს ობიექტზეზუმით მიუახლოვდი თაგვის იქრიქ პოზიციას 3D ხედში, 2D ფანჯრის ცენტრის მაგივრადმოაახლოვე/დააშორე ხედიფონის გამოსხულების ზუმით მოახლოვება/დაშორებაზუმით მოაახლოვე/დააშორე გამოსახულებაზუმით მოაახლოვე/დააშორე ხედიდააშორეზუმით დააშორე გამოსახულება (ცენტრირებული 2D კურსორის ირგვლივ)ზუმით დააშორე ხედიზუმის პროცენტიდაზუმე გადახედვა, რომ არეს მოერგოსზუმის თანაფარდობა, 1.0 1:1-ია, უფრო მაღალი ზუმით მოახლოებაა, უფრო დაბალი - ზუმით დაშორებადაზუმე სეკვენსერი მონიშნულ ლენტებზედაზუმვა მოსარგებადკადრებზე ზუმის ტიპიზუმით მიახლოვება თაგვის პოზიციასთან[ქმედებების მარაგი][E] - გათიშე გადაცდენა[E] - ჩართე გადაცდენა[Shift] - სიზუსტე აჼტიურია`Collection.bones` არმატურის რედაქტირების რეჟიმში მიუწვდომელია%s X-იქ გასწვრივ%s Y-იქ გასწვრივ%s Z-იქ გასწვრივX-იქ გასწვრივY-იქ გასწვრივZ-იქ გასწვრივლოკალური Z-იქ გასწვრივდა AMD Adrenalin დრაივერს %s, ან უფრო ახალსდა NVIDIA დრაივერის ვერსიას %s, ან უფრო ახალსდა ROCm HIP Runtime %s, ან უფრო ახალსდა Windows დრაივერის ვერსიას %s, ან უფრო ახალსანოტაციებიarccos(A)arcsin(A)arctan(A)არმატურებიატრიბუტებიbItascBlender-იქ ნაგულისხმებიblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsფუნჯებიბაიტებიქეშ_ფაილებიკამერაკამერებიკატეგორიაგაცვლის ბუფერიკოლექციებიფერის ამომრჩევიcolor_index უვარგისიაკონსტრუქციული მოდიფიკატორიკონტექსტი "ფანჯარა" არიქ არაფერიcos(A)cosh(A)კურსორიწირებიმორგებულიdbl-გათრევა-exp(A)fBMფაილებიშრიფტებიfps: %.2ffps: %iგიმბალიგიზმოებიglTFglTF 2.0glTF 2.0 ფორმატიglTF ანიმაციებიglTF ბინარული (.glb)glTF ჩაშენებული (.gltf)glTF მასალის ნაირსახეობებიglTF განცალკევებული (.gltf + .bin + ტექსტურები)glTF ნაირსახეობებიglTFpack ფაილის მისამართიგლობალურიgltfpackgrease_pencilsთმის_წირებიiმასშტაბიiTaSCმეხსიერებაში, რედაქტირება რომ ჩაირთოს!ინდუსტრიასთან თავსებადი მონაცემებიგისოსებიმარცხნივბიბლიოთეკებისინათლის ზონდებისინათლეებიხაზთა სტილებიდროებითი_ბმულებილოკალურიიბლოკება %s Xიბლოკება %s Yიბლოკება %s Zნიღბებიმასალებიმატრიცებიმეშებიმეტაბურთებიმიკროფონიმმვიდეოკლიპებიმრავალ-გარჩევადობის მოდიფიკატორისახელიქსელიგიზმოების გარეშეარავითარი მატრიცებიარავითარი პოზიციებიკვანძების_ჯგუფებიარა-სამკუთხედი წახნაგინორმალიობიექტის_ფერიობიექტებიoneAPIდა AMD Radeon Pro %s დრაივერს, ან უფრო ახალსან AMD დრაივერის ვერსიას %s, ან უფრო ახალსსხვა შემთხვევაში არიდებული უნდა იყოს.p0ხატვის_წირებიპალიტრებიმშობელინაწილაკებიშესრულების ზეგავლენა!ბრუნვის_ცენტრის_პოზიციაწერტილთა ღრუბლებიპოლინგი მარცხით დასრულდაპოზიციებიpxკითხვაზემოთა ვარიანტების ეფექტის შეზღუდვამოცილებაგარჩევადობამარჯვნივsRGBsRGB IEC 61966-2-1 რთული (ცალ-ცალკე) დაშიფრვაsRGB ამსახველი სივრცე ფილმისებრი ხედის ტრანსფორმირებითშენახულ იქნა ახალ, ჩვეულებრივ ფაილად.ეკრანიეკრანებიფორმის_სოლებიsin(A)sin(x) / xsinh(A)ხმებისპიკერები√(x²+y²+z²)tan(A)tanh(A)template_popup_confirm გამოყენებული პოპ-აპის გარეთტექსტებიტექსტურებივიდეო კლიპის ჩატვირთვა შეუძლებელიატექსტის ჩატვირთვა შეუძლებელიაფაილის გახსნა შეუძლებელიაუცნობი შეცდომა ფაილის წაკითხვისასუცნობი შეცდომა ფაილზე stat-იქ გამოყენებისასუცნობი შეცდომა ფაილის ჩაწერისასშრიფტის მხარდაუჭერელი ფორმატიმხარდაუჭერელი ფორმატიგამოსახულების მხარდაუჭერელი ფორმატივიდეო კლიპის მხარდაუჭერელი ფორმატიuv_on_emitter() საჭიროებს მოდიფიკატორს შეფასებული ობიექტიდანხედიმოცულობებიფანჯრის_მენეჯერებიBlender-იქ უფრო ძველი ვერსიით?wmOwnerID '%s' არ არიქ სამუშაო სივრცეში '%s'სამუშაო სივრცეებისამყაროებიწერაy = (Ax + B){:.4g} fps{:d} F-჏ირი არაჩასოლვადია. შეიძლება, დაბლოკილია, ან სემპლირებული.{:d} მბ{:d} დენადი ნაწილაკები ამ კადრისთვის{:d} გამოსახულება დაკონვერტირდა მეშის სიბრტყე(ება)დმონიშნულია {:d} კვანძი, მაგრამ ამ ოპერატორს მხოლოდ {:d}-ზე შეუძლია მუშაობა.{:s} • {:s} რთავს გათრევისას მიკვრას • {:s} რთავს ცენტრიდან გათრევას • {:s} რთავს ფიქსირებულ თანაფარდობას{:s} (გლობალური){:s} (მიუწვდომელია){:s} ({:s} ხელმისაწვდომია){:s}-ქ მხარდაჭერა არ აქვს{:s} → {:s}{:s}: {:s}{} ({} დისკზე){} ({} შეფუთული){} კადრი @ {} FPS{} არ არსებობს{} თანამიმდევრობის ნაწილი არ ჩანს{} წამი{} ლენტიდან წარმატებით მოცილდა {} საკვანძო ფაზა|%i დაკავშირებული ბიბლიოთეკის ობიექტი|%i მრავალმომხმარებლიანი არმატურის ობიექტი× (Ax + B)• Windows-ქ ARM-ზე ესაჭიროება დრაივერი 31.0.112.0 ან უფრო ახალი←↑→↓⏭⏮⏯⏹