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)))))%).>))m)4)4)/)/1)3a)))) )))) )))'):)M)U)k)"))) )))))]) O)p)$)-))U)'?)g)|))) )))))K *\U**)*(*6!*sX*F*+*1?*:q*9*0*6*>N*$*D*>* 6*0@*q*z* **C*(*A*va*5** *,%*7R*9**E*R"*Su*%* *:*K*&j*R*Z* ? *Q` *\ *( *}8 *- * * * * * *! * 6 * A *O * b * o * | * * * * * * * * * * *  * * *"/ *R */[ *. * * * * *N *R0 *@ *0 *? *F5*)|*!*;*** **4* I*;S* *** *1****3* 5*B*T*i*p* * ** * * * *** ** *#* 4* >*K* Z*f*m*"**.***@*0-*?^*F****** ** #*1-* _*1i***C*\*R* T*a*s*** * ** * *** * * *%*,*5***** *N*RE*(***** *1* *1*H*Zb**F***$*?*Z*u******E*3*M*)c*S**e*;O*P*9*(*?*>N*>*n*;*!Q*s***(* **6*Q3*8**$* **9*S*m***** * * *3*5*G*_*f*n*s*z******** * *9 **W * * * * * * * * !*!!* )!*6!* =!*K!*Z!* a!*m!*u!*6z!*<!*!* !*"* "*&"*-"**5"*"`"*$"*""*'"* "*#*!,#*(N#*w#*'#*6#*#*#*#*#*#*#*#*$* Popover panel for adding extra options that don't fit in the tool settings header UI List item context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct UI list. UI button context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct buttons. Filter by Name With Automatic Weights With Empty Groups With Envelope Weights (Local) (Viewer) Named Attribute Named Attributes Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float 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"%s" property cannot be animated%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 float channel(s)%d image(s) will be saved in %s%d items%d vertex weights limited%i cells + High Resolution cached%i cells cached%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s, cache is outdated!%s, not exact since frame %i%s: %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s''%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'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...'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!'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(InvSquare)(Key) (Linear)(Min+Max)/2 * Ball Size(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(empty)(undocumented operator)(x*x+y*y+z*z)+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %d float channel(s), RGB byte, RGB float, RGBA byte, RGBA float, cannot have single-frame paths, failed to load-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 +Z0-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 010 - Theme Color Set10-bit color channels1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 MB128 px13 - Theme Color Set14 - Theme Color Set15 - Theme Color Set16 - Theme Color Set16 MB16 Samples16 px16-bit Signed16-bit color channels16-bit signed16-bit signed integer vector16384 Samples16×17 - 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 point1:11:161:21:41:81×20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 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 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 region2×3 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 Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View Region3D 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 double vector3D float vector3D integer vector3D 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 vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grids3×3 bone matrix4 Channels4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4L4x4 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:A * BA * B + CA + BA - BA / BA Grease Pencil drawingA Grease Pencil keyframeA UV layer is missing on the meshA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A 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 cross BA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance 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 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 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 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 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 on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA 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 string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA 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 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAPI DefinedAPICASC-CDL standard color correctionASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute 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 CoefficientAccelerationAcceleration StructureAccent ModeAccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAcrylicAct on ClickActionActionAction ClipActionActive TrackActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmooth (Gaussian)ActionSound ClipActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction referenced by this stripAction slotAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction when dragging in the viewportActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate OperatorActivate a brush asset as current sculpt and paint toolActivate 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/select the file(s) contained in the borderActiveActive ActionActive 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 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 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 GroupActive Layer IndexActive Layer Mask IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive 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 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 ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive 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 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/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 button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive 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 element indices of the edited geometry, for tool executionActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive key configuration (preset)Active layer in this maskActive layer of the CacheFileActive line set being displayedActive material being displayedActive node in this treeActive object for this layerActive object in this tracking data objectActive object is not a meshActive object is not a selected armatureActive object is not a selected curveActive object is not a selected meshActive 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 scene to fileActive slot for this actionActive spline of masking layerActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActual 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 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 & ReplaceAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd ConstraintAdd 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 Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Paint Curve PointAdd NormalAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd ThresholdAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a 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 node to the current node editorAdd 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 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 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 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 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 target to the constraintAdd a text object to the sceneAdd 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 view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd 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 alpha channel to an imageAdd an alpha transparency modifier to the line style associated with the active linesetAdd 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 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 current UI-active property to current keying setAdd 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 named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd 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 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 all outputsAdd 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/ReplaceAdded length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdditionalAdditional SubdivisionAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAddon TagsAdds 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 brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdvancedAdvanced 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 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 featureAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlgorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign Object ToAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign 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 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 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 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 ObjectAlign 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 of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll 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 LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll VerticesAll VolumesAll available keying setsAll axes are affectedAll bones affected by active Keying SetAll 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 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 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 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 FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow 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 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.Along NormalAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha 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 surfacesAlphabetically 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 key pressedAlt key pressed, -1 for any stateAltLAltRAlter 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 playbackAltitudeAlwaysAlways 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 volumeAmountAmountArrayAmountErrorAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount 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 distortionAmount 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 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 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 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 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 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 roughnessAmount of random velocityAmount of random, erratic particle movementAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of 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 stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn 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 existing matching local ID has been re-usedAn 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 TypeAncestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle FactorAngle LimitAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to 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 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 strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Start OffsetAnimation StepAnimation TimeoutAnimation 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 settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimationsAnisotropicAnisotropic 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)AnnotationsAnti-AliasingAnti-Aliasing SamplesAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)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 typeApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplicationsApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplies 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 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 MixApply ModifiersApply 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 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 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 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 libraryArcsine 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 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 of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas the screen is subdivided intoArmArmatureArmatureEase InArmatureEase OutArmatureNewArmatureSamplesArmature '%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 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 object boneArmature object to deform withArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature-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 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 positionArrowArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset Blend PathAsset BrowserAsset CatalogAsset DataAsset Debug InfoAsset LibrariesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset data, valid if the file represents an assetAsset library used to store the new brushAsset library used to store the new poseAssetsAssign 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 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 valueAssignment valueAssignment value (as a string)AsymmetricAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one track with bundle should be selected to define origin positionAt which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttack TimeAttack boids at max this distanceAttempt 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 transformAttenuationAttenuation constantAttributeAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TypeAttribute domainAttribute domain for the Selection and Group ID inputsAttribute 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 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 splineAttributesAttributes to modifyAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample rateAudio sample rate (samples/s)Audio volumeAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align Extremity BoneAuto 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 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 detect best GPU for running BlenderAuto 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-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-RefreshAuto-Remove Fill GuidesAuto-SmoothAuto-StepAuto-offsetAuto-offset DirectionAuto-offset MarginAutoPack is enabled, so image will be packed again on file saveAutokey Insert NeededAutomaskingAutomaticAutomatic 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 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 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 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 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 AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis DirectionAxis LockAxis ModeAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis 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.BB-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)BMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground 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 sceneBackwardsBad assignment modeBad vertex index in listBakeBake 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 Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake SamplesBake 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 displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: no Dynamic Paint modifier 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 image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBakesBakes a sound wave to samples on selected channelsBaking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking of multires data only works with an active mesh objectBaking should happen to image with image bufferBaking to unsupported image typeBalancedBalanced between performance and qualityBallBall SizeBall inflating pressureBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase Fill TypeBase Pose AngleBase Pose LocationBase ScaleBase 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 from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase 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 modifiersBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatch Change Blend TypeBatch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend 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 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 FilterBilinearBind Bone envelopes to armature modifierBind CoordsBind base pose in Corrective Smooth modifierBind current shapeBind 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 groups to armature modifierBirth TimeBisect AxisBisect DistanceBisect Flip AxisBit 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/sBkSpaceBlackBlack LevelBlack PointBlackbodyBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend OpacityBlend OutBlend PathBlend SurfaceBlend TextureBlend TypeBlend WeightBlend alpha below another videoBlend alpha on top of another videoBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend face data across the insetBlend factor between stretch minimized and originalBlend 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 the given Pose Action to the rigBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender FileBlender File ViewBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender lighting strengths with no conversionBlender preferences space dataBlendfile 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 keyframes from current state to an ease-in or ease-out curveBlobby element in a metaball data-blockBlocker CollectionBloomBlueBlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur StepsBlur StrengthBlur WidthBlur an image along a directionBlur an image, using several blur modesBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the resolved radiance using a bilateral filterBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBody 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 shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone 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 SettingsBone Shape ScaleBone SizeBone SolidBone ToBone already has an IK constraintBone associated with this PoseBoneBone collection in an Armature data-blockBone 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 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 mirroringBonesBones 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 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 boneBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean operations modifierBoolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom LeftBottom Lip InfluenceBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBoundsBounds CenterBounds ClampBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox 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)Branch SmoothingBrassBreak 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 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 Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushCloneBrushClothBrushColor RampBrushConstantBrushCreaseBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush 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. Use Left Click to sample for palette insteadBrushesBubbleBubble BuoyancyBubble DragBufferBuffersizeBuildBuild 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 effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilds only new strokes (assuming 'additive' drawing)Built without Remesh modifierBuilt-In Function F-ModifierBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)By 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 AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveCFLCINEONCPUCRFCUDACacheCache 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 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 location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCalculateCalculate AlphaCalculate HolesCalculate OrderCalculate OverlapCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals which result in more even thickness (slow, disable when not needed)Calculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the 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 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 facesCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraDepthCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera DataCamera InfoCamera ObjectCamera OffsetCamera OverrideCamera Parent LockCamera PassepartoutCamera PathCamera 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 that becomes active on this frameCamera 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 lengthCamerasCan add additional constraints on when auto keying can insert keyframesCan only save sequence on image sequencesCan only scale region size from an action zoneCancelCancel animation, returning to the original frameCancel file operationCancel showing the render viewCannot add edges in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add node of type %s to node tree '%s'Cannot add property to built in keying setCannot add vertices in edit modeCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply to a multi user armatureCannot bake non-'image sequence' formatsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot create editmode armatureCannot 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 locked layersCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot dolly when the view offset is lockedCannot duplicate current selectionCannot edit library dataCannot find lib '%s'Cannot fly an object with constraintsCannot fly when the view offset is lockedCannot join while in edit modeCannot link objects into a linked sceneCannot link objects into the same sceneCannot make segmentCannot move above a modifier requiring original dataCannot move beyond a non-deforming modifierCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open file %s for writing: %sCannot 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 paste driver variables without a driverCannot pose libdataCannot 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 relocate indirectly linked library '%s'Cannot remove built in keying setCannot remove edges in edit modeCannot remove more edges than the mesh containsCannot remove more vertices than the mesh containsCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot rip multiple disconnected verticesCannot save multilayer sequencesCannot separate current selectionCannot set absolute paths with an unsaved blend fileCannot set relative paths with an unsaved blend fileCannot spinCannot split current selectionCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap selected strips as they will not be able to fit in their new placesCannot unlink unsupported '%s' from light linking collection '%s'Cannot unpack individual Library file, '%s'Cannot use OpenGL render in background mode (no opengl context)Cannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot write a single file with an animation format selectedCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas mesh not updatedCap EndpointCap Fill TypeCapsCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture 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)Catalan - CatalàCatalogCatalog IDCatalog Simple NameCatalog UUIDCatalog to use for the new assetCategoryCatmull RomCatmull-ClarkCatmull-RomCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity CurveCavity FactorCavity MaskCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimetersCentral CylindricalCentroid MergeCentsChainChain 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 MethodChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange Scene assigned to StripChange 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 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 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 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 ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter WeightCharacter used to separate objects name into hierarchical structureCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring 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 SizeChiangChildChild 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 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 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 tilesChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma VectorscopeCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)ClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp within the edge extentsClampingClass NameClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean 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 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 Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear 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 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 to place endpoints of straight line segments (connected)Clicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip 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 too longClippingClipping BorderClipping BoundariesClips 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 SlotClose AllClose 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 loops unsupportedClosestClosest UDIMClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure 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 NoiseClump Noise SizeClumpingCluster controlsClusterize controls in the same positionCmdCodecCodec 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 requiredCollectionCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection data-blocksCollection 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 Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of workspacesCollection of worldsCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollectionsCollections 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 ModeColorBlueColorColorColorColor BurnColorColor DodgeColorCrossColorCurrentColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHard LightColorHueColorIntensityColorLightenColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSubtractColorUse ChannelColorValueColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor SetsColor SpaceColor Space SettingsColor SpillColor SpreadColor StripColor TagColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor 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 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 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 scene linear working color spaceColor 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 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 backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the light's specular highlightColor 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 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 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 attributeColor1Color2Colored ConstraintsColoringColorize EffectColorize effectColorsColumnColumn InterleavedColumn NameColumn SelectColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableComb hairsCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine TransformCombine XYZCombine 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 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 curve is applied to each channel individually, which may result in a change of hueCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand 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 sound supportComplete Matches OnlyCompletely 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 TypeCompositeCompositingCompositing node viewerCompositing nodesComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompound ParentCompressCompress FileCompress mesh using DracoCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target 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 cellConcreteConeConfiguration for a single dash segmentConfigure constant bit rate, rather than constant output qualityConfirmConfirm On ReleaseConfirm ThresholdConfirm on ReleaseConformalConnect LoopsConnect Matching EndsConnect Movie Strips by DefaultConnect With MirrorConnect 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 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 PatternConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole 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 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 CurveConstrain 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-intersectionsConstraintConstraintAdditiveConstraintPowerConstraintTrackConstraint '%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 pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeContainerContainer of the fluid simulationContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context menu for item operationsContext menu for scene operationsContext missing active objectContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue tracing from an arbitrary new position and in a new directionContinuous 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 LimitContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayControlControl 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 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 ForwardControlsControls 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 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 featuresConvergence Plane DistanceConvergence boneConvertConvert 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 curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from radians to degreesConvert 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 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 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 typeConverterConverter NodeConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate 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 spaceCopied the selected Video Sequencer strips to internal clipboardCopies 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 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 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 weights from active to selectedCopyrightCopyright 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 HandlesCorner NormalsCorner PinCorner RoundingCorner SplittingCorner SubdivisionsCorner TypeCornersCorners 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 facesCorrelationCosineCosine ModeCould not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not connect verticesCould not create new folder nameCould not create new folder: %sCould not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find '%s' in '%s'Could not find any selected edges that can be rotatedCould not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find hook modifierCould not find sceneCould not init languages data!Could not initialize streams, probably unsupported codec combinationCould not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not open file for writingCould not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not remove ShapeKeyCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not snap some curves to the surfaceCould not write image: %sCouldn't open file %r (%s)CountCount ModeCount how many items are in a given listCounter ClockwiseCounter-ClockwiseCoverageCreaseCrease AngleCrease Brush Pinch FactorCrease EdgesCrease On Sharp EdgesCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:Create %sCreate 3D text object from active text data-blockCreate Along PathsCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate N-GonsCreate New ActionCreate 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 boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate 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 separate fill for each individual strokeCreate 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 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 viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create 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 offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates 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 fluidCreativeCropCrop 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 correctionCryptomatteCryptomatte (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 MitchellCubic Mitchell filter on 4×4 samplesCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCurlCurrentCurrent 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 editor type for this areaCurrent 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 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 matrixCurrently evaluating sceneCurrently evaluating view layerCursorCursor (Offset)Cursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor 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 coordinatesCurvature 3DCurvature Smooth IterationsCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DeformCurve Edit ModeCurve Frame RangeCurve GuideCurve Handle PositionsCurve JitterCurve LengthCurve LineCurve Map PointCurve MappingCurve ModifierCurve OffsetsCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Profile WidgetCurve RadiusCurve SensitivityCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve TangentCurve TiltCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve that controls this relationshipCurve to MeshCurve to PointsCurve 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 strengthCurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Grow/Shrink ScalingCurves InfoCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves as MeshCurves from evaluated curve dataCurves shape typeCurves to Grease PencilCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom AttenuationCustom BytecodeCustom Bytecode HashCustom Cavity CurveCustom ColorCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GroupCustom IconCustom ImageCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom Onion Skin ColorsCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom 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 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 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 dataCuts the mesh across the mirror planeCycleCycle Handle TypeCycle 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 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 SettingsCycles Visibility SettingsCycles World SettingsCycles curves rendering settingsCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping FactorDamping TimeDamping 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 axisDanish - DanskDarkenDarken ModeDarkerDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData Source:Data TargetData TransferData Transfer ModifierData TypeData 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 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-BlockData-Block NameData-Block TypeData-BlocksData-block from which the edited data-block is linkedData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.DateDeactivate 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 childDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate ModifierDecimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDeconstruct the mesh instead of building itDecrease ContrastDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault Import MethodDefault InputDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault ValueDefault WeightDefault Weight ADefault Weight BDefault 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 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 SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define 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 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 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 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 LocationDeformingDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete MutedDelete PointDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete 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 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 keyframes from all elements of the arrayDelete 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 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 ReconnectDeletes 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 regionDeliver Ambient Occlusion passDeliver 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 passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDenoiseDenoise 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 Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenotes 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 FactorDensity GridDensity 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 UpdateDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth 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 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 vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDesired number of voxels along one axisDesired voxel side lengthDespeckleDespillDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail SizeDetail Type MethodDetect 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 secondDetermine 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 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 ToolsDevelopmentDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDial GizmoDiameter 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 gizmoDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDirectDirect ColoringDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirectXDirectionDirection (Y Axis)Direction from where the sun is shiningDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the fillDirection of the light for shadows and highlightsDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the waveDirection 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 sourceDirectly 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 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 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 TracksDisables audio output, for video-only rendersDisables video output, for audio-only rendersDisallow 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 axisDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect vertices or edges from connected geometryDiskDisk CacheDisplaceDisplace FactorDisplace ModifierDisplace TypeDisplace along normalsDisplace existing geometry according to simulationDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.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 that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplayDisplay 2D cursorDisplay All EdgesDisplay 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 CurveDisplay Custom Bone ShapesDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay Grid FloorDisplay HairDisplay 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 RepeatedDisplay SceneDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SizeDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay 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 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 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 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 bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay 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 normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay objects with flat lighting and basic surface shadingDisplay 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 parameters for last action performedDisplay path to source file, or name of source data-blockDisplay 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 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 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 vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all 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 KeyDistance MetricDistance ModelDistance SquaredDistance after which it fades outDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance 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 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 over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance to EdgeDistance to TargetDistance 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 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 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 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 MethodDitherDither IntensityDitheredDivideDivide 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 this surface as a light for samplingDo self-union or self-intersectionDoc IDDodge ModeDoes F-Curve contribute to resultDoes nothing, prevents adding actual overrides (NOT USED)Dolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDon'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 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 FactorDotDot DashDot ProductDotsDoubleDouble ClickDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag 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 move to collection in OutlinerDrag to parent in OutlinerDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw 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 freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw 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 SelectedDriverDriver 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 typeDriver variable typeDriversDroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDryDry TimeDual MeshDummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate 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 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 KeyframesDuplicatesDurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuring the Face Attributes correction, merge attributes connected to the same vertexDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)Each 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 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 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 CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SlideEdge Slide: Edge SplitEdge TagEdge TypeEdge Type CombinationEdge Type NegationEdge VerticesEdge 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 selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges 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 GroupsEditEdit BoneEdit Bone MatrixEdit BonesEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit asset information like the catalog, preview image, tags, or authorEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit 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 settingsEditability 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 setEffectEffect Fader PositionEffect OpacityEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect 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 VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither 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 the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmitEmit FromEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)EmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptyEmpty Display SizeEmpty Display TypeEmpty Image DepthEmpty KeyframesEmulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable 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 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 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 or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable 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 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 asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable 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 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 Rotation RangeEnables 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 SpeedEndEnd Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End Handle EaseEnd Handle ScaleEnd Mapping TypeEnd OffsetEnd PointsEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd 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 UEndpoint VEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance the high frequency surface detailEnsure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter 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 F-ModifierEnvelope Head RadiusEnvelope Tail RadiusEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual ToEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionErase / remove paint instead of adding itErase Annotation strokesErase 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 handling selected objectsError initializing audio streamError initializing video streamError restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)ErrorsErrors and WarningsEsperanto - 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 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 oneEvaluatedEvaluated 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 fromEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven ThicknessEven 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 Shape (Concave)Exact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude ModalExclude Non ManifoldExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExcluded 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 selected fileExecute the current console line as a Python expressionExecution TimeExistsExitExit 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 ScaleExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode ModifierExplode StyleExplore 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 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 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 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 operatorsExporter indexExportersExports UVs from the modified meshExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExtendExtend 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 TagsExtensionsExtensions BlockedExtensions DebugExtensions Tags & Repository Filter SettingsExtensions UpdatesExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal shader script must have .osl or .oso extension, or be a module nameExtraExtra ControlExtra DeformExtra End ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra 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 objectExtract 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 horizontallyExtrapolationExtremeExtreme 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 edgesExtrusionEyelid Detach OptionEyelids Follow DefaultF-CurveF-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 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 is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier will show settings in the editorF-Curve only has F-ModifiersF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-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 Units ScaleFBX 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 related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace CullFace DataFace Dot SizeFace Group BoundariesFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace NeighborsFace NormalFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace 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 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 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 BlueFactor DensityFactor Display TypeFactor GreenFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor 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 tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of tinting colorFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor 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 multiply the thickness withFactor to scale brush size byFactor 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 DurationFade FactorFade InFade In and OutFade OutFade TimeFade TypeFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade 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 influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade 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 strokeFailed TracksFailed allocate render result, out of memoryFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to get add-ons pathFailed to open file '%s'Failed to open window!Failed to read blend file '%s': %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to set valueFailed to switch to Time Sequential mode when in fullscreenFair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff 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 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 featherFalse 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 ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast NavigateFast 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 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: %sFeature OutputFeature SetFeature WeightsFeature detection requires valid clip frameFeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFetchFieldField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile 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 OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile does not existFile formatFile format expects linear color spaceFile format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile is SavedFile nameFile name, overwrite existingFile not found '%s'File pathFile 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 sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File/Asset BrowserFile:File: %sFileHandler idnameFilebrowser ParameterFilenameFilename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SolverFill ThresholdFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill new tile with a generated imageFill only visible areas in viewportFill 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 image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmic 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 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 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 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 curvesFiltering 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 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/ReplaceFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst 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 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 CountFixed FrameFixed PositionFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlapsFlashFlash 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 AxisFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip U OffsetFlip V OffsetFlip VerticallyFlip XFlip YFlip 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 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-AxisFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat to IntegerFloat valueFloat2 AttributeFloat2 Attribute ValueFloating 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 ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFlushFlush edit data from active editing modesFlyFly & WalkFly Speed FactorFly modeFly mode when hands are swappedFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocus BoneFocus DistanceFocus ObjectFocus RegionFog GlowFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFollowFollow B-BoneFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow a boid or assigned objectFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the curvature of the strokeFollow this object instead of a boidFontFont BoldFont Bold ItalicFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont not packedFont 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 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 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 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 multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor 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 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 using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat PresetsFormat StringFormat String ItemFormat of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat used for re-saving this fileFormatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward/BackwardFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourth coefficient of fourth order Brown-Conrady radial distortionFractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame Based SpeedFrame DroppingFrame EndFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selection in the Dope SheetFrame StartFrame StepFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame for absolute keysFrame is selected for editing in the Dope SheetFrame 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 to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to 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: %d / %dFrame: - / %dFrameCyclerFramerate 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 stripFreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency of the Perlin noiseFresnelFresnel 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 contactFriendFrizzFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom Maximum XFrom Maximum YFrom Maximum ZFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom 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-Face FalloffFront/BackFuelFullFull Collection HierarchyFull CopyFull 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 resolutionFunction NodeFuzziness 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 EasingGPencilBackGPencilBothGPencilBounceGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Sculpt SettingsGabor TextureGainGammaGamma CorrectedGamma Crossfade StripGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral Mass valueGeneral 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 FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud 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 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 normals with round corners. Note: only supported in Cycles, and may slow down rendersGeneration ItemsGenerative 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 operatorGeodesicGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.GeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry ProximityGeometry SamplesGeometry Start FactorGeometry 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 color attributesGeometry domain that is iterated overGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry socket of a nodeGeometry to InstanceGeometry to OriginGeorgian - 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 nameGimbalGive 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 this gizmo is a member ofGizmo 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 fieldGizmosGizmos for the active modifierGlareGlass (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 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 spherical light probesGlobally disable in viewportsGlobally 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 treeGoalGoal (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 objectGoldGolden 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 SettingsGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGranite (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 settingsGraphsGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil 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-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 wireframe color when in edit modeGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen-MagentaGridGrid 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 PointsGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup AddGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup 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-stripGrouping 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 Direct LightGuide HairsGuide VelocityGuide 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 / HEVCHDRHDRIsHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHSLHSVHTJ2KHairHair BSDFHair BSDF component to useHair CurvesHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair RadiusHair ShapeHair curve data-blocksHair data-block for hair curvesHair keys are in global coordinate spaceHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandle 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 TypeHandle Type SelectionHandle 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 typesHandlesHardHard LightHard coded Non-Linear, Gamma:1.7Harden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas 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 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 togglesHeadsHealthHeatHeat GridHebrew - תירִבְעִHeel 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 from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight 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 lightHeptagonalHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHexagonalHexagonal GridHiddenHideHide (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 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 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 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 PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHindi - हिन्दीHingeHistogramHistogram for viewing image statisticsHistoryHit ColorHoldHold 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 TolerantHolesHookHook 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 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 offset from the object originHorizontal position of the text box relative to LocationHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHosek / WilkieHosek / Wilkie 2012 (Legacy)How Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow factor values are displayedHow far 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 repeat the filterHow 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 deformation of the brush will affect the objectHow the footage fits in the camera frameHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the mesh is going to be subdivided to create a new levelHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to 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 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 frameHuangHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra 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 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 LayerIDVolumeIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID 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 the catalog to deleteID of the itemID or IndexID type '%s' is not valid for an objectID type of the itemID-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 pathIK 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 axisIORIRISISO 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 dimensionsIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier 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 input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf 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 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 file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf 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 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 directlyIgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore Sound StripsIgnore 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 selectedImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMovieImageNewImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EditorImage EditorsImage FormatImage IDImage InfoImage 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 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 filepath to use when saving externallyImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage 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 opacity to blend the image against the background colorImage or MovieImage 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/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 get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Immediate ChildrenImperialImplyImportImport 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 STLImport 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-ExportImportance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn 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 progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchesIncludeInclude All Bone InfluencesInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude 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 dataInclusiveIncomingIncomplete built-in keying set, appears to be missing type infoIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease for uniform offset distanceIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex Layer NameIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index 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 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 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 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 last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex 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 currently active selection setIndex of the extensions repository being edited in the Preferences UIIndex of the first loop of this faceIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the script directory to removeIndex of the segment to removeIndex of the tag set for editingIndex 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 applicableIndicate 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 of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect Light StrengthIndirect OnlyIndirect 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 indonesiaInferred 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 clothInflowInfluenceInfluence DistanceInfluence ScaleInfluence 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 dataInformationInformation 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 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 the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MiterInner ProximityInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput configuration, including keymapsInput data for the simulation zoneInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput the current scene time in seconds or framesInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput/Output TypeInputsInsInsert 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 gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert 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 syntaxInset 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 IndexInstallInstall 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 fileInstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance Faces ScaleInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance Random IDInstance RotationInstance ScaleInstance TransformInstance TypeInstance an existing collectionInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances of objects or collectionsInstances to PointsInstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntIntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration TypeIntegrator PresetsIntensify DetailsIntensityIntensity of the noiseInteraction 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 Error - AnimData block is not validInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal input-to-output connections for mutingInternal ownerInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate 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 original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolationInterpolation CurveInterpolation FalloffInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation 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 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 facesIntersection OnlyIntersection PriorityIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesInvalidInvalid Context ErrorInvalid InputInvalid Input ErrorInvalid cage object, the cage mesh must have the same number of faces as the active objectInvalid context for keying setInvalid frame range (%d - %d)Invalid index %d for B-Bone segments of '%s'!Invalid old/new ID pair ('%s' / '%s')Invalid resolutionInvalid selection orderInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid variable name, click here for detailsInvalid vertex group indexInvalid/unset axisInverseInverse ClampedInverse 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 CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert 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 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 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 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 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 MaskInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs DataIs Diffuse RayIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs Transmission RayIs ViewportIs 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 MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricItalian - ItalianoItalicItalic angle of the charactersItemItem IdentifierItem TypeItem in a Key MapItem in a node tree interfaceItemsItems ExpandedItems Not FoundItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterative 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 Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin BundleJoin GeometryJoin Geometry ModeJoin Nodes in FrameJoin Palette SwatchesJoin StringsJoin StrokesJoin TrianglesJoin 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 BindingsJump HeightJump SpeedJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump 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 rangeJust add the margin, ignoring any UV scaleJustifyK1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep 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 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 strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKernel 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 ConfigKey ConfigurationKey ConfigurationsKey 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 ItemsKeyPresetsKeyboardKeyedKeyed 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 mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframing 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 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 Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilometersKinematicKinematic ConstraintKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKirschKiteKnown 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: 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 verticesLargeLargest 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 selected elementLathe around an axis, treating the input mesh as a profileLatticeLatticeNewLattice 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 directionLatticesLayerLayer AboveLayer BelowLayer CollectionLayer GroupLayer GroupsLayer IndexLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer WeightLayer above activeLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is selected for editing in the Dope SheetLayer nameLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayersLayers TintingLayers 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 boundariesLayoutLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft handle selection statusLeft-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 frameLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of second Bézier Handle (for B-Bones only)Length 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 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 hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens 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 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 StartLevel of detail in the added turbulent noiseLevel of subdivisionLevelsLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID 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 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 path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary to reloadLibrary to relocateLicenseLife TimeLife Time FactorLife span of the particlesLifetimeLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightMatCapLightNoneLightPointLightPowerLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightWorldLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight ProbeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight ProbesLight Sampling ThresholdLight 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)LightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting ModeLighting for a World data-blockLightnessLightsLights 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 RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the 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 to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimitsLimits 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 ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine SampleLine Set NameLine SetsLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineStyle 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 MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLinesLines of textLineset SpecialsLinkLink Active to SelectedLink Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link 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 to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink the objects or data-blocks rather than appendingLink to Viewer NodeLink to viewer nodeLink/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked object baking requires Disk Cache to be enabledLinking 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 BlenderLinksLiquidListList .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 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 modifiersLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoading "%s" failed: Loading failed: LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal SpaceLocal Space (Owner Orientation)Local ViewLocal With ParentLocal 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 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 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:LockLock ActiveLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock 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 vertex groupsLock 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 repositories - to test lockingLock selected tracksLock 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 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 to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLogLog 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 DiagonalLookLook AheadLook 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 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 QualityLow Resolution MeshLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance KeyMAC GridMB4MB5MB6MB7MDDMKVMMBMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMagicMagic TextureMagneticMagnetic effector weightMagnitudeMagnitude 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 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 developersMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorant 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 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 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 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 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 object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManage 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 distanceManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)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)Map 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 TypeMapping 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 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 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 specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask LayerMask LayersMask 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 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 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 painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMatCapMatCapsMatchMatch 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 AttributeMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial ModeMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial SlotMaterial SlotsMaterial SpecialsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial layer type of new paint slotMaterial 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 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 displacementMaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix Node SocketMatrix Node Socket InterfaceMatrix 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 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 BlurMax BouncesMax CurvatureMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax RateMax Ray DistanceMax Shape AngleMax SizeMax SpeedMax StepMax StepsMax SubdivisionsMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum angle between face normals that will be considered as smoothMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of 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 output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Weight:Measure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium QualityMelanin ConcentrationMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)MenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge 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 Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSphereMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh '%s' has no skin vertex dataMesh AnalysisMesh AttributesMesh BooleanMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh UV LayerMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh 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 from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh 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 scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMeshDeform ModifierMeshUVLoop (Deprecated)MeshesMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaballsMetadataMetadata 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 fresnelMetersMeters Per UnitMethodMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of 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 control playback timeMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to convert the float to an integerMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMiddleMiddle Control PositionMiddle ControlsMidlevelMidpointMidtones 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 bewareMillimetersMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin StepMin ThicknessMin Transparent BouncesMini 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 trackingMinimizeMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum curvilinear 2D length for the selection of chainsMinimum 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 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 SegmentsMinorityMirrorMirror 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 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 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 axisMirroring 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 MaterialsMissing OpenColorIO ConfigurationMissing StencilMissing TextureMissing UVsMissing script filesMissing%s%s%s%s detected!MistMist PassMist settings for a World data-blockMiter Cut AngleMixMix (Legacy)Mix ColorMix FactorMix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix 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 BufferModal EventsModal KeymapModal 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 DateModifierModifierBlocksModifierModeModifierSharpModifierSmoothModifierVoxelModifier '%s' not in object '%s'Modifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier cannot be applied to a mesh with shape keysModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier for sequence stripModifier for values of F-CurveModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier number to assign toModifier number to removeModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be applied in edit modeModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify 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'ModularModuleModule 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 removeModulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMorph into sphereMortarMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotion 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 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 SensitivityMouse XMouse YMouse 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 DirectionMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove 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 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 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 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 handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove 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 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 currently selected line(s) up/downMove the cursor while selectingMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove 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 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/turn relative to the VR viewer or controllerMovementMoves 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 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 fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-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 image files, as a sequenceMultiple 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 modifiersMultiplied by Start/End for the total added point countMultiplier 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 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 MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply 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 speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMust be in vertex selection modeMust have an active bone to add IK constraint toMuteMute (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 stripsMutedMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsNDOFNDOF 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 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 FilterName after object source with a suffixName filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the Vertex Group which determines the influence of the modifier per pointName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the 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 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 surfaceNamed AttributeNamed GroupNamed Layer SelectionNamesNamespaceNaming 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 mapsNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigate GizmoNavigate Gizmo SizeNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear 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 Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeedleNeeds 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 groupNegativeNegative 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 smootheningNeighbor RejectionNestedNested node id of the nodeNetworkNetwork Connection LimitNetwork TimeoutNeutralNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew UV MapNew WindowNew displace is added cumulatively on top of existingNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew 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 FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext WordNext blend type/operationNext 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 Active ActionNo 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 CyclesNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo 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 ID block and/or AnimData to delete keyframe fromNo IntersectionNo LimitNo MergeNo New ConstraintNo OffsetNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo UV data on canvasNo UV layer named "%s" found in the 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 F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Keying SetNo active Keying Set to useNo active UV layer found in the object "%s"No active action to push downNo active boneNo active bone setNo active bone with constraints for copyingNo active cameraNo active camera setNo active element found!No active frame to deleteNo 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 keyframe on F-CurveNo 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 mesh objectNo active objectNo active object to add constraint toNo active plane trackNo active pose bone to add a constraint toNo 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 add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo border area selectedNo brush selectedNo channels to add keyframes toNo compressionNo cullingNo data, boolean mask of active voxelsNo device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo edge rings foundNo edges selectedNo exportNo face regions selectedNo faces filledNo files selected to be openedNo flippingNo frames rendered, skipped to not overwriteNo frames to bakeNo fullscreen areas were foundNo images have been changedNo 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 joints selectedNo keyframed poses to propagate toNo keyframes to slide betweenNo matching face regions foundNo material to removedNo mesh data to joinNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo new files have been packedNo object to apply orientation onNo objects found to bake fromNo objects with bound-box selectedNo operator in contextNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo projection when behind the faceNo projection when in front of the faceNo region view3d availableNo rolling shutter effect usedNo selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo shape correctionNo subtitles (text strips) to exportNo suitable context info for active keying setNo text or file specified in node, nothing to compileNo texture size limitNo textures in contextNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid formats foundNo valid selected objectsNo vertex groups assigned to meshNo vertex groups to operate onNo weights/vertex groups on objectNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode EditorsNode FormatNode GroupNode GroupsNode 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 WranglerNode editor space dataNode group data-blocksNode group that controls what this modifier doesNode group to editNode header color tagNode in a node treeNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type to display and editNode typeNode type %s undefinedNodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeConstantNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFractionNodeTreeFrameNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMinimumNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRoundNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSignNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise 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-ColorNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-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, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal MapNormal Quantization BitsNormal RadiusNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal 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 QuantizationNormalizeNormalize ANormalize 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 rotationNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a libraryNot a modal keymapNot a non-modal keymapNot a valid selection for extrudeNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot 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/Layer to add annotation strokes toNothingNothing indicatedNothing selectedNothing to show yet...NowNukeNuke distortion modelNullNull actionNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of 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 to output noise forNumber of duplicates to makeNumber 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 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 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 run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber 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 to consider stroke as looseNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of 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 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 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 this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of vertical pixels in the rendered imageNumber 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!)Numerical IssueOFFOKONOPEN_EXROS KeyOS LoopOS-KeyOSL script compilation failed, see console for errorsOSL shader compilation succeededObjectObjectCurveGuideObjectFieldObjectKeep OriginalObjectNewObject "%s" is not a meshObject '%s' already has a Rigid Body ConstraintObject '%s' could not create internal data for finding nearest pointObject '%s' does not support shapesObject (Keep Transform)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject FontObject FromObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject PathObject PathsObject PropertiesObject 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 dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject display settings for 3D viewportObject does not have geometry dataObject 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 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 directly controlled by animation systemObject is directly controlled by simulation resultsObject is scaled by the curve radiusObject is used for camera trackingObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject 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 to define depth in camera space by projecting onto surface of this objectObject 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 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's bounding box in object-space coordinates, all values are -1.0 when not availableObjectsObjects & 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 included in active Keying SetObjects 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 ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset Towards Custom CameraOffset XOffset 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 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 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 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 pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the stroke from the surfaceOffset the thickness from the centerOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset/Power/Slope (ASC-CDL)Offset:OggOldOld 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 unique graphical definitionOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly AssetsOnly BoostOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly 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 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 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 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 display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edit the active layer of the objectOnly 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 include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly link data, instead of appending itOnly list current directory's content, with no recursionOnly merge along the edgesOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one 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 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 sync the active length for the active stripOnly sync the active repositoryOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly 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 visible to camera and reflectionsOnly visible/selected bonesOnly 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 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 darkened overlay outside the render regionOpacity of the imageOpacity of the pointsOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen LoopOpen 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 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 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 windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB FileOpenVDB file format (.vdb)OpenVDB volumeOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed 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 BlenderOperatorAcceptOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorAddOperatorAdd AOVOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd 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 Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd 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 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 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 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 Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd 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 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 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 layerOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjustment LayerOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorApplyOperatorApply Camera ImageOperatorApply ConstraintOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply Pose AssetOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArrange/Align IslandsOperatorAssignOperatorAssign ActionOperatorAssign Custom Property Values as DefaultOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackimage SampleOperatorBakeOperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBatch ChangeOperatorBatch RenameOperatorBatch-Clear PreviewsOperatorBatch-Generate PreviewsOperatorBeautify FacesOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend Offset KeyframesOperatorBlend Pose AssetOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlurOperatorBone EnvelopeOperatorBone SizeOperatorBorder Offset ViewOperatorBottomOperatorBoxOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy Edge Bevel WeightOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Object Motion PathsOperatorCalculate Simulation 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 NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange SceneOperatorChange ShapeOperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear AssetOperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear EditedOperatorClear FadesOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear Indirect OnlyOperatorClear InverseOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear ParentOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear Viewer RegionOperatorClick-Insert KeyframesOperatorClipOperatorClipping RegionOperatorCloneOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint 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 ValuesOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy 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 EffectOperatorCopy F-ModifiersOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy 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 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 SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy UVsOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to VR LandmarkOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurves PenOperatorCustom Camera UpdateOperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDegenerate DissolveOperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete Asset CatalogOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete Pose AssetOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete ScreenOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect Material SlotOperatorDeselect ObjectsOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDocumentationOperatorDolly ViewOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop 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 Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurveOperatorDuplicate 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 Topology ToggleOperatorEase KeyframesOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit Voxel SizeOperatorEmptyOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in View LayerOperatorEnable theme extensionOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit Tweak ModeOperatorExpandOperatorExpand ChannelsOperatorExpand/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 SVGOperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude 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 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 DriverOperatorFK2IKOperatorFaceOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind NextOperatorFind NodeOperatorFitOperatorFit ColumnOperatorFix to Scene CameraOperatorFlatOperatorFlip (Distortion Free)OperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFloorOperatorFlush EditsOperatorFly NavigationOperatorFollow Active QuadsOperatorForce FieldOperatorForce Unlock Active RepositoryOperatorFrame AllOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame OffsetOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected ChannelsOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorGaussian BlurOperatorGaussian SmoothOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGet Frame RangeOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGravityOperatorGrease 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 Line ShapeOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup InsertOperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide CollectionOperatorHide CurvesOperatorHide 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 BoneOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage from ViewOperatorImport AlembicOperatorImport BVHOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorInclude Selected ObjectsOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert GapsOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInset FacesOperatorInstall Add-onOperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall LightOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstance CollectionOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert MaskOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert WeightOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJumpOperatorJump Time by DeltaOperatorJump 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 StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso TrimOperatorLatticeOperatorLazy ConnectOperatorLeftOperatorLengthOperatorLessOperatorLevelsOperatorLightmap PackOperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimited DissolveOperatorLineOperatorLine BreakOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to Viewer NodeOperatorLink/Transfer DataOperatorLinkedOperatorLinked Flat FacesOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock StripsOperatorLock TracksOperatorLock Unselected MaterialsOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManualOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask by ColorOperatorMask with Layer Above/BelowOperatorMatch Movie LengthOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMeasureOperatorMemory StatisticsOperatorMergeOperatorMerge AnimationOperatorMerge DownOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMix NodesOperatorMixdownOperatorModeOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove 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 LinesOperatorMove MaterialOperatorMove ModifierOperatorMove 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 Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to CollectionOperatorMove to LayerOperatorMove to NodesOperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMute LinksOperatorMute StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew 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 Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNext ActiveOperatorNext FolderOperatorNon ManifoldOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen File ExternallyOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorPasteOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste as New AssetOperatorPaste from ClipboardOperatorPathOperatorPause BakeOperatorPenOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint Normals to TargetOperatorPoke FacesOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline TrimOperatorPose BreakdownerOperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious FolderOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPuffOperatorPurge AllOperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRe-Key Points of Selected ShapesOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorRefine MarkersOperatorRefreshOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegister File AssociationOperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemoveOperatorRemove 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 Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove Unused Bone CollectionsOperatorRemove Unused LightgroupsOperatorRemove 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 Vertex GroupOperatorRenameOperatorRename ChannelOperatorRename File or DirectoryOperatorRename MarkerOperatorRename View ItemOperatorRenderOperatorRender AnimationOperatorRender Changed LayerOperatorRender ImageOperatorRender RegionOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorReorderOperatorReorder ColumnsOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder Mesh SpatiallyOperatorRepeat HistoryOperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorReproject StrokesOperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset DistanceOperatorReset HookOperatorReset Library OverrideOperatorReset NodesOperatorReset Original LengthOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset TransformOperatorReset UVsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevive Disabled F-CurvesOperatorRightOperatorRigify 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 RegionOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave as Brush AssetOperatorScaleOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale from NeighborOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSelectOperatorSelect AllOperatorSelect 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 Faces by SidesOperatorSelect FillOperatorSelect GroupedOperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect 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 ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect 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 UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to CursorOperatorSelection to GridOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CaseOperatorSet Clip ModeOperatorSet 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 Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet 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 Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet 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 Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet as BackgroundOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharpenOperatorShearOperatorShear KeyframesOperatorShortest PathOperatorShow ActiveOperatorShow AllOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSimplify StrokeOperatorSingle BoneOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmart UV ProjectOperatorSmearOperatorSmoothOperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth KeysOperatorSmooth Normals VectorsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth 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 SymmetryOperatorSolidifyOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound to SamplesOperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStart Editing Stashed ActionOperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo Last Keyframe (Make Cyclic)OperatorTo Next KeyframeOperatorTo SphereOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransforms to DeltasOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTweakOperatorTwistOperatorTypeOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall Studio LightOperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink Panel ToggleOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock StripsOperatorUnlock TracksOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUpdate All Object PathsOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate 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 Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpgrade Face RigOperatorUse NodesOperatorValidate .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 SlideOperatorView AxisOperatorView CameraOperatorView CenterOperatorView 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 RollOperatorView ScrollOperatorView SelectedOperatorView ZoomOperatorView Zoom RatioOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWipeOperatorWireframeOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator has been activated using a click-drag eventOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator name (in Python as string)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 center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize 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.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 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. 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 for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit 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 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 NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frames per secondOriginal image heightOriginal image widthOriginal scene dependency graph is built forOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original view layer dependency graph is built forOrphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other 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 chainOutOut Of Memory ErrorOut XOut ZOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MiterOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutlinerOutliner SyncOutliner space dataOutputOutput AOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PropertiesOutput QualityOutput ToggleOutput 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 faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput image in 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 normals for bump mapping - disabling can speed up performance if it's not neededOutput 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 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 normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall minimum intensity of the mist effectOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping 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 SelectedOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride 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 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 object and collection intersection priority valueOverride 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 sceneOverrides for some of the active brush's settingsOverscanOverscan SizeOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite 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 keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PC2PCMPIC/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.PIZPNGPNG (.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 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 islandsPackage IDPackedPacked FilePacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPad*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 colorPaintmapsPaired OutputPalettePalette '%s' does not contain color givenPalette ColorPalette SplinesPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan DownPan LeftPan RightPan SensitivityPan UpPan 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 BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel 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 WidthPanelsPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParametersParameters 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 Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent PathParent TagsParent TypeParent VerticesParent 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 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 elementParentsParse error in %sPart 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 LocationParticle OffsetParticle PropertiesParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle 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 typeParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles SettingsParticles 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 MinimumPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartout AlphaPassesPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath 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 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 an alternative start-up filePath to an image editorPath to external displacements filePath to filePath 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 savePathsPaths 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 objectsPatternsPause 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 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 of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptually LosslessPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a 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 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 deformPermeabilityPersian - 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 MatrixPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick RandomPick a property to use as a driver targetPick objects from collection randomlyPie MenuPie Menu ColorsPie 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 IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot 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 Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixelatePixelate EffectPixelate effectPixelate imagePixelsPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPlace 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 is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay 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 OnlyPlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayheadPlease edit the preferences of the UI Translate add-onPlease select two stripsPluralSharpPointPoint 1Point 2Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint CloudsPoint DensityPoint IndexPoint InfoPoint LightPoint TrackPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of 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 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 bandPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoisson 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 End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose BonePose BonesPose Head PositionPose IK SegmentsPose LibraryPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose SpacePose Tail PositionPose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition FactorPosition ModePosition QuantizationPosition Quantization BitsPosition 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 item in its parent panelPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the slicePosition of the torso control and pivot pointPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPost ProcessingPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)Potential RadiusPower ModePrecisionPrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined 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 widthsPreferencesPreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences 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/trackingPrefilter 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 timePrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreselected mode when using this brushPreservePreserve AttributesPreserve DetailsPreserve 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 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 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 planePreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPresses active buttonPressurePressure Jitter MappingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview Overlay SettingsPreview OverlaysPreview RangePreview Range End FramePreview Range Start FramePreview ShapePreview SizePreview SnappingPreview WorldPreview 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 filePreviousPrevious Angular VelocityPrevious CharacterPrevious 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 controlPrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrincipal 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 lightsProbabilityProbeProbe 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 FactorProfile Path editor used to build a profile pathProfile PointProfile TypeProfile control pointsProgramming 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 ModeProjection TypeProjection 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 chainPropagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties associated with the configured exporterProperties 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 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 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 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 editingPrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy 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)Punctual LightsPure RandomPushPush OutPush 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 ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython expression to be evaluated as the initial node settingPython script to define a style modulePython value for unsupported custom property typesQuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadrilateralQualityQuality 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 InvisibilityQuantization 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)QuarterQuartic 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 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 BlenderR/D PhotoreceptorRGBRGB CurvesRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB curves modifier for sequence stripRGB to BWRGB to XYZRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer 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 Falloff PowerRadial 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 axisRadiance HDR (.hdr)RadiansRadio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius 1Radius 2Radius FalloffRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius 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 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 brush in pixelsRadius of the skinRadius of the sphere or cylinderRadius 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 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 CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom PhaseRandom PositionRandom RadiusRandom RotationRandom SeedRandom 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 per Face SetRandom per Loose PartRandom per VertexRandom sampling pattern used by the integratorRandom seedRandom 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 particlesRandomizeRandomize LocationRandomize RotationRandomize ScaleRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRateRate 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 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)Raw (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 atmosphereRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.RaytracingRaytracing 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 timesReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead mesh UV coordinatesRead mesh color attributesRead only area of this faceRead 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 toolRealize InstancesRealize to Point DomainRealtimeRealtime UpdatesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild 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 SearchesRecenter 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 fileRectangleRecurseRecursionRecursive DeleteRecursively 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 Green BlueRed-CyanRedefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedo previous actionRedo the last undone edit to the asset catalogsReduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference IDReference KeyReference Sphere SizeReference ValueReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference point to anchor stabilization (other frames will be adjusted relative to this frame's position)RefineRefine 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 mirrorsReflective CausticsRefraction BSDFRefraction DepthRefractive CausticsRefresh 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 sequencer editorRegion DataRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion TypeRegion coordinates of samplingRegion floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering id property class: '%s' is too long, maximum length is %dRegistering node socket class: '%s' is too long, maximum length is %dRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative time of key over hair lengthRelax MethodRelax UVsRelax meshReleaseRelease ConfirmsRelease TimeRelink ConstraintsReloadReload active text data-block from its fileReload all data from this libraryReload clipReload current image from diskReload from diskReload from disk (ignore local changes)Reload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.Remap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove 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 Layer MaskRemove Named AttributeRemove Outside RangeRemove PackRemove Paint Curve PointRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all 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 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 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 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 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 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 vgroupRemoved amount of editors: %dRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRenameRename Active ItemRename MarkerRename 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 overRenderRender Ambient Occlusion in this LayerRender Anti-AliasingRender Cache PathRender DataRender Display TypeRender Grease Pencil on this layerRender InstancerRender Keyframes OnlyRender LayerRender LayerLightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender Output DirectoryRender PassRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender 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 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 polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender slot nameRender slots of the imageRender 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 this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering settings for a Scene data-blockRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorder 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 InputRepeat ItemRepeat MirroredRepeat MotionRepeat OutputRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace AllReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace 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 modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the original 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 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 all missing external filesReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepository requires an access tokenRepresentation 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 directionsRequiredRequires Access TokenRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResample CurveReserve placeholder frames for missing frames of the image sequenceResetReset CurveReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset 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 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 keysReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize 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 ModeResolution ScaleResolution UResolution VResolution XResolution YResolution ZResolution does not matchResolution 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 textureRest DensityRest LengthRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestitutionRestore FrameRestore Handle SelectionRestore 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 initializedRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict 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 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 viewportResult of cloth solver iterationResult of rendering, including all layers and passesResumableResyncResync EnforceRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a 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 coordinates of the pixels of an imageReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse 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 mouseReversedRevert 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 libraryRevolve edgesRh SimpleRidge & ValleyRidged MultifractalRidges and ValleysRig that owns this object and may delete or overwrite it upon re-generationRig type for this boneRiggingRightRight EyeRight HandleRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight NeighborRight eye should see left image and vice versaRight handle selection statusRight-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 simulationRigidbody 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 distanceRipRip polygons and move the resultRip selected vertices or a selected regionRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll InRoll LeftRoll OutRoll RightRoll 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 Shutter DurationRomanian - RomânRootRoot DiameterRoot NodesRoot PrimRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot path of all files listed in ``files`` collectionRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate EulerRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.RotationRotation & ScaleRotation AngleRotation AxisRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation Track SpecialsRotation TracksRotation UnitsRotation XRotation YRotation ZRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation 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 of blades in apertureRotation of sun around zenithRotation of the effectRotation 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/Scaling PivotRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness of the materialRoughness-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 the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundsRowRow FiltersRow HeightRow InterleavedRubberRule EvaluationRule FuzzinessRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun 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 loadingRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA 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 SolverSSAO SettingsSSE42SVG as CurvesSafe 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 CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample IndexSample LengthSample LineSample MergedSample NearestSample Nearest SurfaceSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample 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 to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples per FrameSamplingSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling method to use for volumesSampling strategy for emissive surfacesSaturationSaturation JitterSaturation ModeSaturation of icons in the interfaceSaturation, Value, HueSaveSave & LoadSave As RenderSave BackupsSave CopySave 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 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 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 %sSaved packed file to: %sSawScalable Vector Graphic (.svg)ScalarScaleScale (resize) selected itemsScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale StiffnessScale Stroke ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale 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 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 noise (higher value results in larger vortices)Scale 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 brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the layerScale of the shadowScale of the spatial noiseScale 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 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 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 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^exposureScaling (in time) of the noiseScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatter light as it passes through the volume, often used to add fog to a sceneScattering modelSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene CameraScene CollectionsScene DisplayScene Frame RangeScene HydraScene Hydra render engine settingsScene InstancingScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OriginScene PropertiesScene Render ViewScene SetupScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene TimeScene UnitScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene from which to select the active camera (render scene if undefined)Scene has no cameraScene keying setsScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene 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-aliasingScenesScheme = 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 viewportScreenScreenNewScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScrewScrew ModifierScrew axisScriptScript DirectoriesScript NodeScript SourceScripted ExpressionScroll BarScroll 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 centeredScrollbackScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt Grease Pencil StrokesSculpt LevelsSculpt ModeSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt 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 ColorSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch 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 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 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 text editorSee Modifiers panel belowSeedSeed 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 value for integrator to get different noise patternsSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment InfluenceSegment between both keyframesSegmentsSegments for curved edgeSegments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All by TraitSelect AnchorSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect LoopsSelect ModeSelect More/LessSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect 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 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 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 and activate item(s)Select and slide paint curve pointSelect anti-silhouette linesSelect 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 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 tracking channelSelect nearest particle from mouse pointerSelect 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 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 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 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 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 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-Clip StripSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ItalicSelected 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 TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection OnlySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection 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 state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor WidthSensor is being scanned from top to bottomSeparateSeparate BundleSeparate Bundle ItemSeparate ColorSeparate ComponentsSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate 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 bonesSepiaSequenceSequenceAddSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticam SelectorSequenceMultiplySequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence 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 EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession 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 Curve NormalSet Curve RadiusSet Curve TiltSet 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 Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set NameSet Parent ToSet 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 SelectionSet Shade SmoothSet SizeSet Spline CyclicSet Spline ResolutionSet Spline TypeSet 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 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 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 object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the 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 clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets 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 rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSettingsSettings 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 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 ClothSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader 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 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 JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow OffsetShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow 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 KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape MethodShape ObjectShape OrientationShape PreservationShape angle limitShape 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 clumpingShape of endpoint roughnessShape of the area LightShape of the profileShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey 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 falloffSharpenSharpen CornerSharpen MaskSharpen PeakSharpen the cavities of the meshSharpnessSharpness MaxSharpness MinShearShear FactorShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %s %sSheen BSDFSheen shading modelShell Vertex GroupShiftShift Audio PitchShift 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 setup for keyboards and other input devicesShorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D 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 Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Data-Block FiltersShow DebugShow DisabledShow DurationShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow FilterShow FiltersShow Font data-blocksShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HiddenShow Hidden Files/Data-BlocksShow Hotkey ListShow HoverShow Image data-blocksShow In FrontShow InfoShow Installed ExtensionsShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow 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 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 LocationShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow 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 SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow 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 Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow 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 VRAMShow ValueShow VersionShow ViewerShow WarnShow WeightsShow Wire ColorsShow World data-blocksShow 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 add-on preferencesShow all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow 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 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 blue channel in the frameShow both distances and anglesShow camera objectsShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow 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 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 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 showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in GhostsShow 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 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 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 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 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 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 reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene statisticsShow scenesShow script filesShow search boundbox for markersShow selected objectsShow 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 Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow 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 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 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 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 status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow 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 workspace data-blocksShow worlds, lights, cameras and speakersShow/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: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap ModifierShrinkwrap TypeShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))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 ratioSilverSimilar 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 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 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 footerSimpleDeform ModifierSimplificationSimplifySimplify Child ParticlesSimplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulationSimulationBrushSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation start frameSimulation will be evaluatedSinSineSine 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 axisSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Sinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of 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 cube to project onSize of the effectSize 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 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:Sketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkinningSkip 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 editing library object dataSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping 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 ColorsSlightSlip KeyframesSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmallerSmaller 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 LargestSmartSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke 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 Grease Pencil strokesSmooth GroupsSmooth 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 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 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 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 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 mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothingSmoothing GroupsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IslandsSnap ModeSnap Node during transformSnap Peel ObjectSnap SideSnap TargetSnap ToSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap 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 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 frameSobelSocketSocket 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 nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSoftSoft 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 tracksSolverSolver IterationsSolver ResultSolvingSolving method selection: automatic damping or manual dampingSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSortSort AlphabeticallySort Children By NameSort Data-BlocksSort ElementsSort KeySort OrderSort Palette ColorsSort TypeSort 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 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 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 OffsetSoundVolumeSound 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 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 RootSource Socket!Source TypeSource Vertex GroupSource and destination for symmetrize operatorSource 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 locationSource 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 anotherSpacebarSpacesSpaces 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 wordsSpacing for textures along stroke lengthSpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeakersSpecial CharactersSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies the input node used by the created zoneSpecifies the output node used by the created zoneSpecifies the strength of the despillSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify unit line thickness in pixelsSpecify 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 IOR LevelSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed 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 radius for computing curvaturesSphericalSpherical 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 StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplineSpline Bézier PointsSpline IKSpline IK ConstraintSpline LengthSpline ParameterSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSplinesSplitSplit 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 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 InstancesSplittingSpot BlendSpot 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 RootSquare Root ModeSquare ThresholdSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquash & 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 TimeStandardStarStartStart & End MappingStart 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 Handle EaseStart Handle ScaleStart Mapping TypeStart OffsetStart Position ObjectStart Position XStart Position YStart 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 displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting 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 pathStateState ColorsState of all panels defined by the node groupState of the light linkingState 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 imageStatusStatus BarStatus flagsStatus of the solver iterationSteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil PositionStencil color in the viewportStepStep CountStep RateStep SizeStep 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 valuesStepsStereoStereo 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 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 proximityStoneStone (Crushed)Stop 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 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 ModeStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStraightStraight 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 XStraighten YStrandStrand RenderStrand ShapeStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStream 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 displacementStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch 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 LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStripStrip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip used as mask input for the modifierStrip with a set of F-Curves for each action slotStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrobeStrokeStroke & FillStroke CenterStroke Depth OffsetStroke Depth OrderStroke EndStroke LengthStroke OffsetStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke ThicknessStroke data pointsStroke end styleStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStyleStyle ModuleStyle ModulesStyle 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 toStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-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 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 NameSubprocessSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubsteps Per FrameSubsurface ColorSubsurface DirectSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScatteringSubsurface TranslucencySubsurface 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 vectorSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully removed %d keyframes for keying set '%s'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 ContoursSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun RotationSun SizeSun ThresholdSun angle from horizonSunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport 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 GuidingSurface Guiding ProbabilitySurface ModifierSurface OffsetSurface ProjectSurface Render MethodSurface ResponseSurface TypeSurface UV MapSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface 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-tracingSurfaceDeform ModifierSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap Height and DepthSwap Left/RightSwap 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 LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirl EffectSwirl effectSwitchSwitch 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 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 oneSymmetricalSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSynchronize the length of the referenced Action with the length used in the stripSynchronize 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 MaximumSystem MemorySystem'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 usageTabTab ColorsTab Search ResultsTab WidthTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTagTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTamil - தமிழ்TangentTangent ModeTangent NormalTangent SpaceTangent from UV mapTangent space can only be computed for tris/quads, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper factor for the radius of each point along the curveTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget Local With ParentsTarget Mesh objectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget 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 edge length in the new meshTarget geometry objectTarget 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 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 scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget'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 BoundaryTeleport DurationTemperance (average)TemperatureTemperature ColorTemperature DifferenceTemperature GridTemperature UnitTemperature difference to ambient temperatureTemplatesTemporal AccumulationTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabsTextUpperText Anti-AliasingText BeginText BoxText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText HighlightText HintingText InfoText 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 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 Encoding QualityTexture FieldTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture 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 root particle locationsTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping 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 forceTexturedTexturesTextures 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 2D view location for the center of the new nodes, or unchanged if not setThe 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 Drivers/Expressions for this data-blockThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Keying Set to useThe Navigate Gizmo sizeThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Slot that the Channelbag's animation data is forThe UUID of the catalog shown in the browserThe Voronoi feature that the node will computeThe 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 when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active simulation area moves with the brushThe active strip modifier in the listThe 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 shear to applyThe amount of space between nodesThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle snap increment used when in constrained angle modeThe 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 used by default when the node group is used by a geometry nodes modifierThe 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 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 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 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 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 converge point for the stereo cameras (often the distance between a projector and the projection screen)The 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 normal value at each of the curve's control pointsThe 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 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 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 the plane pointsThe 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 from which particles are affected fullyThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe edge flag to tag when selecting the shortest pathThe 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 extension mode applied to the X axisThe extension mode applied to the Y axisThe face index for each loop triangleThe 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 feedback of the effectThe file extension used for saving rendersThe file handler labelThe file path used for exportingThe first frame to be exportedThe foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated random number is the same for every control point of a curveThe 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 grid size for bindingThe handle can be moved anywhere, and does not influence the point's other handleThe highest power of 'x' for this polynomial (number of coefficients - 1)The 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 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 cursorThe 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 individual F-Curves that animate the slotThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe inputs are invalid, or the algorithm has been improperly calledThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe 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 mass of each vertex on the cloth materialThe material to use for the new strokesThe 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 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 to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe 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 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 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 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 number of computed points in the V direction between every pair of control pointsThe number of consecutive points from the original stroke to include in this segmentThe 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 keyframes this drawing is used byThe number of old versions to maintain in the current directory, when manually savingThe number of points skipped after this segmentThe number of points to skip to create straight segmentsThe number of samples to render in this subsetThe number of segments in each quarter-circle of the bevelThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe object geometry itself should be visible in the renderThe 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 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 output is a square curve (negative values always result in -1, and positive ones in 1)The 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 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 pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe position 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 mouse cursor at the start of the operationThe precision of compositor intermediate resultThe 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 radius for the generated strokesThe range of angles that will be affectedThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe region where the panel is going to be used inThe 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 replacement Action's session uid to remap all selected Action's users toThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation type and axis order to useThe scale factor applied to the curve segmentsThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe 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 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 simulation timestep per frame (seconds per frame)The size of the geometry will determine the distance between arrayed itemsThe size of the particlesThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The 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 of this force field is the zero point of a harmonic oscillatorThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe 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 value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level visible at render timeThe 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 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 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 license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe 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 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 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 colorsThemesTheoraThickThicker lines than the defaultThicknessThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness PositionThickness RatioThickness 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 smoke display in the viewportThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)ThinThinner lines than the defaultThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis bone collection is expanded in the bone collections tree viewThis 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 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 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 library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This 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 modifier has baked dataThis modifier is activeThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis operator requires an active vertex (last selected)This property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis socket is meant to be used as the toggle in its panel headerThis zone defines a closure signature that should be used by other nodesThreadThreadsThreads 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 equalThumbnailsTileTile 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 textureTiles 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:TimberTimeTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime 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 seconds, independent of the sceneTime 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: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeSlide: %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'TimerTimescaleTimestampTimestepTimewarp video strips, modifying playback speedTimingTintTint ColorTint FactorTint ModeTint the color of the strokesTinyTiny Prim CullingTipTip ControlTip DiameterTip LengthTip RemoverTip RoundnessTip Scale XTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo AllTo All SelectedTo BottomTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo Maximum XTo Maximum YTo Maximum ZTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo TabsTo TopTo nodeTo socketToeToe 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 Render UseToggle SelectToggle SelectionToggle 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 between Vector and Auto handlesToggle box selectionToggle 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 font caseToggle font styleToggle geometry randomization for debugging purposesToggle harden normals flagToggle hide hidden dot filesToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle 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 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 targetToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeToo 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: %dToolTool GizmoTool HeaderTool InitTool PropertiesTool Property InitTool SettingsTool Widget ColorsToolbarToolbar / 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 LevelTop Level Menu Open DelayTop LineTop RightTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MirrorTopology RakeTotalTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracing MethodTrackTrack 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 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 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 ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracksTracks Display TypeTracks SizeTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTraining 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 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 ModeTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PreviewTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform 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 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 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 constraintsTransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission light multiplierTransparencyTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped 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 AreaTriangle 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 facesTriangulation solver for filling 2D curvesTrigger ATrigger BTrim 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 MotionTrue NormalTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the image data is loaded into memoryTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input 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 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'TubeTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn LeftTurn PolicyTurn RightTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurnsTurntableTurntable 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 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 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 to use for vertex position attributesTypes 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_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackspaceUI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_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_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_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_KeyMapsMiddle MouseUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_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_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsSUI_Events_KeyMapsSpace BarUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_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 openUSDUSD HookUSD Preview Surface NetworkUSD ShapesUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV Local ViewUV Loop LayersUV MapUV Map LayersUV 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 VertexUV WarpUV 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 nameUV 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 EditorUVMapUVTILEUVWarp 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 access 3D viewportUnable to access depth buffer, using view planeUnable 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 create app-template userpref pathUnable to create new stripUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to execute '%s', error changing modesUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable 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 openUnable to open '%s': %sUnable to open blend 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 material slot in edit modeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to stat '%s': %sUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnassign the named bone from this bone collectionUnavailableUnbornUndefinedUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndo LegacyUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUngroup 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 format (.uni)Unified Paint SettingsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniformityUnindent selected textUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique 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 ofUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPowerUnitQuaternionUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTime (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 add-onsUnknown alpha transparency modifier typeUnknown line color modifier typeUnknown line thickness modifier typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink 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 all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock repositories - to test unlockingUnlock selected tracksUnlock strips so they can be transformedUnlockedUnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack 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 fileUnprojected SizeUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnstitch UVs and move the resultUnsupported audio formatUnsupported data typeUntitledUnused DataUnused ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate 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 data-blockUpdatesUpdates to data-blocksUpgrade installed extensions to their latest version from remote 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 X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Urdu - 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 2D StabilizationUse 2D stabilization for footageUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse 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 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 SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse 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 MaxUse Max 2D AngleUse Max 2D LengthUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse MinUse Min 2D AngleUse Min 2D LengthUse MinimumUse MistUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse 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 PlaceholdersUse Plane TrimUse 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 Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse 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 Scene RangeUse 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 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 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 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 Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a 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 local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a 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 as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current modeUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse existing file (instead of packed): %sUse 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 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 a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy 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 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 modifier during renderUse more clearly defined marbleUse motion blur for this objectUse 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-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 views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse one transform property from target to control another (or same) property on ownerUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse 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'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 interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse 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 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 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 threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the 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 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 origin as the position for the selected objects to align toUse the selected objects as the position for the selected objects to align toUse the 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 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 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 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 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 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 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 InterfaceUser Key ConfigurationUser ModifiedUser RepositoryUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUsersUses 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 2DUtilitiesVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR SessionVR Viewer Pose IndicatorValValidValidate 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 ThresholdValueValue 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 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 may be implicitly converted if the type does not matchValue of shape key at the current frameValue of the itemValue 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, Hue, SaturationValue: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 on endpoint keyframes are heldVanishVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVarious status info about an item after it has been importedVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector in a mesh normal arrayVector valueVector value in geometry attributeVectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity ScaleVelocity 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:VertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex CreaseVertex DataVertex Data TypesVertex Data:Vertex GroupVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group 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(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex PaintVertex Paint CapabilitiesVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex 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 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.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVerticalVertical 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 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 connecting multiple face regionsVertices of the meshVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery Low QualityVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Vietnamese - Tiếng ViệtViewView & ControlsView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer PropertiesView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit 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 layer at its evaluated stateView layer nameView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView used when converting image to a display spaceView whole image with markersView2DView3DActive ToolView3DBackView3DBottomView3DDragView3DFrontView3DLeftView3DRightView3DSelectView3DTopView3DViewViewLayerViewerViewer BackViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer RegionViewer RightViewer reference scale associated with this landmarkViewpointViewportViewport Anti-AliasingViewport BVH TypeViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport resolution of the generated surfaceViewsViews FormatViews Format:VignetteVirtual 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 by DefaultVisible distance and angle measurementsVisible layersVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual 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 fieldsVolumeVolumeClipVolumeDissolveVolumeExtendVolumePing-PongVolumeRepeatVolumeSequence ModeVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume EmissionVolume FactorVolume GridVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume Intersection MethodVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume SamplingVolume ScatterVolume Scatter VisibilityVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume 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 of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume to MeshVolume to Mesh ModifierVolumesVolumetric 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 Grid Cell SizeVoxel IndexVoxel SizeVoxelize GridVoxels 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: 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/error indicator color for strips referencing the strip being tweakedWarning:WarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaveWave AlignmentWave ClampWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavelengthWavelength of the sinus displacementWavesWay 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 / VP9WebP (.webp)WebP FallbackWebP FormatWeightWeight 1Weight 2Weight 3Weight 4Weight Color RangeWeight FactorWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight 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 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 value of a vertex in a vertex groupWeight: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 PersistenceWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat 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 parentingWheel Invert ZoomWhen Even mode is active, flips between the two adjacent edge loopsWhen 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 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 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 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 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 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 left handle is selectedWhether 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 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 strip is selectedWhether the tracking data contains valid reconstruction informationWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to 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 use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich 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 frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich 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 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 polygonizationWhiteWhite 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 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:WindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindowManager3D ViewWindowManager3D View GenericWindowManagerAdd Snap PointWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerAreaWindowManagerArmatureWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCycle Angle Snapping Relative EdgeWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerEyedropper Modal MapWindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFontWindowManagerFramesWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGrease PencilWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage GenericWindowManagerImage PaintWindowManagerInfoWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMetaballWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNode EditorWindowManagerNode GenericWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Stroke ModalWindowManagerParticleWindowManagerPoseWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRemove Last Snap PointWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSequencerWindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerShiftWindowManagerSnapWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerSwitch to ZoomWindowManagerTextWindowManagerText GenericWindowManagerToggle Angle SnappingWindowManagerToggle Harden NormalsWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUser InterfaceWindowManagerVertex PaintWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowsWindows InkWintabWipe StripWireWire ColorWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe ModifierWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWoodWood TextureWord WrapWord wrap width as factor, zero disablesWorkbench 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 OutputWorld PropertiesWorld SpaceWorld 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 MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite 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 possibleXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForwardX LocationX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX SpringX StartX SubdivisionsX UpX axisX axis motionX coordinate of the start positionX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-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 NavigationXR Session SettingsXR Session StateXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForwardY LocationY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY SpringY StartY SubdivisionsY UpY axisY axis motionY coordinate of the start positionY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YUVYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYou have to select a string of connected vertices tooYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis StiffnessZ DirectionZ ForwardZ LocationZ MappingZ NormalZ PlaneZ RotationZ ScaleZ SpringZ UpZ axisZ 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:ZIPZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZero normal givenZeroes package versions, useful for development - to test upgradingZipZone 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]along %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zarccos(A)arcsin(A)arctan(A)bItasccolor pickerconstructive modifiercos(A)cosh(A)dbl-exp(A)fBMgimbalglTFglTF 2.0glTF AnimationsglTF Material VariantsglTF VariantsglTFpack file pathglobaliScaleiTaSCin memory to enable editing!leftlocallocking %s Xlocking %s Ylocking %s Zmmmulti-res modifiernon-triangle facenormalobject_coloroneAPIp0pivot_positionpxresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsin(A)sin(x) / xsinh(A)sqrt(x*x+y*y+z*z)tan(A)tanh(A)unable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatview|%i linked library object(s)|%i multiuser armature object(s)←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: Ivan Paulos Tomé POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-11 00:12+0000 Last-Translator: Duarte Ramos Language-Team: Portuguese Language: pt 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 X-Poedit-SourceCharset: utf-8 X-Poedit-Language: Portuguese X-Poedit-Country: PORTUGAL Painel suspenso para adicionar opções extra que não caibam no cabeçalho de definições de ferramentas Definições do menu de contexto de itens de lista de interface do utilizador. Scripts podem adicionar prefixos ou sufixos para acrescentar os seus operadores ao menu de contexto. Devem no entanto verificar o contexto, de modo a que os seus itens apenas apareçam num contexto válido e apenas para lista correcta. Definição de menu de contexto de botões do Interface do utilizador. Scripts podem adicionar prefixos ou sufixos para acrescentar os seus operadores ao menu de contexto. Devem no entanto verificar o contexto, de modo a que os seus itens apenas apareçam num contexto válido e apenas para os botões correctos. Filtrar por Nome Usando pesos de influência automáticos Usando grupos vazios Usando influência por envelopamento (Local) (Visualizador) Atributo com Nome Atributos com Nome Tamanho proporcional: %.2f byte RGB RGB em ponto flutuante byte RGBA RGBA em ponto flutuante %s ao longo do eixo X %s ao longo do eixo Y %s ao longo do eixo Z ao longo do eixo X ao longo do eixo Y travando o eixo X - %s travando o eixo Y - %s travando o eixo Z - %sPropriedade "%s" não pode ser animada%d %s espelhados.%d %s espelhados, %d falharam.%d já são simétricos, %d pares espelhados.%d já são simétricos, %d pares espelhados, %d falharam.Ossos %d alinhados ao osso '%s'%d canais em ponto flutuanteImagens %d serão guardadas dentro de %s .%d itens%d vértices com limitação de pesos de influência.%i células e alta resolução em cache%i células em cache%i fotogramas encontrados !%i fotogramas no discoObjectos %i não centralizados, %i alterados:%i pontos encontrados !%s '%s' não deve possuir utilizadores para que possa ser removido, encontrado(s): %d (tente novamente com o parâmetro "do_unlink=True")%s '%s' não encontrado(a)%s, cache está desatualizado !%s, não exato desde o fotograma %i%s: %s%s: falha ao alocar o buffer de corte '%s'%s: falha ao carregar '%s'%s: dimensões incorretas para uma cópia parcial '%s'%s: Nenhum passo combinado foi encontrado dentro da camada de renderização '%s'O caminho fornecido '%s' é inválido no sistema operativo, criando o caminho '%s' em substituição.O caminho '%s' não é um caminho válido para os ficheiros da biblioteca.'%s': não é possível usar o ficheiro actual como biblioteca'%s': não é uma biblioteca'%s': nada indicadoOs nós das juntas para o formato FBX. Representam uma junta regular entre dois ossos. Nós de armações de ossos FBX do tipo "Nulo". Similares aos objectos do tipo "Vazio" do Blender. (padrão).Nós de armações de ossos FBX do tipo "Raiz". Os softwares supõem-nos como sendo as raízes das cadeias de ossos."Viscosidade" dentro do agente de colisão."Largura" dos raios (especialmente útil quando a lançamento de raios ocorre contra os vértices ou arestas)'from_space' '%s' é inválido quando nenhum espaço é fornecido! "a partir do espaço" '%s' é inválido quando nenhum osso de pose é fornecido !"para espaço" '%s' é inválido quando nenhum osso de pose é fornecido !(Constante)(Des)seleccionar (ou inverter a selecção de) todas as linguagens para os operadores de actualização i18n(De)seleccionar tudo(De)selecciona todos os pontos de controlo.(De)selecciona todos os nós.(De)selecciona todas as chaves de partículas.(De)seleccionar todos os pontos(De)selecciona todos os pontos conectados a curva abaixo do cursor do rato.(De)selecciona todos os vértices conectados as arestas sob o cursor do rato.(De)selecciona todos os vértices, arestas ou faces.(De)seleccionar todos os traços visíveis(Des)seleccionar ossos conectados aos actualmente sob o cursor por relações ascendente/descendente(De)selecciona a primeira das partes visíveis de cada NURBS.(De)selecciona a última das partes visíveis de cada NURBS.(De)seleccionar o primeiro e último ponto de cada traço(Obsoleto) Camada de coordenadas UV num Bloco-de-Dados de malha(SOMENTE UTILIZADORES EXPERIENTES) As posições relativas das juntas ao longo da cadeia, como porcentagens.(Inverso quadrático)(Chave)(Linear)(Mínimo+Máximo) dividido por 2 e multiplicado pelo tamanho da bola.(Aleatório)(Raiz)(Acentuado)(Use Shift + clique ou arraste para múltipla selecção)(Suavizar)(Esfera)(Des)marca as arestas seleccionadas como arestas de funcionalidade Freestyle.(Des)marca as arestas seleccionadas como costuras.(Des)marcar as arestas seleccionadas como pontiagudas(Des)marca as faces seleccionadas para exclusão da detecção de arestas de funcionalidade Freestyle.(vazio)(operador não documentado)(x*x+y*y+z*z)Somar os fotogramas chave não agrupados+X+X para -X+Y+Y Para cima+Y para -Y+Z+Z para -Z, %d canais em ponto flutuante, byte RGB, RGB em ponto flutuante, byte RGBA, RGBA em ponto flutuante, não é possível ter caminhos de um único fotograma., falha ao carregar-A-XEixo -X-X Para frenteRotação em -X-X Para cimaManual -X-X para +X-YEixo -Y-Y Para frenteRotação em -Y-Y Para cimaManual -Y-Y para +Y-ZEixo -Z-Z Para frenteRotação em -Z-Z Para cimaManual -Z-Z para +ZÍndice da amostra com base 0 a partir do qual começar a renderizar01 - Conjunto de Cores do Tema02 - Conjunto de Cores do Tema03 - Conjunto de Cores do Tema04 - Conjunto de Cores do Tema05 - Conjunto de Cores do Tema06 - Conjunto de Cores do Tema07 - Conjunto de Cores do Tema08 - Conjunto de Cores do Tema09 - Conjunto de Cores do Tema1 / Raiz Quadrada de A1 GB1 se (A == B) com tolerância C caso contrário 01 se A < B, caso contrário 01 se A > B, caso contrário 010 - Conjunto de Cores do TemaCanais de cor de 10 bits.1024 Amostras1024 px11 - Conjunto de Cores do Tema11 Amostras12 - Conjunto de Cores do TemaCanais de cor de 12 bits.128 MB128 px13 - Conjunto de Cores do Tema14 - Conjunto de Cores do Tema15 - Conjunto de Cores do Tema16 - Conjunto de Cores do Tema16 MB16 Amostras16xInteiros de 16 bits com sinalCanais de cor de 16 bits.16-bits sem sinalVector de inteiros de 16-bits com sinal16384 Amostras16×17 - Conjunto de Cores do Tema18 - Conjunto de Cores do Tema180 Graus19 - Conjunto de Cores do Tema192 kHz1931 CIE XYZ com ponto de Branco luminante E assumido1931 CIE XYZ com ponto de branco D65 luminante adaptado1:11:161:21:41:81×20 - Conjunto de Cores do Tema2048 Amostras2048 pxInteiros de 24 bits com sinal24-bits com sinal256 MB256 Amostras256 px270 Graus2DVector Inteiro 2D 16-BitAtributo Vector 2D de Inteiros de 16BitsValor de Atributo Vector 2D de Inteiros de 16-BitCursor 2DLocalização do cursor 2DVector 2D InteiroAtributo Vector 2D de InteirosValor de Atributo Vector 2D de InteirosCamadas 2DComprimento 2DDeslocamento 2DDeslocamento 2D para a distorçãoRotação 2D para a distorçãoEscala 2D para a distorçãoEstabilização 2DTextura 2DTransformações 2DVector 2DValor de Vector 2DValor de Vector 2D em atributo de geometriaEspaçamento mínimo da grelha em visão 2DCoordenada X 2D do pivô absoluto.Coordenada Y 2D do pivô absoluto.A localização do cursor 2D para esta visualização.Acção de Vector de Ponto Flutuante, representado um thumbstick ou painel táctilEstabilização 2D com base em marcadores de rastreamento.Valor 2D em atributo de geometriaVector 2DVector 2D com valores float-pointVisualização 2D da região.2×3 Vértices3 lados.32 MB32 Amostras32 pxPonto flutuante de 32 bitsInteiros de 32 bits com sinalCanais de cor de 32 bits.Ponto flutuante de 32 bitsInteiro de 32-bits32-bits com sinalVector de inteiros de 32-bits com sinal32768 Amostras3DCursor 3DCurvas 3DPosição 3DMarcadores 3DModo de Navegação Rato 3DDefinições de rato 3DPosição 3DRegião 3DValor Vectorial 3DJanela de visualização 3DRegião da janela de visualização 3DEspaço da janela de visualização 3DO centro da janela de visualização 3D é travado para a localização do cursor.O centro da janela de visualização 3D é travado para a posição deste osso.O centro da janela de visualização 3D é travado para a posição do objecto.Limite de corte da visibilidade na redução da janela de visualização na janela de visualização 3D.Limite de corte de visibilidade na ampliação da janela de visualização na janela de visualização 3D (apenas para visão em perspectiva).Dados de região da janela de visualização 3DEspaço de dados da janela de visualização 3DVista 3DVector duplo 3DVector 3D FlutuanteVector 3D inteiroRegião 3D para este espaço. Quando o espaço tem quatro vistas, a região da câmaraRegiões 3D (a terceira dentre elas define as definições de visualização em quatro vistas, a quarta representa o mesmo que as regiões normais 3D).Vector 3DO conector de vector 3D de um nó.Vector 3D com valores floating-pointA janela de visualização 3D está no equador.A janela de visualização 3D está nos polos.Grelhas volumétricas 3DMatriz de osso 3x34 CanaisSom Surround de 4 canais4 lados.4096 Amostras4096 px44.1 kHz48 kHz4LMatriz 4x4Atributo de Matriz 4x4Tipo de dados matriz 4x4, afecta transformação4×Matriz de osso 4x4 relativo a armaçãoMatriz 4x4 dos canais de posição/rotação/escala do osso (incluindo controladores de animação) e o efeito de restrições de ossos5 Canais5 AmostrasSom Surround de 5 canais5 lados.5.1 EnvolventeSom Surround 5.1512 MB512 Amostras512 px6 lados.6.1 SurroundSom Surround 6.164 MB64 pxPonto flutuante de 64 bitsPonto flutuante de 64 bitsInteiro de 64-bits7 lados.7.1 EnvolventeSom Surround 7.18 Amostras8x8 lados.Inteiro de 8-BitsValor de Interiro de 8-bitsAtributo Inteiro de 8-bitsValor de atributo Inteiro de 8 bitsInteiros de 8 bits sem sinalCanais de cor de 8 bits.8-bits sem sinalValor de 8-bits em atributo de geometria8192 Amostras8×90 Graus96 kHz:A * BA * B + CA + BA - BA / BUm Desenho Grease PencilUm fotogramas chave de Grease PencilA malha não possui uma camada UV.Uma pose de decomposição, por exemplo para transição entre poses principaisUm cache guardando msgids validadas, para evitar que sejam refeitas verificações ortográficas.Uma camada de superfície de lona.Um cento é um centésimo de um semi-tomUma roda de cor de Tonalidade/Saturação, com selector de LuminosidadeUma roda de cor de Tonalidade/Saturação, com selector de ValorUma colecção de curvas-f para animação.Uma colecção de objectos baseada em que arestas de características estão seleccionadasUma colecção de canais de pose, incluindo definições para animação de ossos.Uma paleta de cor é definida pelo utilizador, em vez de utilizar uma definida pelo temaSelector de CoresUm espaço de cor de visualização ou de ecrã não foi encontrado, o que provavelmente significa que a configuração OpenColorIO usada para criar este ficheiro blend está em faltaUm contêiner referenciando uma acção existente.A vezes BUma interrupção ao fim de cada perfil antes da intersecçãoUm corte no final de cada perfil antes da intersecçãoUm valor de bloco-de-dadosDescrição do recurso a ser exibida ao utilizadorDistância entre dois pontosA distância entre dois pontos, representando especificamente um valor de diâmetroUma distância no EcrãUma distância no ecrã que representa especificamente um valor de diâmetroProduto Escalar entre A e BUm factor entre 0.0 e 1.0Ficheiro visualizável no Navegador de FicheirosPara preenchimentos ou fotogramas chave gerados e gravados para chaves de interpolação, ou outras finalidades conforme necessário.Uma chave gerada automaticamente por uma ferramenta, não criada manualmenteUm fotograma chave que é parte de um mantenimento de moção. Usado para evitar paradas estáticas abruptas em poses exageradas.Uma lista de módulos de estilo (a ser aplicados de cima para baixo).Uma margem para prevenir que os traços terminem abruptamente no final de uma imagemUma massa, com base nas definições de unidades de cenaUma superfície parecida com malha abrangendo (ex. como um envelope) todos os vértices (melhores resultados com poucos vértices).Um solucionador fisicamente mais preciso.A multiplicado por EscalaUm multiplicador para o passo de tempo de física (1.0 significa um fotograma = 1/25 segundos).Um multiplicador para o tamanho das partículas crianças.Uma forma de colisão não convexa foi passada à função, use apenas formas de colisão convexasUma nota em relação à descontinuaçãoUm número entre 0 (para dentro) e 1 (para fora), especificando a posição relativa da espessura do traço.Um número de passos definidos pelos segmentosUm número que identifica que sub conjunto da Acção se considera ser para esta Restrição de AcçãoUm número que identifica que subconjunto desta Acção se considera ser para esta faixa NLAUm número que identifica que sub conjunto da Acção se considera ser para este bloco-de-dadosUma percentagem entre 0e 100Um pixel so será renderizado se o seu valor alpha estiver acima deste limiteUm ponto no planoA elevado a BA potência de B, pow(A,B)Uma regra aleatória é seleccionada para cada revoada.Um valor de semente aleatória para o efeito de ruído.Um valor de rotação especificado em radianosUm identificador único por sessão para o bloco-de-dados que permanece o mesmo após renomeação ou realocações internas. Sofrerá alterações após reabertura de ficheiroBreve descrição do gancho USDBreve descrição do Agrupamento de ChavesUm contentor único para conteúdo no Editor de Sequências de VídeoUma única curva do blocos-de-dados de curvaO valor em ponto flutuante individualUm único inteiroUma ferramenta de organização que suporta um único conector de entrada e vários conectores de saídaUm Factor de Taxa Constante (CRF) mais baixo resulta em melhor qualidade de vídeo mas um tamanho de ficheiro maior. O intervalo de valores (CRF) permitidos depende do codec.Um quadrado mostrando Tonalidade/Saturação, com um selector de ValorUm quadrado mostrando Tonalidade/Valor, com um selector de SaturaçãoUm quadrado mostrando Saturação/Valor, com um selector de TonalidadeUm texto que é mostrado escondido ('********')Um valor de textoUm valor verdadeiro ou falsoUm modo de edição válido existe.Referência superficial ao recurso de pincel correspondente, usado por exemplo para repor o último pincel usado ao carregar o ficheiroAACAC3Transformação de Saída ACES 1.0 para vídeo SDR D65, limitado a gamut Rec.709ACES 1.3 sRGBTransformação de saída ACES 2 para 100 nit SDR Rec709ACES 2.0 sRGBEspaço de correcção de cor ACES com toe, usando primários AP1.Espaço de cor ACES, usando primários AP1.ACES2065-1ACESccACEScctACEScgOAReflexões de Oclusão AmbienteReflexões de renderização para OADistância AODistância Ao usada para aproximar iluminação global (0 usa as definições do ambiente)AOVSaída VASAPI DefinidaAPICCorreção de cores padrão ASC-CDL.Ficheiros ASCII FBX não são suportados %rFormato ASCIIAV1AVIAVIF (.avif)AVX2Área AZoneAZone EcrIntQuad AZonaRegião AZoneAbcásio - Аԥсуа бызшәаSobreAcimaAcima da selecçãoAcima da superfícieAcima do ajusteAbsoluto(a)Ponto absoluto 2DAlfa absolutoCoordenadas AbsolutasDensidade absolutaAtracção a Incremento AbsolutoConjuntos de chaves absolutasConjuntos de chaves de interpolação absolutas para esta cena.Posição AbsolutaModo AbsolutoDeslocamento absolutoTempo absoluto para o caminhoLimite de Resolução AbsolutoAtracção AbsolutaAtracção ao Tempo AbsolutoComprimento absoluto adicionado ao final de cada traçoComprimento absoluto adicionado ao início de cada traçoTamanho absoluto da bola ou factor caso não ajustado manualmente.Dimensões absolutas da caixa delimitadora do nóDimensões absolutas da caixa delimitadora do objecto. Atenção: Múltiplas atribuições consecutivas a si ou aos seus membros não funcionarão correctamente, uma vez que necessita de dados avaliados actualizadosAlinhamento de grelha absoluto ao mover (com base no centro do pivot)Caminho absoluto para o ficheiro .blend que contém o recursoCaminho absoluto para o ficheiro .blend que contém este recurso incluindo o caminho do recurso dentro do ficheiroEspessura absoluta a aplicar a tudoAlinhamento de tempo absoluto ao transformar fotogramas chaveAbsorver luz à medida que passa pelo volumeAbsorçãoCoeficientes de AbsorçãoAceleraçãoEstrutura de AceleraçãoModo de AcentuaçãoAcessibilidadeAcumularAcumular CampoAcumular amostras reprojectando os últimos resultados de rastreamentoAcumula os traços de rabisco uns sobre os outros.PrecisãoA precisão dos ataques.Precisão do efeito de desfoque.Precisão de posição de vértices, valor mais baixo é mais rápido mas menos precisoPrecisãoAcrílicoAgir com CliqueAçãoClipe de AcçãoFaixa ActivaTrásPré Calcular DadosRessaltoDecomposiçãoFunção InternaBézierCircularConstanteCúbicaCíclicoElásticoEnvelopeExponencialExtremosGeradasGeradorInterpolaçãoInválidoTremulaçãoFotograma ChaveLimitesLinearMetaImobilidadeNovo(a)Novo Tipo de InterpolaçãoTipo de Novo Fotogramas ChaveRuídoObjectoApenas ActivoPoseQuadráticaQuárticaQuínticaSinusoidalSuave (Gaussiano)Clipe de SomInterpolação em PassosFaixaTransiçãoTipoA acção '%s' não será guarda, crie um utilizador virtual ou armazene na pilha de Animação Não Linear para preservarMistura da AcçãoClipe de açãoRestrição - AçãoEditor de açãoFotograma final da açãoExtrapolação de açãoGrupo de AcçõesGrupo de acção ao qual esta curva-f pertenceInfluência de açãoCamada de AcçãoCamadas de AcçãoMapa de AcçõesMarcadores de poses das açõesMargens de segurança para açõesConfiguração de acção cuja activação irá desencadear esta configuração como correctivaCompartimento de AcçãoIdentificador do Compartimento de AcçãoCompartimentos de AcçãoFotograma inicial da açãoFaixa de AcçãoFaixas de AcçãoBloco-de-dados de AcçãoO grupo de acção está expandido excepto no editor de gráficosO grupo de acção está expandido no editor de gráficosO grupo de acção está bloqueado.O grupo de acção está desactivadoO grupo de acção está seleccionado.Ações referenciadas por esta faixa.Compartimento de acçãoAção tomada quando um traço de pintura é feito.Acção a aplicar à rig através de restriçõesA acção a ser tomada pelas falhas passadas dentro do intervalo da acção activa (quando avaliado através de animação não linear).Ação a ser tomada para os espaços após as extensões de faixas.Acção ao arrastar na janela de visualizaçãoAçõesAções dentro desta armação serão destruídas por esta nova pose de descanso pois as transformações guardadas são relativas a pose de descanso anterior.Activar OperadorActivar recurso de pincel como actual ferramenta de pintura e esculturaAtiva e visualiza os nós do mesmo tipo, passo a passo.Ativar ou desactivar itemActivar item da vista seleccionadoActivar nó de visualização activo no compositor e Geometry NodesActivar alguns menus circulares ao arrastar, permitindo que carregar na mesma tecla desempenhe uma acção secundária. • Carregar em Tab na vista 3D alterna Modo de Edição, arrastar para menu de modo. • Carregar em Z na vista 3D alterna a vista em arame, arrastar para modos de visualização • Carregar no Ç na vista 3D para activar navegação na primeira pessoa, arrastar para vistas axonométricasActivar o modificador para usar como contextoActivar o modificador de faixa para usar como contextoAtiva ou selecciona os ficheiros contidos nas margens.Ativo(a)Ação activaAção activa para este Bloco-de-DadosAdição ActivaAdição activa no filtro de adições Espaço de TrabalhoBiblioteca de Recursos ActivaGrupo de Atributos ActivoÍndice do Atributo ActivoRegra activa para revoadaÍndice de regra de revoada activaÍndice de estado de revoada activaOsso activoFavorito activoCâmara ActivaGrupo de canal activoCanais Activos Sob o CursorClipe activoClone activoColecção ActivaÍndice de Exportação da Colecção ActivaÍndice da Colecção ActivaNome da Colecção ActivaCor ActivaAtributo de Cor ActivoÍndice de Cor ActivoRestrição activaÍndice de Segmento de Tracejado ActivoA superfície de pintura dinâmica sendo mostrada.Osso de edição activoContorno do Editor ActivoElemento activoRepositório de Extensões ActivoCurva-f activaModificador da curva-f activoA curva-f activa não é editávelConjunto de Faces ActivoFotograma activoCamada de Grease Pencil activa.Grupo de camadas Grease Pencil activoRealce da ActivoQuadrícula da Imagem ActivaÍndice ActivoObjecto Instanciado ActivoÍndice de Objecto Instanciado ActivoItem ActivoÍndice do Item ActivoDefinições de teclas activaFotogramas chave activosConjunto de inserção de chaves activoÍndice do conjunto de inserção de chaves activoO conjunto de inserção de chaves activa usado para inserir e / ou apagar fotogramas chave.Tradução activaCamada activaGrupo de Camadas ActivoÍndice de camada activaÍndice de máscara da Camada ActivaConjunto de linhas activoÍndice do conjunto de linhas activoÍndice do Item Principal ActivoMarcador - AtivoMaterial activoÍndice de material activoModificador da ActivoClipe de filme activoClipe de vídeo activo que pode ser usado pelas restrições de rastreamento de movimento ou como imagem de fundo da câmaraFaixa Activa do Editor Não LinearNós activosNota activaObjectos activosÍndice de objecto activoRestrições activas do objectoApenas nos activosOperador activoSaída activaÍndice de textura de pintura activaPaleta activaCor activa da paletaCategoria de Painel ActivaAbas - ContornosSistema de partículas activoÍndice do sistema de partículas activoAlvo activo para partículasÍndice de alvo de partículas activasÍndice do caminho activoRastreamento de plano activoPonto activoArmazenamento de Pontos ActivoÍndice do cache de pontos activoPolígono activoMarcador de pose activoÍndice de marcador de pose activoRestrição activa do canal de poses.Pasta recente activaRenderização activaÍndice da Cor de Renderização ActivaVisualização de renderização activaRepositório ActivoÍndice de Faixa de Rotação ActivaCena ActivaColecções de Cena ActivasSeção activaConjunto de Selecção ActivoFormato activoÍndice activo de formatoForma Chave activaÍndice de Forma Chave activaCompartimento ActivoSuavização ActivaEspaço activoControlos da Spline activaFaixa activaApenas a faixa activaSuperfície activaFavorito activo do sistemaPasta de sistema activaTabela ActivaEtiqueta ActivaCaixa de texto ActivaTextura activaÍndice de textura activaÁrea de tema activoÍndice da Quadrícula ActivaÍndice de Segmento de Tempo ActivoFerramenta ActivaDefinições de Ferramenta Activa e Espaço de TrabalhoÍndice da Faixa ActivaUDIM ActivaÍndice de Mapa UV ActivoCamada de Mapa UV activaCamada de mapa UV activaÍndice de mapa UV activoVértice ActivoÍndice activo de cores de vérticesCamada de cores de vértices activaGrupo de vértices activoO índice do grupo de vértices activo.Vértices/Arestas/Faces ActivosÍndice activo de visualizaçãoCamada de Visualização ActivaAcções activas fundidasBiblioteca de Recursos activa para mostrar no interface, não usada pelo Navegador de Recursos (que tem a sua própria Biblioteca de Recursos activa)Grupo de atributos activoNúmero do Índice activo, ou -1 se nenhum estiver activoPincel ActivoO botão activo não é feito a partir de um script, não é possível editar fonte.Combinação de botão activo não pode ser encontrada.Botão activo não encontrado.Câmara activa usada nesta visualização (quando destravada da câmara activa da cena).Câmara activa, usada para renderizar a cena.Atributo de cor activo para exibição e ediçãoÍndice do atributo de cor activoCurva Spline activaÍndices do elemento activo da geometria editada, para execução de ferramentaFicheiro activo no navegador de ficheiros.Grupo activo está travado, abortando.Índice activo na sequência de máscaras da camadaÍndice activo na lista de visualização de renderizaçãoÍndice activo na lista de exportaçãoÍndice activo na lista de segmentosÍndice activo na matriz de quadrículasÍndice activo na lista de grupo de vérticesItem activoDefinições de teclas activa (predefinição).Camada activa nesta máscara.Camada activa do CacheFileO conjunto de linhas activo que está sendo mostrado.Material activo que está sendo mostrado.Nó activo nesta árvore.Objecto activo desta camadaO objecto activo dentro do objecto de rastreamento de dados.Objecto activo não é uma malha.Objecto activo não é uma armação seleccionada.Objecto activo não é uma curva seleccionada.Objecto activo não é uma malha seleccionada.Activo em eventos de repetição de tecla (quando se mantém a tecla pressionada)Curva de pintura activaO sistema de partículas activo sendo mostrado.Faixa de rastreamento planar activa neste objecto de dados de rastreamento Obsoleto, usar objects[name].plane_tracks.activeArmazenamento de pontos activo para simulações físicasPonto activa da camada máscaraO marcador de pose activa para esta açãoRegião activa não definida.O motor de renderização activo suporta a renderização de estereoscopia esférica.O compartimentos de renderização activo da imagem.Cena activa para ficheiro.Compartimento activo para esta acçãoSpline activa da camada de máscara.Activar tabela e estado persistido de tabelas anteriormente mostradasCompartimento de textura activa sendo mostrado.Manipulador da ferramenta actualA rastreador activo dentro deste objecto de dados de rastreamentoFaixa activa neste objecto de dados de rastreamento Obsoleto, usar objects[name].tracks.activeO índice activo de cores de vértices.A camada de cores de vértices activa.Distância actualData-block efectivo do ficheiro .blend (base de dados principal) que gerou o avaliadoAdaptar resolução de simulação e tamanho ao fluido.AdaptaçãoAdaptativoCompilação adaptativaDomínio adaptativoAmostras Mínimas AdaptativasRenderização adaptativaLimite de Amostragem AdaptativoEspaço AdaptativoEspaçamento adaptativoAjuste adaptativo de sub-fotogramasPassos Temporais AdaptativosDesfocar adaptativamente os sombreadores de lustro após reflexos desfocados, para reduzir o ruído a custo da precisãoDesfocar imagem de forma adaptativa, mantendo arestasSubdividir malha adaptativamente com base na distância da câmaraAdaptabilidadeAdicionarAdicionar e substituirAdicionar -> Armação -> Meta-Rigs Rigify.Adicionar valores vector 3DAdiciona 4 espaços no início da linha.Adicionar AtributoAdicionar Circuito de FronteiraCor para adiçãoAdicionar RestriçãoAdicionar um modificador de curvas F Cíclo caso não tenha já algumAdicionar DEF na convergênciaAdicionar Fotogramas VaziosAdicionar ExportadorAdicionar ExtraAdiciona modificadores-f para as curvas-f activas ou seleccionadas.Adiciona os modificadores-f para as faixas de animação não linear activas ou seleccionadas.Adicionar utilizador virtualAdicionar vértice de plumaAdicionar Fotograma CongeladoAdicionar Conexão de GeometriaAdicionar cinemática inversaAdicionar ImagemAdicionar ossos como terminaçõesAdicionar Repositório LocalAdicionar Nós de MapeamentoAdicionar marcadorAdicionar MáscaraModo AdiçãoAdicionar modificadorAdicionar ModificadoresAdicionar pistas de Animação Não Linear acima ou após as pistas seleccionadasAdiciona um novo ponto de curva de pintura e permite deslizar o resultado.Adicionar NormalAdicionar Repositório RemotoAdicionar nós Redireccionar e conectá-los ás saídas dos nós seleccionadosAdicionar RedirecionamentosAdicionar Posição de DescansoAdiciona a restrição corpo rígido ao objecto activo.Adiciona ambiente de simulação de corpo rígido para a cena actual.Adicional Rolamento de Saída do Manípulo de Início do valor de Rolamento do ossoAdicionar Ossos SeleccionadosAdicionar Conjunto de SelecçãoAdicionar Conjunto de Selecção para esta colecçãoAdicionar sombreadorAdicionar Transição de VelocidadeFaixa de AdiçãoAjuste de adiçãoAdicionar Mapa UVAdiciona os pesos de influência dos vértices do grupo B para os do grupo A.Adicionar marco RV da pose do visualizador da sessão RV em curso e seleccioná-loAdicionar vérticesAdicionar pesosAdicionar um atributo de "rest_position" que é uma cópia do atributo de posição antes de avaliar Formas Chave e modificadoresAdicionar uma zona de ClausuraAdicionar umAdiciona um objecto Grease Pencil à cenaAdicionar ao actual editor de nós um nó de Entrada de Grupo com os conectores seleccionadosAdicionar um Agrupamento de LuzAdicionar um nó Misturar RGB/Sombreador desenhando interactivamente linhas entre nósAdiciona uma predefinição de amostragem.Adicionar uma VAS de SombreadorAdicionar faixa e vincular colecções da cena actual (copia rápida)Adicionar faixa e fazer cópia completa da cena actualAdiciona uma Predefinição de Amostragem de Janela e VisualizaçãoAdiciona uma regra de revoada para o estado actual da revoada.Adiciona um estado de revoada para o sistema de partículas.Adiciona o directório seleccionado ou activo como favorito.Adiciona um objecto do tipo câmara para a cena.Adicionar uma caixa de verificação ao painel seleccionadoAdicionar um nó de Informação de Colecção ao editor de nó actualAdicionar uma instância de colecçãoAdicionar um nó de Cor ao editor de nó actualAdiciona um deslocamento constante.Adicionar uma restrição para copiar a Posição Local (Orientação do Proprietário) com Deslocamento. Mesmo que os controlos do proprietário e do alvo tenham orientações de repouso diferentes, a direcção global de movimento será a mesma.Adicionar uma restrição para copiar a Posição Local com Deslocamento. Se as orientações de repouso dos controlos do proprietário e alvo forem diferentes, a direcção global de movimento será alterada correspondentemente.Adicionar uma restrição para fazer o plano seguir a câmaraAdiciona uma restrição ao osso activoAdiciona uma restrição ao objecto activo, com alvo definido (onde aplicável) para os objectos ou ossos seleccionados.Adiciona uma restrição para o objecto activo.Adicionar uma restrição ao objecto activo, com alvo (onde aplicável) apontado para os objectos/ossos seleccionadosAdicionar uma cópia do item activo ao interfaceAdicionar um objecto curvas com curvas aleatórias à cenaAdicionar uma configuração de teclas personalizada à lista de predefiniçõesAdicionar uma camada de normais personalizadas, se não existir nenhumaAdicionar um tema personalizado à lista de predefiniçõesAdicionar uma pasta para ser usada pelo Navegador de Recursos como origem de recursosAdicionar conjunto de faces num rectângulo definido pelo cursorAdicionar um conjunto de faces a partir da forma definida pelo cursorAdicionar um conjunto de faces para um lado de uma linha definida pelo cursorAdicionar um filtro para remover linhas dos dados exibidosAdicionar uma configuração de pêlo as objectos seleccionadosAdicionar um nó de grupo com um grupo vazioAdicionar imagem/filme como nó ao editor de nó actualAdicionar grelha e usa-la para deformar objects seleccionadosAdicionar um objecto luz à cenaAdicionar um objecto sonda de luzAdiciona um modificador de cor de linha ao estilo de linha associado com o conjunto de linha activo.Adiciona um conjunto de linha dentro da lista de conjuntos de linha.Adiciona um modificador de espessura de linha para o estilo de linha associado com um conjunto de linha activa.Adiciona um nó de máscara ao editor de nó actual.Adiciona uma faixa de máscara ao editor de sequências.Adicionar um nó de material ao editor de nós actualAdiciona um objecto meta-esfera à cenaAdiciona um modificador para a faixa.Adiciona uma faixa de filme para o editor de sequências.Adiciona uma faixa de filme ao editor de sequências.Adicionar um novo Agrupamento de Chaves (vazio) à cena activa.Adiciona um novo compartimento de superfície de pintura dinâmica.Adicionar novo grupo de camadas Grease Pencil no objecto activoAdicionar nova camada Grease Pencil no objecto activoAdiciona nova Pista de Animação Não Linear + Faixa para cada ciclo ou passagem feitos sobre a animação para permitir ajuste não destrutivoAdiciona nova Faixa de Animação Não Linear sobre quaisquer existentes seleccionadasAdicionar nova faixa, com uma cena vazia, copiar definições da cena actualAdicionar um novo marco RV à lista a partir da câmara activa e seleccioná-loAdicionar um novo marco RV à lista e seleccioná-loAdicionar nova imagem de fundo à câmaraAdicionar nova colecção de ossosAdiciona novo osso na posição do cursor 3DAdicionar uma nova colecção dentro da colecção seleccionadaAdiciona um novo ponto de controlo (conectado apenas a alguma das terminações da curva seleccionada, caso existam).Adiciona um novo ponto de controlo para o envelope no fotograma actual.Adicionar novo objecto de curvas com base no actual estado do sistema de partículasAdicionar nova camada de entrada a um nó CryptomatteAdicionar um novo item ao interfaceAdicionar uma nova etiqueta com palavra chave ao recurso activoAdiciona um novo nível de subdivisão.Adiciona uma novo circuito entre os circuitos existentesAdiciona um novo material.Adiciona um novo compartimento de materialAdicionar um novo ou actualizar existente sistema de partículas de cabelo no objecto superfícieAdiciona um novo alvo para partículas.Adicionar um novo compartimento de renderizaçãoAdicionar um novo repositório usado para armazenar extensõesAdicionar nova linha à lista de referência de colecções de ossosAdiciona uma nova tela, copiando a partir do padrão de tela activo.Adiciona uma nova caixa de texto.Adiciona uma nova textura.Adiciona um novo marcador de tempo.Adiciona um novo grupo de vértices para o objecto activo.Adiciona uma nova camada de renderizaçãoAdicionar nova camada de visualização com todas as colecções desactivadasAdicionar novo Espaço de TrabalhoAdicionar novo espaço de trabalho duplicando ou apondo um da configuração do utilizadorAdicionar uma nova cena vazia com definições padrãoAdicionar uma nova cena vazia, copiar definições da cena actualAdicionar um recuo de grupo de nós à árvore activaAdiciona um nó para a árvore activa.Adicionar um nó à árvore activa para exportação glTFAdiciona um novo compartimento de pintura de texturaAdiciona um sistema de partículas.Adiciona um objecto de nuvem de pontos à cenaAdicionar um ponto conectado ao último ponto seleccionadoAdiciona um efeito ou operação procedimental ao objecto activo.Adiciona uma visualização de renderizaçãoAdicionar uma zona de repetição que permite executar nós um número dinâmico de vezesAdicionar um repositório gerido manualmente sem referenciar um repositório externoAdicionar um repositório referenciando um repositório remoto com suporte para listar e actualizar extensõesAdiciona um nó de re-roteamento.Adicionar um contorno à imagemAdicionar um segmento ao modificador de tracejadoAdicionar segmento ao modificador de tempoAdicionar uma faixa de cor simplesAdicionar um excerto de texto simplesAdiciona uma faixa de som ao editor de sequências.Adiciona um objecto do tipo alto-falante para a cena.Adiciona uma faixa para controlo quando o auto-falante toca o seu clipe de som.Adicionar uma faixa reutilizando esta cena como origemAdicionar uma faixa que usa um duplicado desta cena como origemAdicionar uma faixa usando nova cena como origemAdiciona um modificador de geometria de traço ao estilo de linha associado com o estilo de linha activo.Adiciona um módulo de estilo dentro da lista de módulos.Adicionar o alvo como restriçãoAdiciona um objecto do tipo texto para a cena.Adicionar conjunto de nós de textura para Principled BSDFAdicionar conjunto de nós de textura aos sombreadores seleccionadosAdiciona uma faixa de transição entre duas faixas adjacentes seleccionadas.Adiciona uma camada de vértices de cobertura.Adiciona uma camada de visualizaçãoAdicionar efeito visual ao objecto activoAdicionar um objecto volume à cenaAdiciona o objecto activo como corpo rígidoAdiciona todos os elementos da lista a um Agrupamento de ChavesAdicionar todos os objectos importados a nova colecçãoAdicionar todos os Agrupamentos de Luz UsadosAdiciona alfa durante a pinturaAdicionar oclusão ambiente a superfícies difusasAdicionar uma faixa de Clipe-de-Acção (por exemplo, uma Faixa de Animação Não Linear referenciando uma Acção) para o rastreador activoAdicionar um novo nó Atributo com este nomeAdicionar restrição KI ao Osso activo. O alvo pode ser um osso seleccionado ou um objecto.Adicionar uma Sequência de ImagensAdiciona uma predefinição de integrador.Adicionar uma predefinição de performanceAdicionar um canal alfa a uma imagemAdiciona um modificador de transparência alfa ao estilo de linha associado com o conjunto de linha activo.Adiciona um objecto do tipo armação de ossos para a cena.Adiciona arestas ou faces à selecção.Adiciona um efeito ao editor de sequências, a maioria é aplicada sobre o topo das faixas existentes.Adicionar um objecto curva vazia à cena com a malha seleccionada como superfícieAdiciona um tipo de imagem vazia para cena com dados.Adiciona um objecto do tipo vazio para a cena.Adiciona um objecto do tipo vazio com um efetor de física para a cena.Adicionar uma entrada à listaAdicionar uma entrada à lista após o item actualmente activoAdicionar um grupo de nós ao editor de nó actualAdicionar um circuito de arestas extra para melhor preservar a forma ao aplicar um modificador de Subdivisão de SuperfícieAdiciona uma imagem ou sequência de imagens ao editor de sequências.Adicionar um nó de importação à árvore de nósAdicionar um item à troca de índiceAdicionar uma instância de dados-de-objectoAdiciona um nó de informação de objecto ao editor de nós actualAdicionar um objecto a uma nova colecçãoAdicionar um objecto a uma colecção existentePermite adicionar um objecto para a cena.Adiciona um deslocamento relativo a caixa delimitadora do objectoAdicionar uma camada de revogação ao arquivoAdiciona um estado de desfazer (apenas uso interno).Adiciona outras transformações de objectos para o deslocamento total.Adicionar como descendente da colecção seleccionadaAdicionar atributo a geometriaAdicionar emissão de fundo ambiente. Nota: Este nó deve apenas ser usado para saída de superfície do ambienteAdiciona vectores binormais e tangentes, juntamente com as normais que eles formam dentro do espaço tangente (só funciona corretamente com malhas formadas por triângulos ou quadriláteros !).Adicionar desfoque e brilho a áreas iluminadasAdicionar osso entre articulações seleccionadas e/ou Cursor 3DAdicionar modificadores de armazenamento e restrições a objectos importados mesmo que não estejam animados para que possam ser actualizados ao recarregar o ficheiro AlembicAdicionar imagem de fundo de câmaraAdicionar canais da selecção ao recurso de pose. Canais existentes serão actualizados.Adicionar atributo de cor à geometriaAdicionar valores dos componentesAdiciona os modificadores-f copiados para as curvas-f seleccionadas.Adiciona os modificadores-f copiados para as faixas de animação não linear seleccionadas.Adiciona as variáveis de controlador previamente copiadas ao controlador actual.Adicionar UVs de mapeamento cúbico à malhaAdicionar a propriedade actualmente activa no interface de utilizador ao actual Agrupamento de ChavesAdiciona camadas de dados nas malhas de destinação quando necessário.Adiciona uma animação padrão para o caminho usado pela restrição, caso este ainda não esteja animado.Adiciona molas diagonais de rigidez nos quadriláteros.Adiciona as contribuições das cores difusas.Adiciona as contribuições das iluminações diretas.Adicionar controlador à propriedade sob o cursorAdiciona controladores para os itens seleccionados.Adicionar cada imagem seleccionada como faixa individualAdiciona o efeito do pincelAdiciona as contribuições das emissões.Adicionar imagem em VazioAdicionar um caminho vazio ao Agrupamento de Chaves activoAdicionar valores dos componentes EulerAdicionar exportador à lista de exportadoresAdicionar conjuntos funcionais externos (rigs, metarigs, modelos ui)Adicionar mapeamento de teclas de ferramentas de reserva a este tipo de gizmoAdicionar segmentos de preenchimento para criar o invólucro. Não manter o traço original.Adicionar fogoAdiciona fogo e fumo.Adicionar valores em ponto-flutuanteAdicionar fluído à simulaçãoAdicionar um fotograma congeladoAdicionar fotograma congelado e movê-loAdicionar contribuição de lustroAdicionar cabelosAdicionar imagens como faixas individuais, a não ser que os seus nomes de ficheiros correspondam ao padrão de sequência numerada do Blender, nesse caso sendo agrupados numa única sequencia de imagensAdiciona as contribuições da iluminações indiretas.Adicionar valores inteirosAdicionar item abaixo do item activoAdiciona um item ao mapa de teclas.Adiciona fotogramas chave em cada fotograma entre os fotogramas chave seleccionados.Adicionar reflexos de lente, fulgor e auras luminosas em torno de partes com brilho intenso da imagemAdicionar líquidoAdicionar margem às dimensões da grelhaAdicionar modificador para automaticamente definir a acuidade das arestas da malha com base no ângulo entre faces adjacentesAdicionar modificador para atribuir automaticamente acuidade das arestasPermite a adição de um objecto nomeado.Adicionar novo bloco-de-dados de AnotaçãoAdicionar nova camada de anotação ou nota ao bloco-de-dados activoAdiciona nova curva BézierAdicionar novos Conjuntos de SelecçãoCriar nova faixa com nova cena vazia como origemAdiciona um novo cache.Adicionar um novo círculo curvaAdiciona uma nova Spline em forma de círculo.Adiciona uma nova cor para a paleta activa.Adiciona um novo ponto de curva e permite deslizá-lo.Adicionar novas curvas por entre curvas existentes, tendo em conta a distância mínimaAdiciona uma nova camada como mascaramentoAdiciona um novo marcador e permite movê-lo no filme.Adiciona um novo marcador e permite deslizá-lo com o rato até que o botão pressionado seja solto.Adiciona uma nova camada de máscara para mascaramento.Adiciona novas faixas meta incorporando as faixas seleccionadas.Adiciona um novo objecto para rastreamento.Adiciona uma nova curva de pintura.Adiciona uma nova paletaAdiciona novas definições de partículas.Adiciona uma nova cena por tipo.Adicionar uma cena por tipo no editor de sequências e atribuir a nova faixa e acçãoAdicionar nova cena para ser usada pelo sequenciadorAdicionar novas arestas pontiagudas sem remover as existentesAdiciona uma nova Spline em formato de quadrado.Adiciona um novo vértice e permite deslizá-lo.Adiciona um novo vértice para a pluma e permite deslizá-lo.Adicionar anéis ao ruído.Adiciona ruído ao padrão madeira.Adicionar vector de normal com selecçãoAdicionar objecto ou material à máscara, recolhendo uma cor da saída da EscolhaAdicionar umas das restrições comuns ligando o controlo ao alvo da caudaAdiciona um ruído tipo Perlin monodimensional para a geometria da espinha dorsal do traço.Adicionar apenas a saídas conectadasAdicionar apenas a saídas desconectadasAdiciona ou remove a camada de saída de dados de pintura dinâmica.Adicionar ou remover predefinição de pincel Grease PencilAdicionar ou remover uma pré definição de material Grease PencilPermite adicionar ou remover uma predefinição de câmaraPermite adicionar ou remover uma predefinição de cor para rastreamento de clipePermite adicionar ou remover uma predefinição de tecidoPermite adicionar ou remover uma predefinição de fluido.Permite adicionar ou remover uma predefinição de dinâmicas para cabelos.Permite adicionar ou remover uma predefinição de nó de cor.Permite adicionar ou remover uma predefinição de renderização.Permite adicionar ou remover uma predefinição de áreas de segurança.Adicionar ou remover uma predefinição de Editor de TextoPermite adicionar ou remover uma predefinição intrínseca de câmara de rastreamento.Permite adicionar ou remover uma predefinição de definições de captura de movimento.Adicionar ou remover uma predefinição de equilíbrio de brancosAdicionar ou remover uma predefinição de rastreamento de raios do EEVEEPermite adicionar ou remover uma predefinição de operador.Adicionar ou remover comentáriosAdicionar ou remover fluído a um objecto domínioAdiciona a localização original para a localização copiada.Adicionar revogações para todos os elementos da listaAdicionar traços colados por trás de todos os traçosAdicionar caminho para excluir de execuções automáticasAdicionar ponto no novo segmento para manter a mesma densidadeAdiciona um ruído pseudo aleatorizado no topo das curvas-f.Adiciona um deslocamento aleatório para as localizações da grelha.Adiciona em vez de mesclar entre os formatos.Adicionar redireccionamentos às saídasAdicionar chave de recronometragemAdicionar réguaAdicionar segmentos para criar o invólucro. Manter o traço original.Adiciona as curvas-f seleccionadas a um novo grupo.Adicionar Ossos Seleccionados ao Conjunto de SelecçãoAdicionar os ossos seleccionados à colecção de ossos escolhidaAdiciona itens seleccionados (colunas cinza-azuladas) para o conjunto de inserção de chaves activo.Adiciona os objectos seleccionados como corpos rígidos.Adicionar objectos seleccionados a uma das colecções da qual o objecto-activo faz parte. Opcionalmente adicionar a "Todas as Colecções" para assegurar que os objectos seleccionados são incluídos nas mesmas colecções que o objecto activo.Adiciona os rastreadores seleccionados à estabilização de rotação 2DAdicionar rastreadores seleccionados à estabilização de posição 2DAdicionar uma Forma Chave ao objecto.Adicionar nós de entrada e saída de zona de simulação à árvore activaAdiciona um deslocamento senoidal para a geometria da espinha dorsal do traço.Adicionar fumoAdicionar uma transição suave entre dois segmentos recronometradosAdicionar uma transição suave entre dois segmentos recronometrados e alterar a sua duraçãoAdiciona algum deslocamento e multiplicar com algum ganho os pesos do grupo de vértices activo.Adiciona os valores da fonte para a destinação, usando um determinado ajuste como factor.Adiciona um ruído espacial para a geometria do traço da espinha dorsal.Adicionar faixas em canais desactivados ou trancados ao adicionar faixas de filmeAdicionar posição de alvo às coordenadas UV.Adiciona restrições de cinemática inversa temporariamente caso haja movimentação dos ossos no modo de pose.Adicionar os caminhos de dados à propriedade de Marcação de Arestas Freestyle das arestas seleccionadas ao Agrupamento de Chaves activoAdicionar os caminhos de dados à propriedade de Marcação de Faces Freestyle das faces seleccionadas ao Agrupamento de Chaves activoAdicionar colecção arrastada à cenaAdicionar a colecção arrastada como instância de colecçãoAdiciona as extensões de formato de ficheiro como sufixos para os nomes dos ficheiros renderizados (exemplo: nome_do_ficheiro + ".jpg").Adicionar o raio do ponto da spline com ao raio de afunilamentoAdicionar valores de um campo avaliado e retornar o total corrente acumulado para cada elementoAdicionar posições de vértices dos objectos seleccionados como formas chave ou actualizar formas chave com nomes correspondentesAdiciona isto ao fotograma inicial.Adicionar ao PrincípioAdicionar ao FimAdicionar para a paletaAdicionar a todas as saídasAdicionar canais de cor de dois vídeosAdicionar efeito de translucidez à sub-superfície (Obsoleto)Adiciona as contribuições das transmissões.Somar dois SombreadoresAdiciona um ruído bidimensional tipo Perlin para a espinha dorsal da geometria de traço.Adiciona deslocamentos bidimensionais para a geometria da espinha dorsal do traço.Adiciona um vértice para a Spline activa.Adiciona um vértice para plumaAdicionar vértices de grupos que tenham peso zero antes da inversãoAdiciona os vértices que estão com pesos acima deste ajuste para o grupo de vértices.Adicionar dados de peso para novos traçosAdicionar a sua própria propriedade ao bloco-de-dadosAdiçõesAdição "{:s}" já estava instalada!Adição '{}' não encontrada!Definições de atalhos de teclado da adiçõesPreferências de adiçõesEtiquetas de AdiçõesAdição já não é válidaCaminho de adições {!r} não encontradoAdição a processarAdiçõesFiltragem de AdiçõesDefinições das AdiçõesAdições anteriormente incluídas com o Blender estão agora disponíveis em extensions.blender.org.Adições:Adicionar ou substituirComprimento adicionado ao final de cada traço relativamente ao seu comprimentoComprimento adicionado ao início de cada traço relativo ao seu comprimentoAdicionalSubdivisão AdicionalDados adicionais para um data-block de recursoInformação adicional armazenada para um bloco-de-dadosInformação adicional será guardada para que o processo de pré cálculo possa ser retomado após pausa. Por ser escrita mais informação para o disco recomenda-se desactivar esta opção quando pré calcular em altas resoluções.Distância adicional à volta da superfície da malha para considerar como efectorCodificação gama adicional após transformação de exibição, para saída com gama personalizadoInformação adicional sobre o recursoVelocidade adicional na direcção em X, Y, e Z (adicionado à velocidade da origem)Alvo adicional de malha para o qual encolher.Deslocamento adicional à UV do preenchimentoCaminhos adicionais para adicionar para sys.path (separados por ";")Pós processamento adicional para traçosRotação adicional aplicada a pintas e traços quadradosRotação adicional aplicada aos pontos e quadrados da textura do traço. Aplica-se apenas em modo de sombreamento texturado.Rotação adicional da UV do preenchimentoEscala adicional da UV do preenchimentoSubdivisão adicional ao longo das curvasTransformação adicional aplicada antes da transformação de visualização, para necessidades artísticasVorticidade adicional para as chamas.AditivoEtiquetas da AdiçãoAdicionar movimento tipo ondulação à geometria de um objectoAdicionar quadrícula à imagemAdiciona ou actualiza uma animação de transição suave para efeitos visuais ou de somFaces AdjacentesAdjacente não seleccionadoAjustarAjustar Última OperaçãoAjustar comprimentoAjustar Velocidade de ReproduçãoAjustar Força ao EspaçamentoAjusta o espaço de textura de objecto activo automaticamente durante a transformação do objecto.Ajusta valores arbitrários com a entrada do rato.Ajustar brilho e contrasteAjustar brilho usando parâmetro de exposição da câmaraAjustar cor e valoresPermite ajustar a força das cores dos traços.Ajusta a jaula de edição para o resultado do modificador.Ajusta a potência da força com base na densidade do fumo.Ajustar tonalidade, saturação, e valor com uma curvaAjusta a influência que os objectos de pincel possuem nesta superfície.Ajustar velocidade de reprodução de entrada, de modo que a sua duração caiba no comprimento da faixaPermite ajustar o comprimento das faixas ao seu comprimento de dados.Permite ajustar os níveis das cores dos vértices.Ajustar plano no qual o pincel age apontando na direcção ou para fora da superfície do objecto.Ajusta os raios de proximidade dos pincéis ou partículas para esta superfície.Permite ajustar a velocidade da simulação.Ajusta a direcção do fatiamento deAjustar espessura do traçoAjusta o brilho da textura.Ajustar a cor de uma imagem, separadamente em vários intervalos tonais (realces, meios ton e sombras)Ajusta o contraste da textura.Ajusta a diferença de luminosidade entre os pixeis.Ajustar probabilidade de encaminhamento com base na rugosidade dos componentes dos materiaisAjusta a intensidade da cor de entrada.Ajustar espessura de linha das formas personalizadasAjustar translação da forma personalizadaAjusta a luminosidade das cores.Ajusta o deslocamento para o início ou para o final.Ajustar rotação da forma personalizadaPermite ajustar a saturação das cores na textura.Permite ajustar o tamanho do formato personalizado.Ajusta a espessura dos traços.Permite ajustar a temporização dos fotogramas chave.Permite ajustar as cores MSV dos vértices.Ajustar Tonalidade/saturação/Valor das cores dos vértices.Permite ajustar o brilho e contraste das cores dos vértices.Faixa de Camada de AjusteAjustesAjustar a suavidade do início da resposta de baixa pressão usando curva gamaAvançadoCodificação de áudio avançadaFiltros avançadosEdição avançada de geometria e criação de ferramentas usando nósModo avançado para o uso de módulos de estilo escritos em Python.Operações avançadas sobre revogações de bibliotecas para ajudar a resolver hierarquias falhadasAdvecção de GrelhaAeroAerodinâmicaTipos de aerodinâmicaAerossóisAfectarAfectar AlfaAfectar DescendentesAfectar ManipuladorAfetar a posiçãoAfetar a forçaAfectar Força do TraçoAfectar Espessura do TraçoAfetar espessuraAfectar TransformaçãoAfectar UVAfetar a visibilidadeAfeta a camada de dados activa de todos os alvosAfectar todos os objectos seleccionados, em vez de apenas o activoAfeta todos os vértices (pode adicionar alguns para o grupo de vértices A)Afectar arestas ou vérticesAfectar apenas arestasAfectar apenas faces de frente para o ponto de vistaAfectar a penas traços sob o cursorAfectar apenas a Camada ActivaAfectar apenas o Material ActivoAfectar apenas elementos topologicamente conectadosAfectar apenas vérticesAfectar apenas vértices conectados com o vértice sob o pincelAfectar apenas vértices que partilhem conjuntos de faces com o vértice activoAfectar apenas vértices com normais orientadas com o ponto de vistaAfectar apenas vértices com normal semelhante à normal onde o traço começaAfecta rotação dinâmica de partículasAfecta localização de partículasAfeta a aglomeração das criançasAfeta o comprimento dos cabelos crianças.Afeta a amplitude de torção das crianças.Afeta a frequência de torção das crianças.Afeta a rugosidade das crianças.Afectar torção dos descendentesAfeta a densidade das partículasAfeta o tempo de emissão das partículas.Afeta o tempo de vida das partículas.Afeta os campos de força das partículas.Afeta a gravidade das partículasAfeta a velocidade inicial das partículas.Afeta o tamanho das partículas.Afeta o amortecimento de velocidade das partículas.Afectar o valor das chaves linearmente, mantendo a mesma relação entre elas usando o manípulo direito ou esquerdo como referênciaAfectar rastreadores que são rastreadas menos que o número especificado de fotogramasAfectar rastreadores que tenham maior erro de reprojecçãoAfeta os vértices no grupo de vértices A.Afeta os vértices no grupo de vértices B (pode adicionar alguns ao grupo de vértices A).Afeta os vértices em pelo menos um de ambos os grupos de vértices (pode adicionar alguns no grupo de vértices A).Afeta vértices em ambos os grupos.Altura afectável do pincel (i.e. altura da camada para a ferramenta de camada)AfectadasAcções AfectadasOssos afectadosAfimDepoisCor posteriorDepois do actualApós Fotograma ActualApós o cicloModo posteriorApós OriginalApós Original (Alinhada)Após Original (Completa)Após Original (Canais Separados)Após pré calcular curvas, remover chaves redundantesApós carregar, remover tudo excepto cenas, janelas e espaços de trabalho. Possibilita carregar o ficheiro de arranque com configuração de cena e arranjo da janela intactos, mas sem objectos, materiais, animações,...Após remoção de faixa, apagar também dados associadosApós este número de reflexões de luz, usar iluminação global aproximada. 0 desactiva esta funcionalidade.Codificação de imagem base AgX para sRGB DisplayAgX Base sRGBAgX LogAgressãoSimplificação Agressiva de MalhasSimplificar agressivamente até rácio alvo, desconsiderando qualidadeAponta o objecto restringido na direcção do alvo.ArAmortecimento por arArrasto do arEspaço pessoal de arO ar normalmente tem alguma densidade que atrasa a queda dos objectos.AlbedoAlbedo e NormalPassagem de albedo usada pelo redutor de ruídoAlgoritmo para expandir o resultado bakedAlgoritmo para gerar o invólucroAlgoritmo usado para o relaxamento UV.Algoritmo usado para calcular a distância dos pontos de amostragem para os pontos de funcionalidade.Algoritmo usado para calcular física, do mais rápido ao mais estável e preciso: Ponto-Médio, Euler, Verlet RK4Algoritmo usado para computar manípulos automáticosAlinharPermite alinhar ossos ao longo de uma curva.Alinhar ao activoAlinhar automaticamenteAlinhar Eixo Com NormalAlinhar FimAlinhar Euler a VectorManípulo AlinhadoManípulo Alinhado SeleccionadoAlinhar hastesAlinhar HorizontalmenteModo de AlinhamentoAlinhar objectos paraAlinhar Rotação Com AlvoAlinhar Rotação com VectorAlinhar InicioAlinhar UVs ao longo do eixo XAlinhar UVs ao longo do eixo YAlinhar vértices UVs ao longo da linha definida pelos pontos extremosAlinhar vértices UV numa linha horizontalAlinhar vértices UV numa linha verticalAlinhar vértices UVs, movendo-os horizontalmente para a linha definida pelos pontos extremosAlinhar vértices UVs, movendo-os verticalmente para a linha definida pelos pontos extremosAlinhar UVs ao longo da posição máximaAlinhar UVs ao longo da posição médiaAlinhar UVs ao longo da posição mínimaAlinhar VerticalmenteAlinhar visualizaçãoAlinhar vista para o activoAlinhar em XAlinha de acordo com a transformação do objecto.Alinhar agrupamento com eixo XAlinhar agrupamento com eixo YA restrição do tipo cinemática por curvas, alinha uma cadeia de ossos ao longo de uma curva (só pode ser adicionada aos ossos seleccionados no modo de pose).Alinha cada eixo com o eixo de rotação de Euler como usado para entrada.Alinhar de todas as arestasAlinhar os fotogramas numa curva de suavização de entrada ou saídaAlinhar novos objectos com a rotação do Cursor 3DAlinhar novos objectos adicionados com direcção da janela de visualização 3D activaAlinha os objectos recém adicionados para o sistema de coordenadas do ambiente.Alinhar Objectos.Alinha a direcção de deslocamento para as normais.Alinhar rotação com o alvo de atracçãoAlinha os ossos seleccionados ao osso activo (ou ao seu parente).Alinhar nós seleccionados num alinhamento em grelhaAlinhar traços com orientação actual do Cursor 3DAlinhar traços com o plano de vista actualAlinha o texto pela base de cada linha existente.Alinhar o texto pelo limite inferior da última linhaAlinha o texto à esquerda.Alinha o texto pelo centro das linhas existentes.Alinha o texto à direita.Alinha o texto pelo topo de cada linha existente.Alinhar o texto pelo limite superior da primeira linhaAlinhar rotação da ilha UVAlinhar o eixo X com o vectorAlinhar o eixo Y com o vectorAlinhar o eixo Z com o vectorAlinhar as ilhas com o centro da ilha maiorAlinhar as ilhas com o lado máximo da ilhaAlinhar as ilhas com o mínimo da ilhaAlinha o novo objecto para a vista.Alinhar o novo objecto com a cenaAlinhar o eixo especificado com a normal da superfícieAlinha os eixos de transformação para o ponto médio das normais dos elementos seleccionados (eixo Y dos ossos para o modo de pose).Alinhar eixos de transformação com cursor 3DAlinhar eixos de transformação com coordenadas do espaço ascendenteAlinha os eixos de transformação para o espaço local dos objectos seleccionados.Alinha os eixos de transformação com a janela.Alinha os eixos de transformação para o espaço de ambiente.Alinhar com Eixo da GeometriaAlinhar a objectoAlinhar para o eixo.Alinha para o eixo do objecto activo.Alinha o texto para esquerda e para direita.Alinha o texto para a esquerda e para a direita, com igual espaçamento entre caracteres.Alinhar geometria ortogonalmente para forma com ângulos 90 grausAlinhar geometria de corte com a perspectiva do actual ponto de vista para forma afuniladaAlinha com as normais dos pontos.AlinhadoEixo alinhadoManípulo Livre AlinhadoÚnico alinhadoOsso '%s' alinhado ao parente.AlinhamentoAlinhamento da região dentro da áreaAlinha a haste do manipulo do ponto oposto durante a transformação.Alinhar vértices UV seleccionados numa linhaVivasEstado activoTodosTodas as Janelas de VisualizaçãoTodas AcimaTodos os fotogramas chave de açãoTodas as açõesTodos os Fotogramas ActivosTodas as adições Instalados pelo UtilizadorTodas AbaixoTodas as margensTodos os canaisTodas as CurvasTodas as PersonalizadasTodas as facesTodos as BifurcaçõesTodos os FotogramasTodas as lacunasTodos os Tipos de GeometriaTodos os gruposTodos os CabelosTodos os ItensTodos os conjuntos de chavesTodos os conjuntos de chaves de interpolação estão disponíveis para uso (os embutidos e os conjuntos de chaves absolutos para esta cena).Todos os mapas de teclasTodas as TeclasTodas as camadasTodas as BibliotecasTodas as Sondas de LuzTodas as linhasToda a Informação Vinculada como DirectaTodos(as) locaisTodas as MensagensTodas as origens dos objectosTodos os ObjectosTodos os PontosTodas as propriedadesQualquer FinalidadeTodas as regiõesTodos os Tipos de SombreamentoTodas as FaixasTodas as transformaçõesTodas as transformações para deltasTodos os TiposTodas as Quadrículas UDIMTodas as camadas de circuitos UVTodas as UVsTodos os desbloqueadosTodos os grupos de vérticesTodos os VérticesTodos os VolumesTodos os Agrupamento de Chaves disponíveisApenas os eixos são afetados.Todos os ossos afetados pelo conjunto de inserção de chaves activo.Todas as esquinas mais agudas que o ângulo de esquina serão cortadas a direitoTodas as curvas no bloco-de-dadosTodos os dados foram importados e estão disponíveis na lista de "import_items"Todos os pesos de influência dos efetoresTodos os blocos-de-dados avaliadosTodos a partir do alvoTodos os grupos estão bloqueados.Todas as camadas acima da activaTodas as camadas abaixo da activaTodos os modificadoresTodos os eneágonos com com quatro ou mais vértices serão triangulados. Malhas na cena não serão afectadas. Mesmo comportamento do modificador Triangular com método de eneágonos: "Beleza", método de quadriláteros: "Diagonal Mais Curta", vértices mínimos: 4.Todas as instâncias de objectos a visualizar ou renderizar (Aviso: Usar apenas como iterador, nunca como sequência, e não manter referências aos seus itens)Todos os objectos da cenaTodos os tipos de mistura possíveis, operações booleanas e operações matemáticasTodas as propriedades, incluindo as transformações, formatos de ossos maleáveis e propriedades personalizadas.Todas as camadas de renderização estão desativadas.Todas as regras são uma média.Todos os vértices da cobertura.Todas as faixas do mesmo tipo básico (gráficos ou sons)Todas as faixas, recursivamente incluindo aquelas que estão em faixas meta.Todos os traços acabam ao mesmo tempo (traços mais curtos começam primeiro)Todos os traços começam ao mesmo tempo (traços mais curtos acabam primeiro)Todas as acções actualmente atribuídas tornam.se numa só animação glTFTodos os objectos seleccionados desta camadaPermite que o ficheiro .blend execute scripts automaticamente, padrão disponível a partir das preferências de sistema.Permitir ao Blender aceder à internet. Adições que respeitem esta definição só conectam à internet quando activada. O Blender não consegue no entanto impedir que adições por terceiros violem esta regra.Permitir ao Blender procurar actualizações quando é lançadoPermitir a ascensãoPermitir vooPermitir aterrizagemPermitir fotogramas negativosPermitir Acesso OnlinePermitir sobreposiçõesPermitir que primitivas USD sejam fundidas com os seus ascendentes Xfrom, se forem os únicos descendentes na hierarquiaPermitir UnicodePermitir que uma posição e rotação definidas manualmente sejam usadas como pose base de vista RVPermitir uma aresta ter múltiplos tipos sobrepostos. Isto cria um traço separado para cada tipo em sobreposição.Permitir a outro operador operar sobre os manípulos das faixasPermite que qualquer ficheiro .blend rode scripts automaticamente (inseguro para ficheiros de fontes não fiáveis).Permite aos boids subir por objectos objectivosPermite que as revoadas se movam no ar.Permite que as revoadas se movam quando em solo.Permitir que arestas vincadas apareçam em superfícies suavesPermitir que vincos apareçam em arestas agudasPermite um desvio dos valores para que as linhas sejam mais suaves e menos precisas.Permitir que selecção de anel de arestas passe sobre n-ágonos com número par de ladosPermitir que arestas na mesma posição (por exemplo do modificador Dividir Arestas) apareçam correctamente. Pode processar mais lentamente.Permite a edição no eixo Z desta curva, também permite o uso das inclinações e dos raios da curva.Permitir editar traços mesmo se usarem materiais trancadosPermitir a exportação de todas as influências conjuntas de vértices. Modelos podem aparecer incorrectamente em muitos visualizadoresPermite que imagens ou vídeos sejam usados como texturas.Permitir formato glTF IntegradoPermitir acesso à internet. O Blender pode aceder a repositórios de extensões online configurados. Adições por terceiros instaladas podem acede à internet para realizar as suas funcionalidadesPermitir interpolação da posição dos vérticesPermitir que linhas geradas pelos planos de corte de proximidade/afastamento sejam visíveisPermitir que arestas soltas sejam encadeadas juntasPermitir que os objectos sejam omissos com base no tronco de cone da câmaraPermitir que objectos sejam omissos com base na distância à câmaraPermitir que objectos partículas e instâncias de face/vértice apareçam em Desenhos de LinhasPermitir pontos ou curvas serem seleccionados parcialmentePermite que o corpo rígido seja controlado pelo sistema de animação.Permite o escalonamento do osso para a cinemática inversa.Permitir redimensionar os ossos de controlo da spline para afectar a espessura através do raio da curvaPermitir seleccionar todos os fotogramas chave de uma curva seleccionando a Curva-F calculadaPermitir seleccionar todos os fotogramas chave de uma curva seleccionando a própria curvaPermitir seleção do objeto Grease PencilPermitir seleção de armaçõesPermitir seleção de câmarasPermitir seleção de curvas.Permitir seleção de vaziosPermitir seleção de curvas de cabeloPermitir seleção de treliçasPermitir selecção de sondas de luzPermitir selecção de luzesPermitir selecção de objectos malhaPermitir selecção de metaesferasPermitir selecção de nuvens de pontosPermitir selecção de altifalantesPermitir selecção de superfíciesPermitir seleção de objectos textoPermitir selecção de volumesPermitir que os operandos se intersectem com eles mesmosPermitir mudar o ascendente do controlo mestrePermitir que a posição inicial do rato seja usadaPermitir que o caminho contenha símbolos de substituiçãoPermitir à propriedade ser revogada quando o bloco-de-dados é vinculadoPermite o uso de cores indicando o status das restrições ou inserção de chaves.Permite que a espessura seja atribuída de maneira assimétrica.Permite que este objecto e seus duplicadores sejam omissos por omissão no espaço da câmaraPermitir que este objecto e seus duplicadores sejam omissos pela distância à câmaraPermite que os vértices se movam na direcção negativa do eixo.Permite que os vértices se movam na direcção positiva do eixo.Permite que um único ponto seja cuidadosamente posicionado.Permitir transparência de cor, mas incompatível com passagens de renderização e rastreamento de raios. Também conhecido como renderização adiantada.Permitir transparência de cor, mas incompatível com passagens de render e rastreamento de raios. Também conhecido como renderização directa.Permitir transparência em escala de cinzentos hashed, e compatível com passagens de renderização e rastreamento de raios. Também conhecido como renderização adiada.Permitir transparência em escala de cinzentos pontilhada, e compatível com passagens de render e rastreamento de raios. Também conhecido como renderização adiada.Ao longo das normaisAo longo do traçoAlfaCanal alfaConversão de alfaDecalques alfaFactor para alfaFactor alfaModo para alfaModificadores alfaAlfa por cimaNó Alfa SobreFaixa Alfa SobreAjuste fino de alfaTransparência alfaFaixa Alfa SobO modificador alfa '%s' não pode ser removido.Tipo de modificador alfa.Modificadores alfa para alteração do alfa das linhas.Transparência alfa com base em ruído aleatório.Transparência alfa com base no ângulo entre duas faces adjacentes.Transparência alfa com base na direcção dos traços.Transparência alfa com base na curvatura radial das superfícies 3D das malhas.Ordena alfabeticamente os blocos de dados, principalmente os dos objectos presentes na cena. Desabilite para aumentar a velocidade da janela de visualização.Este ponto já representa um ponto de controlo no fotograma %.6f.Afectar também a visibilidadeTambém apaga algumas camadas de dados a partir da destinação caso necessário, de maneira que os dados combinem perfeitamente com a fonte.Seleccionar também faces penas tocadas por uma esquinaImportar também materiais mesmo que não usados por nenhuma geometria. Atenção que quando esta opção está desactivada, materiais usados por geometrias serão ainda assim importados.Seleccionar apenas faces que tocam numa esquinaAltTecla Alt pressionadaTecla Alt pressionada, -1 para qualquer estadoAlt esquerdoAlt direitoAltera o comprimento da mola para que ela encolha ou estufe mais (em unidades de %), zero para desactivar.Linhas AlternadasAcesso alternativo a 'Apagar Fotograma Chave' para utilização por atalhos de tecladoAcesso alternativo a 'Inserir Fotograma Chave' para utilização por atalho de tecladoAlterna entre reproduzir para frente e para trás o intervalo dos fotogramas chave.Alternar dentro/fora com base no número de cruzamentosCaminho alternativo de scripts, respeitando o esquema organizacional padrão com os subdirectórios: startup, add-ons, modules, e presets (requer reinicialização)Permite um acesso alternativo a localização, rotação ou escalonamento relacionados ao parente e seu próprio osso de descanso.Fotograma final alternativo para reproduzir na interface de utilizador.Fotograma inicial alternativo para reproduzir na interface de utilizador.AltitudeSempreAdicionar Leitor de ArmazenamentoAmostrar Sempre AnimaçõesSempre mostrar o menuSempre saltarSempre adiciona um fotograma chave no início e final das acções para os canais animados.Sempre ajusta o valor por um mínimo de 1 quando o "valor" não for igual a 1.0Mudar sempre de separadores ao clicar em num ícone no OrganizadorColapsar sempre os novos nós fundidosSempre confirmar a operação quando soltar o botão.Sempre actualiza a imagem durante as alterações de fotogramas.Curvar sempre à esquerdaCurvar sempre à direitaUsar sempre normais de faces para domínio de esquinas de facesSempre escrever caminhos absolutosEscrever sempre novas velocidades guias para cada fotograma (cada fotograma apenas contém velocidades actuais dos objectos guia)Cor no ambienteOclusão ambientePressão ambiente (kpa) que equilibra o interior e exterior do objecto quando o volume alvoQuantidadeListaErroNúmeroÚnicoSuavizarTipo de ArmazenamentoForçaQuantidade de TrásQuantidade do FimQuantidade da FrenteQuantidade do InícioQuantidade é a distância absoluta ao longo da aresta adjacenteA quantidade é um deslocamento das novas arestas a partir da original.A quantidade é um percentual do comprimento da aresta adjacente.A quantidade é uma distância perpendicular a partir da aresta original para a face chanfrada.A quantidade é a largura de uma nova face.Quantidade de raios GI a rastrear para cada pixelQuantidade de resistência ao arQuantidade de velocidade angular que é perdida com o tempo.Montante de esticamento da espinha dorsal.Quantidade de força de flutuação que eleva bolhas (valor alto resulta em movimento de bolhas maioritariamente ascendente)Quantidade de aglomeração.A quantidade de amortecimento.Quantidade de amortecimento durante as colisões.Quantidade de amortecimento durante as colisões das partículas.Quantidade de amortecimento no comportamento de flexãoQuantidade de amortecimento no comportamento de compressãoQuantidade de amortecimento no comportamento de cisalhamentoQuantidade de amortecimento no comportamento de alongamentoA quantidade de distorção.Quantidade de ruído de pontilhado adicionado à imagem renderizada para redução de faixas de corQuantidade de pontilhado na pintura em imagens de bytesQuantidade de força de arrasto que move bolhas na direcção do fluido (valor alto resulta em movimento de bolhas principalmente na direcção do fluido)Quantidade de arredondamento das arestasQuantidade de irregularidade nas terminaçõesQuantidade de eliminação para a forçaQuantidade de eliminação para espessuraQuantidade de nível de detalhes finos presentes no ruído.Quantidade de desfoque focal, 128 (distância infinita) significa foco perfeito, metade desse valor duplica o raio do desfoqueQuantidade de fricção durante as colisões das partículas.Montante de espuma geradaQuantidade de gravidade após cada retoqueQuantidade de detalhe de alta frequência. Profundidade deve ser maior que 0 para que este valor tenha efeitoA quantidade de influência que o modificador de curva-f vai ter quando não estiver esmaecendo ou reaparecendo.A quantidade de influência que a restrição terá na solução final. O valor de 1.000 representa 100%.Quantidade de tremulação aplicada a amostragem.Quantidade de velocidade linear que é perdida com o tempo.Quantidade de linhas que podem estar visíveis no editor actual.Quantidade de irregularidade dependente de localizaçãoQuantidade de reflexão de espelhamento para o traçador de raios.Quantidade de ruído para a potência da força.Quantidade de ruído a aplicarQuantidade de ruído a aplicar à rotação UVQuantidade de ruído a aplicar à opacidadeQuantidade de ruído a aplicar à espessuraQuantidade de velocidade direcional fornecida pelas normais.Quantidade de ajuste "além dos valores" para adicionar anteriormente e ajudar com a facilitaçãoQuantidade de tinta aplicada por amostra de traçoQuantidade de tinta que é transferida da superfície para a cor do pincelQuantidade de partículas que são deixadas sem toque pelo comprimento do caminho de crianças.Quantidade de partículas não afectadas por irregularidade aleatóriaQuantidade de partículas a usar para instanciaçãoQuantidade de elementos aleatórios que vão ser afectados pelo pincelQuantidade de irregularidade aleatóriaQuantidade de velocidade aleatória.Quantidade aleatória, errática de movimento de partículas.Quantidade de erro residual em unidades Blender para restrições que trabalham na posição.Quantidade de erro residual em radianos para restrições que funcionam em orientações.Define a quantidade de rotação em torno dos vectores laterais.Quantidade de rotação em torno do vector de velocidade nos giros.Quantidade de rotação em graus (90, 180, 270)Quantidade de amostragens de tela por raio GIQuantidade de amostras de mapa de sombra por raio de sombraQuantidade de raios de sombra a rastrear para cada luzQuantidade de fumo criada pelo combustível queimando.Quantidade de suavização a aplicarQuantidade de suavização a aplicarA quantidade de suavização a ser aplicada para os traços recém criados, para a redução de ruído/tremulaçãoA quantidade de suavização a aplicar nos traços interpolados, para redução de tremulação/ruídoQuantidade de suavização para aplicar automaticamente para cada traço.Quantidade de suavização ao desenharQuantidade de aderência para a superfície de colisão.Quantidade de alisamentoPercentagem de compressão, afetando o tempo de saída dos ficheiros. 0 = significa nenhuma compressão, com saída de ficheiros mais rápida, 100 = máxima compressão sem perdas, com saída de ficheiros mais lenta.Quantidade de turbulência e rotação no fumoQuantidade de velocidade perdida nas colisões.Quantidade de tinta húmida que fica no pincel após aplicar tinta sobre a superfícieDefine quanto a textura afeta o alfa.Define quanto a textura afeta a aglomeração das crianças.Define quanto a textura afeta o comprimento dos cabelos crianças.Define quanto a textura afeta a amplitude de torção das crianças.Define quanto a textura afeta a frequência de torção das crianças.Define quanto a textura afeta a rugosidade das crianças.Quanto a textura afecta a torção dos descendentesDefine quanto a textura afeta a cor difusa.Define quanto a textura afeta o amortecimento das partículas.Define quanto a textura afeta a densidade das partículas.Define quanto a textura afeta o tempo de emissão das partículas.Define quanto a textura afeta os campos de força das partículas.Define quanto a textura afeta a gravidade das partículas.Define quanto a textura afeta a velocidade inicial das partículas.Define quanto a textura afeta o tempo de vida das partículas.Define quanto a textura afeta o tamanho físico das partículas.Quantidade da pose que é aplicada sobre as poses existentes. Um valor negativo irá subtrair a pose em vez de adiciona-laQuantidade que a Acção Activa contribui para o resultado da pilha de Animação Não LinearDefine quanto a faixa contribui para o resultado actual.Quantidade de amplificação de rebatimentos elásticos para uma facilitação tipo elásticaQuantidade com a qual aumentar ou diminuir o espaçamento entre os caracteres.Montante para deformar objecto.Define quanto deslocar a geometria.Quantidade a deslocar UVs da disposição no eixo UQuantidade a deslocar UVs da disposição no eixo VQuantidade para deslocar o ponto de inversão das UVs espelhadas a partir do ponto 0.5 no eixo UQuantidade para deslocar o ponto de inversão das UVs espelhadas a partir do ponto 0.5 no eixo VQuantidade de expansão dos arcos para esquina interior dos arcosQuantidade de conformação (curvatura) em torno do cursor.AmplitudeAmplitude de agrupamentoAmplitude aleatóriaAmplitude da OndaAmplitude do ruído tipo Perlin.Amplitude do ruído.Amplitude do ruído - a quantia que ele modifica a curva subjacente.Amplitude do deslocamento senoidal.Amplitude do ruído espacial.Uma pose "extrema", ou para outra finalidade conforme necessárioPara poses exageradas, ou outras finalidades conforme necessário.Uma camada de animação contendo Acções referenciadas como faixas de Animação Não Linear.Uma aproximação da curva do condutor Fresnel com base nas cores em ângulos perpendiculares e quase rasantes (aproximadamente 82°)Uma área é maximizada, preenchendo esta tela.Uma sequência de valores de ponto flutuanteUma sequência de inteirosUma lista de valores verdadeiros ou falsosUm solucionador artístico com efeitos fortes de tensão de superfície (original).Um ID local existente foi reutilizadoPropriedade interna usada para armazenar apenas a posição inicial do ratoUma propriedade interna usada para armazenar o primeiro nó numa operação Conexão PreguiçosaUma propriedade interna usada para armazenar o último nó numa operação Conexão PreguiçosaUma propriedade interna usada para armazenar o conector origem nó numa operação Conexão PreguiçosaUm item (representando um Bloco-de-Dados) nuns dados de contexto de importação de ficheiro Blend. Actualmente exposto como dados apenas de leitura para encarregados de pré/pós vinculaçãoUma instância de objecto numa Camada de Visualização (actualmente nunca exposto na API Python)AnaglíficoTipo anaglíficoAscendentes Efectivamente VisíveisFotograma de ancoragemPesos ÂncoraFixação XFixação YE (And)ÂnguloUsar ângulos como baseLimitar ÂnguloFactor de ânguloLimite angularAtracção do ÂnguloIncremento de atracção de ângulosDivisão de ÂngulosLimite de ÂnguloÂngulo acima do qual chanfrar arestas.Ângulo acima do qual dividir as arestas.Ângulos e eixo em torno do qual rodarÂngulo no qual a distância interocular tem valor igual a zero.Ângulo no qual a distância interocular começa a esmaecer para zero.Ângulo entre planos do vincoÂngulo em espaço de coordenadas de ecrã abaixo do qual um traço é dividido em doisLimite de ânguloOs ângulos das rotações para a representação da combinação entre eixos e ângulos.Ângulo de deformaçãoÂngulo de revoluçãoÂngulo de rotaçãoÂngulo do cone interno, em graus, dentro do cone o volume é de 100%Ângulo da direcção principal.Ângulo do cone externo, em graus, fora deste cone o volume é o volume do cone externo, entre o cone interno e o externo, o volume é interpolado.Ângulo da transiçãoAtracção de ângulosModo de Atracção de ÂngulosAtracção de ângulos relativa à aresta cortada anteriorÂngulo para ser usado como a base da conformação (curvatura).Ângulo usado para incrementos de rotação em editores 2DÂngulo usado para incrementos de rotação em editores 3DOs ângulos acima deste valor são considerados quinas ou adjacências.Ângulos menores que este valor serão tratados como vincosÂngulos inferiores a este valor serão tratados como vincos. Prioridade de ângulo de vinco: Revogação de vinco de desenho de linhas do objecto > ângulo de auto-suavização da malha > vinco pré-definido do desenho de linhas.AngularAmortecimento angularMotor angularVelocidade angularVelocidade angular dos eixosAjuste de desativação de velocidade angularVelocidade angular abaixo da qual a simulação será interrompida para a simulação do objecto.Diâmetro angular do Sol como se visto da terraDiâmetro angular do foco do projectorDistorção angular entre UV e os ângulos 3D.Espessura angular das superfícies ao computar GI rápida e oclusão ambiente. Reduz perda de energia e oclusão em falta para geometria distante.Limite angular para detectar arestas com valores de vinco.Quantidade de velocidade angular (em radianos por segundo).Rep. animaçãoAnimaisAnimávelAnimar traços a aparecer e desaparecerAnimadosInfluência animadaAnimados seleccionadosTempo animado da faixaAnimaçãoSaco de Canais de AnimaçãoCompartimentos de Canais de AnimaçãoDados de animaçãoEditores de animaçãoDeslocamento do final da animaçãoModo de AnimaçãoDeslocamento da animaçãoOperação de animaçãoReproduir AnimaçãoReprodutor de animaçãoPredefinições para reprodutores de animaçãoReproduzindo animaçãoDeslocamento do início da animaçãoPasso de AnimaçãoTempo limite da animaçãoVisualização da animaçãoDados de animação para os blocos-de-dadosDados de animação para este Bloco-de-Dados.Bloco de dados de animação não tem acção activaO Bloco-de-Dados de animação possui uma acção activa.O deslocamento do final da animação (cortar o final).Reproduz a animação para trás.Reprodução de animaçãoReprodução da animação está activaDefinições de animaçãoO deslocamento do início da animação (cortar o início).Passos de animaçãoTempo de animação do ruídoAnimaçõesAnisotrópicoFiltragem AnisotrópicaRotação anisotrópicaAnisotropiaTornozeloTornozelo e Dedo do PéAnotaçãoCor Pré Definida de AnotaçõesFotograma de AnotaçãoFotogramas de AnotaçãoCamada de AnotaçãoOpacidade da Camada de AnotaçõesCamadas de AnotaçãoTraço de AnotaçãoPosicionamento de Traços de Anotação (Vista 3D)Ponto de Traço de AnotaçãoEspessura do Traço de AnotaçãoDados de AnotaçãoDados de anotação para esta região de pré visualizaçãoDados de anotação para este clipe de vídeoDados de anotação para este espaçoDados de anotação para esta faixaBloco de dados de anotação (Grease Pencil de legado)AnotaçõesAntisserrilhamentoAmostras de SuavizaçãoSuavizar pixelsSuavizaçãoQualquerQualquer tipoQualquer ângulo é permitido para rotaçãoQuaisquer teclas modificadoras pressionadasQualquer modificação de objecto requer uma reconstrução completa da hierarquia de volume circundante, mas torna a renderização mais rápida.AberturaAppTamanho aparente do objecto câmara na janela de visualização 3D.AnexarAcrescentar (Reutilizar Dados)Apor também (tornar local) dependências indirectas dos IDs apostos provenientes de outras bibliotecas. Atenção: Todos os IDs (incluindo os vinculados indirectamente) provenientes da mesma biblioteca inicial serão sempre tornados locaisAcção de AposiçãoApor Materiais do Grease pencil activo noutro objectoAnexa um osso de terminação para a ponta de cada uma das cadeias para permitir a especificação do comprimento do último osso (use isto quando você tem a intenção de editar a armação de ossos a partir dos dados exportados).Apor um Espaço de Trabalho e torná-lo o activo na janela actualAnexa os modificadores activos às faixas seleccionadas.Permite anexar a partir de uma biblioteca de ficheiro Blender.Anexa o histórico na posição do cursor.Apor o nome da malha ao nome do objecto, separado por um '_'Apor apenas o material activo, desmarcar para apor todos os materiaisAnexa o texto de rolagem anterior por tipo.Visor P3 Apple com função de transferência de codificação composta (por partes) sRGB, comum em dispositivos MacModelos de aplicaçãoAplicaçõesO modificador aplicado apenas alterou pontos CV não vértices boleados ou tesseladosModificador aplicado não era o primeiro, o resultado pode não ser o esperado.Aplica a deformação simulação de têxtil a malha inteiraAplica um filtro para modificar o atributo de cor activoAplica um filtro para modificar a actual máscaraAplicar um filtro para modificar a malha actualAplica gravidade à simulaçãoAplica o decaimento do pincel num padrão cíclicoAplica o decaimento do pincel na ponta do pincelAplica a deformação numa área localizada limitada pelo raio do pincelAplica o decaimento num padrão cíclico, invertendo a direcção de deslocamento a cada repetição do padrãoAplica a mesma deformação no limite inteiroAplica a transformação simulando elasticidade usando o raio do cursorAplica a transformação a todos os vértices da malhaAplica transformações feitas pelo modificador ArmaçãoAplicarAplicar densidadeAplicar InvertidaAplicar desfoque Gaussiano ao objectoAplicar Guias de CabeloAplicar Suavização Laplaciana de fluxo a uma função de distâncias com sinal. Alternativa computacionalmente eficiente ao fluxo de curvatura média, ideal quando combinado com normalização SDFAplicar MisturaAplicar modificadoresAplicar PropriedadesAplicar escalonamentosAplicar Heurística de SubdivisãoAplicar Subdivisão de SuperfícieAplicar TransformaçãoAplicar unidadesAplicar escala de conversão de unidadesAplicar uma transformação de cor no modelo de cor HSVAplica um deslocamento de valor fixo, sem escalonamento pelos raios das curvas.Aplicar uma correcção gamaAplicar uma rotação a um vector fornecidoAplicar uma rotação Euler secundária a uma rotação Euler fornecidaAplicar uma rotação secundária a um valor de rotação fornecidoAplica um traço de pincel para as partículas.Aplicar uma matriz de transformação (excluindo translação) a um vector fornecidoAplicar matriz de transformação a vector fornecidoAplicar acção a todos os grupos de vérticesAplicar desfocagem a cada amostra de tremulação para reduzir artefactos de sub-amostragemAplicar influência do pincel num círculo 2D, projectado do ponto de vistaAplicar influência do pincel numa esfera, a partir do centro em direcção ao exteriorAplica o pincel normalmenteAplica as alterações para o osso correspondente no lado oposto do eixo X.Aplica a rotação do canal como uma restrição de cinemática inversa.Aplica o tamanho do canal como uma restrição de cinemática inversa caso o esticamento esteja activo.Aplicar correcção de cor a cada canal de corAplicar filtros de melhoramento de imagem comunsAplicar a restrição e remover da listaAplicar rotação copiada pós original, como se o alvo da restrição fosse um descendenteAplicar rotação copiada antes da original, como se o alvo da restrição é um paiAplicar transformação copiada após original, como se o alvo da restrição fosse um descendente em mode Herança de Escala Alinhada. Usa efectivamente Completa para a localização e Canais Separados para rotação e escala.Aplicar transformações copiadas depois das originais, lidando com a posição, rotação e escala separadamente, semelhante a uma sequência de três restrições CopiarAplicar transformação copiada após original, usando multiplicações de matriz simples como se o alvo da restrição for um descendente em modo de Herança Total de Escala. Irá criar cisalhamento quando combinar rotação e escala não uniforme.Aplicar transformação copiada antes da original, como se o alvo da restrição fosse um pai em modo Herdar Escala Alinhada. Usa efectivamente Completa para posição e Canais Separados para rotação e escala.Aplicar transformação copiada antes da original, lidando com posição rotação e escala separadamente, semelhante a uma sequência de três restrições CopiarAplicar transformação copiada antes da original, usando multiplicações de matrizes simples como se o alvo da restrição fosse um pai em modo Herdar Escala Completa. Irá causar cisalhamento quando combinar rotação e escala não uniforme.Aplicar correcções para resolver artefactos de terminador de sombras causados por mapeamento de relevoAplicar actual mistura de chaves de formato à geometria antes de remover-lasAplica as unidades atuais da cena (como definidas pelas unidades de escala) para os dados exportados.Aplica as unidades atuais da cena (como definidas pelas unidades de escala) para os dados importados.Aplica o escalonamento personalizado e o escalonamento de unidades para a escala FBX.Aplica os escalonamentos e unidades personalizadas para cada uma das transformações dos objectos. A escala FBX permanece com o valor 1.0 (original).Aplica um escalonamento personalizado para a escala FBX, e o escalonamento das unidades para cada uma das transformações dos objectos.Aplica os escalonamentos personalizados para cada uma das transformações dos objectos, e o escalonamento das unidades para a escala FBX.Aplicar deformações de formas chave seleccionadas a chave base, removendo-asAplicar profundidade de campo em 2D, usando a profundidade Z ou uma máscaraAplicar diferentes efeitos de coloraçãoAplica os efetores para as crianças.Aplicar um decaimento para evitar arestas vivas quando a geometria da luz intersecta outros objectosAplica a posição final restringida de ossos de pose para a sua transformação.Aplicar deltas de movimento fixos a cada actualizaçãoAplicar força no eixo XAplicar força no eixo YAplicar força no eixo ZAplica a força apenas em 2D.Aplica o deslocamento fractal apenas ao longo das normais.Aplicar transformação espacial às rotações de objectos. Quando desactivado apenas o espaço do eixo é escrito no ficheiro e todas as transformações do objecto são deixadas como estãoAplica a gravitação para o movimento dos pontos.Aplicar filtro de suavização média (paralelepipédica) a uma função de distâncias com sinal. Um filtro rápido de cálculo de médias separável para suavização genérica da função de distânciasAplicar suavização de média (paralelepipédica) a um voxel. O valor médio dos voxels vizinhos em forma de paralelepípedo definido pelo raio substitui o valor do voxel.Aplicar fluxo de curvatura média a uma função de distâncias com sinal. Desenvolve a superfície com base na sua curvatura média, suavizando naturalmente regiões de curvatura acentuada mais do que áreas planasAplicar suavização mediana (paralelepipédica) a um voxel. O valor mediano dos voxels vizinhos em forma de paralelepípedo definido pelo raio substitui o valor do voxel.Aplicar filtro mediano a uma função de distâncias com sinal. Reduz ruído preservando feições aguçadas e arestas na função de distâncias.Aplicar modificador e remove-lo da listaAplicar como nova Forma Chave e remove-la da listaAplicar modificador como Forma Chave emante-lo na listaAplica modificadores (excepto armações) como objectos malha. AVISO: impede exportação de chaves de formato.Aplicar modificadores na malha exportadaAplicar modificadores nos objectos de malha (excepto os de Armações) - AVISO: impede a exportação de Formas ChaveAplicar nova rotação após da original, como se estivesse no descendenteAplicar nova rotação antes da original, como se estivesse no paiAplicar efeitos não destrutivosAplicar mapa de normais relativo à superfície deslocada, para mapas a aplicar em adição ao mapa de deslocamentoAplicar mapa de normais relativo à superfície suavizada não deslocada, para mapas de normais que correspondam ao mapa de deslocamentoAplicar transformações de objecto aos vértices exportadosAplicar deslocamento na direcção reversa de animaçãoAplicar deslocamento na direcção normal de animaçãoAplicar na SplineAplica a pintura em cada passo de movimento do rato.Aplica um volume para as terminações não seleccionadas (ajuda a manter o volume do cabelo quando se está avolumando as raízes).Aplica com relação ao valor actual (delta).Aplicar transformações relativas em modo espelho-x (não suportado com Auto IK)Aplica a parte renderizada do mostrador de transformação ao guardar a imagem de byte.Aplica as partes renderizadas nas transformações da visualização durante a exibição desta imagem na tela.Aplicar amostragem a todas animaçõesAplicar escala na própria solução para tornar a distância entre os rastreadores seleccionados igual ao desejadoAplica a escala das faixas seleccionadas às suas acções referenciadas.Aplicar as localizações dos vértices seleccionados as todas as outras Formas ChaveAplicar rastreamento de sombra a cada amostra tremulada para reduzir artefactos de sub amostragemAplicar deformação sinusoidalAplicar filtro de suavização que preserva arestas, para efeitos estilizados ou pictóricosAplica a suavização sem a reconstrução da superfície.Aplicar a acção com base na selecção de grupo de vérticesAplicar os canais de acção após a transformação original, como se fosse aplicada a um descendente imaginário em modo Herança de Escala Alinhada. Usa efectivamente Completa para a posição, e Canais Separados para rotação e escala.Aplicar os canais de acção após a a transformação original, como se fosse aplicada a um descendente imaginário em modo Herança de Escala Completa. Irá criar cisalhamento quando combinando rotação com escala não-uniforme.Aplicar os canais de transformação após transformação original, lidando com a posição rotação e escala separadamenteAplicar os canais de transformação antes da transformação original, como se aplicada a um pai imaginário em modo Herdar Escala Alinhada. Isto usa efectivamente Completa para a posição e Canais Separados para rotação e escala.Aplicar os canais de acção antes da transformação original, como se fosse aplicado a um pai imaginário em Modo de Herança de Escala Completa. Irá criar cisalhamento quando combinando rotação e escala não uniforme.Aplicar os canais de transformação antes da transformação original, lidando com a posição, rotação e escala separadamenteAplica a pose actual como a nova pose de descanso.Aplicar a deformação no eixo seleccionadoAplicar operação de edição a geometria escondidaAplicar o filtro apenas ao Conjunto de Faces sob o cursorAplicar a força ao eixo seleccionadoAplicar a acção de gesto apenas na área contida dentro do segmento, sem prolongar o feito à linha inteiraAplicar a Acção de pose dada à rigAplicar a força máxima de arraste ao vértice activo em vez da posição do cursorAplicar ascendente inverso do objecto aos seus dadosAplica as transformações do objecto aos seus dados.Aplica a transformação visual do objecto a seus dados.Aplicar a operação apenas sobre o conteúdo dos itens seleccionados (os blocos-de-dados na sua sub árvore)Aplicar operação sobre blocos-de-dados seleccionados e todas as suas dependênciasAplicar a operação apenas sobre blocos-de-dados seleccionadosAplicar o oposto de Bloquear/Desbloquear a grupos de vértices não seleccionadosAplica o deslocamento posicional relativo ao ponto de partida.Aplicar a mesma configuração mas espelhada ao controlo do lado oposto, mostrado entre parêntesis. Ossos só serão afectados pelo controlo com o mesmo lado (por exemplo ossos .L só serão afextados por controlos .L). Ossos sem lado no seu mone (sem .L ou .R) serão afectados por ambos os controlos com 0.5 de influência cada.Aplicar o nível de subdivisão de superfície como um deslocamento relativo ao nível actualAplicar a transformação global do object alvo sobre a transformação do atributoAplica isto e todos os modificadores de deformação precedentes nos pontos de Spline em vez de aplicar em superfícies ou curvas preenchidas.Aplicar a todos os fotogramas chaveAplicar a grupos de vértices seleccionadosAplicar a grupos de vértices não seleccionadosAplicar máscara do rastreador na previsualização em exibiçãoAplica a transformação antes de parentear.Aplica uma escala e rotação de duas dimensões para a geometria da espinha dorsal do traço.Aplica a preservação de volume após a suavização.Aplicar preservação de volume sobre a escala originalAplicar transformação misturada por pesos de vários ossos como o modificador ArmaçãoAplica um balanceamento nos movimentos de transição entre as chaves seleccionadas, tornando as suas curvas de função (curvas-f) menos abruptas.Aplica os pesos simetricamente ao longo do eixo X, para a criação de grupos de vértices automáticos ou para os envelopes.Aproximar luz difusa indirecta com oclusão ambiente tingida pelo fundo. Fornece alternativa rápida a iluminação global completa, para renderização interactiva na janela de visualização ou renders finais com qualidade reduzida.Número aproximado de faces (quadriláteros) na nova malhaAproximar número de voxels ao longo de um eixoAproximar objecto como uma esfera cujo diâmetro é igual à espessura definida pela árvore de nósAproximar objecto como uma chapa infinita, com espessura definida pela árvore de nósAproximar espessura do objecto para computar dois eventos de refracção (0 desactiva) (Obsoleto)Aproximadamente em quantos fotogramas a dissolução ocorre.Aproximadamente em quantos fotogramas a secagem deverá ocorrer.Aproximação de dispersão Mie em gotículas de água, usado para dispersão em nuvens e nevoeiroAproximar dispersão volumétrica com base físicaAproximação usada para modelar as interacções de luz dentro do objectoAppsÁrabe - ﺔﻴﺑﺮﻌﻟﺍVariáveis Arbitrárias de Saída. Gera passagens de render personalizadas para resultados arbitrários de sombreadoresArcoModo Arco CosenoBibliotecas de ArquivoBibliotecas arquivadas de IDs incluídos, geradas (e propriedade) desta biblioteca de origemModo ArcosenoModo Arctan2Modo Arco TangenteSe os manípulos são testados individualmente pelo critério de selecção, independentemente das suas chaves. Quando desmarcado, os manípulos são (de)seleccionados em uníssono com as suas chaves.Existem ainda caminhos de ossos que necessitam de actualização (só de leitura)Luz de ÁreaÁrea NormalDecaimento de Normal de ÁreaLimite Normal da ÁreaPlano da áreaRaio da ÁreaPressão Raio da ÁreaEspaços das áreasPeso de áreaDistorção de área entre as faces 3D e as UVs.Altura de áreaÁrea numa tela subdividida, contendo um editor.Área da face em espaço 3DÁrea deste triânguloÁrea na qual aplicar o decaimento de deformação dos efeitos aplicados na simulaçãoLargura da áreaÁreasÁreas em que a tela será subdividida.BraçoArmaçãoSuavizar EntradaSuavizar SaídaNovo(a)AmostrasArmação '%s' não contém osso '%s'Armação '%s' não está no modo de edição, não é possível adicionar um osso de edição.Armação '%s' não está no modo de edição, não é possível remover um osso de edição.Colecções de Ossos da ArmaçãoOssos das armaçõesRestrição de ArmaçãoDefinido por ArmaçãoDeformação por armação de ossosDestino das Restrições da Deformação da ArmaduraOssos de edição nas armaçõesTipo de nós para armações FBXModificador - ArmaçãoArmação, osso, grupo de vértices de malhas ou grade, ...Bloco de dados de armação contendo uma hierarquia de ossos, normalmente usado para arranjos de animação de personagens.Bloco-de-dados de ArmaçõesModificador de deformação por armação de ossos.Armação não possui objecto de osso activo.Objecto de armação com o qual deformar.Armação para usar como fonte de ossos para máscara.Ossos activos das armações.Colecção de ossos activa da armaçãoCabeça relativa a armaçãoBase relativa a armaçãoDefinições relacionadas a armações de ossos.ArmaçõesOsso activo na edição da armação de ossos.Em Torno do FotogramaDispor Ilhas UV seleccionadas numa linhaOrganiza os novos triângulos de maneira distribuída (lento).Organizar a ordem de encadeamento dos traçosDisporComprimento da SequênciaModificador DisposiçãoModificador para duplicação por disposiçãoMétodo de cálculo do comprimento da disposiçãoDiscrepância no comprimento da lista (esperado %d, recebido %d)Discrepância no comprimento da lista (recebido %d, valor superior esperado)Lista de coordenadas que representam os cantos de um rectângulo na interface de utilizador em coordenadas normalizadas de fotogramaLista de coordenadas que representam os cantos do padrão em coordenadas normalizadas, relativas a posição do marcadorSetaSetasForça de flutuação artificial na direcção negativa da gravidade baseada em diferenças de pressão no interior do fluidoO mesmo que "Limpar parentesco", mas mantendo as transformações visuais atuais do objecto.Como NURBSUma Passagem de RenderizaçãoAshikhminAshikhmin-ShirleyPedir confirmação ao sair se houver alterações não guardadasProporçãoProporção de aspectoAspecto em XAspecto em YAsfalto (esmagado)RecursoCaminho do blend do recursoNavegador de RecursosCatálogo de RecursosInformação de RecursoInformação de Diagnóstico de Erros do RecursoBibliotecas de RecursosBiblioteca de RecursosIdentificador de Biblioteca e RecursosReferência de Biblioteca de ItensTipo de Biblioteca de RecursosMeta-Dados do RecursoRepresentação do RecursoParâmetros de selecção de recursosPrateleira de RecursosCabeçalho da Prateleira de RecursosNome da Prateleira de RecursosTema de Região de Prateleira de RecursosEtiqueta do RecursoEtiquetas de recursosReferência Fraca do RecursoInformação de Recurso, válida se o ficheiro representar um recursoBiblioteca de recursos usada para armazenar o pincelBiblioteca de recursos usada para armazenar a nova poseRecursosAtribuir Colecções FKAtribui uma restrição de cinemática inversa com alvos derivados dos ossos ou dos objectos seleccionados.Aplicar MaterialAtribuir Colecções PrimáriasAtribuir Colecções SecundáriasAtribuir Colecção de RetoqueAtribui valores de vinco para as arestas interiores.Atribui valores de vinco para a arestas exteriores.Atribui valores de vinco para as arestas que estão construindo os aros.Atribuir material a elementos da geometriaAtribuir compartimento de material activo à selecçãoColocar todos os ossos numa colecção, ou remover-los, dependendo se a colecção de ossos já foi atribuída ou nãoAtribuir valor de prioridade de intersecção para esta a colecçãoNão aplicar etiqueta de cor à colecçãoAtribui o compartimento de material activo aos traços seleccionadosAtribuir actuais valores das propriedades personalizadas como valores padrão, para utilização como parte do estado da pose de descanso durante mistura de faixas no Editor Não LinearAtribuir gancho ao osso activo do objecto ganchoAtribui os vértices seleccionados para um gancho.Atribui os vértices seleccionados a um novo grupo de vértices.Atribui os vértices seleccionados ao grupo de vértices activo.Atribui um valorValor de atribuiçãoValor de atribuição (como uma variável texto).AssimetriaPosicionarNo centroNo cursorNo primeiroNo últimoPelo menos 8 rastreadores comuns em ambos os fotogramas chave são necessárias para a reconstruçãoPelo menos uma rastreador com agregado deve ser seleccionado para definir a posição da origemCom que intervalo adicionar fotogramasA que intervalo atrair a fotogramasA que intervalo atrair a segundosTurbidez atmosféricaModo de AnexaçãoConectar nósConecta o nó activo para um fotograma.Conectar nós seleccionadosConecta os nós seleccionados, juntando-os em um novo fotograma comum.Tempo de AtaqueAtaca as revoadas dentro desta distância máxima.Tentar importar materials 'allPurpose' para qualquer finalidade.Tentar importar materiais completos 'full'. Carregar materiais 'allPurpose' para qualquer finalidade ou 'preview' de pré visualização, por essa ordem, como reserva.Tentar importar materiais 'preview' de pré visualização. Carregar materiais 'allPurpose' para qualquer finalidade como reserva.Tentar importar materiais com determinada finalidade. Se nenhum material com esta finalidade estiver atribuído à primitiva, recair sobre carregar qualquer outro material atribuídoTenta seleccionar um ponto de haste de manipulo antes da transformação.AtenuaçãoConstante de atenuação.AtributoDomínio do AtributoTipo de Domínio De AtributosGrupo de AtributosNome do atributosNó de AtributoEspecial de AtributosEstatística de AtributoTipo de AtributosDomínio do atributoDomínio do atributo para as entradas de Selecção e ID de GrupoAtribuir domínio à vistaDomínio de atributo onde armazenar normais personalizadas livresDomínio de atributo a usar pelo modificador de Geometry Nodes para criar uma saída de atributoDomínio de atributo onde o atributo é armazenado nos dados pré calculadosDomínio de atributo onde o atributo é armazenado no estado da simulaçãoNome do atributo para peso de arestasNome do atributo para peso de vérticesAtributo na Camada de Grease PencilAtributo na instânciaAtributo na aresta da malhaAtributo na esquina da faceAtributo na face da malhaAtributo no PontoAtributo na splineAtributosAtributos a modificarÁudioCanais de áudioCodificador de áudioDispositivo de áudioContingenciador de mixagem de áudioFormato de amostras de áudioTaxa de amostras de áudioReproduzir áudio ao reposicionarFaixa de áudioTaxa de bits de áudio (kb/segundo)Contagem de canais de áudio.Canais de ÁudioDispositivo de saída de áudioO formato das amostras de áudio.A taxa das amostras de áudio.Taxa de amostras de áudio (amostras/s)O volume do áudio.AutorCriar atributos personalizados USD contendo o Objecto Blender original e nome dos blocos-de-dadosAutor:AutomáticoAlinhar Automaticamente Osso de ExtremidadeAuto EixoMescla automática na entrada ou saídaLimitado(a) automaticamenteFechar Automaticamente Pares de CaracteresCriar AutomaticamenteProfundidade automáticaAuto DetectarEuler AutomáticoVelocidade de Voo AutomáticaManípulo automáticoManípulo Automático SeleccionadoSuavização Automática de ManípulosModo de suavização de manípulos automática para novas Curvas-F adicionadasCinemática inversa automáticaContagem Automática de IteraçõesInserção automática de chavesInserção automática de fotograma chave disponívelInserção automática de fotograma chave para o conjunto de inserção de chavesInserção Automática de ChavesInserção de chaves automáticaAtivar inserção de chaves automáticaIndicador de Inserção Automática de ChavesModo de auto inserção de chavesAuto inserção de chaves ligadaFundir AutomaticamenteFundir e Separar AutomaticamenteFundir Vertices AutomaticamenteNormalização automáticaNormalizar automaticamentePerspectiva automáticaArco-íris automáticoActualizar automaticamenteRemover AutomaticamenteExecutar scripts Python automaticamenteGuardar automaticamente os ficheiros temporáriosTempo para guardar automaticamenteSuavizar automaticamentePassos AutomáticosEspaço de textura automáticoQuadricular AutomaticamenteTransformações automáticasActualizar automaticamenteVelocidade automáticaAuto WXYZ para YRGBAuto XYZ para RGBDetectar automaticamente a melhor placa gráfica para correr o BlenderDefinir o centro de órbita automaticamente. Quando o modelo completo está enquadrado, o centro do volume do modelo inteiro é usado como ponto de rotação. Ao aproximar-se, o centro será definido em torno de um objecto próximo do centro da vista.Manípulo Fixado AutomaticamenteManípulo Automático Limitado SeleccionadoAuto-DetectarCaminhos de Auto-ExecuçãoModo de auto inserção de chavesInserção automática de fotogramas chave (Autokey) não insere fotogramas chave que não afectam a animaçãoTrancar Automaticamente Eixo da ChaveTrancar Camadas AutomaticamenteAuto-MáscaraCamada de Auto-MáscaraMaterial Auto-MáscaraTraços Auto-MáscaraFundir Automaticamente Fotogramas ChaveActualizar automaticamenteRemover Automaticamente Guias de PreenchimentoAuto-SuavizaçãoPassos automáticosDeslocamento automáticoDirecção do deslocamento automáticoMargens para deslocamento automáticoEmpacotamento automático activo, portanto a imagem será empacotada novamente ao guardar o ficheiro.Inserir Necessários AutokeyAuto MáscaraAutomáticoOrientação automática dos ossosFacilitação automáticaNomear automaticamenteDistância de Aleatorização AutomáticaSub-fotogramas automáticosManípulos automáticos são ajustados para evitar saltos na aceleração, resultando em curvas mais suaves. No entanto alterações em fotogramas chave podem afectar a interpolação numa extensão maior da curva.Manípulos automáticos apenas têm em conta chaves imediatamente adjacentesManípulos automáticos que criam curvas suavesManípulos automáticos que criam curvas suaves que apenas mudam de direcção em Fotogramas ChaveManípulos automáticos que criam linhas rectas.Inserção automática de fotogramas chave para objectos e ossos (definição padrão usada para novas cenas).Inserção automática de fotograma chave usando apenas o conjunto de inserção de chaves activo.Inserção automática de fotograma chave durante a movimentação das laterais do plano.Largura automática das linhas com base na escala usada na interface de utilizador.Detecção automática de tipo de saídaTamanho de pixels automático, depende da escala do interface do utilizadorGuardar automaticamente ficheiros temporários na pasta de temporários, usando o identificador de processo de sistema. Atenção: Dados do modo de escultura e edição não serão guardados.Pesos automáticos a partir dos ossos.Adicionar automaticamente modificadores de grelha aos objectos seleccionadosAjusta automaticamente a força para fornecer resultados consistentes para espaçamentos diferentes.Ajustar automaticamente a velocidade de navegação de voo com base na distância a objectos perto do centro da vista, facilitando navegação em cenas complexas. A velocidade é calculada cada vez que o movimento inicia.Alinhar automaticamente arestas com a direcção do pincel, para gerar topologia mais limpa e definir feições aguçadas. Causa impacto na performance, recomendado o uso em malhas com poucos polígonos.Começar automaticamente a mover faixas com o rato após adicioná-las à linha do tempoCalcula automaticamente valores de massa para os objectos de corpo rígido com base em seus volumes.Seleccionar Wintab ou Windows Ink dependendo do dispositivoEscolher filtro automaticamente com base no factor de escalaEscolher automaticamente com base na placa gráfica e imagemEscolher automaticamente a direcção na qual já exista mais alinhamentoEscolher automaticamente a lingua definida pelo sistema se disponível, ou Inglês (US) como recursoFechar automaticamente pares de caracteres relevantes ao escrever no editor de textoComputar automaticamente transformações para obter a melhor correspondência possível entre as malhas de origem e destino Aviso: Os resultados nunca serão tão bons quanto a correspondência manual de objectosAutomaticamente converter todas as novas tabulações em espaços para ficheiros de texto, tanto carregados quanto novos.Decidir automaticamente quando efectuar múltiplos passos por fotogramaDetectar automaticamente um tipo de estrutura adequado com base em como o conector é usadoDetecta sequências animadas nas imagens seleccionadas (com base nos nomes dos ficheiros).Detectar automaticamente sequências animadas nos ficheiros de volume seleccionados (com base nos nomes dos ficheiros)Detectar automaticamente elementos e colocar os marcadores na faixaDetectar automaticamente o melhor eixo para rodar em direcção ao vectorDetermina automaticamente o tipo de visualização para ficheiros.Determinar automaticamente se a superfície deve ser tratada como luz para amostragem, com base na intensidade de emissão estimadaDeterminar automaticamente tipo ordem para ficheirosDetermina automaticamente o número de tarefas, com base na quantidade de processadores.Determina automaticamente o melhor número de (sub)passos para um melhor equilíbrio entre performance e precisão.Automaticamente consertar o alinhamento dos eixos dos ossos seleccionadosInserir automaticamente fotogramas chave nas propriedades modificadasTrancar todas as camadas automaticamente excepto a activa para evitar alterações acidentaisTranca automaticamente o movimento de fotogramas chave ao eixo dominanteExecuta a fusão automática dos fotogramas chave mais próximos.Funde automaticamente os vértices movidos para a mesma localização ou sobrepostos.Nomeia automaticamente as saídas dos ficheiros com os tipos de passo.Dar automaticamente nome do ficheiro de resultante com o tipo de passagem (apenas externo)Desloca os nós automaticamente durante as inserções.Desloca automaticamente os nós anteriores ou posteriores em uma cadeia durante a inserção de novos nós.Empacota todos os ficheiros externos dentro do ficheiro Blender.Empacota automaticamente todos os ficheiros externos dentro do ficheiro Blender.Escolher automaticamente o método de intersecção mais rápidoRecalcula automaticamente a normalização de curvas em todas as edições de curvas.Reduzir automaticamente o número de amostras por pixel com base no nível de ruído estimadoReduzir automaticamente o número de amostras por pixel com base no nível de ruído estimado, para renderizações na janela de visualizaçãoReduzir automaticamente a aleatorização entre pixels para melhorar a performance de renderização GPU, em detrimento de possíveis artefactos de renderizaçãoRemover automaticamente traços guias após operação de de preenchimentoAutomaticamente renomeia os ossos seleccionados de acordo com qual lado do eixo alvo eles recaem.Escalona automaticamente a filmagem para cobrir áreas não preenchidas enquanto estiver estabilizando.Seleccionar automaticamente o melhor tipo de pré-visualizaçãoSeleccionar automaticamente objectos importadosAutomaticamente seleccionar fotogramas chave durante a solução do movimento de câmara ou objecto.Define automaticamente o número de sub-fotogramas.Separar automaticamente arestas e facesQuebrar arestas de triângulos automaticamente para manter topologia em quadriláterosTroca automaticamente entre a visualização perspectiva e ortográfica quando estiver alterando entre as vistas de topo, frente ou vistas laterais.Tentar determinar melhores definições automaticamenteActualiza automaticamente o sombreador quando o ficheiro .osl for alterado (apenas scripts externos).Ampliar automaticamente a imagem de pré visualização de modo a preencher completamente a regiãoEixos de AutomaçãoAuto-FundirEscala automáticaDividir automaticamente a saídaDivide a saída no limite de 2GB automaticamente. Útil para resolução de problemas com alguns sistemas de ficheiros e aparelhor reprodutores.Alvo auxiliarMédia (Mín./Máx.)DisponívelMédiaErro em médiaMédia de interaçõesEscala MédiaVelocidade médiaComprimento médio da mola multiplicado pelo tamanho da bola.Uniformizar normais personalizadas dos vértices seleccionadosMédia de erros durante os passos intermediários.Erro médio de re-projeção.Erro médio de reconstruçãoPermite definir uma média de interações durante os passos intermediários.O raio médio das terminações é usado para ajustar a escala nos eixos X e Z dos ossos, por cima do modo de escala XZ.Calcular média dos rastreadores seleccionados para dentro do activoUniformizar média de espaçamento do comprimento das arestas UV em cada circuitoEscalona as ilhas para uma média das faces UV separadas, com base em sua área no espaço 3D.Valor médio dos pesos de vértices no grupo A e grupo B.Medianizar pesos no grupo de vértices activoMédiaValor de médiaCalcula média de amostras da imagem de origem que calham no pixel de destinoMétodo de UniformizaçãoEvitarEvitar colisõesEvitar animações e outros efeitos de movimento no interfaceEvita a colisões com objectos defletores.Evita colisões com outras revoadas.Evita a criação de quadriláteros não simétricos ao longo do eixo X.Evita a criação de quadriláteros não simétricos ao longo do eixo Y.Evita a criação de quadriláteros não simétricos ao longo do eixo Z.Evita o objecto caso sua definição de perigo esteja acima desse limiteEvitar encolher curvas mais curtas que este comprimentoEixosPosição os EixosEixos em RotaçãoEixosCores dos Eixos e ManipuladoresÂngulos dos eixosOs ângulos dos eixos em quaternião (W+XYZ), que definem uma rotação em torno de algum eixo definido pelo vector 3D.Ângulo de Eixo em RotaçãoDirecção do eixoBloqueio de eixosModo de eixosEixo OrtogonalEixo aleatórioAlcance dos eixosEixo de referênciaSinal do EixoEspaço do eixoAjuste do eixoEixo é restringido paraEixo para tangentes radiaisEixo dentro do espaço global de visualização.Eixo de movimento do rato para ampliar ou reduzirO eixo de simetriaOrientação do EixoEixo que é alinhado tanto quanto possível garantido o alinhamento com a direcção primáriaEixo que é alinhado exactamente com a direcção primária fornecidaEixo que é alinhado à normalEixos que apontam ao longo do caminho.O eixo que aponta para a direcção frontal (aplica-se a Instâncias em Vértices quando Alinhas com Normal de Vértices está activo)Eixo que aponta na direcção para cima (aplica-se à Instanciação por Vértices quando Alinhar com a Normal dos Vértices está activo)Eixo que aponta para o objecto alvo.Eixo que aponta para cima.Eixo no qual alinhar as localizações UV.Eixo com o qual alinharEixo a alinhar ao vectorEixo no qual dispor ilhasEixo para gerar e gravar no canal azul.Eixo para gerar e gravar no canal verde.Eixo para gerar e gravar no canal vermelho.Eixo no qual mover UVsEixo em torno do qual rodarEixos com os quais etiquetar nomesEixo ao longo do qual haverá uso para alinhar o feixe.Rotações combinadas entre eixos e ângulosAlinhado com eixoAlinhado com eixo (Horizontal)Alinhado com eixo (Vertical)Rotação eixo-ângulo deste evento de movimento. A magnitude vectorial é o ângulo onde 1.0 representa 360 graus. O ângulo é tipicamente redimensionado pelo delta de tempo antes de uso.BB-BoneLargura X de Exibição do B-BoneLargura Z de Exibição do B-BoneManípulo Final B-BoneTipo de manípulo de fim do B-BoneSegmentos de B-BoneForma do B-BoneB-Bone Manípulo InicialTipo de Manípulo Inicial do B-BoneModo de Mapeamento de Vértices do B-BoneTamanho X do B-BoneTamanho Z do B-BoneSpline-BP / BB44 (com perdas)B44A (com perdas)BMPFunção de distribuição de espalhamento bidirecionalFunção de distribuição de reflectância bidirecional na superfície.BSplineBT.1886 2.4 Visor Expoente EOTF, geralmente utilizado para TVsBT.2020 2.4 Visor Exponente EOTFEstrutura BVHPassos de tempo BVHBVH2P / BTrásOmissão do Reverso das FacesComprimento da espinha dorsalEsticador de espinha dorsalPano de fundoDeslocamento do pano de fundo em Y.Ampliação do Pano de FundoDeslocamento do pano de fundoFactor de ampliação do pano de fundo.Omissão de Reverso de FacesParte posterior das facesPlano de fundoCor do plano de fundoImagem de plano de fundoImagens de plano de fundoCena de plano de fundoOrigem do plano de fundoTipo de FundoCor de fundo do ícone de Correcção de ErrosCor de fundo do ícone de OperadorCor de fundo do ícone de PropriedadesCor de fundo de linha seleccionadaImagem de plano de fundo não pode ser removida.Índice de imagem de plano de fundo para remover.A cena definida para o plano de fundo.ReversoModo de atribuição inadequado.Índice de vértices inválido na lista.Gerar e gravarPré-Calcular TodosPré calcular todos os fotogramas com chavePré Calcular Todas as Animações de ObjectosPré calcular canais de B-BoneGerar e gravar dadosFotograma final para gerar e gravarPré Calcular Simulação de Fluidos InteiraPré-Calcular Dados de FluidosPré-Calcular Guias de FluidosPré-Calcular Malha de FluídoPré-Calcular Ruído de FluídoPré-Calcular Partículas de FluídoPré Calcular transformação Objecto Grease Pencil para fotogramas chave Grease PencilID de Pré-CalculoItem de Pré-CálculoPré-Calcular Line Art para o actual objecto Grease PencilGerar e gravar posiçãoMode de Pré CálculoPré-Calcular ModificadoresPré-Calcular modificadores para fotogramas chave e depois apagá-losPré-Calcular AmostrasFotograma inicial para gerar e gravarPré-Calcular TempoTipo de geração e e gravaçãoPré-calcular um intervalo de fotogramasPré calcular um único nó de pré-cálculo ou simulaçãoPré-Calcular um único fotogramaPré-calcular todos os modificadores Line ArtPré-calcular todos os volumes de sondas de luzGera e grava todas as físicas.Pré Calcular posição/rotação/escala de todos os objectos seleccionados para uma nova acçãoPré calcular todas as definições da simulação de uma vezGera e grava uma sequência de imagens de dados de oceano.Gera e grava as animações na acção actual, em vez de criar uma nova acção (útil para gerar e gravar apenas uma parte dos ossos em uma armação).Gera uma animação diretamente no objecto e então limpa seus parentes (limpa apenas os objectos).Gera e grava as transformações dos ossos.Pré-calcular armazenamento em todos os objectos seleccionadosPré calcular propriedades personalizadasPré calcula dados para um bloco-de-dados de CenaDados pré-calculados para cada nó de pré-cálculoGera e grava diretamente a partir de um objecto multirresolução.Gera e grava o deslocamento.Gera e grava a sequência de superfície de pintura dinâmica de imagem.Pré calcular superfícies emissivas para iluminação mais precisaPré calcular cada etapa da simulação separadamenteFalha ao gerar e gravar: lonas inválidas.Falha ao gerar e gravar: nenhum modificador de pintura dinâmica encontrado.Gerar e gravar a partir da multirresoluçãoGera e grava a partir do cache.Gera e grava as texturas de imagem dos objectos seleccionados.Pré calcular luz incidente do ambiente, em vez de considerar apenas visibilidade para iluminação mais precisa, mas perdendo correcta mistura com volumes de irradiância circundantesPré-calcular armazenamento de luz do volume de irradiânciaO item de pré-cálculo é um atributo armazenado na geometriaPré calcular reflexões de fontes luminosas para iluminação mais precisaPré calcular canais de posiçãoNó de saída de pré-cálculo ou de simulação ao qual este pré-cálculo pertence. Este nó pode estar acomodado dentro de vários níveis de grupos de nós. Pode ser vazio no caso de dados vinculados em falta.Gera e grava as normais.Gera e grava as transformações dos objectosPré-Calcular no Intervalo de ChavesPré-calcular cada fotograma que tenha uma chave para qualquer dos ossos, por oposição a pré calcular penas os relevantesOs passos de geração e gravação requerem que as contribuições diretas, indiretas ou de cores estejam activadas.Gera e grava as físicas.Calcular transformações de corpos rígidos dos objectos seleccionados e armazenar como fotogramas chavePré calcular canais de rotaçãoPré calcular canais de escalaGera e grava o sombreamento na superfície dos objectos seleccionados para o objecto activo.Pré-calcular simulações nos modificadores Geometry NodesPré Calcular transformação espacial nos dados do objecto, evita rotações indesejadas no objecto quando o espaço alvo não está alinhado com o espaço do Blender (AVISO ! opção experimental, use por conta e risco, não funciona bem com armações/animações)Pré calcular deslocamento no espaço do objectoPré calcular deslocamento no espaço de tangentesGera e grava as normais no espaço dos objectos.Gera e grava as normais no espaço da tangente.Fazer bake para a Câmara activaPré-Calcular para blocos-de-dados de imagem associados com os nós de imagem activos no editor de materiaisFazer bake para o atributo de cor nas malhasPré calcular deslocamento vectorialAnimação gerada e gravadaPré-CálculosPré calcula as ondas de som para amostras nos canais seleccionadosMapa gerado, gravado e guardado em uma imagem interna, guarde-o externamente ou então, empacote-o.Mapa gerado e gravado escrito em "%s"Geração e gravação dos dados de multirresolução apenas funciona com um objecto de malha activa.Operações de gerar e gravar devem ocorrer em imagens que possuam contingenciadores.Operações de gerar e gravar para tipo de imagem não suportado.EquilibradoEquilibrado entre performance e qualidadeBolaTamanho da bolaPressão para inflar a bola.FaixasDirecção das FaixasFaixas transversais ao eixo XFaixas transversais ao eixo YFaixas transversais ao eixo ZFaixas transversais à diagonalInclinaçãoCascaBaseCor de baseTipo de preenchimento de baseÂngulo da Pose BasePosição da Pose BaseEscala BaseTransparência alfa base, possivelmente modificada pelos modificadores de transparência alfa.Classe base de renderizadores baseados em USD HydraCor de base para os fantasmas após o fotograma actual.Cor de base para os fantasmas antes do fotograma actual.Baseado em DuplicadorBaseado num ConjuntoCor de linha de base, possivelmente modificada pelos modificadores de cor de linha.Espessura de linha base, possivelmente modificada pelos modificadores de espessura de linha.Malha baseÁrvore de nós de base a partir do contexto.Tipo de nó base para tipos de grupos de nós personalizados registados.Orientação base para rotaçãoOrientação base para a rotaçãoVelocidade base para caminhada e voo.Superfície base relativa à qual o mapa de normais é aplicado, quando se usa deslocamentoTipo de base para os parâmetros do solucionador de cinemática inversa.Tipo de base para blocos de dados, definindo um nome único, vinculando a partir de outras bibliotecas e coleções destacáveis.Tipo base para definir a os modificadores de transparência alfa.Tipo base para definir os modificadores de cor das linhas.Tipo base para definir modificadores de espessura de linha.Tipo base para definir modificadores.Tipo base para definir modificadores de geometria de traço.Com Base na Posição do RatoEmbasado na distância e decaimento, adicionando uma porção do caminho integral.BásicoModo básico para edição interativa de parâmetros de estilo.BaseMatriz de baseBasco - EuskaraAlterar Tipo de Mesclagem em MassaAlterar em Massa Operações MatemáticasAlterar em Massa Nós SeleccionadosExportar em massaModo de tarefas em loteLotes em directórios própriosMudar em massa o tipo de mistura e operações matemáticasBatalhaÂngulo do FocoFormato de FeixeGrãos (cacau)Grãos (soja)EmbelezarBeckmannAntesCor anteriorAntes do actualAntes do Fotograma ActualCiclos anterioresFotograma anteriorAntes do último fotograma chaveAntes do modoAntes do OriginalAntes da Original (Alinhada)Antes da Original (Completa)Antes da Original (Canais Separados)Comportamento ao importar atributos USD como propriedades personalizadas BlenderComportamento ao importar texturas de um arquivo USDZComportamento quando o nome de um material importado entra em conflito com material existenteComportamento quando o nome de ficheiro de uma textura importada entra em conflito com um ficheiro existenteBielorrusso - БеларускаяAbaixoAbaixo do ajusteConformarConforma os itens seleccionados entre o cursor 3D e o rato, em formato de arco.Conforma a malha sobre o eixo Z do espaço do modificador.Dobrar forma usando um objecto curvaConformaçãoModo de flexãoAmortecimento de conformação das molasRigidez de conformaçãoRigidez máxima de conformaçãoGrupo de vértices de rigidez de conformaçãoOssos maleáveisPropriedades de formato dos ossos maleáveisOssos maleáveisMelhor CorrespondênciaMelhores combinações das normais Tipo de estrutura melhor conhecido do conector. Pode não coincidir com a forma do conector, por exemplo para conectores de entrada não conectadosMelhores resultados quando há buracos (mais lento)Intervalo entre o primeiro e último dos marcadores seleccionados.BolearBolear ConvexasProfundidade de boleadoModo de BoleadoModificador BolearObjecto de boleadoRaio do boleadoResolução do perfilPeso de BoleadosPeso de Boleado:Quantidade de boleadoMétodo de quantidade de boleado por percentagemModificador de chanfro para fazer com que as arestas e vértices sejam mais arredondados.Chanfra a malha inteira através de um valor constante.Ajuste finoUm factor de ajuste fino (afinidade) para o qual o fotograma terá mais influência nos traços interpolados.Desvio para reduzir fugas de luz em mapas de sombras de variância (Obsoleto)Desvio para reduzir sombreamento próprio (Obsoleto)Desvio nas normais de sombreamento para reduzir auto-intersecçõesParcialBi-cúbicaBi-cúbica durante a ampliação, caso contrário, bilinear (apenas OSL).GrandeDesfocagem bilateralFiltragem BilateralBilinearAcoplar invólucros de ossos ao modificador de armaçãoCoordenadas de AcoplamentoAtrela a pose base no modificador de suavização corretiva.Acoplar forma actualAtrela a malha para uma jaula no modificador de deformação por malhaAcoplar malha ao sistema no modificador de Deformação LaplacianaAcopla malha ao alvo no modificador de Deformação de SuperfícieAcoplar a câmara seleccionada ao marcador no fotograma actualAcoplar grupos de vértices ao modificador de armaçãoMomento do nascimentoEixo BissectrizDistância à BissectrizEixo de inversão da BissectrizMatemática de BitsProfundidade de bits para partículas de fluidos e grelhas (valores de bits mais baixos reduzem tamanho do ficheiro)Profundidade de bits por canal.BitangenteAssinatura bitangenteVector bitangente deste vértice para esta face (deve ser computado antecipadamente usando calc_tangents, usar apenas se necessário, acesso mais lento que bitangent_sign)Grupos de Suavização com BitflagsMapa de Bits (.bmp)Taxa de bitsTaxa de bits em kbits/sBack SpacePretoNível de pretoPonto pretoMatéria escuraBlackman-HarrisUsa o filtro proposto por Ralph Beebe Blackman e Fredric J. Harris (método de janela).LâminasEm brancoSangrarDesvio de TransbordoDesvio de SangramentoMesclarFactor de MisturaFicheiro BlenderFicheiros BlendMisturar de EntradaMistura de Entrada/SaídaModo de MisturaModo de Mesclagem para Faces TransparentesMesclar opacidadeMisturar de SaídaMesclar caminhoMesclar superfícieTextura BlendTipo de MisturaPeso de MisturaMisturar alpha por baixo de outro vídeoMisturar alfa sobre outro vídeoAtenuar a influência do pincel pela orientação frontal da faceCor de mesclagem para misturar com a cor da textura de saída.Mescla os dados da face ao longo da inserção.Factor de mescla entre o esticado minimizado e o original.Misturar da posição actual para o fotograma anterior ou seguinteMescla a região sobreposta para dentro e para fora.Mesclar forma a partir de uma Forma ChaveModo de mesclagemMisturar fotogramas seleccionados com o seu vizinho direito ou esquerdoMisturar chaves seleccionadas com declive das chaves vizinhasMisturar chaves seleccionadas com o seu valor padrão a partir da sua posição actualMisturar a Acção de Pose dado com a rigEspaço de Cor do Ficheiro-BlendDados de ficheiro BlendMescladoBlenderBlender (melhor para ida e volta de importação/exportação)Blender 2.7Blender 2.8Ficheiro BlenderVisualização de ficheiros do BlenderNomes BlenderEspaço de objecto BlenderBlender originalRNA BlenderDefinições de estrutura de RNA do Blender.Renderizador interno BlenderEspaço de ambiente (mundo) BlenderBlender compilado sem suporte a Audaspace Blender está compilado sem suporte a biblioteca de captura de movimentos.Intensidades de iluminação Blender sem conversãoDados de espaço de preferênciasContexto de Importação de Ficheiro BlendItem de Contexto de Importação de ficheiro BlendItens de Contexto de Importação de Ficheiro BlendBibliotecas de Contexto de Importação de Ficheiro BlendBiblioteca de Contexto de Importação de Ficheiro BlendContexto de importação de ficheiro Blend foi inicializado e preenchido com itens a importar, nenhuns dados foram ainda vinculados ou apostosMesclagemFactor de MisturaModo de MesclagemFactor de mesclagemFactor de mistura para sombras de menus e painéisMesclagem para colisões não elásticas.Peso de mistura deste ossoMisturar fotogramas a partir do estado actual com uma curva de suavização de entrada ou saídaElemento em forma de bolhas num bloco-de-dados de Meta-EsferaColecção BloqueadoraAuraAzulDiagrama de referênciaDesfocar (via filtro)Desfocar AtributoDistância de desfoqueInterações de desfoqueModo de desfoquePassos de DesfoqueForça do desfoqueLargura de desfoqueDesfocar uma imagem ao longo de uma direcçãoDesfocar uma imagem usando vários modos de desfocagemLimite de desfocagem, raio máximo do círculo de indistinçãoSuavizar escadeamento de sombras usando Filtragem de Percentagem Mais PróximaForça do desfoque por interação.Desfocar a radiância resolvida usando filtro bilateralDesfocar usando profundidade de campo da câmaraDesfocar pesos no grupo de vértices activoPassos de desfoque para decaimento de normalCorpo do textoRevoadaCérebro da revoadaRegras para revoadaRegras de revoadaDefinições de revoada.Estado da revoadaEstados de revoadaPeso de influência do efetor revoada.Altura da revoada relativa ao tamanho das partículas.Nome de regra de revoada.Estado da revoada para física de revoada.Nome de estado da revoada.A revoada irá lutar estas vezes com um inimigo forte.RevoadasRevoadas 2DFlocagemDesfocagem flocadaImagem flocadaTipo de flocagemDeslocamento de rotação do formato da flocagem.NegritoNegrito e ItálicoOsso(s)Osso '%s' tem dados de segmentos B-Bone desactualizados - actualização de grafo de dependências necessária!O osso '%s' não é um B-Bone!Matriz do osso relativa a armaçãoColecção de OssosFiliações em Colecções de OssosEspeciais de Colecção de OssosInterface do Utilizador de Colecção de OssosColecções de OssosColecções de Ossos (Todos)Colecções de Ossos (Raízes)Colecções de Ossos que contém este ossoConjunto de cores de ossosCores de OssosPropriedades de Restrições de OssosRestrições de ossosHeurística de OssosInvólucro de OssosDistância do Invólucro do OssoEnvelopes de ossosA partir do ossoPeso de aquecimento de ossos: falha ao encontrar solução para um ou mais ossos.Hierarquia de ossosInfluências de OssosInformação de OssoOsso com Peso TrancadoMatriz do ossoNome do ossoOriginal do ossoOssos activos em modo de poseOssos Seleccionados em PosePropriedades de OssosRelativosRolagem do ossoSelecção de OssosDefinições de ossosEscala de Forma do OssoTamanho do OssoOssos em modo sólidoPara o ossoOsso já possui uma restrição de cinemática inversa.Osso associado com este osso de pose.Colecção de ossos dentro de um bloco-de-dados de armaçãoOsso definindo deslocamento.Distância da deformação do osso (apenas para deformação por envelope).Peso de deformação do osso (apenas para deformação por envelope).Ossos dentro de um blocos-de-dados de armaçãoOs ossos herdam as rotações ou escalonamentos a partir dos ossos parentes.Osso está apto a ser seleccionado.O osso é sempre desenhado em aramado independente do modo de sombreamento da vista 3D (útil para formatos de ossos personalizados não obstrutivos)O osso não é passível de ser transformado quando em modo de edição.Osso não é visível excepto em modo de ediçãoO osso não é visível durante o modo de edição.Osso não visível quando em Modo de Edição.O osso está seleccionado em Modo de PoseLocalização do osso é definida em espaço local.Alinhamento de inclinação do ossoRotação do osso em torno de seu eixo formado pela cabeça e base.Erro de contagem de selecção de ossos.Selecção de ossos durante pinturaOsso que define a transformação de visão deste formato personalizado.O osso que serve como manípulo final para a curvatura do B-BoneO osso que serve como a manípulo inicial para a curvatura do B-BoneOsso para definir as coordenadas de texturaOsso a partir do qual transformarOsso usado para espelharOssosOssos adicionados a esta colecção de ossos. No modo de edição de armação retorna sempre uma lista vazia, uma vez que a associação a colecções só é sincronizada quando sair do modo de edição.Ossos nesta colecção serão visíveis em modo de pose/objectoApenas ossos: aplicar os canais de transformação do objecto da acção do osso restringido, ao invés dos canais dos ossos.Ossos que são descendentes deste ossoFavoritosEspeciais para favoritosAtributo BoolianoValor do Atributo BoolValor Bool no atributo de geometriaBoolianaLista de BooleanosMatemática BooleanaModificador - Operação boolianaConector de nó booleanoInterface de Conector de Nó de BooleanoOperação BooleanaValor BoleanoModificador para operações boolianas.Conector de valor booleano de um nó.Factor de amplificaçãoMargensMargens de colisãoLargura da MargemA renderização de margens não é suportada pelo sequenciador.Selecciona por margens, apenas as UVs afixadas.MargensAmbosAmbas as facesAmbos os VizinhosAmbos os LadosAmbos ZSubdividir as arestas mais longas e colapsar arestas mais curtas simultaneamente para aperfeiçoar detalhes da malhaBaseLinha Base InferiorBase EsquerdaInfluência do Lábio InferiorAlinhado com fundo ao carregar (excepto para editores de propriedades)Fim da listaBase do intervalo de destinação do movimento do eixo X.Base do intervalo da fonte de movimento do eixo X.Base do intervalo de destinação do movimento do eixo Y.Base do intervalo da fonte de movimento do eixo Y.Base do intervalo de destinação do movimento do eixo Z.Base do intervalo da fonte de movimento do eixo Z.SaltitamentoMargensNúmero de amostras por camada de renderização envolto pela quantidade de amostras globais.MargensExtremidadesLimites de Conjuntos de FacesDecaimento de LimiteDeslocamento da Origem do LimiteForma do Limite (Convexa)Suavização de LimiteTopologia de LimiteArestas nas extremidadesTipo de limite em máscaraEnvoltoCaixa delimitadoraCentro da Caixa DelimitadoraContornosCentro circundanteLimitar pelas extremidadesCaixaCores das caixas de pano de fundoCores da CaixaMostrar da CaixaMáscara em caixaArredondamento da CaixaAumentar Nitidez Caixa (Box)Raio dos cantos do rectângulo como factor da altura da caixaFiltro caixaMargem da caixa como factor relativo à largura da imagemFormatos como caixas (ex: cubos), incluindo planos (ex: planos de pisos ou bases).Suavização das ramificaçõesBronzeSeparar faces da malha e deixá-las fluir com partículasQuebra os ossos seleccionados em cadeias de ossos menores.Controlo de interrupçãoInterruptivosFotogramas chave de rupturaFotogramas chave de ruptura seleccionadosAjuste de interrupçãoTijolo (comum)Tijolo (prensado)Tijolo (suave)Textura de tijolosLargura do blocoBlocosBlocos 1Blocos 2Dados de modificador de brilho e contraste para faixa de sequência.Mais ClaroBrilhoLimite de intensidade de brilho.Multiplicador de brilho.O brilho do ícone dos mini eixos.Limite de brilho para o qual usar profundidade de campo baseada em spritesBrilho/ContrasteTrazer para frenteTrazer o osso para dentro do objecto modificadoTrazer aTrazer a posição, rotação e escala do objecto fornecido para o objecto modificado, mantendo a posição relativa entre dois objectos na cenaTrazer para o topoTransmitir acçõesTransmitir todas as acções compatíveis a todos os objectos. Objectos animados receberão todas as acções compatíveis consigo, outros não recebem nenhuma animação.BronzeBrownianoModelo de Distorção Brown-ConradyBrownianoNavegarPermite navegar entre os dados de acção a ser vinculados.Permite navegar entre os dados de armação a ser vinculados.Permite navegar entre os dados de pincel a ser vinculados.Permite navegar entre os dados de ficheiros de cache a ser vinculados.Permite navegar entre os dados de câmara a ser vinculados.Permite navegar entre os dados de curva a ser vinculados.Permite navegar entre os dados de Grease Pencil a ser vinculados.Permite navegar entre os dados de identificadores a ser vinculados.Permite navegar entre os dados de imagem a ser vinculados.Permite navegar entre os dados de treliça a ser vinculados.Permite navegar entre os dados de estilo de linha a ser vinculados.Permite navegar entre os dados de máscara a ser vinculados.Permite navegar entre os dados de material a ser vinculados.Permite navegar entre os dados de malha a ser vinculados.Permite navegar entre os dados de esfera-meta a ser vinculados.Permite navegar entre os dados de clipes de filme a ser vinculados.Permite navegar entre os dados de árvore de nó a ser vinculados.Permite navegar entre os dados de objecto a ser vinculados.Permite navegar entre os dados de curva de pintura a ser vinculados.Permite navegar entre os dados de paleta a ser vinculados.Permite navegar entre os dados de definições de partículas a ser vinculados.Permite navegar entre os dados de cena a ser vinculados.Permite navegar entre os dados de som a ser vinculados.Permite navegar entre os dados de auto-falante a ser vinculados.Permite navegar entre os dados de texto a ser vinculados.Permite navegar entre os dados de textura a ser vinculados.Permite navegar entre os dados de ambiente (mundo) a ser vinculados.Permite navegar em locais, pastas, ficheiros e recursos.Navegar este ficheironavegar, instalar e gerir extensões de repositórios remotos ou locaisModo de NavegaçãoPincelAdicionarDobrarAgarrar Bi-EscalaBolhaDesfocarFronteiraTipo de PincelArgilaFaixas de ArgilaPolegar de ArgilaClonarTêxtilGradiente de CorConstanteVincoDeformaçãoDirecçãoArrastoDesenharDesenhar Conjuntos de FacesVinco AgudoDeformação ElásticaApagarExpandirDecaimentoPreenchimentoAgarrarInsuflarInvertidaTremulaçãoCamadaMáscaraRaspar Multi-PlanoApagador de Deslocamento MultiresEspalhar Deslocamento MultiresNovo(a)NormalCutucarPintarBeliscarBeliscar PerpendicularmenteBeliscar PontoPlanoPoseEmpurrarRodarEscalaSimplificarDeslizar RelaxarEspalharSuaveGancho de CobraAtenuarSubtrairSuperfíciePolegarTingirAgarrar Tri-EscalaTorcerRecurso de PincelReferencia de Recurso de PincelCapacidades do pincelColecção de PincelDetalhes do pincelAltura do pincelMáscara de pincelNormais do pincelPré Definições de PincelRaio do PincelDefinições de pincelTamanho do pincelEspeciais de PincéisCompartimento de textura de pincelTipo de PincelO modo de mistura de pincéisBloco de dados de pincel para armazenar as definições de pincel para pintura e escultura.Bloco-de-dados de PincelDeformação do pincel desloca os vértices da malhaO pincel deforma o têxtil deformando as restrições de uma simulação de têxtilO pincel é projetado para as lonas a partir da direcção definida dentro da proximidade do pincel.O pincel possui um atraso com relação ao rato e segue um caminho mais suave.Pincel apenas afecta vértices de frente para o utilizadorPincel opera em todas as ilhasAs definições para o pincel.Tamanho de pincel em espaço de ecrãPassos de pincelForça do pincel.Define o uso de ângulos aleatórios para a textura do pincel.Rotação da textura do pincelPincel a usar pela duração do traçoidentificador de tipo de pincel, para o qual será encontrada a ferramenta mais adequadaCapacidades do pincel.O pincel actual. Clique com o BEM para obter amostras para a paleta em vez de amostras para o pincel.PincéisBolhaFlutuabilidade das BolhasArrasto de BolhasContingenciadorTamanho do contingenciadorConstruirConstrói uma aproximação com 100% da resolução.Constrói uma aproximação com 25% da resolução.Constrói uma aproximação com 50% de resolução.Constrói uma aproximação com 75% da resolução.Modificador - ConstruirConstruir original:Construir sem distorção:Construir uma rotação a partir de um eixo e rotação em torno desse eixoConstruir uma rotação a partir de componentes de quaterniõesConstruir uma rotação a partir de ângulos separados em torno de cada eixoModificador de efeito de construção.Construir substitutos para faixas de filme e imagem adicionadas em cada tamanho de pré visualizaçãoConstrói uma aproximação com resolução de 100% da dimensão da filmagem original.Constrói uma aproximação com 100% da resolução da dimensão original da filmagem sem distorção.Constrói uma aproximação com resolução de 25% da dimensão da filmagem original.Constrói uma aproximação com 25% da resolução da dimensão original da filmagem sem distorção.Constrói uma aproximação com resolução de 50% da dimensão da filmagem original.Constrói uma aproximação com 50% da resolução da dimensão original da filmagem sem distorção.Constrói uma aproximação com resolução de 75% da dimensão da filmagem original.Constrói uma aproximação com 75% da resolução da dimensão original da filmagem sem distorção.Constrói uma gravação do índice de código de funcionamento.Apenas constrói novos traços (assumindo desenho 'aditivo')Construído sem o modificador para reestruturar malha.Modificador-f de função embutidaReprodutor de animação internoGestor de ficheiros integrado para abrir, guardar e vincular dadosBúlgaro - БългарскиRelevoCorrecção de Mapa de RelevoApenas RelevoMapa de relevos, para simular a aparência de deslocamento.EncapsulamentoConector de Nó de AgrupamentoInterface de conector de nó de AgrupamentoAgrupamento de sólidosDados de AgrupamentoAgrupamento na GeometriaConector de Agrupamento de um NóFlutuabilidadeDensidade de FlutuabilidadeCalor de FlutuabilidadeForça de Flutuabilidade baseada na densidade do fumo (valor mais alto resulta em fumo com ascenção mais rápida)Força de flutuabilidade baseada no calor do fumo (valores mais altos resultam em fumo com ascenção mais rápida)Gravar na ImagemModo QueimarDesenho Complexo!BarricasTerminações em barricas (achatadas).Por ID de GrupoPor CamadaPor Partes SoltasAtravés do materialDefinir pelos nomesUtilizando a ordem das camadasPor Vezes Acima do Fotograma ActualPor Vezes Acima do Primeiro Marcador SeleccionadoPor Vezes Acima do Tempo ZeroPor Valores Sobre o Valor do CursorPor Valores Acima do Valor ZeroQue quantidade crescer a selecçãoCor ByteAtributo Côr ByteValor de atributo de cor byteBytecodeChave de aferição de BytecodeBézierCurva BézierPonto de Curva BézierPontos BézierSegmento BézierBézier UBézier VPonto de curva Bézier com dois manípulosPonto de curva Bézier com dois manípulos, definindo um Fotograma Chave numa Curva-FCFLCINEONCPUCRFCUDACacheFicheiro(s) de cacheFicheiros de cacheBloco-de-dados de Ficheiros de CacheArmazenar FinalÍndice de cacheInformações de cacheO armazenamento está desactualizadoArmazenar CamadaCamadas de ArmazenamentoManipula caches para malhasModificador - Cache de malhaDefinições de Sobreposição de ArmazenamentoCaminho de cacheArmazenar RawResultado do cacheDefinições de Armazenamento TemporárioPassos de cachePasta de armazenagemDirectório de ficheiros de cache.Armazenar imagem final para cada fotogramaArmazenar fotogramas durante a reprodução de nós de simulaçãoO cache está desactivado até que o ficheiro Blender seja guardado.Nome do cache.Armazenamento das posições do em coordenadas mundiais de um elemento sobre um intervalo de fotogramasArmazenar imagens raw lidas do disco, para ajuste mais rápido de parâmetros de faixa penalizando o uso de memóriaArmazenar os dados fornecidos de modo a poderem ser usados sem recomputaçãoCria um cache de som na memória.Alvo de Pré CálculoDiscoHerdar do ModificadorIncluídoLocalização do cache no caminho.Posições em cache por fotograma.Armazenar velocidades dos vértices da malha. Estes serão utilizados (automaticamente) quando renderizar com desfocagem de movimento activada.Armazenar em cacheJaulaExtrusão da jaulaObjecto de jaulaCalcularCalcular alfaCalcular aberturasCalcular OrdemCalcular sobreposiçõesCalcular peso de Vértices dinamicamenteCalcular um valor ou cor aleatórios com base numa semente aleatóriaCalcular todos os objectos seleccionados em vez de apenas o activoCalcula um canal alfa com base nos valores de cores (RGB) dentro da imagem.Calcula o caminho dos ossos a partir das cabeças.Calcula o caminho dos ossos a partir das bases.Calcular espaçamento do pincel relativo à cena usando a posição do traçoCalcular espaçamento do pincel relativo ao ecrãCalcula as crianças que vestem bem os cabelos longos.Calcula um deslocamento uniforme para as plumas.Calcula o deslocamento da pluma como uma segunda curva.Calcula as alturas contra as malhas de baixa resolução não subdivididas.Calcula as aberturas durante o preenchimento de curvas sobrepostas.Calcula os modificadores dentro do espaço linear invés do espaço do sequenciador.Calcula as normais de maneira que resultem em uma espessura mais distribuída (mais lento, desabilite quando desnecessário).Calcula a rotação das partículas.Calcula os caminhos para os ossos seleccionados.Calcula os pontos de velocidade automaticamente.Calcular limites das posições do conjunto de geometrias de cada instânciaCalcula a posição relativa (usando arestas).Calcula a posição relativa (usando faces).Calcula as intersecções e sobreposições internas antes do preenchimento.Calcular arestas pontiagudas usando dados de normais (quando disponíveis)Calcular simulações nos modificadores geometry Nodes desde o início até ao fotograma actualCalcular estatísticas acerca de um universo de dados de um campo numa geometriaCalcular a máscara limite com base em ilhas de topologia de malha desconectadasCalcular a máscara limite entre conjuntos de facesCalcular o espaçamento do pincel usando distância de ecrã ou da cenaCalcular o centro da geometria com base no ponto de pivô actual (mediano, caso contrário usando a caixa envolvente)Calcula o centro da massa a partir da área de superfície.Calcula o centro da massa a partir do volume (a geometria deverá ser contígua, cujas normais sejam consistentes).Calcular a direcção e magnitude de modificação nos valores de uma grelha escalarCalcular o fluxo de entrada e saída de cada ponto de uma grelha de vector direccionalCalcular o valor interpolado do atributo da malha no ponto mais próximo da sua superfícieCalcular valores interpolados de um atributo da malha numa coordenada UVCalcular os limites das forma da geometria e gerar um paralelepípedo com essas dimensõesCalcular a magnitude e direcção de circulação de grelha vectorial direccionalCalcular a média e mediana de um determinada instruçãoCalcular o mínimo e o máximo de uma dada instruçãoCalcula a ordem das arestas (necessário para malhas, mas não para curvas).Calcular a proximidade às arestas do alvoCalcular a proximidade às faces do alvoCalcular a proximidade aos pontos do alvo (mais rápido que os restantes modos)Calcular o desvio padrão e variância de uma dada instruçãoCalcular a área da superfície das faces de uma malhaCalcula uma nova malha manifold baseada no volume da actual malha. Todas as camadas de dados serão perdidas.CalibraçãoChamar PainelFunção de retorno de chamada definida para conjuntos de inserção de chaves internos.CaligrafiaCâmaraTraseiraProfundidadeDianteiraLentesNovo(a)A câmara "%s" não é uma câmara de múltipla visualização.Margens de câmaraClipe de câmaraMargem de Omissão pela CâmaraOmissão por câmaraDados da câmaraInformações de CâmaraObjecto CâmaraDeslocamento de câmaraSobrepor câmaraTrancar câmara ao parentePassepartout da câmaraCaminho de câmaraPredefinições de câmaraSolucionador de câmaraRestrição Solucionador de CâmaraSufixo da câmaraVista de CâmaraVisibilidade em CâmarasAmpliação de CâmaraBloco de dados de câmara para armazenar as definições de câmara.Bloco-de-dados de Câmara.Distância mais longa para corte de visualização de câmaraAlteração horizontal de câmara.O campo de visão da lente da câmara.O campo de visão horizontal da lente da câmara.O campo de visão vertical da lente da câmara.Distância mais próxima para corte de visualização de câmara.Câmara que se torna activa neste fotogramaCâmara a usar como ponto de referência ao subdividir geometria, útil para evitar artefactos deslizantes quando a câmara de cena se moveCâmara na qual o movimento está parenteado (em caso de objecto vazio, a câmara da cena activa é usada).Tipo de câmaraAlteração vertical de câmara.Eixo Principal da CâmaraComprimento focal da câmaraCâmarasPode adicionar restrições adicionais quando auto inserção de chaves pode inserir fotogramas chavePode apenas guardar sequências em sequências de imagem.Apenas é possível escalonar o tamanho da região a partir de uma zona de ação.CancelarCancela a animação, retornando para o fotograma original.Cancelar operação de ficheiroCancelar mostrar e renderizaçãoNão é possível adicionar arestas no modo de edição.Não é possível adicionar um gancho para osso em um objecto que não é uma armação.Não é possível adicionar gancho sem outros objectos seleccionados.Não é possível adicionar circuitos em modo de ediçãoNão é possível adicionar nó do tipo %s para a árvore de nó '%s'.Não é possível adicionar propriedade a Agrupamento de Chaves integradosNão é possível adicionar vértices no modo de edição.Não é possível aplicar modificador para este tipo de objecto.Não é possível aplicar pose à armação vinculada a biblioteca.Não é possível aplicar a armações com múltiplos utilizadores.Não é possível gerar e gravar em formatos de imagem que não formam uma sequência.Não é possível alterar a pose quando a "Posição de descanso" está activada.Não é possível alterar a ação, pois esta ainda está sendo editada no editor de animação não linear.Não é possível alterar ficheiro antigo (ficheiro guardado com @)Não é possível criar armações no modo de edição.Não é possível apagar o índice '%s'. Blocos de dados utilizados indiretamente necessitam ao menos um utilizador.Não é possível apagar o identificador '%s', vinculado indiretamente.Não é possível apagar a biblioteca '%s', vinculada indiretamente.Não é possível apagar o objecto '%s', vinculado indiretamente.Não é possível apagar camadas bloqueadas.Não é possível apagar o objecto '%s' a partir da cena '%s'. Objectos utilizados indiretamente necessitam ao menos um utilizador.Não é possível usar o carrinho quando o deslocamento de visão está bloqueado.Não é possível duplicar a selecção actual.Não é possível editar os dados da biblioteca.Não é possível encontrar biblioteca '%s'Não é possível fazer voo de um objecto com restrições.Não é possível voar quando o deslocamento de visão está bloqueado.Não é possível juntar durante o modo de edição.Não é possível vincular objectos dentro de uma cena vinculada.Não é possível vincular objectos dentro da mesma cena.Não é possível criar segmento.Não é possível mover sobre um modificador que requer dados originais.Não é possível mover além de um modificador que não é do tipo deformador.Não é possível navegar usando um objecto com restrições.Não é possível navegar quando o deslocamento de visão está bloqueado.Não foi possível abrir o ficheiro %s para escrita: %sNão é possível sobrescrever a biblioteca usada '%.240s'Não é possível incluir ficheiro absoluto: '%s'Não é actualmente possível incluir imagens com múltipla vistas directamente a partir dos dados...Não é actualmente possível incluir imagens com quadrículas directamente a partir dos dados...Não é possível pintar traço.Não é possível colar variáveis de controlador sem um controlador funcional.Não é possível fazer pose para dados de biblioteca.Não é possível empurrar para baixo as acções durante o ajuste de uma faixa de ação, é necessário sair do modo de ajuste primeiro.Não é possível reconectar marcadores dentro da mesma cena.Não é possível ler %s '%s': %sNão é possível ler '%s': %sNão é possível redireccionar biblioteca '%s', vinculada indirectamenteNão é possível remover Agrupamento de Chaves integradosNão é possível remover arestas no modo de edição.Não é possível remover mais arestas do que a malha contém.Não é possível remover mais vértices do que a malha contém.Não é possível remover a propriedade de Agrupamento de Chaves integradoNão é possível remover vértices no modo de edição.Não é possível renderizar, a cena não possui uma câmara.Não é possível romper múltiplos vértices desconectados.Não é possível guardar sequências de multi-camadas.Não é possível separar a selecção actual.Não é possível definir caminhos absolutos com um ficheiro .blend não guardado.Não é possível definir caminhos relativos com um ficheiro .blend não guardado.Não é possível girarNão é possível dividir a selecção actual.Não é possível trocar '%s' e '%s' por que uma ou ambas não são se encaixam em seus novos locais.Não é possível alternar as faixas seleccionadas pois estas não se encaixam em seus novos locais.Não é possível desassociar '%s' não suportado da colecção de associação de luzes '%s'Não é possível descompactar o ficheiro de biblioteca individual, '%s'Não é possível renderizar usando OpenGL no modo de plano de fundo (sem contexto Opengl).Não é possível usar vértices com normais de comprimento zero.Não é possível usar faces com área zero.Não é possível usar ossos com comprimento zero.Não é possível usar curvas com comprimento zero.Não é possível usar arestas com comprimento zero.Não é possível escrever um ficheiro único com um formato de animação seleccionado.LonasNormais da lonaDefinições de lonaSuperfícies das lonasMalha de lona não actualizada.Ponteiras das terminaçõesTipo de preenchimento de terminaçõesTerminaçõesCápsulaCapturarCapturar AtributoItem de Captura de AtributoDistância de CapturaCapturar EmissãoCapturar IndirectaCapturar AmbienteCapturar uma imagem de um editorCapturar uma imagem da janela inteira do BlenderCapturar uma captura de ecrã para utilizar como pré-visualização para o recurso seleccionadoCapturar a janela inteiraCarbono (sólido)CartolinaCardinalNúmero de SériesDesvanecimento de SérieDistância Máxima da SérieCapitalizaçãoSensível a maiúsculas e minúsculasApenas combinações perfeitas para maiúsculas e minúsculasProjetarFerro fundidoModificador - ProjetarProjetar sombrasProjectar Cáusticas e SombrasProjeta um foco de luz usando arestas de iluminação em formato de quadrado.Emitir raios e obter informação do ponto atingidoEmite raios acima da superfícieProjectar raios a partir da geometria de contexto até a geometria alvo, e obter informação de cada ponto de contactoProjectar raios no objecto activo a partir de uma jaula.Projectar sombras de materiais volumétricos sobre materiais volumétricos (Muito dispendioso)Catalão (Català)CatálogoID do CatálogoNome Simples do CatálogoUUID do CatálogoCatálogo a usar para o novo recursoCategoriaCatmull RomCatmull-ClarkCatmull-RomFaz as faces do objecto malha aparecer ou desaparecer uma após a outra ao longo do tempoFaz com que a imagem se repita horizontalmente e verticalmente.Faz com que a imagem se repita em um padrão quadriculado.Faz com que os dados de Grease Pencil sejam duplicados com o objectoFaz com que as acções sejam duplicadas com os blocos-de-dadosFaz com que os dados da armação sejam duplicados com o objecto.Faz com que os dados de câmara sejam duplicados com o objectoFaz com que os dados de curva sejam duplicados com o objecto.Faz com que os dados de curva sejam duplicados com o objectoFaz com que os dados de grelha sejam duplicados com o objectoFaz com que os dados de luz sejam duplicados com o objectoFaz com que os dados de Sonda de Luz sejam duplicados com o objectoFaz com que os dados do material sejam duplicados com o objecto.Faz com que os dados da malha sejam duplicados com o objecto.Faz com que os dados de esfera-meta sejam duplicados com o objecto.Faz com que os sistemas de partículas sejam duplicados com o objecto.Faz com que os dados da nuvem de pontos sejam duplicados com o objectoFaz com que os dados de altifalante sejam duplicados com o objectoFaz com que os dados de superfície sejam duplicados com o objecto.Faz com que os dados de texto sejam duplicados com o objecto.Faz com que os dados de volume sejam duplicados com o objectoCáusticasCavidadeCavidade (Invertida)Curva de CavidadeFactor de CavidadeMáscara de cavidadeModo de TectoRuído de célulaTamanho da célulaTipo de CélulaTipo de Célula a ser DestacadaCimentoCentralizarCentralizar as margens para açõesCentralizar diagonalmenteRevogação de CentroCentralizar as margens para títulosCentro dentro do espaço global de visualização.Centro da MassaCentro do gancho, usado para decaimento e exibiçãoCentro desta faceCentralizar no fotogramaDefine os pontos centrais em X e Y para rotação e escalonamento das UVs.Centraliza o texto.Centrar a vista de câmara, redimensionando a vista para caber nos limitesCentraliza a visualização e bloqueia o deslocamento.Centraliza a visão de maneira que o cursor esteja no meio da vista.Centraliza a visualização para a posição da profundidade Z abaixo do cursor do rato.Centralizar as áreas de segurançaCentrosCentímetrosCilíndrica CentralFundir no CentroideCentosEncadeadoContagem de encadeamentosComprimento da cadeiaEncadear Arestas SoltasDeslocamento de cadeiaPrioridade da CadeiaRedimensionamento em CadeiaDistância de pinturaContagem de encadeamentos para a selecção dos primeiros enésimos canais.A cadeia segue a posição do alvo.A cadeia segue as rotações do alvo.EncadeamentoMétodo de encadeamentoGiz (sólido)Probabilidade de cada ponto ser incluído na selecçãoProbabilidade de cada ponto ou curva serem incluídos na selecçãoChance com que as partículas passarão através da malha.AlterarAlterar Camada ActivaAlterar Maiúsculas e MinúsculasAlterar tipo de efeitoAlterar cena atribuída a FaixaAlterar modo de selecção UVAlterar o tipo de uma propriedade personalizada, ou ajustar como é mostrada no interfaceAltera a transparência alfa ao longo do traço.Altera a transparência alfa com base em um atributo de material.Altera a transparência alfa com base na distância a partir de um objecto.Altera a transparência alfa com base na distância a partir da câmara.Alterar canal azulAlterar brilhoAltera o tamanho do pincel por uma escala.Alterar maiúsculas e minúsculas de cada nomeAltera os formatos de colisão para os objectos de corpos rígidos seleccionados.Alterar cores em todos os blocos-de-dados para o novo espaço de trabalhoAlterar contrasteMudar modo de terminações de curva (arredondado ou direito)Altera a direcção dos pontos dos traços seleccionados.Alterar o tipo de domínio da simulaçãoAlterar factor de nós Misturar e Misturar SombreadoresMudar a opacidade de desvanecimento dos fotogramas fantasmaAlterar comportamento do fluxo na simulaçãoPermite alterar os códigos fonte dos caracteres.Altera os espaçamentos da fonte.Alterar canal vedeAltera como o fluído é emitidoAlterar como o atributo é armazenadoAlterar como o atributo de cor é armazenadoAlterar TonalidadeAlterar os valores de tonalidade/saturação/valor dos traçosAlterar ícone do grupo da camadaAltera a cor da linha ao longo do traço.Altera a cor de linha com base em um atributo de material.Altera a cor da linha com base em um ruído aleatórioAltera as cores das linhas com base na direcção dos traços.Altera a cor da linha com base na distância a partir de um objecto.Altera a cor da linha com base na distância a partir da câmara.Altera as cores das linhas com base na curvatura radial das superfícies 3D das malhas.Altera as cores das linhas com base nos ângulos dos vincos subjacentes.Altera a espessura de linha ao longo do traço.Altera a espessura da linha com base em um atributo de material.Altera a espessura da linha com base na distância a partir de um objecto.Altera a espessura da linha com base na distância a partir da câmara.Altera a espessura da linha de maneira que o traço se pareça com uma caneta tinteiro (caligráfica).Altera o ponto de pivô para as transformações (defeituoso).Alterar a posição da colecção de ossos activa na lista de colecção de ossosAlterar canal vermelhoAlterar a saturaçãoAltera a selecção para todas as faces.Altera a selecção para todos os vértices.Altera o modo de selecçãoInverte a selecção de todos os vértices UV.Inverte a selecção de todos os pontos de controlo UVW.Altera a selecção de todos os pontos de curva.Alterar selecção de todos os marcadores do rastreador activoAlterar selecção de todos os meta-elementosAltera a selecção de todos os marcadores de tempo.Altera a selecção de todos os marcadores de rastreamento.Inverte a selecção de todos os objectos visíveis na cena.Alterar selecção de todos os relatórios visíveisAlterar ordenamento para usar coluna sob o cursorAlterar valores UV de traçoAlterar posição, rotação ou escala de traçosAlterar espessura do traçoMudar de separadores apenas quando este editor partilhar uma margem com um OrganizadorAltera a acção activa utilizada.Altera o peso de boleado das arestasAlterar o tipo de armazenamento da simulação.Alterar a posição da restrição na lista para que seja avaliada após o número especificado das restantes restriçõesPermite alterar a influência nos vincos das arestas.Alterar vincos dos vérticesAlterar direcção da curva trocando o ponto inicial e o ponto finalAlterar a direcção na qual uma cadeia de ossos aponta (trocar as cabeças com as bases)Alterar a ordem de exibição dos traços seleccionadosAlterar a posição do efeito na lista para que avalie após um número especificado de outros efeitosAlterar o estado de bloqueio de todos ou alguns dos grupos de vértices do objecto activoAltera o estado de bloqueio de todas as formas chave do objecto activoAlterar distância mínima usada pelo pincel de densidadeMudar o modo usado para máscara de selecção em curvas no modo de esculturaAlterar o índice do modificador na lista para ser avaliado após o número definido de outros modificadoresAltera o número de chaves das partículas seleccionadas (chaves de pontas e raízes inclusas).Alterar a opacidade dos TraçosAlterar ordem das colunasAltera a posição do conjunto de linha activa dentro da lista de conjuntos de linha.Altera a posição do módulo de estilo dentro da lista de modificadores de estilo.Definir o modo de selecção para os traços Grease PencilAlterar o tamanho da imagemAlterar o tamanho das miniaturasAlterar o tamanho das miniaturas em incrementos discretosAlterar tamanho das miniaturas na vista de listaPermite alterar a velocidade da simulação.Alterar o índice do modificador da faixa na lista para ser avaliado após o número definido de outros modificadoresAlterar o tipo de curvaAlterar o método subjacente de simulaçãoAlterar a visibilidade dos Conjuntos de Faces da esculturaAlterar o espaço de cor de trabalho de todas as cores neste ficheiroMudar para o separador correspondente ao clicar nos ícones de dados no OrganizadorMudar para o marco RV seleccionado da listaAlterar tipo de efector na simulaçãoAlterar tipo de fluído na simulaçãoAlterar valorAlterar origem de dados visíveis na folha de cálculoAlterar rácio de ampliação da pré visualização do editor de sequênciasAlteradoAlterados SeleccionadosAlterar o tamanho da fonte e manipuladores no interface do utilizadorAlterar a espessura de contorno de manipuladores, linhas, e pontos no interfaceAlterar costuras de arestas recalcula o desdobramento UVCanalCores do CanalControladores de canal (ajustados apenas para controladores de curvas-f)Grupo de canalCores de Grupo de CanalChave de canalMatriz de canaisCanais AcondicionadosCanal definindo os dados de pose para um osso dentro de uma pose.Canal no qual a faixa será cortadaNúmero do CanalCanal no qual colocar esta faixaVariáveis de controlador dos canaisCanaisCanais da imagem para mostrarCanais da imagem para desenhar.Canais da pré-visualização a mostrarCanais a mostrar no histogramaÍndice de caracteresInformação do caracterePeso dos CaracteresCarácter usado para separa nomes de objectos numa estrutura hierarquicaCarvão vegetalCargaPeso de influência do efetor carga.ChebychevDistância ChebychevVerificar existentesVerificar Normais das Molas InternasVerificar e arranjar todas as propriedades de texto no actual ficheiro .blend para serem Unicode UTF-8 válido (necessário para alguns ficheiros antigos da era 2.4x)Verifica e avisa caso esteja sobrescrevendo ficheiros existentes.Procurar actualizações no ArranqueVerificar por seleções à esquerda ou à direitaVerificar se um excerto de texto existe dentro de outro textoVerificar se linhas prolongadas não colidem com traçosQuadriculadoDistância do xadrezQuadriculados paresQuadriculados ímparesTextura quadriculadaIntercalado em quadriculadoTamanho do XadrezChiangCriançasNúmero de DescendenteCriança deRestrição - Criança deControlo do Descendente DeRestrição "Criança de" não encontrada.Partículas criançasPartículas criançasTamanho do raio das criançasCircularidade das criançasSemente para criançasTamanho das criançasColecção filha com as definições de colecçãoCriança deste osso de pose.Partículas crianças interpoladas a partir de partículas simuladas ou editadas.Partículas crianças geradas pelo sistema de partículas.CriançasCrianças expandidasAdvinda de criançasCrianças por parenteColecções descendentes com as suas definições específicas de colecções ascendentesAs crianças são expandidas na interface de utilizador.Chinês (Simplificado) - 简体中文Chinês (Tradicional) - 繁體中文ParalisarEscolha BW (preto e branco) para guardar as imagens em escala de cinza, RGB (cores) para guardar os canais vermelho, verde e azul, e RGBA para guardar os canais vermelho, verde, azul e canal alfa (transparências).Permite escolher o tipo de colisão.Permite escolher o esquema de tela.Escolher Conjunto de SelecçãoEscolher um tamanho máximo para todas as texturas exportadasEscolher ama imagem de pré-visualização para o recursoEscolher um manipulador para o controlo de ossoEscolhe a referência de cor activa.Escolher uma imagem para ajudar a identificar o bloco-de-dados visualmenteEscolher entre um número arbitrário de valores com um índicePermite a escolha entre actualizações rápidas, ou renderização rápida.Escolher diferentes modos de visualização de dados de revogação de bibliotecaEscolher o espaço de deslocamento para pré cálculoEscolher quantas influências de ossos exportarEscolher como os modificadores de subdivisão serão mapeados para o esquema de subdivisão USD durante exportaçãoEscolhe o espaço das normais para gerar e gravar.Escolher pseudo-aleatoriamentePermite escolher as informações de sombreamento para gerar e gravar dentro da imagem.Escolha a biblioteca de recursos da qual se mostram os recursosEscolha a cor pretendida, o sombreador aproximará o coeficiente de absorção para renderizar cabelo semelhanteEscolher o formato de imagem no qual guardarEscolher o tipo de interpolação com o qual novos fotogramas serão adicionadosEscolher tipo de manipulador a criarEscolher visibilidade de separadores no editor de propriedadesEscolher de onde obter velocidades guiaEscolher exportar apenas o intervalo [0,1] ou todos as quadrículas UVVariabilidadeDescontinuidade da crista da onda (adiciona alguns componentes horizontais ao deslocamento).Christensen-BurleyChave de crominânciaVectorscópio de CrominânciaCinemaCinema (48)Cineon (.cin)CírculoCírculo (MSL)Círculo (MSV)Círculo com ponto interiorCírculosCircularDependência circular para a imagem "%s" do objecto "%s"Facilitação circular (mais forte e mais dinâmica).LimitarLimitar Caixa EnvolventeTruncar diretamenteLimitar FactorLimitar LustrosoTruncar indiretamenteLimitar deslocamentoLimitar sobreposiçõesLimitar ResultadoLimitar Directa em SuperfícieLimitar Indirecta em SuperfícieAtracar paraRestrição - Atracar paraTipo de LimiteLimitar Directa de VolumeLimitar Indirecta de VolumeLimitar ondasLimitar um valor entre um mínimo e um máximoLimitar impulsos de colisão para evitar instabilidade (0.0 para desactivar limitação)Limitar a intensidade de pixels para reduzir ruído dentro de reflexos lustrosos de mapas de reflexo cúbicos (0 desactiva)Limitar o resultado do nó ao intervalo 0.0 a 1.0Limitar o eixo Z da curva.Limitar os descendentes do caminho de curva de modo a não poderem viajar para além do ponto de início/fim da curvaLimitar intensidade da luz directa para reduzir ruído (0 para desactivar)Limitar o factor ao intervalo [0,1]Limitar os índices ao tamanho do domínio de atributos em vez de atribuir um valor pré definido para índices inválidosLimitar intensidade da luz indirecta para reduzir ruído (0 para desactivar)Limitar o resultado ao intervalo [0,1]Limitar o valor ao intervalo alvo [Para Min, Para Max]Limita a transformação para a distância em que cada vértice se move na direcção de formato original.Limita a largura para evitar sobreposições.Limitar espessura com base em ângulosLimitar pelas extensões das arestasLimitarNome da ClasseVeludo clássico Ashikhmin (modo legado)ClássicoLimpar CurvasLimpezaLimpa os rastreamentos com valores de erro alto ou poucos fotogramas referenciados.Limpar repositório de trabalho i18n (ficheiros po)Limpa as arestas do grupo de vértices.Limpa a acção para executar.LimparRemover etiqueta 'desactivado' de todas as Curvas-F, para repor funcionamento de curvas inoperacionaisLimpa as previsões internas (materiais, texturas, imagens, etc.).Limpar activoLimpar TodasLimpar dados de animaçãoLimpar Dados de RecursoLimpar o modificador-f cíclicoLimpar deltasLimpar controladoresLimpa as cópias de referência das curvas-f (fantasmas) para o editor gráfico activo.Limpar utilizador virtualLimpar Utilizadores Virtuais e remover cópias armazenadas nesta pilha de Animação Não Linear deste bloco-de-dadosLimpa as imagens antes de gerar e gravar (apenas internamente).Eliminar dento de ObstáculoLimpar interiorLimpar Restrições LocaisLimpar Legendas dos NósLimpar exteriorLimpar parentescoLimpar o parente inversamenteLimpar parentesLimpar RestantesLimpar as costurasLimpar rastreamentoLimpar transformaçõesTipo de RemoçãoLimpar AtéDesactivar VisualizadorLimpa a acção para execuçãoLimpa apenas o rastreador activo em vês de todos os rastreadores seleccionadosLimpar todos os pré-cálculos de modificadores Line ArtLimpa todos os dados calculados.Limpar todas as restrições dos ossos seleccionadosLimpar todas as restrições dos objectos seleccionadosLimpa todos os fotogramas chave na propriedade activa actual.Limpa todos os modificadores dos objectos seleccionadosLimpar do ficheiro todos os blocos-de-dados órfãos sem utilizadoresLimpar todos os traços no actual object Grease PencilLimpa todas as travas de visualização.Limpar e manter as transformaçõesLimpar e manter as transformações (limpar rastreamento)Limpar animação para ossos FK ou IKRemover colecção contribuir apenas indirectamente na camada de visualizaçãoLimpa pré visualizações de colecçõesLimpa as previsões de blocos de dados (apenas para alguns tipos como objectos, materiais, texturas, imagens, etc.).Limpa a localização delta em adição a limpeza das transformações normais de localização.Limpa a rotação delta em adição a limpeza das transformações normais de rotação.Limpa o escalonamento delta em adição a limpeza das transformações normais de escalonamento.Restaurar ocultação de rastreadores seleccionadosLimpar imagens antes de pré calcular (apenas para guardar internamente)Limpar em vez de marcar as costuras.Limpar correcção inversa para a restrição Descendente DeLimpar correcção inversa para a restrição Solucionador de ObjectoLimpar fotogramas chave de todos os elementos da listaLimpar etiquetas dos nós seleccionadosRemover mascaramento da colecção na camada de visualização activaLimpa as previsões de objectos.Limpa os caminhos de rastreamento nos fotogramas remanescentes (após o actual)Limpa o caminho até o fotograma actualLimpa a afixação para a selecção em vez de definí-la.Limpar intervalo de pré-visualizaçãoLimpar pré-visualizações para materiais, luzes, ambientes, texturas e imagensLimpar pré visualizações de cenas, colecções e objectosLimpa as rolagens (rotações adicionais no eixo Y dos ossos) para os ossos seleccionados.Limpa as previsões de cenas.Limpa as costuras de arestas esticadas.Limpa as previsões dos ficheiros .blend seleccionados usando tarefas em lote.Limpa os deslocamentos de entrada/saída de faixa do inicio e fim do conteúdoLimpa o estilo em vez de definí-lo.Limpa o texto por tipo.Criar as definições de 'isolado' em todas as colecções de ossosLimpa o grupo activo.Limpar dados de recurso ao apor (são sempre mantidos para dados vinculados)Limpa as limitações para as operações de visualização.Limpa os limites definidos para as margens de renderização e desactiva as margens de renderização.Repor limites da região de renderização e desactivar região de renderizaçãoLimpa o histórico de comandos.Esvaziar compartimento de renderização actualmente seleccionadoLimpa a linha e a armazena no histórico.Limpa o parentesco da máscaraLimpa a localização do objecto.Limpa a origem do objecto.Limpa o parentesco do objectoLimpa a rotação do objecto.Limpa a escala do objecto.Limpa a propriedade e usa os valores padrão ou valores gerados nos operadores.Limpar a lista de ficheiros recentesLimpa conteúdo do histórico de ScrollbackLimpar o filtro de procuraLimpa a inclinação dos pontos de controlo seleccionados.Limpa todo o caminho de rastreamentoLimpa a restrição de rastreamento ou bandeira a partir do objecto.Limpar rastreadores antes/após a posição actual ou limpar a totalidade da faixaLimpa os valores das transformações após sua transferência para deltas.Limpa os dados de vértices da máscara de escultura a partir da malha.Limpa a camada de vértices de cobertura.Limpar:ClicarClique para posicionar terminações de segmentos de linha reta (conectados).Cliques no plano de fundo não iniciam o traço.CortarLimitar alfaRecortar Pela CâmaraCortar ConteúdosExibição de ClipeEditor de clipeEditores de clipesLimite de ponto finalLimite de GrelhaLimite máximo XLimite máximo YLimite mínimo XLimite mínimo YPlanos de CorteDistancia de Corte InicialFaixa de clipeLimite de TransparênciaLimita as coordenadas UV para as margens após o desdobramento.Utilizador do clipeLimita o alfa abaixo deste ajuste durante a visualização texturizada na janela de visualização 3D.Recortar desenhos pelo tamanho da câmara ao exportar de vista de câmaraEspaço de dados do editor de clipes.Cortar para os limitesCorta para uma área de imagem em formato cúbico e definir os pixeis exteriores como transparentes.Corta para o tamanho da imagem e definir os pixeis exteriores como transparentes.Limitar conteúdo da vista com base no que está visível em outras vistas lateraisÁrea de transferência muito grande.VinculaçãoMargens de corteFronteiras de corteCortar as animações ao limite de reprodução seleccionadoSentido horárioAlfa para cloneImagem para clonarClonar camadaMapa de cloneDeslocamento para cloneClonar o índice de pintura de texturaClonar Camada de Circuitos UVClonar Camada de Índices de Circuitos UVClonar o índice das camadas dos circuitos UVsClonar de Imagem/Mapa UVClonar a Partir do Compartimento de PinturaFechar TudoFechar Menu ao AfastarFechar SplinesMétodo de Fecho das SplinesFechar PontaFechar menus quando o cursor se mover para fora da regiãoFecha ou abre todos os itensAbrir ou fechar o traço seleccionado adicionando um segmento do último ponto ao primeiroFechar Áreaseleccionada.Fechar a janela actualCircuito fechadoCircuitos fechados não são suportadosMais próximoUDIM Mais PróximaClausuraEntrada de ClausuraItem de Entrada de ClausuraItens de Entrada de ClausuraConector de nó de ClausuraInterface de Conectores de Nó de ClausuraSaída de ClausuraItem de Saída de ClausuraItens de Saída de ClausuraTamanho de EncerramentoZona de ClausuraConector de clausura de um nóTecidoDefinições de colisão para tecidosAmortecimento de TêxtilMassa do TêxtilModificador - TecidoPredefinições de tecidoDefinições de tecidoSimulação de TêxtilColisão de têxtil actua com respeito às normais dos colisores (melhora recuperação de penetração)Impulsos de colisão de têxtil actuam na direcção das normais dos colisores (mais fiável em alguns casos)Dinâmica de tecidos para cabeloModelo de textil com molas de flexão angularModelo de textil com molas de flexão linear (legado)Modificador para a simulação de tecidos.Definições de simulação de roupas para um objecto.Definições para simulação de roupas, para colisões internas da própria roupa ou com outros objectos.A velocidade do tecido é multiplicada por este valor.NuvensTextura de nuvensAgrupamentoCurva para definir feixesFactor de aglomeraçãoRuído de AglomeraçãoTamanho de ruído dos feixesAglomeraçãoControlos de AglomeradoAglomerar controlos na mesma posiçãoCmdCodificadorDefinições de codificação para JPEG 2000Coeficiente K0 da lente polinomialCoeficiente K1 da lente polinomialCoeficiente K2 da lente polinomialCoeficiente K3 da lente polinomialCoeficiente K4 da lente polinomialCoeficientesCoeficientes para "x" (começando da menor potência de x^0).Café (fresco ou torrado)CorRecolherColapsar (fechar) todos os canais de animação expansíveis seleccionadosEncolher as arestasRecolher sumárioRecolhe todos os canais (não apenas os seleccionados).Colapsar arestas sem faces, arestas de cosedura de têxteisColapsar em todos os casos excepto sombreadoresColapsar arestas e regiões de faces isoladas, fundindo dados como UVs e atributos de cor. Pode colapsar anéis de arestas e regiões de faces conectadas em vérticesEncolhe as arestas curtas para remover detalhes da malha onde é possível.Recolhe o sumário quando mostrado, de maneira que todos os outros canais sejam ocultados (apenas para os editores da tabela de animação).Colapsar região contendo as definições de operadoresAgregar nós relacionados numa área comum. Útil para organização quando a não é necessária a capacidade de reutilização de um Nó GrupoColecçãoColecção FilhaDescendentes da ColecçãoCor da ColecçãoEtiqueta de Cor de ColecçãoCores de ColecçõesEncarregados de Exportação de ColecçõesÍndice da ColecçãoInformação de ColecçãoTamanho do Vazio de Instâncias de ColecçãoAssociação de Luzes de ColecçõesNome da ColecçãoNegação de ColecçõesConector de Nó de ColecçãoInterface de Conector de Nó de ColecçãoObjecto da ColecçãoObjectos da colecçãoPropriedades de ColecçãoEspeciais de ColecçãoUID de ColecçãoColecção contendo objectos participando nesta simulaçãoColecção contendo objectos de restrição de corpo rígidoBlocos-de-dados de ColecçãoNome da colecção a adicionarColecção de VASsColecção de elementos de gradientes de cores.Colecção de pontos de mapeamento de curvasColecção de Curvas-F dos ControladoresColecção de superfícies de lonas de pintura dinâmica.Colecção de modificadores de curvas-fColecção de Curvas-F para um compartimento específico, numa faixa específicaColecção de fotogramas Grease PencilColecção de camadas de Grease PencilColecção de camadas máscara de Grease PencilColecção de Grease PencilsColecção de IDs apenas, usado para desambiguar entre potenciais IDs com o mesmo nome de bibliotecas diferentesColecção de definições de teclasColecção de Agrupamentos de LuzesColecção de Faixas de Animação Não LinearColecção de Pistas de Animação Não LinearColecção de curvas-f de faixas de animação não linear.Colecção de conexões de nósColecção de conectores de nósColecção de nósColecção de data-blocks de ObjectosColecção de Pontos do PerfilColecção da Chave de RecronometragemColecção de Elementos de FaixasColecção de FaixasColecção de Quadrículas UDIMColecção de camadas mapa UVColecção de compartimentos de AcçãoColecção de ações.Colecção de adiçõesColecção de canais de animação, tipicamente associados com um compartimento de acçãoColecção de camadas de animaçãoColecção de animações de acçãoColecção de fotogramas de anotaçãoColecção de camadas de anotaçãoColecção de anotaçõesColecção de ossos das armações.Colecção de ossos de edição nas armações.Colecção de armações de ossos.Colecção de imagens de plano de fundo.Colecção de itens de Pré-CálculoColecção de itens de contexto de importação de ficheiro blendColecção de pincéis.Colecção de ficheiros de cache.Colecção de camadas de armazémColecção de câmaras.Colecção de itens de captura de atributoColecção de variáveis de controladores de canaisColecção de colecções filhasColecção de objectos de colecçãoColecção de colecçõesColecção de itens combinados de agrupamentoColecção de splines das curvas.Colecção de curvas.Colecção de etiquetas de recursos personalizadasColecção de blocos-de-dados que podem ser referenciados pelos dados pré-calculadosColecção de Encarregados de ExportaçãoColecção de grupos de curvas-FColecção de itens de campo em grelhaColecção de instruções em itens de listaColecção de itens de saída de ficheiroColecção de caminhos de ficheiros com ``directory`` de raiz comumColecção de fontes.Colecção de itens de formatação de textoColecção de itens de geraçãoColecção de gizmosColecção de curvas de pinturaColecção de imagens.Colecção de itens de index_switchColecção de itens introduzidosColecção de itens que compões a enumeraçãoColecção de pontos dos fotogramas chave.Colecção de caminhos de Agrupamento de ChavesColecção de itens de mapas de teclas.Colecção de mapas de teclas.Colecção de treliçasColecção de camadas usadas pela máscara.Colecção de camadas que definem esta máscara.Colecção de bibliotecas.Colecção de sondas de luzColecção de LuzesColecção de estilos de linha.Colecção de itens principaisColecção de marcadores de rastreadores de rastreamento planoColecção de marcadores para o rastreador de rastreamento de vídeoColecção de marcadores na faixaColecção de pontos de spline de máscara.Colecção de splines de máscara.Colecção de máscaras.Colecção de materiais.Colecção de arestas de malhas.Colecção de circuitos de malhaColecção de polígonos de malhaColecção de vértices de malha.Colecção de malhas.Colecção de elementos de esferas-meta.Colecção de esferas-meta.Colecção de clipes de filmes.Colecção de objectos de rastreamento de filmes.Colecção de rastreadores vídeo de rastreamento planoColecção de rastreadores de rastreamento vídeoColecção de árvores de nós.Colecção de restrições de objecto.Colecção de efeitos de objectoColecção de modificadores de objecto.Colecção de caminhos de objectos.Colecção de objectos.Colecção de objectos dentro deste objecto de dados de rastreamento.Colecção de operações de revogaçãoColecção de propriedades de revogaçãoColecção de imagens empacotadas.Colecção de curvas de pintura.Colecção de cores das paletas.Colecção de paletas.Colecção de definições de partículas.Colecção de sistemas de partículas.Colecção de caminhosColecção de planos de rastreamento dentro deste objecto de dados de rastreamento.Colecção de rastreamentos planares nestes dados de rastreamento. Obsoleto, usar objects[name].plane_tracksColecção de caches de pontosColecção de nuvens de pontosColecção de pontosColecção de pontos apenas para curvas BézierColecção de pontos que tornam isto, um polígono ou uma Spline Nurbs.Colecção de restrições para poses de ossos.Colecção de desenhos relacionadosColecção de rascunhos relacionados.Colecção de rascunhos relacionados em um fotograma em particular.Colecção de camadas de renderização.Colecção de passos de renderização.Colecção de visualizações de renderização.Colecção de itens repetidosColecção de cenas.Colecção de telas.Colecção de itens separados de agrupamentoColecção de itens simuladosColecção de câmaras resolvidas.Colecção de sons.Colecção de bibliotecas de origem, ou seja caminhos de ficheiros blendColecção de espaços das áreas.Colecção de alto-falantes.Colecção de pontos de Spline BézierColecção de pontos das splines.Colecção de Splines nos dados deste objecto de curva.Colecção de Splines que definem esta camada.Colecção de modificadores de faixasColecção de luzes de estúdioColecção de ossos alvo e pesosColecção de textos.Colecção de compartimentos de textura.Colecção de texturasColecção de marcadores de linha do tempo.Colecção de rastreadores de rastreamento planoColecção de rastreadores neste objecto de dados de rastreamentoColecção de rastreamentos neste objecto de dados de rastreamento. Obsoleto, usar objects[name].tracksColecção de rastreadores usados para estabilização 2D (translação)Colecção de bibliotecas de recursos do utilizadorColecção de cores de vérticesColecção de grupos de vértices.Colecção de itens de visualizadorColecção de volumesColecção de gerenciadores de janelas.Colecção de áreas de trabalhoColecção de ambientes.Conector de colecção de um nóColecção da qual o objecto incluído deve ser membroColecção que esta colecção de camada envolveColecção que define a relação de a associação de luzes deste emissorColecção que define objectos que bloqueiam luz deste emissorColecçõesColecção de objectosColecções que são descendentes imediatos desta colecçãoColidir com objectos durante a simulaçãoColidir com outro objecto colisor na cenaFricção do colisorColisõesColecção de ColisãoColecções de ColisãoMargens de colisãoModificador - ColisõesQualidade das colisõesDefinições de colisãoFormato de colisãoFormato de colisão para o objecto em simulações de corpo rígido.Tipo de colisãoGrupo de Vértices de ColisãoColecções de colisão às quais o corpo rígido pertenceDistância de colisãoModificador de colisões definindo a posição na lista de modificadores usada para a detecção de colisõesAs definições de colisão para o objecto na simulação física.ColisõesCor+X+Y+Z-X-Y-ZAAdicionarAdicionar AlfaAlfaAlfa SobreAlfa SobBTipo de MisturaModo de MisturaAzulCorSuperexposição de coresSub-ExposiçãoCruzamentoActualEscurecerDiferençaDividirApagar AlfaExclusãoGCruzamento GamaVerdeLuz DirectaTonalidadeIntensidadeClarearSuperexposição linearLuz LinearLumaMisturarModoMultiplicarPróximoSobreporFixar LuzAnteriorRRGBVermelhoSubstituirSaturaçãoTelaLuz SuaveSubtrairUsar CanalValorLuz VívidaCor e AlfaCor 01Cor 02Cor 03Cor 04Cor 05Cor 06Cor 07Cor 08Cor 09Atributo de CorEspecais de Atributos de CorAtributos de CorBalanço de corQueimar CorCorreção de coresProfundidade de corSub-ExposiçãoCor secaFactor para corGrelha de corColorir GrelhaInterpolação de coresChave de corCamada de corGerenciamento de coresMapeamento de corMáximo de corFaixa Mistura de CoresModo de corModificadores de corModulação de corNós de corConector de nó de corInterface de Conector de Nó de CorPaleta de CorParametrização de CorCaminho de corSelector de CorTipo de seletor de coresCor PósCor PréPredefinições de corBits de Quantização de CorGradiente de coresElemento da gradiente de corElementos da gradiente de coresConjunto de coresID do Conjunto de CoresConjunto de CoresEspaço de corDefinições de espaço de corDerramamento de corEspalhar corFaixa de CorEtiqueta de CorLimite de CorTipo de CorValor da CorCor para as sobreposições das guias de composiçãoBalanço de cor de ganho (realces).Balanço de cor de gama (meios tons).Balanço de cor de realces (sombras).Modificador de balanço de cor para faixa de sequência.Parâmetros de balanço de cor para uma faixa de sequência.Parâmetros de equilíbrio de cor para uma faixa de sequência e seus modificadoresColoriza as células por posição.Mapeamento de curva de cor aplicada antes de mostrar as transformações.Cor para todos os traços nesta camadaCor para itens de erroCor para o preenchimento da região circundada por cada traço.A cor para indicar os fotogramas chave de Grease Pencil.Cor para itens informacionaisCor para misturar com cor primária de preenchimentoCores para as curvas-f das transformações recém adicionadas no ciclo de trabalho (localização, rotação, escala), essa cores também usam como base os eixos das transformações.Cor para faixa/acção sendo ajustada ou editadaCor para itens com sucessoCor para tingir as cores dos traçosCor para itens de avisoCor da vista em arame quando em modo de edição, mas selecção de arestas está activaCor da TemperaturaAfastamento de Tonalidade da côrCor no Espaço de cores sRGBCor em espaço de cor sRGB (principalmente para cores do interface do utilizador)Cor no espaço de cor linear de trabalho da cenaEfeito de tremulação da cor na tonalidadeEfeito de tremulação da cor na saturaçãoEfeito de tremulação da cor no valorDefinições de gestão de cor de dispositivo de exibiçãoDefinições de gerenciamento de cores aplicadas na imagem antes de guardar.Definições de gestão de cor usada para exibir as imagens no ecrãGestão de cor específica para o dispositivo de exibiçãoDefinições de gestão de cor de transformação de visualizaçãoDefinições de mapeamento de cor.O modificador de cor '%s' não pode ser removido.Tipo de modificador de cor.Modificadores de cor para alteração das cores das linhas.Colorir ligações entre nós com base nos conectores ligadosCor do Indicador de Inserção Automática de FotogramasA cor dos marcadores activos.Cor do fotograma chave de ruptura.Cor do cursor durante a adição.Cor do cursor durante a subtração.A cor do marcadores desactivados.Cor do fotograma chave extremo.Cor das pastas no navegador de ficheirosCor de fotograma geradoCor do fotograma chave de tremulação.Cor das margens do fotograma chave.A cor dos fotogramas num caminho após o fotograma actualA cor dos fotogramas num caminho antes do fotograma actualCor das linhas mostrando modo de interpolação constanteCor das linhas mostrando modo de interpolação suavizada e dinâmicaCor das linhas mostrando modo de interpolação linearA cor dos marcadores travados.A cor dos marcadores.A cor de contorno dos marcadores.Cor de fotograma de espera de movimentoCor de novas camadas de anotaçãoA cor do caminho após o fotograma actual.A cor do caminho antes do fotograma actual.Cor da sobreposição do intervalo de pré visualizaçãoCor do lançamento de raio quando um caso de reserva tem sucessoCor do raio lançado quando falhaCor do raio lançado com sucessoCor de fotograma normalCor da sobreposição do intervalo de faixa de cenaCor do fotograma chave de ruptura seleccionado.A cor do fotograma chave extremo seleccionado.A cor de fotogramas gerado seleccionadoCor dos fotogramas chave de tremulação seleccionados.Cor do fotograma chave seleccionado.Cor das margens do fotograma chave seleccionado.A cor do marcador seleccionado.Cor de fotograma de espera de movimento seleccionadoCor do fumoCor do fumo emitida a partir de combustível queimando.Cor do canal sumário.Cor da textura de sobreposição.A cor da linha de sublinhamento que sombreia a base dos assistentes, com tamanho de um pixel.Cor da curva-f dentro do editor gráficoCar da luz ambiente que ilumina a cena uniformementeCor do fundoCor da margem entre editoresCor dos canais no Plano de AnimaçãoCor do tipo de conector correspondente no editor de nósCor do realce especular da lâmpada.Cor do contorno de cada editor, excepto o activoCor do contorno do editor activoCor do contorno dos painéis de nível superiorCor do contorno dos painéis de nível superior que estão activosA cor para pintura.Cor do cursor de inserção de texto (barra vertical)Cor do rastreador dentro do Editor de Clipes de Vídeo e na Janela de Visualização 3D após a resoluçãoPaleta de cor a usarSelector de CoresGradiente de cor mapeando um valor escalar para uma cor.Gradiente de cores usada para alterar as cores das linhas.Uma gradiente de cor usada para definir o efeito de velocidade de pincel.Uma gradiente de cor usada para definir o decaimento por proximidade.Gradiente de cores usada para a visualização de peso dentro do modo de pintura de pesos de influência.Factor de Saturação da CorCor seleccionada para aplicar brilhoO conjunto de cores é definido pelo utilizador em vez de ser um conjunto de cores fixo.Conjunto de cores que especifica cores para este grupoEspaço de cor no ficheiro de imagem, para converter de e para quando guardar e carregar a imagemEspaço de cor da imagem de entradaEspaço de cor da imagem de saídaEspaço de cor na qual o editor de sequências opera.Espaço de Cor a usarEspaço de cor usado para processamento YCbCrAEspaço de cor usado para todas as cores lineares de cena, e para processamento de composição, sombreadores e coresA força das cores para os novos traços. (afeta o factor de alfa das cores).Etiqueta de cor 1Etiqueta de cor 2Etiqueta de cor 3Etiqueta de cor 4Etiqueta de cor 5Etiqueta de cor 6Etiqueta de cor 7Etiqueta de cor 8Etiqueta de cor para uma ColecçãoEtiqueta de cor para a faixaEtiqueta colorida do grupo de nós que influencia a cor do cabeçalhoTemperatura de cor do ponto de branco da entradaTemperatura de cor do ponto de branco da saídaTemperatura de cor do ponto de branco da cenaCor de deve ser preservadaColorizar passosTonalidade do ponto de branco da entrada (a pré definição de 10 corresponde à luz do dia)Tonalidade de cor do ponto de branco da saída (a pré definição de 10 corresponde à luz do dia)Tonalidade de cor do ponto de branco da cena (a pré definição de 10 corresponde à luz do dia)Cor para usar abaixo do texto de estampa.A cor a ser usada nos textos das estampas.Cor usada para a orlaCor usada para sombraCor usada para os ossos activos.Cor usada para brilho geradoCor usada para os ossos seleccionados.Cor usada para a superfície dos ossos.Cor usada para tingirCor usada para realçar a distânciaFactor de valor de corValor de cor no atributo de geometriaCor 1Cor 2Colorização de restriçõesColorizaçãoEfeito de ColorirEfeito de colorirCoresColunaIntercalado nas colunasNome da ColunaSelecção de colunasNúmero de coluna na qual mostrar a margem direita.Coluna para a qual saltarColunasTamanho das ColunasColunas numa TabelaPermite pentear os cabelos.Combinação de deslocamento verdadeiro e mapa de relevos, para detalhes mais refinadosCombinarCombinar AgrupamentoItem combinado de AgrupamentoCombinar CorCombinar MatrizCombinar imagens OpenEXR multi camada renderizadas com diferentes intervalos se amostragem numa imagem com ruído reduzidoCombinar TransformaçãoCombinar XYZCombinar vector de translação rotação e escala numa matriz de transformaçãoCombinar todas as camadas numa sóCombinar todas as camadas que têm o mesmo nomeCombinar todos os componentes de sombreamento volumétrico num único nó fácil de utilizarCombinar uma imagem a partir dos seus canais de cor compósitosPermite a combinação entre movimentos e camadas de ações.Combinar número arbitrário de entradas de textoCombina ambas as visualizações em uma imagem encolhida.Combina a distância e a amostragem equiangular para volumes onde nenhum método é ideal.Combinar quatro canais numa cor única, com base num modelo de cor particularCombinar grelhas de forma subtractivaCombinar grelhas de forma aditivaCombinar camadas com base no modo numa camadaCombinar camadas no grupo activo em uma sóCombinar malhas de forma subtractivaCombinar malhas de forma aditivaCombinar múltiplos valores de conectores num sóCombinar a escala original com a escala copiadaCombina rotações como a caixa de verificação de Afastamento original. Não funciona bem com rotações de eixos múltiplos.Combina o espaço da imagem de plano de fundo com o da máscara.Combinar a camada activa com a camada imediatamente abaixo dela (se existir)Combinar duas vistas (esquerda e direita) numa única saída imagem estéreoCombinar duas imagens para exibição lado-a-lado. Tipicamente usado em combinação com um nó VisualizadorCombinar duas imagens usando mapas de profundidadeCombinar duas faixas usando modos de misturaCombinadoExportação CombinadaCurva combinada é aplicada a cada canal individualmente, que pode resultar em alterações de tonalidadeCombina todos os descendentes directos de corpo rígido num objecto rígidoEtiquetas separadas por vírgulas para o ascendente registadoLinha de Comandos AquiHistórico de comandos.Terminal de linha de comando.Linguagem do terminal de linha de comando.Saída de comando.Comando para lançar o editor de texto, ou um caminho completo ou um comando em $PATH. Usar editor interno quando em branco.ComentarComumPropriedades Comuns de AnimaçãoPropriedades Comuns de CurvaPropriedades Comuns de TemaComunitáriosEsquema compactoLista CompactaCompacto com DecimalCompararComparar Atributos de CorComparar materiaisModo ComparaçãoComparar as costurasComparar PontiagudasComparar UVsComparar cada elemento dos vectores de entradaComparar a média dos elementos dos vectores de entradaComparar a direcção dos vectores de entradaComparar o produto escalar dos vectores de entradaComparar comprimento dos vectores de entradaComprar velocidades do fotograma anterior com velocidades do fotograma actual e manter máximoComprar velocidades do fotograma anterior com velocidades do fotograma actual e manter mínimoCompensa quaisquer alterações de escalonamentos relacionadas ao centro de rotação.Usa uma compensação para escalonamentos não uniformes de objectos.Compensar escala aplicada por outros modificadoresCompensação para o escalonamento de apenas um eixo através da aplicação da escala adequada aos outros dois eixos.Método de compilação para compilar sombreadores em paralelo. Subprocessos requerem muito mais RAM para cada processo, mas podem compilar sombreadores mais depressa em certos sistemas. É necessário reiniciar o Blender para as alterações tomarem efeito. (Apenas OpenGL)Compilar o código de bytes para o nó de script de sombreador.Compilar o kernel GPU Cycles apenas com o conjunto de funcionalidades necessário para a cena actual.Bytecode compilado do sombreador personalizadoCompilado sem suporte a som.Apenas combinações perfeitasLimpa completamente a relação de parentesco, incluindo os modificadores envolvidos, caso existam.Ignorar completamente escala do paiManípulo posicionado manualmente completamente independenteSubstituir completamente todos os canais no recurso de pose com selecção actualComplexoComponenteTipo de ComponenteComposiçãoUsar composiçãoVisualizador de nó de composição.Nós de composição.Cor das Guias de ComposiçãoGuias de composiçãoCompositorGrupo Personalizado do CompositorDispositivo de Redução de Ruído do CompositorDispositivo de ComposiçãoQualidade Final de Redução de Ruído do CompositorModificador de ComposiçãoNós de composiçãoÁrvore de nó do compositorNós de ComposiçãoPrecisão de ComposiçãoQualidade de Pré Visualização de Redução de Ruído do CompositorAscendente CompostoComprimirComprimir ficheirosComprimir malha usando DracoCompressãoNível de CompressãoAmortecimento de Molas de CompressãoRigidez à CompressãoMáximo de Resistência à c CompressãoDefinições de codec de compressão para OpenEXRNível de compressão (0 = mais rápido, 6 = mais compressão, valores mais altos não suportados actualmente)Método de compressão para ser usado.O modo de compressão para imagens em formato TIFF.Intervalo de ComputaçãoComputação bem sucedidaTipo de dispositivo de computaçãoComputar desvio médio e standard de valores de pixelsComputa as distâncias para as arestas mais próximas.Computa as distâncias para as faces mais próximas.Computa as distâncias para os vértices mais próximos.Computar iluminação global tendo em conta a luz reflectida por objectos circundantesComputar quão oculto está o hemisfério acima do ponto a sombrear, para por exemplo adicionar efeitos de desgaste nas esquinas. Nota: Para o Cycles, isto pode tornar os renders significativamente mais lentosComputar a posição mais próxima na geometria alvoComputar o determinante de uma dada matrizComputar divergência do gradiente da grelha de entradaComputar o inverso de uma matrix fornecida, se ele existirComputar o inverso de uma rotação fornecidaComputar a decomposição de valor único da parte de 3x3 da matrizComputa uma função de distâncias com sinal a partir de uma dada máscaraComputa a distância ao ponto mais próximo bem como a sua posição e corComputa a distância ao limite da célula VoronoiComputa a distância ao segundo ponto mais próximo bem como a sua posição e corComputa o raio da n-esfera inscrita na célula VoronoiConcretoConeConfiguração de um único segmento do traçoConfigurar taxa de bits constante, em vez de qualidade de saída constanteConfirmarConfirmar ao SoltarAjuste para as confirmaçõesConfirmar ao soltarConformanteConectar CircuitosConectar Pontas CorrespondentesAssociar Faixas de Filme por DefeitoConectar Com EspelhoConectar o nó activo à ao nó de Saída Activo da árvore de nósConecta todos os sistemas de cabelo a malha emissora.Corrente de encadeamentoConectar pontos finais que estejam próximosConecta o cabelo à malha emissora.Acoplar novas faixas de filme adicionadas por defeito se tiverem vários canaisConecta os objectos como uma cadeia com base na distância, começando no objecto activo.Conectar objectos seleccionados ao objecto activo.Conecta os vértices seleccionados das faces, separando as faces.Conectar a cadeia B-Bone à rig ascendenteConectar dois nós sem clicar em conectores específicas (determinados automaticamente)Conecta os vértices pela sua ordem de selecção, criando arestas e separando-as em faces quando necessário.ConectadosApenas ConectadosFaces conectadas (em vez de arestas)Circuitos de arestas em conexão sobrepõe-sePadrão de conexãoConsiderar material com apenas um lado para captura de volume da sonda de luz. Adicionalmente ajuda a rejeitar sondas dentro de objectos para evitar fugas de luz.Considera os objectos como um todo durante a localização do centro do volume.Ter em consideração a contribuição de fontes de luz directamente visível durante o encaminhamentoConsidera os vértices ao invés das arestas para seleccionar quais arestas serão marcadas ou não como pontiagudasConsistenteIdentificador consistente usado para o itemLinha de comandoEntrada de linha de comandoTipo das linhas de consola quando usada no histórico scrollbackTipo de saída da linha de comando.ConstanteConstanteTaxa de Bits ConstanteDetalhes constantesExtrapolação constanteInterpolação ConstanteComprimento ConstanteDeslocamento constanteDeslocamento constante do espaçamentoTaxa de constância de erro (CRF), como um equilíbrio entre a qualidade do vídeo e o tamanho do ficheiro exportado.Aceleração constante em uma determinada direcção.Luz de raios paralelos de direcção constante eFonte de luz constante, com direcção paralela dos raios.Factor constante a compensar o tempo por função.Factor constante pelo qual deslocar os valores.Decaimento tipo constanteForça constante ao longo da força do eixo local Z do objecto.Constante por CurvaRestringe a localização de um objecto ao ponto mais próximo ao longo do caminho alvo.Restringe a revoada para uma superfície.Restringir ilhas que contenham UVs fixadasRestringe a os corpos rígidos para que se movam em torno de um ponto de pivô comum.Restringir para as margens da imagemLimitar valor entre um mínimo e um máximoLimitar valor entre um mínimo e um máximo, alternando argumentos quando o min > maxTriangulação Delaunay Restringida (CDT, Constrained Delaunay Triangulation), robusta com suporte para auto-intersecçõesRestriçãoAditivoPotênciaFaixaRestrição '%s' não encontrada no objecto '%s'Restrição '%s' não encontrada dentro do osso de pose '%s'Eixos de restriçãoOperação de restriçõesAlvo de restriçãoOsso Alvo da RestriçãoOpções de restrição para trancar eixos relativas ao osso ou referência alvo.Permite definir se a restrição será interrompida caso receba um impulso acima do ajuste.Restrição que define restrições de corpos rígidos para objectos.A restrição tem definições válidas e pode ser avaliada.Restrição influenciando objectos dentro da simulação de corpo rígidoRestrição é a que está a ser editadaRestrição modificando a transformação de objectos e ossos.Nome da restriçãoLocalização do pivô da restrição.Posição de restrição ao longo do eixo X.Posição de restrição ao longo do eixo Y.Posição de restrição ao longo do eixo Z.Restrição de rotação ao longo do eixo X.Restrição de rotação ao longo do eixo Y.Restrição de rotação ao longo do eixo Z.Restringe para permanecer dentro dos limites da imagem durante a edição.O painel de restrições é expandido na interface de utilizador.RestriçõesRestrições afetando a transformação do objecto.Restrições que agem sobre este canal de poseConstruir uma matrix 4x4 de valores individuaisConstruir um círculo BézierConstruir uma curva BézierConstruir um círculo de superfície NURBSConstruir uma curva de superfície NURBSConstruir um cilindro de superfície NURBSConstruir uma quadrícula de superfície NURBSConstruir uma esfera de superfície NURBSConstruir um toróide de superfície NURBSConstrói um círculo Nurbs.Constrói uma curva Nurbs.Constrói uma curva de caminho.Construir um objecto Grease pencil em forma de SuzanneConstrói uma malha da Suzanne.Constrói uma malha de círculo.Constrói uma malha cônica.Constrói uma malha de cubo.usar n-gonsConstrói uma malha de cilindro.Constrói uma malha planar preenchida com 4 vértices.Construir malha esférica feita de triângulos de tamanho igualConstruir malha esférica com faces quadrangulares, excepto os triângulos nos pólosConstruir um plano de malha subdivididoConstruir uma malha toróideConstruir e editar curvas BézierConstruir e editar splinesModificador construtivo não pode ser aplicado a dados de multirresolução durante o modo de escultura.ContêinerRecipiente da simulação de fluidosConteúdoDuração do ConteúdoFim do ConteúdoInício de ConteúdoCorte de Conteúdo de FinalCorte de Conteúdo de InícioConteúdo deste objecto de texto.ContextoAtributos de contextoManipulador de ContextoMenu de contextoContexto da PropriedadeCaminho-de-dados de contexto (expandido usando janelas visíveis no actual ficheiro .blend)Menu de contexto para operações de itens.Menu de contexto para operações de cenas.O contexto não possui um objecto activo.O caminho de contexto está fixoManipulador contextual para o nó activoManipuladores contextuais para o item activoJanela de contexto não definida.Dados contextuais para operação relacionada com os dados de biblioteca/vinculados de um ficheiro Blend. Actualmente exposto apenas como dados apenas de leitura para os encarregados pre/pos importação de ficheiros blendContíguoContínuoContinuar rastreamento a partir de uma nova posição arbitrária e numa nova direcçãoAceleração ContínuaAgarrar continuamenteAmpliação contínua. A direcção de ampliação e velocidade dependem da distância ao longo do Eixo de Ampliação que o rato viajou.Desdobrar continuamente a ilha de UV seleccionada enquanto se transformam vértices fixadosContornosContrasteLimite de ContrasteContribuição de caminhos que dispersaram no volume no raio primárioContribuição de caminhos que transmitiram através do volume no raio primárioControloOsso de ControloControlar DecaimentoModo de controloPontos de controloPontos de controlo seleccionadosPontos de controlo:Pontos de controloControlar rotaçãoA restrição de cinemática inversa, controla uma cadeia de ossos pela especificação de alvos de terminação (só pode ser adicionada aos ossos seleccionados no modo de pose).Controlar precisão do desfoque de movimento, mais passos causam maior utilização de memória (o número real de passos é 2^(passos - 1))Controlar ângulos da câmara activaControlar quão longe empurrar ou puxar as chavesControlar quão depressa a influência da sonda diminuiControlar como as imagens no ecrã escolhido são mapeadas para o ecrã físicoControlar quantos pontos avaliados devem ser gerados em cada segmento da curvaControla quanto a densidade da névoa decresce com o peso.Tecla Ctrl pressionadaTecla Control pressionada, -1 para qualquer estadoObjecto de controlo: caso disponível, sua localização determina o centro do efeito.Controla a reprodução usando os números dos fotogramas (ignorando o tempo em fotogramas por segundo e o fotograma inicial do ficheiro).Controlar reprodução usando um valor entre 0 e 1Controla a reprodução usando o tempo em segundos.Os pontos de controlo pertencem a outra spline.Os pontos de controlo do envelope para o modificador-f.Valores de massa nos pontos de controlo.Um ou mais pontos de controlo não estão no envelope do modificador-f.Status dos pontos de controlo seleccionados.Valores de força dos pontos de controlo da mola.Valores de peso de influência dos pontos de controlo.Pontos de controlo definindo o formato do envelope.Pontos de controlo de todas as curvasPontos de controlo da curvaControlar o brilho e contraste da cor de entradaControlar a intensidade do contorno em torno dos ícones dos temasControlar a mistura de informação de textura na cor base de estilos de linhaControlar a qualidade da iluminação GI rápida. Resolução mais alta usa mais memória.Controlar a qualidade dos efeitos volumétricos. Resolução mais alta usa mais memória.Controlar a suavidade das normais da malha em torno de cada face alterando o atributo "sombreamento curvo"Permite controlar o pincel tipo estêncil.Controlar quando aplicar fluxo de fluídoControlar quando aplicar o efecforControlar se cada spline se fecha sobre si própria alterando o atributo "cíclica"Controlar que na direcção de que chaves afastar e que distânciaFrente do ControladorControlosControla a precisão de desfoque de movimento, mais passos significam tempo de renderização mais longoControla a precisão do desfoque de movimento, mais passos causam em tempo de renderização mais longo. Colocar a 0 para desactivar desfoque de movimento para Grease Pencil.Controlar emissão de fluído do interior da malha (valor mais alto resulta em emissões maiores do interior da malha)Controla quanto os polígonos mais próximos influenciam a deformação.Controla como limites abertos são suavizadosControlar como a suavização é aplicada aos UVsControla o formato do perfil (0.5 = arredondado)Controla a mesclagem e compatibilidade com certas funionalidadesDistância do plano de convergênciaOsso de ConvergênciaConverterConverter Cores em Todos os Blocos-de-DadosConverter Espaço de CorConverter Faces em Vértices e Vértices em FacesConverter para ponto flutuanteConverter a partir deConverter camadas Grease Pencil em instâncias de curvasConverter OrientaçãoConverter entrada RGB em escala de cinzas, usando luminânciaConverter TRS/Pesos em Apontadores de AnimaçãoConverter paraConverter sombreadores UsdPreviewSurface em redes de nós de sombreadores Principled BSDFConverter uma temperatura de corpo negro em valores RGBConverter luminância da cor num valor de escala de cinzentosConverter uma rotação em componentes ângulo eixoConverter valor de rotação standard em rotação EulerConverter um vector, ponto ou normal entre espaços de coordenada de cena, câmara e objectoConverter um valor de comprimento de onda em valor RGBConverter o peso activo em cores de vértices em escala de cinzasConverter todas as faces de uma malha em faces triângularesConverte todas as faces para triângulosConverter todas as faces para triângulosConverter todas as texturas para KTX2 com supercompressão BasisUConverter animação de qualquer modo de rotação para qualquer outroConverter entre espaços de corConverter curvas em malha, opcionalmente com forma de perfil personalizado definido por curvasConverter cada geometria fornecida numa instância, que pode ser bastante mais rápido que o nó Juntar Geometria quando os dados introduzidos são abundantesConverter cada face da malha numa curva cíclica. Atributos de faces são propagados às curvas.Converte força do efetor em velocidade de fluxo de ar.Converte Curvas-F/Controladores que afectam rotações radianos. Aviso: Use apenas uma vezConverter faces em arestas engrossadasConverter graus em radianosConverter radianos em grausConverter de espaço de cor linear de cena em espaço de cor de monitor, com uma transformação de visualização para mapeamento de tonsConverter geometria e instâncias em objectos editáveis e colecçõesConverte a entrada para dados em ponto flutuante.Converter instâncias em dados de geometria realConverter arestas de malhas em segmentos de curva. Atributos são propagados aos pontos da curva.Converte as transformações normais dos objectos para transformações delta, quaisquer transformações delta também serão incluídas no resultado final.Converte a animação do objecto de transformações normais para transformações delta.Converter objectos em faces instanciadasConverter apenas fotogramas chave seleccionadosConverter eixo de orientação para convenção diferente para corresponder com outras aplicaçõesConverte partículas para um objecto tipo malha.Converter efeito de renderização (como luz e sombra) em cor. Tipicamente usado para renderização não fotorrealista, para aplicar efeitos adicionais na saída de BSDF. Apenas suportado no EEVEEConverte rotações para o Euler XYZ.Converte rotações para o Euler XZY.Converte rotações para o Euler YXZ.Converte rotações para o Euler YZX.Converte rotações para o Euler ZXY.Converte rotações para o Euler ZYX.Converte as rotações para quaterniões.Converter os canais seleccionados de amostras em fotogramas chaveConverter canais seleccionados num conjunto não editável de amostras para poupar espaço de armazenamentoConverte os objectos seleccionados para outro tipo.Converter imagens de referência seleccionadas em planos malha texturadosConverter os traços seleccionados em perímetroConverter traço em contornoConverter curvas em cada instância de nível superior em camada Grease PencilConverter a primeira luz hemisférica encontrada num sombreador de luz ambienteConverter número de ponto flutuante fornecido num inteiro, com escolha de métodosConverter o volume do ambiente numa malha. O volume ambiente usado para renderizar no EEVEE Legado. Conversão é necessária para renderizar correctamenteConverter o material de luz ambiente numa cúpula de iluminação ambiente USD. Funciona actualmente para materiais simples, consistindo de uma textura ambiente conectada a um sombreador de fundo, com uma multiplicação vectorial da cor da textura.Converter em MonitorConverter para ponto flutuanteConverter em RadianosConverter de e para alfa pré multiplicado (associado)Converte para o espaço de cor logarítmico.Converter tipo das curvas seleccionadasConverte os espaços em branco por tipo.ConversorNós de conversãoConverte valores relativos ao tamanho da imagem para valores em pixeisInvólucro ConvexoConvolverConvolve uma imagem com um núcleoCoordenada 1Coordenada 2Eixo de coordenadas usado para espelhar a parte da posição da transformaçãoEixo de coordenadas usado para espelhar a parte da rotação da transformaçãoCoordenadasCoordenadas ao longo deste eixo são invertidas.As coordenadas dos pontos de controlo.Coordenadas do ponto de controlo. Nota: Alterar este valor actualiza também os manípulos, tal como utilizar o operador Transformar do Editor de GráficosCoordenadas do primeiro manípulo.Coordenadas do manípulo esquerdo (antes dos pontos de controlo)Coordenadas do manípulo direito (após os pontos de controlo)Coordenadas do segundo manípulo.Espaço das coordenadasCopiar as faixas do Sequenciador de Vídeo para a área de transferência internaCopia a matriz do actual objecto activo ou osso em pose para a área de transferência. Usa matrizes relativas a um objecto específico ou a câmara activa da cenaCopia a matriz do actual objecto activo ou osso em pose para a área de transferência. Usa matrizes de coordenadas globais.CobreCopiarCopiar coordenadas absolutas do vector de NormaisCopiar cor do osso de osso activo para os ossos seleccionadosCopiar Efeitos de Grease PencilCopiar LegendaCopiar posicionamentoCopiar Posição (Local)Copiar Posição (Orientação do Proprietário Local)Restrição - Copiar localizaçãoCopiar ModificadoresCopiar NormalCopiar poseCopiar cor do Osso de Pose do osso activo para todos os ossos de pose seleccionadosDefinições de corpo rígido a partir do objecto activo para o seleccionado.Copiar tipo e parâmetros Rigify do osso activo para os seleccionadosCopiar rotaçãoRestrição - Copiar rotaçõesCopiar escalaRestrição - Copiar escalaCopiar definiçõesCopiar definições de Luz de Estúdio para o editor de Luzes de EstúdioCopiar transformaçõesRestrição - Copiar transformaçõesCopiar XCopiar YCopiar ZCopia o vértice activo para outros vértices seleccionados (caso os grupos afetados estejam desbloqueados).Copia todas as transformações de um alvo, de maneira que se movam juntos.Copia todas as transformações do alvo.Copia as cores para todos os nós seleccionadosCopiar cor para todos os rastreadores seleccionadosCopiar cores para ossos existentesCopiar restrição para outro objectos/ossos seleccionadosCopia as restrições para os outros ossos seleccionados.Copia as restrições para outros objectos seleccionados.Copiar ficheiros para pasta de texturasCopia a partir das arestas mais próximas (usando os pontos centrais).Copia a partir das arestas mais próximas presentes nas faces mais próximas (usando os pontos centrais).Copia a partir dos vértices mais próximos.Copia a partir dos vértices mais próximos das arestas mais próxima.Copia a partir dos vértices mais próximos das faces mais próximas.Copia a partir de malhas topologicamente idênticas.Copiar a partir das esquinas interpoladas da face fonte mais próximaCopiar a partir das esquinas interpoladas da face fonte atingida pela projecção da normal da esquinaCopia a partir dos valores interpolados dos vértices a partir do ponto mais próximo nas arestas mais próximas.Copia a partir dos valores interpolados dos vértices, definidos a partir do ponto mais próximo nas faces mais próximas.Copia a partir dos valores interpolados dos vértices a definidos partir de um ponto referencial atingido nas faces mais próximas pela projeção das normais.Copia a partir das arestas com maior similaridade (as arestas cujos vértices estão mais próximos daqueles presentes nas arestas de destinação).Copiar a partir da esquina mais próxima da face mais próximaCopia a partir das junções mais próximas e que possuírem as melhores combinações de normais.Copia a partir das junções mais próximas que possuírem as faces com as melhores combinações de normais com relação às junções das faces de destinação.Copiar a partir da face mais próxima (usando os pontos centrais)Copiar a partir da face fonte cuja normal é a mais próxima do destinoCopia o caminho de dados completo.Copiar no espaço do ambienteCopiar dentro de cada espaço local de objecto.Copia legenda do activo para seleccionadosCopiar legenda do nó activo para seleccionadosCopiar material para objectos seleccionadosCopia as coordenadas de espelhamento de UV no eixo X com base em uma malha espelhada.Copia os modificadores da faixa activa para todas as faixas seleccionadas.Copiar modificadores para outros objectos seleccionadosCopiar as novas normais (sobrescrever existentes).Copia as novas normais menos as normais antigas.Copiar nós para área de transferência, remover e reconectá-los.Copiar normal da área de transferência internaCópia das cores associadas ao conjunto de cores do grupoCopiar ao DuplicarCopiar apenas a camada activa, desmarcar para aporCopiar ou reordenar modificadores, restrições e efeitosCopia os sistemas de partículas a partir do objecto activo para os objectos seleccionados.Copiando sistema de partículas para os seleccionados: %d concluído, %d falharam.Copiar o produto entre normais anteriores e novas (sem produto vectorial)Copiar vértices UV seleccionadosCopia os aspectos seleccionados da pose actual para as poses subsequentes cujos fotogramas já possuam chaves inseridas.Copiar fotogramas chave seleccionados para área de transferência internaCopia os marcadores seleccionados para outra cena.Copiar pontos seleccionadosCopiar pontos ou curvas seleccionadosCopiar relatórios seleccionados para a área de transferênciaCopia o texto seleccionado para a área de transferência.Copia definições do nó activo para os nós seleccionadosCopia as definições a partir da versão anterior.Copiar definições da actual camada de visualizaçãoCopia a soma das normais novas e antigas.Copia texto para a área de transferênciaCopia os modificadores-f da curva-f activa.Copia os modificadores-f da Faixa de Animação Não Linear activa.Copia o comando em linguagem de programação Python que referencia a funcionalidade deste botão.Copia o caminho de dados RNA desta propriedade para a área de transferência.Copiar o conjunto de linhas activo para a área de transferência internaCopiar a forma chave de outro objecto seleccionado para esteCopiar a cor do osso activo para todos os ossos seleccionadosCopia os conteúdos da linha de comando para usar dentro de um script.Copiar o actual ficheiro .blend para uma Biblioteca de Recursos. Funciona apenas em ficheiros .blend autónomos (sem referências a outros ficheiros)Copiar a pose actual dos ossos seleccionados para a área de transferência internaCopia o controlador para o botão realçado.Copia as variáveis dos controladores da Curva-F activaCopiar o ficheiro para o caminho de destinoCopia o ficheiro para o caminho de destinação (ou subdirectório).Copiar imagem para a área de transferênciaCopia a localização de um alvo (com um deslocamento opcional), de maneira que se movam juntos.Copiar a localização do alvo.Copia as definições do material e nós.Copia as definições de textura de material e nós.Copiar modificador do objecto activo para todos os objectos seleccionadosCopiar o controlador da propriedade do item activo para a mesma propriedade de todos os itens seleccionados, se a mesma propriedade existirCopiar o valor da propriedade do item activo para a mesma propriedade de todos os itens seleccionados, se a mesma propriedade existirCopia a rotação de um alvo (com um deslocamento opcional), de maneira que rotacionem juntos.Copia as rotações do alvo.Copia os factores de escalonamento de um alvo (com um deslocamento opcional), de maneira que eles sejam escalonados pela mesma quantidade.Copia a escala do alvo.Copiar pontos ou traços Grease Pencil seleccionados para a área de transferência internaCopiar os Conjuntos de Selecção seleccionados para a área de transferênciaCopiar os blocos-de-dados seleccionados para a área de transferência internaCopiar os nós seleccionados para a área de transferência internaCopiar os objectos seleccionados para a área de transferênciaCopiar os pontos seleccionados para um novo traçoCopiar splines seleccionadas para a área de transferência internaCopiar as faixas seleccionadas para a área de transferência internaCopiar os rastreadores seleccionados para a área de transferência internaCopia a localização X do alvo.Copia a rotação do eixo X do alvo.Copia a escala do eixo X do alvo.Copia a localização Y do alvo.Copia a rotação do eixo Y do alvo.Copia a escala do eixo Y do alvo.Copia a localização Z do alvo.Copia a rotação do eixo Z do alvo.Copia a escala do eixo Z do alvo.Copiar o peso deste grupo para outros vértices seleccionados (desactivado caso o grupo de vértices esteja bloqueado)Copiar este valor de propriedade para todas as rigs seleccionadas do tipo apropriadoCopiar para Área de TransferênciaCopiar para SeleccionadosCopia para a árvore do parente do nó, manter o grupo intacto.Copiar para selecção todos os elementos da listaCopiar para selecção os controladores de todos os elementos da listaCopia as definições de rastreamento do rastreamento activo para as definições padrão.Copia as definições de rastreamento do rastreamento activo para os rastreamentos seleccionados.Copia as coordenadas dos vértices a partir de outros objectos.Copia os pesos a partir do activo para seleccionados.Direitos de AutorAviso de direitos de autor para este recurso. Um campo de direitos de autor vazio não significa obrigatoriamente que esteja livre de direitos de autor. Contacte o autor se for necessária clarificação.Máscara NúclearCortiçaEsquinaÂngulo das quinasManípulos de CantosNormais de EsquinaAfixar as lateraisArredondamento de EsquinasDivisão por CantosSubdivisões de EsquinasTipo de EsquinaLateraisCantos da arestaCantos da FaceVértices dos CantosCorrigir aspectoCorrigir Atributos de FaceCorrige as coordenadas UV enquanto faz a transformação.Corrigir UVsCorrigir dados como UVs e atributos de cor ao transformarCorrige as distorções causadas pelas deformações (em geral, por ossos).Método de CorrecçãoCorrecção para o espectro de tom completoCorrecção para os destaquesCorrecção para os meios tonsCorrecção para sombrasCorrectivoInverter Normais CorrectivoModificador - Suavização corretivaFactor correctivo aplicado aos pesos das faces, 50 é neutro, valores mais baixos aumentam os pesos das faces mais fracas, valores mais altos aumentam os pesos das faces mais fortesCorrelaçãoCo-senoideModo CosenoNão foi possível adicionar acção '%s' pelo fato de não poder ser usada estando relacionada aos identificadores de blocos do tipo '%s'Não é possível adicionar controlador, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, caminho = %s)Não é possível limpar o fotograma chave, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, Path = %s).Não é possível conectar vértices.Não foi possível criar um novo nome para a pasta.Não é possível criar nova pasta: %sNão é possível apagar o fotograma chave, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, Caminho = %s).Não é possível encontrar '%s' dentro de '%s'Não é possível encontrar quaisquer arestas seleccionadas que possam ser rotacionadas.Não é possível encontrar dados de restrição para Descendente-de Definir InversoNão é possível encontrar dados de restrição para ObjectSolver Definir InversoNão é possível encontrar controlador para copiar, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, Caminho = %s)Não é possível encontrar modificador gancho.Não foi possível encontrar cena.Não é possível iniciar os dados das traduções !Não é possível inicializar fluxos, provavelmente uma combinação de codificador não suportada.Não é possível inserir fotograma chave, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, Caminho = %s).Não é possível abrir o ficheiro para escrita.Não é possível colar controlador, pois o caminho RNA é inválido para o identificador fornecido (ID = %s, Caminho = %s)Não foi possível remover a ShapeKeyNão é possível reabrir o ficheiro.Não foi possível resolver o caminho fornecido '%s'Não é possível resolver o caminho (%s)Não foi possível atrair algumas curvas à superfícieNão foi possível escrever imagem: %sNão é possível abrir ficheiro %r (%s)ContagemModo e ContagemContar quantos itens existem numa lista fornecidaSentido anti-horárioSentido anti-horárioCoberturaVincosÂngulo dos vincosFactor de Belisco do Pincel de VincoVincos das arestasVincos em Arestas AgudasVincos em Superfícies SuavesLimite de VincoPeso dos vincosVincar arestas centrais para subdivisão de superfície melhoradaVincar arestas de pontos centrais para melhorar a subdivisão de superfíciePesos dos vincos (caso activo)Vincar:Criar %sCria um objecto de texto 3D a partir do Bloco-de-Dados de texto activo.Criar ao longo dos caminhosCriar ColecçãoCriar dadosCria covinhas nos relevos.Cria as curvas-f para o objecto que irá copiar os movimentos do objecto criados por esta restrição.Cria um material de traços Freestyle para testes.Criar Molas InternasCriar chaves de Posição quando fixar na câmara da cenaCriar N-ÁgonosCriar uma nova açãoCria um parâmetro de orientação para "uso" é válido apenas dentro de um contexto da janela de visualização 3D.Criar Recurso de PoseCriar código Python que irá gerar a metarig seleccionadaCriar código Python que irá gerar a metarig seleccionada como amostraCriar QuadriláterosCria cristas nos relevos.Criar chaves de Rotação quando fixar na câmara da cenaCriar chaves de Escala quando fixar na câmara da cenaCriar WebPCriar um "buraco" na imagem com transparência alpha, que é útil para composição. Nota: O sombreador holdout apenas consegue criar transparência alfa se transparência estiver activa nas definições da películaCriar um Losango Irregular/DardoCriar uma topologia de grelha de cubos booleana com as dimensões dadas, para utilização com o nó Instrução em GrelhaCriar uma ponte de faces entre dois ou mais circuitos de arestas seleccionadosCriar uma cor a partir de componentes individuais usando vários modelosCriar uma relação com base em restrição com um atributo de geometriaCriar osso de controlo para a cópiaCriar um osso de deformação para a cópiaCria uma progressão diagonal.Cria um directório para cada ficheiro exportado, executando as tarefas em lote.Criar um conjunto de faces correspondendo à selecção de faces em Modo de EdiçãoCriar um conjunto de faces por cada conjunto de faces isoladoCriar um conjunto de faces porcada parte solta da malhaCriar um conjunto de faces por compartimento de materialCriar uma grelha de volume preenchida a partir de uma malhaCriar um volume de nevoeiro com a forma da superfície da malha de entradaCria uma força ao longo de um objecto de curva.Cria uma força com base nas velocidades de simulações de fluidosCriar uma força que age como predador ou alvo de BoidsCria uma força que amortece o movimento.Criar efeito de brilhoCriar gradiente entre duas máscarasCria uma progressão linear.Criar uma lista de valoresCriar revogação local dos blocos-de-dados vinculados seleccionados, e suas hierarquias de dependênciasCriar revogação local dos blocos-de-dados vinculados, e suas hierarquias de dependênciasCriar revogação local dos objectos vinculados seleccionados, e suas hierarquias de dependênciasCriar máscara com base na diferença de luminância (brilho)Criar uma máscara a partir de índice de passagem de objecto ou materialCriar mecanismo para aguçar a esquina conectada quando o ângulo for menor que este valorCriar uma malha que envolve todos os pontos da geometria fornecida com o menor número de pontosCriar um novo Compartimento de Acção para um ID. Tenha em atenção que _qual_ o ID recebe este compartimento deve ser definido no 'animated_id' usando: >>> layout.context_pointer_set("animated_id", animated_id) Quando o ID já tem um compartimento atribuído o compartimento recentemente criado terá o mesmo nome (assegurando que é único com um sufixo numérico) e quaisquer dados de animação atribuídos ao compartimento serão duplicados para o novo compartimento.Criar uma nova câmara e Marco RV a partir da actual pose da sessão RV em curso e seleccioná-laCriar ova Câmara a partir do Marco RV seleccionadoCriar um novo Conjunto de Selecção com os ossos actualmente seleccionadosCria um novo mapa UV para cada malha empacotada.Cria uma nova acçãoCria uma nova ação, uma vez que aquela já existente tenha sido guardada de forma segura.Criar um novo compartimento de acção para este bloco-de-dados, para conter a sua animaçãoCria um novo recurso a partir dos ossos seleccionados na cenaCriar uma nova colecção e atribuir a todos os ossos seleccionadosCria um novo osso indo da última junta seleccionada até a posição do rato.Criar novo catálogo onde colocar recursosCriar um novo grupo de nós de composição e inicializar com nós pré definidosCriar novo grupo de nos de composição para sequenciadorCria um novo directório.Criar novo Controlador com esta propriedade como variável, e copiar para a área de transferência interna. Usar Colar Controlador para adicionar a propriedade alvo, ou Colar Variáveis de Controlador para expandir controladores existentes.Criar novo Conjunto de Selecção vazioCriar um novo conjunto de facesCriar novo conjunto de faces a partir das faces com máscaraCriar novo conjunto de faces a partir de vértices visíveisCriar um novo ficheiro deste tipoCriar novo nó de moldura em torno dos nós seleccionados e renomeá-lo imediatamenteCriar um novo grupo de nós de geometria e atribuí-lo ao modificador activoCriar novo grupo de nós de geometriaCria uma nova imagem.Criar um novo ficheiro de imagem sem modificar a imagem actual no BlenderCriar um nó de sombreador inserido (inlined) tal como consumido por renderizadoresCriar novo nível usando subdivisões Catmull-ClarkCriar um novo nível usando interpolação linear do deslocamento esculpidoCriar um novo nível usando subdivisões simplesCria um novo estilo de linha, reutilizável por múltiplos conjuntos de linha.Criar uma nova janela principal com o seu próprio Espaço de Trabalho e selecção de cenaCriar novo objecto malha a partir da actual máscara de pinturaCriar novo objecto malha a partir do conjunto de faces seleccionadasCriar um novo modificador com novo grupo de nós de geometriaCria uma nova árvore de nós.Criar um novo objecto da máscara cortadaCriar novo recurso de pose na área de transferência, para ser colado no Navegador de RecursosCriar nova malha baseada em quadriláteros usando os dados de superfície da actual malha. Todas as camadas de dados serão perdidasCria um novo Bloco-de-Dados de texto.Criar uma nova janelaCria um novo Bloco-de-Dados de AmbienteCriar uma notificação após a operaçãoCriar um paralelogramoCriar um ponto na nuvem de pontos para cada aresta seleccionadaCriar um ponto na nuvem de pontos para cada face seleccionadaCriar um ponto na nuvem de pontos canto de face seleccionadoCriar um ponto na nuvem de pontos por cada vértice seleccionadoCriar uma pré visualização para este recurso renderizado o objecto activoCria uma facilitação da progressão de um passo ao próximo.Cria uma progressão quadrática.Cria uma progressão quadrática no formato de uma esfera.Criar um quadrilátero a partir de quatro pontosCria uma progressão radial.Criar um rectânguloCriar distorção espiralCriar rotação a partir de um eixo primário e um secundário (idealmente ortogonal)Criar pivot de rotação que pode ser reposicionado arbitrariamenteCriar uma metarig de amostra para ser modificada antes de gerar a rig finalCriar preenchimento separado para cada traço individualCriar sistema de partículas separado para cada tipo de partículas secundáriasCriar efeito de sombraCriar uma grelha de volume de distâncias com sinal a partir de uma malhaCriar uma grelha de volume de distâncias com sinal a partir de pontosCriar traço simples com cores básicasCriar uma transição B-Bone suave se um final de uma cadeia encontrar com outra cadeia seguindo na mesma direcçãoCriar uma transição B-Bone suave se um final de uma cadeia encontrar com a sua simetriaCriar uma superfície com curvatura suave usando esquema de subdivisão Catmull-ClarkCriar uma forma sólida a partir de vértices e arestas, usando o raio dos vértices para definir espessuraCria uma cobertura sólida pela extrusão, fornecendo compensações para os ângulos mais agudos.Criar uma pele com espessura compensando ângulos mais agudosCria um esqueleto em arame a partir das facesCria uma Progressão esférica.Cria uma ruptura adequada nas poses no fotograma actual.Cria uma imagem em ladrilhoCriar um trapezóideCriar um conjunto de faces único com todas as faces na esculturaCriar um vector dos seus componentes X, Y e ZCriar um atalho de visualização para o nó seleccionado, carregando nas teclas Ctrl+1,2,..9Cria um objecto Vazio que copiará o movimento do rastreador activoCria uma armação de ossos que é paralela ao esquema de cobertura.Criar uma pré visualização automática para o bloco-de-dados seleccionadoCriar um objecto Grease Pencil vazioCriar uma forma invólucroCria uma imagem com um canal alfa.Cria uma imagem com as visualizações esquerda e direita.Criar uma colecção de objectos a partir objectos seleccionadosCriar opção para soltar pálpebra da superfície do olhoCriar um controlo IK opcionalCriar um controlo opcionalCriar osso de deformação extraOperação de criação de revogaçãoCriar sistema de partículas de bolhasCria partículas crianças.Criar objecto de colisãoCria uma restrição tendo como base um relacionamento de parentesco de afiliação.Cria uma restrição tendo como base um relacionamento de envelopamento.Criar restrições para esta acção na rig geradaCriar ossos de controlo para a cópiaCriar controlos para ambos os lados da palmaCriar nós de coordenadas e mapeamento para a textura (ignorado para nós de textura seleccionados)Criar cópias das formas com afastamentosCriar avisos personalizados nos grupos de nósCriar ossos de deformação para a cópiaCriar domínio para gasesCriar domínio para líquidosCria um efeito de ponto-traço nas linhasCria um controlador apenas para esta propriedade específica e sem atribuição previamente definida de quaisquer alvos.Cria controladores para todas as propriedades sem atribuição de quaisquer alvos previamente definidos.Cria controladores para cada par de elementos correspondentes.Cria circuitos de arestas entre as superfícies interna e externa nas arestas das faces (lento, desactivar quando desnecessário)Criar efeitos e fazer pós processamento em renders, imagens e na janela de visualização 3DCriar máscara elíptica adequada para cenografia simples ou efeito vinhetaCria ficheiros substitutivos vazios para preservar os locais na fila durante a renderização dos fotogramas (similar a função de "toque" Unix).Criar conjuntos de faces para faces que têm normais semelhantesCriar conjuntos de faces usando costuras UV como fronteirasCriar conjuntos de faces usando pesos de boleado como fronteirasCriar conjuntos de faces usando vincos de arestas como fronteirasCriar conjuntos de faces usando arestas aguçadas como fronteirasCriar sistema de partículas de espumaCriar grelha de instâncias duplicadasCriar objecto guiaCriar ossos de cabeça e pescoçoCria uma imagem com profundidade de bits de ponto flutuante de 32 bitsCria instâncias ao longo dos caminhos das partículas.Criar instâncias para colecções ao apor, em vez de adicioná-las directamente à cenaCriar instâncias para colecções ao vincular, em vez de adicioná-las directamente à cenaCriar instâncias para colecções, em vez de adiciona-las directamente à cenaCriar instâncias para dados-de-objectos que não são referenciados por nenhum objectoCria instâncias a partir das crianças das partículas.Cria instâncias a partir das normais das partículas.Criar fotogramas chave seguindo a forma da actual das Curvas-F dos canais seleccionadosCriar sistema de partículas de fluidoCriar chaves de posição ao fixar câmara à cenaCriar máscara com base na distância 3D entre coresCriar máscara com base em valores cromaCriar máscara com base nas diferenças entre canais de corCriar máscara usando uma dada cor, para filmagens e fundo verde ou azulCriar planos de malhas a partir de ficheiros de imagens com proporções correctasCria Nova AcçãoCria novos ossos a partir das juntas seleccionadas.Cria novos ossos a partir das juntas seleccionadas e permite movê-los.Criar nova pasta?Criar novas grelhas avaliando novos valores numa topologia de grelha existenteCriar nova imagem a partir do conteúdo de um marcador de planoCriar nova colecção de associação de luzes pelo emissor activoCria uma nova máscara.Criar materiais com nomes únicos para cada ficheiro OBJCriar novos utilizadores de dados-de-objecto se necessárioCria um novo rastreamento de plano a partir dos pontos de rastreamento seleccionados.Cria um circuito de arestas deslocado a partir da selecção actualCria um objecto por linha dentro do texto.Criar um sistema de partículas que contém os três tipos de partículas secondáriasCriar ou expandir um Bloco-de-Dados de Texto 'i18n_info.txt'Cria uma separação dentro das crianças com base nas vertentes do parente.Criar cumes e vales com valores de irregularidade diferentesCriar paletas para utilização como cor de referência para nós de remoção de fundoCriar pontos a partir dos pontos avaliados da curva, com base no atributo de resolução de splines NURBS e BézierCriar arcos pré definidos em traço Grease PencilCriar rectângulos pré definidos em traço Grease PencilCriar círculos pré definidos em traço Grease PencilCriar curvas pré definidas em traço Grease PencilCriar linhas pré definidas em traço Grease PencilCriar polilinhas pré definidos em traço Grease PencilCria imagens de aproximação em um directório personalizado (o padrão é a localização do filme).Cria agrupamentos aleatórios dos feixes em torno dos parentes.Usar máscara rectangular adequada para utilização como simples cenografiaCria restrições de corpo rígido entre os corpos rígidos activos e seleccionados.Criar chaves de rotação ao fixar à câmara da cenaCriar chaves de escala ao fixar à câmara da cenaCriar controlos deslizantes pálpebras seguem separados para X e ZCriar geometrias separadas contendo elementos do mesmo grupoCriar cumes pontiagudasCria cópias de referência (fantasmas) das curvas-f seleccionadas como uma ajuda em plano de fundo para o editor gráfico activo.Criar sistema de partículas de pulverizaçãoCria molas para este número de fotogramas desde o nascimento das partículas (zero significa criar as molas sempre).Criar modificadores de subdivisão de superfície com base no atributo USD SubdivisionSchemeCriar ossos de caudaCriar modificador correspondente se não existirCria a grelha usando um padrão hexagonal.Cria a nova Forma Chave a partir da mistura de chaves existentes.Criar sistema de partículas rastreadorasCria uma orientação de transformação a partir da selecção.Cria turbulência com um campo de ruídos.Cria uma nuvem de vértices usando as coordenadas das reconstruções do rastreamento.Criar, repor ou limpar hierarquias de revogação de bibliotecaCriar texturas WebP para cada textura. Sem acção para texturas já em WebPCria uma máscara com base no atributo de cor activoCriar uma máscara com base nos limites da superfícieCriar uma máscara com base na curvatura da superfícieCriar uma nova máscara para a malha inteiraCria um segmento de pose por conjunto de faces, começando pelo grupo de faces activoCria fragmento de geometria tão suave quanto possível a partir do conjunto de faces minimizando alterações na posição dos vérticesCria um fragmento de geometria tão suave quanto possível a partir do conjunto de faces minimizando alterações em tangentes de vérticesCria uma viscosidade para expansão do fluido.CriativoRecortarRecorte máximo em XRecorte máximo em YRecorte mínimo em XRecorte mínimo em YRecorta o fotograma renderizado para o tamanho da região de renderizaçãoRecortar Região de RenderizaçãoParâmetros de recorte para uma faixa de sequência.Recortar imagens numa região menor, tornando as áreas cortadas transparentes ou redimensionado a imagemEntrecruzado aos olhosFaixa de Transição de DesvanecimentoTransição de desvanecimento com correcção de corCryptomatteCryptomatte (Legado)Cryptomatte PrecisoCryptomatte de RecursosCamada CryptomatteNíveis CryptomatteMaterial CryptomatteCryptomatte ObjectosCtrlCtrl esquerdoCtrl direitoCuboTopologia de Grelha de CubosTamanho de cuboTamanho de Mapa CúbicoCúbico(a)B-Spline CúbicoFiltro B-Spline Cúbico (desfoca mas sem halos) em amostras 4x4Mitchell CúbicoFiltro Cúbico Mitchell em amostras 4x4Facilitação cúbica.Facilitação cúbica com permissão para ultrapassar valores e ajuste posterior.Interpolação cúbicaCubóideOmitirDistância de OmissãoOmite objectos que estejam a uma distância da câmara maior que este valorOmissãoEncaracolarActualCaractere actualFicheiro ActualFotograma actualFotograma actual finalValor do Fotograma ActualÍndice de conjunto de inserção de chaves actualO índice do conjunto de inserção de chaves actual (com valor negativo para o conjunto embutido e positivo para o conjunto absoluto).Linha actualÍndice de linha actualSub-Fotograma actualTransformação ActualOrientação de transformação actualTipo de editor actual para esta área.O número de fotograma actual pode ser ajustado manualmente para um valor negativo.Número do fotograma actual dentro do filme ou sequência de imagem.Número do fotograma actual dentro do filme ou sequência de imagem.O fotograma actual, com sub-fotograma e remapeamento de tempo aplicado.Fotograma actual, para actualizar dados de animação via Python frame_set()Linha actual, e linha inicial de selecção caso alguma exista.A matriz de perspectiva actual (a matriz da janela multiplicada pela matriz de visualização).Pose actual para armações.O motor de renderização actual não suporta geração e gravação.Forma Chave actualÍndice da Forma Chave actualActual etapa do processo de importaçãoO olho da projeção estéreo actualmente exibidoTempo actual da simulaçãoMatriz de visualização actualMatriz de visualização actualCena actualmente avaliadaCamada de visualização actualmente avaliadaCursorCursor (deslocamento)Distância do cursorLocalização do cursorAjuste de bloqueio do cursorPlano do CursorProjecção de Cursor em SuperfíciesValor do CursorCursor VistaCursor XValor X para o cursorValor Y para o cursorPosição do cursor em coordenadas normalizadas (0.0 a 1.0)Localização do cursor em coordenadas normalizadas do clipe.Localização do cursor em coordenadas normalizadas de pré visualizaçãoLocalização do cursor em coordenadas da tela.Curvatura 3DIterações de Suavização de CurvaturaCurvaConstanteCurvaCurva - Guia de caminhoPersonalizadoCurva personalizadaProlongarExtrapoladoDecaimentoPré Definição de Curva de DecaimentoTipo de decaimentoHorizontalInverso quadráticoLinhaLinearMáximoSeparação pela medianaModoNovo(a)Sem decaimentoNurbs - CírculoNurbs - CurvaNurbs - Guia de caminhoFormato de perfilDecaimento para Edição ProporcionalDecaimento ProporcionalAleatórioRaizArredondadoAcentuadoMais PontiagudoSuavizarMais SuaveEsferaSuperfície - CírculoSuperfície - CurvaSuperfície - AdesivoSuperfície - EsferaSuperfície - ToroidalSuperfícieA curva '%s' não contém a Spline fornecida.Curva 2DDobra da CurvaCírculo CurvaDeformação por curvaModo Edição de CurvaIntervalo de Fotogramas da CurvaCurva guiaPosições dos Manípulos da CurvaCurva de tremulaçãoComprimento da CurvaLinha CurvaPontos de mapeamento de curvasMapeamento de curvaModificador - CurvaAfastamentos de CurvaDefinições de pintura de curvasDecaimento do Parâmetro da CurvaPonto da CurvaApetrecho de Perfil de CurvaEscalonar pelos raios das curvasCurva de sensibilidadeEncolher/Achatar CurvaPorção de CurvaSplines das curvasCurva de forçaTangente da CurvaInclinação da CurvaCores do Apetrecho de CurvasComponente de curva contendo dados de spline e ponto de controlePonto de controlo da curvaBlocos de dados que armazena as curvas, Splines e NURBS.Blocos de dados de curvas usado para armazenar as superfícies.Blocos de dados de curva usado para armazenar os textos.Bloco-de-dados de CurvaCurva que define os afilamentos em feixes.A curva que define a rugosidade.A curva que define a abertura do obturador em um período de tempo.Curva que define a torçãoModificador de deformação em curva.Curva deformando o objecto de textoMétodo de ajuste das curvasCurva a partir de Malha ou objectos de TextoPeso de influência do efetor curva guia.Curva dentro de um mapeamento de curva.Interpolação de curva neste ponto: Bézier ou vectorCurva de mapeamento para mapear os valores de cor, vector e escalar para outros valores usando uma curva definida pelo utilizador.Nome do objecto de curva que define o afilador, controlando a largura dos perfis.Objecto de curva com o qual se deformar.Objecto de curva ao qual ajustar comprimento da disposiçãoCurva dos PontosO número de subdivisões por segmento de curva ou superfície.Curva que controla este relacionamento.Curva em MalhaCurva em PontosTipo de curvaCurva usada para regular o efeitoCurva usada para o mapeamento de curva.Curva usada para o efeito de tremulaçãoCurva usada para a sensibilidade.Curva usada para a forçaCurva usada para mapear pressão para tremulação do pincelCurva usada para mapear pressão para tamanho do pincelCurva usada para mapear pressão para força do pincelCurvadoCurvasAdicionarTipo de PincelPentearTipo de Forma das CurvasCilindroApagarDensidadeCrescer / EncolherPintar SelecçãoBeliscarIncharDeslizarSuavizarGancho de CobraFioFaixaModo Edição de CurvasEscala de Crescimento/Encolhimento de CurvaInformação sobre CurvasEscultura de CurvasOpções de Adição de Curvas de Escultura de CurvasDefinições do Pincel de Esculpir CurvasPintura de Escultura em CurvasDecaimento de Parâmetros de Escultura de CurvaDefinições de Escultura de CurvasCurvas como MalhaCurvas a partir de dados avaliados de curvaTipo de forma das curvasCurvas em Grease PencilUsa o comprimento curvilíneo 2D para dividir os encadeamentos.Curvamento do nódulo.PersonalizarAtenuação PersonalizadaBytecode PersonalizadoChave de Aferição de Bytecode PersonalizadoCurva Personalizada de CavidadesCor personalizadaConjunto de Cores PersonalizadoCores PersonalizadasNó de Grupo Personalizado do Compositor para nós PythonCurva personalizadaPasta PersonalizadaDistância PersonalizadaCaminho de Ficheiro PersonalizadoNó de Grupo Personalizado de Geometria para nós PythonGrupo personalizadoÍcone PersonalizadoImagem personalizadaNormais personalizadasNormais personalizadasApenas Normais PersonalizadasObjecto personalizadoCores personalizadas de Fotogramas FantasmaParalaxe PersonalizadaCaminho PersonalizadoControlo de Pivot PersonalizadoNós personalizadosCaminho do Perfil PersonalizadoPropriedades personalizadasQualidade PersonalizadaIntervalo PersonalizadoRegião PersonalizadaSombreador PersonalizadoGrupo Sombreador Personalizado para nós PythonForma PersonalizadaRotação da Forma PersonalizadaEscala para formatos personalizadosTransformações de formato personalizadoTranslação da Forma PersonalizadaIntervalo de Simulação PersonalizadoIntervalo de Simulação PersonalizadoEspaço PersonalizadoOrientação de Manipulador PersonalizadoCaminho do executável do reprodutor de animação personalizado.Cor personalizada para caminhos de movimento após fotograma actualCor personalizada para caminhos de movimento antes do fotograma actualCor personalizada do corpo do nó.Conjunto de cores personalizado a ser utilizadoCurva personalizada para aplicar o efeitoCurva personalizada para controlar a interpolação da "sequência" entre os fotogramas de Grease Pencil.Curva personalizada para controlar decaimento do efeito do pincel por fotograma de Grease PencilCurva personalizada para controlar espessura das primitivasCamada de dados personalizada para o índiceCamada de dados personalizados para valor aleatorizadoRegião definida personalizadaLegenda personalizada definida dinamicamente do interface do utilizador para o conectorValor de esmaecimento personalizado.Curva de decaimento personalizadaFiltro PersonalizadoUma interpolação personalizada definida usando um mapa de curva.Uma curva de mapeamento personalizadaNós personalizadosFerramenta de normais personalizadas usando o Vector de Normais do Interface do UtilizadorPropriedades personalizadasPonto de referência personalizado para guiasOrigem do sombreador personalizadoTamanho personalizado para reduzir texturas exportadasEtiquetas personalizadas (nomes simbólicos) para o recurso, utilizados para filtragem e gestão geral de recursosTexto personalizado para aparecer na nota das estampas.Valor personalizado de metros por unidade no USD StageCortarCortar arestasCortar Partículas em FormaCortar TotalmenteCorta uma intersecção em faces.Corta as arestas das faces para melhorar o formato dos estilhaços.Corta a geometria ao longo de um plano (clique e arraste para definir o plano).Corta os cabelos para se conformarem ao objecto definido como formato.Cortar cabelosCorta a geometria mantendo cada um dos lados separado (Apenas para os seleccionados ou não seleccionados).Cortar esquinas de objectos em ângulo para criar um boleado ou chanfroCortar malha em circuitos e deslizá-loPermite cortar uma nova topologia.Corta o texto seleccionado para a área de transferência.Corta uma geometria sólida a partir da selecção para os não seleccionados.Cortar o texto para a área de transferênciaCorta através de todas as faces, não apenas através das visíveis.Cortar, subtrair ou juntar múltiplos volumes de grelhas SDFCortar, subtrair ou juntar múltiplas malhas fornecidasFactor de corteDistância do CessaçãoFrequência de corte de um filtro passa-alta que é aplicada aos dados de áudio.Frequência de corte de um filtro passa-baixa que é aplicada aos dados de áudio.Cortar malha ao longo do eixo de espelhamentoPercorrerTipo de Manípulo de FechoCiclar para trásAlternar entre os quatro tipos de manípulosReciclar em reversoRepetir o tempo animado dentro do início e final da acçãoRepetir os fotogramas na sequênciaRola as imagens dentro do filme.Recicla através de todos os compartimentos de renderização que não estão vazios.Alterna através das telas disponíveis.Rola através do histórico.Recicla através dos contextos dos editores disponíveis pela activação dos anteriores e / ou posteriores.Recicla através das cores do arco-íris, tentando fornecer para cada curva, uma cor específica.Percorrer ferramentas neste grupoPercorrer todos os espaços de trabalhoInserção de Chaves consciente de ciclosCíclicoDefinições de Renderização de Curvas do CyclesDefinições Cycles de Câmara PersonalizadaDiagnóstico CyclesModificadores-f em ciclosDefinições de Luzes do CyclesDefinições de material do CyclesDefinições de malha do CyclesDefinições de objectos CyclesDispositivos de Renderização CyclesDefinições de renderização CyclesDefinições de visibilidade do CyclesDefinições de ambiente do CyclesDefinições de renderização para curvas do CyclesDefinições de luzes do CyclesAs definições de material para o renderizador Cycles.As definições de malha do Cycles.As definições de objectos para o motor de renderização Cycles.Definições de renderização do renderizador Cycles.As definições de visibilidade para o motor de renderização Cycles.Definições de ambiente do Cycles.Cíclico(a)Animação CíclicaDeslocamento cíclicoTempo da faixa cíclicaU CíclicoV CíclicoSequência cíclica de prolongamento/repetiçãoEfeito de onda cíclica.O modo de reciclagem para usar após o último fotograma chave.Modo de ciclos para usar antes do primeiro fotograma chave.CilindroRaio do CilindroCheco - ČeštinaOBSOLETO: Adicionar a rotação original para a rotação copiadaDJVDLSFormato Avid DNxHDBaixoDPXDPX (.dpx)DVDWAA (com perdas)DWAB (com perdas)AmortecimentoFactor de amortecimentoAmortece as ondas refletidas que vão na direcção oposta do vento.Mínimos quadrados amortecidos com filtragem numérica.Rastreamento amortecidoRestrição - Rastreamento amortecidoAmortecimentoAmortecimentoFactor de amortecimentoTempo de amortecimentoAmortecimento em XAmortecimento angular em XAmortecimento em YAmortecimento angular em YAmortecimento em ZAmortecimento angular em ZO amortecimento da força harmônica.O amortecimento no eixo X.O amortecimento no eixo rotacional X.O amortecimento no eixo Y.O amortecimento no eixo rotacional Y.O amortecimento no eixo Z.O amortecimento no eixo rotacional Z.Dinamarquês - DanskEscurecerMode EscurecerMais escuroMostrador1° Tracejado2° Tracejado3° TracejadoComprimento do TraçoSegmento do Modificador de TraçoRácio de TracejadoTracejamento de linhasOpacidade de Linhas TracejadasDadosAPI de DadosProfundidade de dadosCamada de dadosOperação de dadosCaminho dos dadosPrevisões de dadosFonte de dados:Dados AlvoTransferência de dadosModificador - Transferência de dadosTipo de dadosPonto de dados para a curva de traço a mão livre.Origem de dados usada para o plano de fundo.Dados que serão modificados na operação de expansãoDados a ler do armazenamentoTipo de dadosTipo de dados para grelha de topologiaTipo de dados da VASTipo de dados da propriedadeTipo de dados do conector.Dados usados para identificar a coluna da folha de cálculoDados usados para identificar uma tabela de folha de cálculoDados usados para identificar os dados correspondentes da origem dos dadosDados usados para identificar a tabelaBloco-De-DadoNome do Blocos-De-DadosTipo de Bloco-de-DadosBlocos-De-DadosO Bloco-de-Dados a partir do qual o Bloco-de-Dados editado está vinculado.Tipo de Bloco-de-Dados a mostrarBloco-de-dados usado para anotações na janela de visualização 3DBloco de dados usando estas Formas ChaveBloco de dados cujos nós estão sendo editados.Blocos de dados nesta biblioteca são editáveis, mesmo estando vinculados. Usado por recursos de pincel e suas dependências.DataDesactivar visualizador de nós de geometria ao clicar em espaço vazioDesactivar voxels da grelha fora das coordenadas mínima e máxima, assumindo o valor de fundoDesativa o corpo rígido no início da simulação.Desactivar o nó de visualização seleccionado nos Geometry NodesDesativaçãoMortasZona de inatividadeMorteDepurarFundo do Ícone de Correcção de ErroaPrimeiro Plano do Ícone de Correcção de ErrosQuantidade de Amostras de DiagnósticoValor de depuraçãoOpções de depuração, apenas quando iniciado com '-d'Deslocamento do decalqueEstratégia capaz no geral. Um osso com um descendente fica com a sua ponta colocada no eixo local mais próximo do seu descendenteDecimarSimplificar as Curvas-F removendo fotogramas chave menos que influenciam a curvaModificador - DecimaçãoModificador para redução de elementos.Declaração de um panel do nóDeclaração de conector de nóDeclaração de conectores e painéis de interface do utilizador de um grupo de nósDecompor numa rotação oscilatória para apontar o eixo X, seguido por torção em torno do mesmoDecompor numa rotação oscilatória para apontar o eixo Y, seguido por uma torção em torno do mesmoDecompor numa rotação oscilatória para apontar o eixo Z, seguido por uma torção em torno do mesmoDesconstruir a malha em vez de construí-laReduzir ContrastePadrãoAtributo Pré DefinidoFechado por defeitoCor padrãoAtributo de Cor Pré DefinidoCores PredefinidasPincel Borracha PadrãoValor do objectivo padrão (posição do vértice alvo).Valor do objectivo padrão (posição do vértice alvo), quando nenhum grupo de vértices é usado.Largura padrão de Nós de GrupoMétodo de Importação Pré-DefinidoEntrada PadrãoCanal de Chaves Pré DefinidoDefinições de teclas padrãoEsquema padrãoPadrão máximoPadrão mínimoTamanho da Pré-Visualização PadrãoValor padrãoPadronização de pesosPadronização de pesos - grupo APadronização de pesos - grupo BAs definições padrão de teclas embutidas.Cor padrão para as texturas que não retornam cores RGB ou quando a conversão de cores (RGB) para intensidade em escala de cinza está activada.Cor padrão da forma sólida de ossosEtiqueta de cor padrão para novos nós e grupos de nósDistância padrão a partir das extremidades da imagem na qual o marcador para de rastrear.Pincel borracha padrão para alternar rapidamente com o pincel principalCor de preenchimento padrão.Posição padrão do cabeçalho para novos espaçosLocal padrão onde imagens renderizadas serão mostradasLocalização padrão onde o Editor de Ficheiros será MostradoLocal padrão onde as preferências serão mostradasValor padrão mínimo de correlação entre os padrões combinados e a referência que ainda está sendo tratada como um rastreamento de sucesso.O modelo de movimento padrão a usar para rastreamento.Padrão para a ordem da chave para ordenamento.Caminhos padrão para ficheiros externos.Preenchimento em padrão pré-definidoCaminho relativo padrão para o selector de ficheiros, quando nenhum caminho foi ainda definidoDefinições padrão para controlos deslizantes Pálpebras Seguem (X e Z)Tamanho pré definido da miniatura de pré-visualização do recurso em pixelsIntrodução Numérica Avançada por DefeitoFerramentas padrão para modo de partículas.Renderização pré-definida de volumes usa dispersão nula, que é imparcial e tem menos artefactos, mas pode ser mais ruidosa. Opção parcial usa ray marching, que controla o tamanho dos passos e número máximo de passosPesos de influência padrão que os vértices terão caso não estejam no grupo de vértices A.Pesos de influência padrão que os vértices terão caso não estejam no grupo de vértices B.Permite definir um valor padrão de pesos para os vértices caso não estejam dentro do grupo de vértices.PadrõesDefinir AssinaturaDefinir um número de fotogramas a usar no modificadorDefinir a linha com ponto de início, direcção e comprimentoDefinir e editar controladores que ligam propriedades a funções personalizadas ou outros dadosDefinir arco por três pontos num círculo. O arco é calculado entre ponto inicial e finalDefine forças para os vértices para aderir a posição animada.Definir como vectores de velocidade são interpretados em relação ao tempo, "fotograma" significa que o delta do tempo é um fotograma, "segundo" significa o delta do tempo é 1 / FPSDefinir raio com floatDefinir a concentração de melanina para obter o cabelo mais realista (pode obter concentrações para diferentes tipos de cabelo na internet)Definir o raio e posição com três pontosDefinir o raio com ponto flutuanteDefinir pontos de início e fim da linhaDefinir a curva do traço com uma curva Bézier (as pinceladas são separadas de acordo com o espaçamento)Definir local ao longo da spline a geometria da curva termina (0 para o início, 1 para o fim)Definir local ao longo da spline a geometria da curva inicia (0 para o início, 1 para o fim)Definir que sub-conjunto de grupos deve ser usadoApenas Primitivas DefinidasFunção callback para expandir entrada/saída USDDefine como alinhar Pontos e Caixas com o caminho de desenho e rotação do objectoDefine que quantidade do traço tem desvanecimento de entrada ou de saídaDefine que quantidade do traço está visívelDefinir como o operador se vai comportar na selecção da camada activaDefine como os traços são ordenados no espaço 3D (para objects sem exibição 'À Frente')Define como as cores de vertices afectam os traçosDefine se as chaves devem ser alinhadas com a curva de suavização de entrada ou saídaDefine se o solucionador tem a permissão de reiterar em nenhum, no primeiro ou em todos os fotogramas (converge até que a precisão seja atingida).Define o tamanho da derivativa de deslocamento usada para calcular a gradiente e o encaracolamento.Define o interface do utilizador a substituir. Se não definido um novo será criado ecom nome baseado na rigDefinir o canal para limitar redução de transbordo. Equilibra entre dois canais de cor não primários contra o qual o canal primário se compara. 0 indica que o segundo dos dois canais é usado, 1 significa que é usado o primeiroDefine a dimensão da imagem à qual o valor relativo e referenteDefine a projecção da lente como polinomial para permitir simular lentes reaisDefine o formato específico dos argumentos com que o editor de texto abre ficheiros. As expansões são as seguintes: $filepath O caminho absoluto do ficheiro. $line A linha na qual abrir (Optional). $column A coluna a partir da qual abrir do início da linha (Optional). $line0 & column0 começar no zero. Examplo: -f $filepath -l $line -c $columnDefine que porção do traço é usado para o cálculo da extensãoDefine em que colecção colocar os manipuladores. Se não definida uma nova será criada com base no nome da rigDefinir que chaves usar como declive, e quanto misturar na sua direcçãoDefine que substituir.DefiniçãoPermite a definição de uma escolha dentro de uma propriedade RNA enumerada.Definições de Canais de ÁudioEsvaziarEmissor de deflexãoDetectar fluidos e influenciar o fluxo do fluidoDeflexãoDefletoresDesfocar (via efeito)DeformarEixo de deformaçãoDeformar Curvas na SuperfícieModo de deformaçãoDeformar os ossos de poseDeformar em torno do eixo localDeformar com base numa série de pontos âncoraDeformar no eixo XDeformar no eixo YDeformar no eixo ZDeforma a interpolação da rotação em quaterniões.Deformar pontos específicos usando outro objectoDeformar pontos do traço usando um objecto armaçãoDeformar pontos do traço usando objectosDeformar traços usando um objecto grelhaDeformar a malha ou curva usando um armazenamento de malha externo em formato AlembicDeformar a malha usando um armazenamento de transformação de vértices fotograma-a-fotograma externoDeformar forma através de torção, dobragem, afunilamento ou extensãoDeformar Forma usando um objecto ArmaçãoDeformar o traço para melhor corresponder à forma do invólucroDeformar usando uma malha diferente, que age como gaiola de deformaçãoDeformar usando a forma de um objecto grelhaDeformar volume com base em ruído ou outros campos de vectoresGrupo de deformação '%s' não está no objecto '%s'DeformaçãoPonte de DeformaçãoAlvo de DeformaçãoTipo de deformação usada no pincelDeformações (Formas Chave, modificadores de deformação)Localização deformadaDeformaçãoGrausDesentralaçarDesentrelaça todas as fontes de filme seleccionadas.Desentrelaça os ficheiros de filmes durante o carregamento.DelDelaunayAtrasoAtrasar Actualização da Janela de VisualizaçãoAtraso em segundos até velocidade máxima ser atingidaApagarApaga 4 espaços a partir do início da linha.Apagar DadosApagar Fotogramas VaziosApagar GeometriaApagar globalmenteApagar Fotograma(s) de Grease PencilApagar DesactivadosApagar PontoApagar Objecto de ReferênciaApagar segmentosApagar SelecçãoApagar Luz de EstúdioApagar FaixaApagar os não utilizadosApaga um sistema de partículas completo ou apenas as chaves.Apagar um fotograma chave dos rastreadores seleccionados no fotograma actualApagar fotogramas activos para todas as camadasApagar fotogramas xhave activos em todas as camadasApaga a cena activa.Apaga a tela activa.Apagar todosApagar meta informação do recurso e transformar o bloco-de-dados de recurso num bloco-de-dados normalApagar meta informação do recurso e transformar o bloco-de-dados de recurso seleccionado num bloco-de-dados normalApagar todos os armazenamentos pré-cálculados de todos os objectos na cena actualApaga todos os contêineres de dados de animação vazios dos blocos de dados visíveis.Apagar todos os fotogramas que não contêm nósApagar todos os favoritos inválidos.Apagar todas as chaves geradas pelo operador Fixar a Câmara da CenaApagar dados de luz pré calculados de todas as sondas de luzApagar todos os nós com saídas não é usadasApaga todos os canais de animação seleccionados.Apagar todos os traços ou pontos seleccionadosApagar todos os controladores considerados inválidosApagar todos os Espaços de Trabalho excepto esteApagar vértices alternados no traço, excepto extremosApagar um atributo com nome especificado de uma geometria. Tipicamente usado para optimizar performanceApaga um circuito de arestas fundido as faces de cada ladoApagar um ponto existenteApagar dados pré-calculados de um único nó de pré-cálculo ou simulaçãoApagar armazenamento em todos os objectos seleccionadosApagar luz indirecta armazenadaApagar simulações armazenadas/pré-calculadas nos modificadores Geometry NodesApagar objectos descendentes e colecçõesApaga a regra actual de revoada.Apaga o estado actual da revoada.Apaga o cache actual.Apaga o fotograma chave actual da propriedade de interface de utilizador actual activa.Apaga os nódulos das curvasApaga os controladores associados aos itens seleccionados.Apagar os controladores para todos os elementos da listaApagar objecto de imagem vazio assim que plano de malha seja criadoApaga os pontos de controlo do envelope.Apaga o fluído da simulaçãoApagar fluido dentro de obstáculosApaga os fotogramas chave de todos os elementos dentro da matriz.Apaga os fotogramas chave no fotograma actual para todas as propriedades dentro do conjunto de inserção de chaves especificado.Apaga os vértices, arestas ou faces soltas.Apagar marcador para o fotograma actual dos rastreadores seleccionadosApaga o marcador do fotograma actual dos rastreador seleccionados?Apaga os ficheiros de aproximações dos clipes de filme a partir do disco rígido.Apagar apenas preenchimentos e não traçosApagar apenas traços e não preenchimentosApagar pré-cálculo de físicaApaga os pontosApagar partículas secundárias que estão dentro de obstáculos ou abandonaram o domínioApagar pistas de animação não linear seleccionadas e as faixas que elas contémApagar ossos seleccionados?Apaga o favorito seleccionado.Apagar hierarquias de colecção seleccionadasApagar pontos de controlo e splines seleccionadas?Apaga os pontos de controlo seleccionados ou segmentos.Apaga os pontos de controlo seleccionados ou Splines.Apaga os pontos de controlo seleccionados, aplicando uma correcção nas hastes dos manípulos adjacentes.Apaga os elementos seleccionados que não estão sendo usados pelo casco.Apaga as faces seleccionadas que são usadas pelo casco (mantendo-as virtualmente para as colisões).Apagar ficheiros seleccionados?Apagar fotogramas chave seleccionados?Apagar item da lista seleccionadoApagar os marcadores seleccionados?Apagar meta-elementos seleccionadosApagar elementos de metaesfera seleccionados?Apaga os objectos seleccionados.Apagar objectos seleccionados e colecçõesApagar objectos seleccionados?Apaga as chaves ou partículas seleccionadas.Apaga os pontos seleccionados sem dividir os traços.Apaga os relatórios seleccionados.Apagar chaves de recronometragem seleccionadas do editor de sequênciasApaga as faixas seleccionadas.Apagar faixas seleccionadas do editor de sequênciaApagar os traços ou pontos seleccionadosApaga os marcadores de tempo seleccionados.Apagar rastreadores seleccionadosApagar os rastreadores seleccionados?Apaga os vértices, arestas ou faces seleccionados.Apagar pontos dos traços por entre traços que se intersectamApaga a variável do alvo.Apagar texto na posição do cursorApaga o texto na posição do cursor.Apaga o identificador logo abaixo do cursor.Apagar o fotograma de grease pencil activo(s)Apagar o recurso de pincel activoApaga o fotograma activo para a Camada de Anotação activaApaga o activo ou todos os grupos de vértices a partir do objecto activo.Apaga a posição activa.Apagar o Espaço de Trabalho activoApagar a adição do sistema de ficheirosApagar o recuso de Pose seleccionadoApagar o marco RV seleccionado da listaApagar a revogação local seleccionada e revincular os seus usos com o bloco-de-dados vinculado, se possível, caso contrário repor-la e marcar como não editávelApagar as revogações locais seleccionadas (incluindo as suas hierarquias de dependências de revogações) e revincular os seus usos aos blocos-de-dados vinculadosApagar as revogações locais seleccionadas e revincular as suas utilizações aos blocos-de-dados vinculados se possível, caso contrário repor-las e marcar como não editáveisApagar esta biblioteca e todos os seus itensApaga os pesos de influência dos vértices (desactivado caso o grupo de vértices esteja bloqueado).Apagar rastreador correspondente a curva seleccionadaApagar o rastreador correspondente à curva seleccionada?Apaga a orientação de transformação.Apagar segmentos não limpos de faixasApagar rastreadores não limposApagar com ReconexãoApagar fotograma actual na camada activaApaga o deslocamento do Modificador MultiresoluçãoApaga as faces que estão atribuídas ao conjuntos de facesApaga os níveis de resolução mais altos da malha, com potencial perda de detalhes.DelimitarDelimita pelas coordenadas UV.Delimita pelas costuras das arestas.Delimita pela direcção das faces.Delimita pelo material das faces.Delimitar por arestas pontiagudasDelimita a operação de dissolução.Delimitar selecção de circuito de arestasDelimitar selecção de circuitos de arestas em costurasDelimitar selecção de circuitos de arestas em arestas agudasDelimitar selecção de anel de arestasDelimitar selecção de anel de arestas nas margens dos materiais.Delimitar selecção de anel de arestas em costurasDelimitar selecção de anel de arestas em arestas agudasDelimitar selecção de circuitos de facesDelimitar selecção de circuitos de faces em fronteiras de materiaisDelimitar selecção de circuitos de faces em costurasDelimitar selecção de circuitosde faces em arestas agudasDelimita a região seleccionadaFornecer passagem de Oclusão AmbienteFornecer passagem de valores de profundidadeFornece o passo das cores difusas.Fornece o passo de cores difusas diretas.Fornece o passo de cores difusas indiretas.Fornecer passagem de dispersão volumétrica directaFornece o passo das emissões de luz.Fornece o passo de iluminação ambiente.Fornece o contingenciamento combinado (RGBA) completo.Fornecer passo de cor de lustroFornecer passo de lustro directoFornecer passo de lustro indirectoFornecer passagem de dispersão volumétrica indirectaFornece o passo dos índices de material.Fornecer passagem de factor de nevoeiro (0.0 a 1.0)Fornece o passo das normais.Fornece o passo dos índices de objecto.Fornecer passagem de posiçãoFornece o passo de sombra.Fornece o passo dos vectores de velocidade.Fornece o passo de cor de sub-superfície.Fornece o passo directo de sub-superfície.Fornece o passo indirecto de sub-superfície.Fornece o passo das texturas UV.Fornece o passo de cor de transmissão.Fornece o passo directo de transmissão.Fornece o passo de transmissão indirecto.DeltaDelta - LocalizaçãoDelta - RotaçãoDelta - Rotação do EulerDelta - Rotação do quaterniãoDelta - EscalaTransformações deltaDelta XDelta YDeslocamento delta da imagem clonada em coordenadas de 0.0 a 1.0Delta X: %sRedução de RuídoNós de Redução de RuídoRedução de Ruído de Pré-Visualização no GPUReduzir ruído em cor e passagens guia em conjunto. Melhora qualidade quando passagens guia são ruidosas usando o mínimo de tempo de processamento extra.Reduzir ruído em imagem e passagens guia em conjunto. Melhora qualidade quando as passagens guia têm ruído usando um mínimo de tempo de processamento.Reduzir ruído usando reprojecção temporal (pode deixar fantasmas)Reduzir Ruído no GPURemover ruído da animação renderizada usando as definições da cena e camada de visualização actuais. necessita de passagens de dados de redução de ruído e saída para ficheiros OpenEXR multi camada.Reduzir ruído de renders do Cycles e outros rederizadores de rastreamento de raiosReduzir ruído na imagem após cada actualização da pré-visualização com o redutor de ruído seleccionadoReduzir ruído na janela de visualizaçãoReduzir ruído da imagem com o redutor de ruído seleccionado. Para reduzir ruído após renderizaçãoReduz os ruídos na imagem renderizada.Redutor de RuídosRedução de ruídosAlbedo de Redução de RuídoPassagens de Entrada de Redução de RuídoNormal de Redução de RuídoPré-Filtrar Redução de RuídoQualidade de Redução de RuídoDenota se o object está a ser gerado por outro objectoDensidadeDensidade (kg/l) do fluido contido dentro do objecto, usado para criar um gradiente de pressão hidrostática simulando o peso do fluído interno, ou a flutuabilidade do fluído envolvente se negativoTentativas de Adição de DensidadeFactor de densidadeGrelha de densidadeDensidade do alvoA densidade é calculada como um factor da densidade padrão (depende do tamanho das partículas).Densidade das moleculas de ar. 0 significa nenhum ar, 1 significa ar de ambiente urbanoDensidade do pó, poluição e gotículas de água. 0 significa nenhuns aerossóis, 1 significa aerossóis de ambiente urbanoDensidade da camada de ozono. 0 significa sem ozono, 1 significa ozono de ambiente urbanoDensidade do novo volumeValor de densidade (kg/m^3), permite valores personalizados se a pré-definição 'Personalizado' for usadaDependências nos dados da cenaGráfico de dependênciasInstância de objecto do Grafo de DependênciasActualizar Grafo de dependênciasObsoletoNota ObsoletaVersão de Remoção da DescontinuaçãoVersão de DescontinuaçãoObsoleto, quadriculado sempre activoObsoleto, usar antes propriedades 'uv', 'vertex_select', 'edge_select' ou 'pin'Obsoleto, substituir por use_data_displayObsoleto. Usar como alternativa nó CryptomatteProfundidadeProfundidade 3DCombinação de ProfundidadeNó Combinação de ProfundidadeObjecto de profundidadeProfundidade de campoOrdem de ProfundidadeDesvio de Profundidade usado para selecçãoProfundidade de campoDefinições de Profundidade de CampoProfundidade da calculação da nuvem.Profundidade do ruído.Profundidade do chão sólido abaixo da superfície da água.Profundidade muito grande.Derivar um valor numérico de uma representação textualDeriva as coordenadas de textura a partir de outra malha.DescriçãoDescrição de uma propriedade revogadaDescrição de uma operação de revogação sobre uma propriedade revogadaDescrição da finalidade do item.Descrição da árvore de nósDescrição da propriedade para dicasDescrição:De-seleccionarDesseleccionar PontasDesseleccionar faces conectadas à selecção existenteDesseleccionar JuntadosDesceleccionar SobreDe-selecciona os vértices UV nas extremidades de cada região da selecção.Desseleccionar vértices conectados à selecção existenteDesseleccionar todos os caracteresDe-selecciona todos os elementos.De-selecciona todos os vértices seleccionados atribuídos ao grupo de vértices activo.Desseleccionar tudo quando não há nada sob o cursorDesseleccionar ossos da colecção de ossos activaDe-selecciona as chaves seleccionadas pelas extremidades de cada partícula.Desseleccionar pelo compartimento de material activoDesseleccionar pontos de controlo nas margens de cada região da selecçãoDe-selecciona qualquer enésimo elemento iniciando a partir de um vértice, aresta ou face activo.Desseleccionar cada enésimo ponto contando a partir do activoDe-selecciona os fotogramas chave nas terminações das ilhas da selecção.Desseleccionar vértice UV em vez de seleccioná-losDe-selecciona os pontos de controlo conectados em vez de seleccioná-los.De-selecciona as chaves vinculadas em vez de seleccioná-las.De-selecciona os objectos nas extremidades das relações entre os parentes e as crianças.Desseleccionar objectos na colecçãoDesseleccionar faixas previamente seleccionadas após concluir operação de adiçãoDe-seleccionar em vez de seleccionar itens.De-selecciona os pontos de Spline nas margens de cada região da selecção.De-selecciona estes ossos nas extremidades de cada região da selecção.De-selecciona vértices nas extremidades de cada região da selecção.De-selecciona os vértices, arestas ou faces nas extremidades de cada região da selecção.DesseleccionarNúmero desejado de voxels ao longo de um eixoComprimento do lado do voxel desejadoRemover granulação e manchasRedução de TransbordoEspessura do Indicador de DestinoCombinação das camadas de destinaçãoFotograma de destinoDesvincularDesconectar ligaçõesDesconectar nósDesconecta e redireciona as ligações existentes.Desconecta os nós, move-os e os conecta ao fotograma.Desconectar saídas do nó seleccionado, deixando as entradas conectadasDesconecta os nós seleccionados dos parentes.DetalhesMode de DetalhePercentagem de detalhesMétodo de aperfeiçoamento de DetalhesTamanho dos detalhesTipo de método de detalhesDetecção de quinasDetectar Curvas CíclicasDetectar Sequências de ImagemDetectar sequênciasDetectar UDIMsDetecta as quinas ou adjacências e usa manípulos com hastes sem alinhamentos.Detectar compartimentos de imagens a partir do materialDetectar ficheiros UDIM seleccionados e carregar todas as quadrículas relacionadasDuração detectada do clipe de filme em fotogramas.Detectar a taxa de fotogramas do clipe de vídeo em por segundoDetermina quão rápido o fumo se dissolve (valores mais baixos fazem o fumo desaparecer mais depressa)Determinar como o recurso será importadoDeterminar como será importado o recurso, excepto se revogado pelo Navegador de RecursosDeterminar como o raio efectivo do ponto da spline é computado quando um objecto de afunilamento é especificadoDeterminar como o factor final de geometria é mapeado a uma splineDeterminar como o factor de arranque da geometria é mapeado numa splineDeterminar como construir a geometria de boleado da curvaDetermina como usar a visibilidade para selecção de aresta de funcionalidade.Determina a quantidade de tarefas de renderização usadas (multiprocessamento).Determina o limite de claridade acima do qual traços são geradosDetermina caso o ruído retorne uma escala de cinza ou valores de cores (RGB).Determinar que outros objectos ocultam a imagemDetermina a que distância ficam o fluido e o obstáculo (valores mais altos fazem o fluido ficar mais afastado dos obstáculos valores mais baixos deixam o fluido mover para dentro dos obstáculos)Determina a quantidade de fluido permitida numa células de obstáculo (valor mais alto marca uma fronteira de célula mais fácil de ultrapassar e reduz o efeito de suavização de fronteira)Determinar como escolher que camadas são juntasDetermina como resolver ambiguidades durante a decomposição de mapas de bits em caminhosDetermina se a vectorização é feita em imagem simples ou sequência completaDetermina propriedades como visibilidade de objectos, modificadores, etc, onde diferem entre Renderização e Janela de VisualizaçãoDetermina o deslocamento de tijolo em várias linhasDetermina o número de raios por pixel. Resolução mais alta usa mais memória.Determina a visibilidade de alguns elementos do interface de utilizador relacionados com grupos de nósDetermina visibilidade de objectos, definições de modificadores, e outras áreas onde há diferentes opções para visualização e renderizaçãoDetermina se o pincel adiciona ou remove curvasDetermina que parte interna da malha irá produzir efeito volumétricoDetermina que sistemas de partículas são criados a partir das partículas secundáriasDeterminísticoGera deterministicamente valores a partir da curva-f modificada.Extras de DesenvolvedoresFerramentas de DesenvolvedorDesenvolvimentoDispositivoDispositivo a ser usado para computação (renderização usando Cycles).Dispositivo para ser usado na renderização.A direcção para cima ou para baixo no dispositivo controla directamente a posição Z da janela de visualização 3DDiagnósticosDiagonalManipulador CircularEscala do DiâmetroDiâmetro em pixeis para mostrar origem de objectos ou lâmpadasDiâmetro do pincel em unidades BlenderDiâmetro de novos pontosDiâmetro das esfera de referência HDRIDiâmetro do pincelDiâmetro do pincel em pixeisDiâmetro do ManipuladorDiamanteAumentar Nitidez Diamante (Diamond)Diamante com ponto interiorCâmara de SubdivisãoTaxa de SubdivisãoNão escreveu, sem imagem de multi-camadas.Não foi possível escrever, um erro não esperado foi encontrado ao guardar a imagem em estéreo.Tempo de morteMorrer com ImpactoMortasDiferençaChave de diferençaModo DiferençaCalcula a diferença entre os pesos de influência dos vértices no grupo A e grupo B.Imagens diferentes são acondicionadas nos canais RGB e alfa e não deverão afectar-se uns aos outros. O acondicionamento de canais é habitualmente utilizado por motores de jogos para poupar memória.Diferentes estilos para mostrar os assistentes de selecção de cores.DiferencialDifusaBSDF - DifusoReflexões DifusasCor difusaCor difusa - azulFactor de cor difusaCor difusa - verdeCor difusa - vermelhoProfundidade difusaDifusas diretasFactor DifusoDifusas indiretasProduto Difuso MISVisibilidade DifusaSombreadores Difuso e Lustro com efeitos de luz tipo desenho animadoA cor difusa do material.Multiplicador de reflexão difusaDifusãoDilatar e erodir as regiões activas da grelha. Altera que voxels estão activos, mas não altera os seus valores.Dilatar/ContrairDilatar ou erodirRaio de ExpansãoLimite de ExpansãoDimensãoDimensõesModo de DimensõesAs dimensões da máscara de estêncil dentro da janela de visualização.As dimensões do estêncil dentro da janela de visualização.Dimensões do ficheiro exportado.Dimensões do conector de vectorDireto(a)Coloração DirectaAmostragem de Luz DirectaIntensidade de Luz DirectaControlo Directo da PontaConversão direta de números de fotogramas para segundos.Contribuições de luzes directas são amostradas apenas usando rastreamento de luzes (forward path tracing)Contribuições de luz directa são apenas amostradas usando Estimativa de Próximo Evento (Next-Event Estimation)DirectXDirecçãoDirecção (Eixo Y)Direcção da qual o sol brilhaA direcção é definida em coordenadas globais.A direcção é definida em coordenadas locais.Direcção da órbita de visualização.Direcção do panorama de visão.Direcção das linhasDirecção do preenchimentoDirecção da luz para sombra e destaquesDirecção da esfera ou cilindro.Direcção do traço na qual o pincel fornece a espessura máxima (0° para a direcção horizontal)Direcção da ondaDirecção em que segue a linha. O comprimento deste vector é irrelevanteA direcção na qual reciclar.Direcção na qual tornar a superfície cíclica.A direcção na qual mover a colecçãoDirecção na qual mover o Conjunto de Selecção activo: Cima (Padrão) ou BaixoA direcção na qual mover o favorito activo.Direcção para mover o exportador activoDirecção para mover a camada activa.A direcção na qual mover a camada activaA direcção na qual mover o conjunto de linhas activo.A direcção na qual mover o material activo.A direcção na qual mover o grupo de vértices activo.A direcção na qual mover o modificador escolhido.A direcção na qual mover o módulo de estilo escolhido.Permite definir a direcção do deslocamento dos novos nós durante as inserções.Direcção a seleccionar na hierarquiaDirecionalDesfocagem direcionalÁrvore de Quadriláteros DireccionalTipo de Amostragem DireccionalLuz de área direccionalFonte de luz com área direcional.Cone de luz direccionalFonte de luz com cone direcional.Apresentar imagens directamente como produzidas pela OpenColorIO. Não é correcto no geral, mas pode ser usado quando se sabe que a configuração de sistema e o dispositivo de exibição correspondem ao ecrã escolhidoDefinir o coeficiente de absorção "sigma_a" (não é a forma mais intuitiva de colorir cabelo)DirectórioCaminho da PastaDirectório exibido no navegador de ficheiros.Directório do ficheiroPasta que contem os ficheiros de armazenagemDirectório para guardar as texturas.Directório ou nome para guardar animações, os caracteres "#" definem a posição e zeros à esquerda dos números de fotogramasÂngulo incongruenteApenas incongruênciasIncongruência(s)DesativarDesactivar o modo isolado em quaisquer das pistas de animação não linear após sair do modo de ajuste, para repor o estado normalDesativar as opções de ossosDesactivar Forma do OssoDesativar colisões Desactivar avaliação da Curva-FDesactivar o MetalRT (usa estrutura BVH2 para procura de intersecções)Desactivar Avaliação de Faixas do Editor Não LinearDesactivar avaliação da Faixa de Editor Não LinearDesactivar QuantizaçãoDesactivar SelecçãoDesactivar Janela de Visualização para Outros ObjectosDesativa a acção para execução.Desactivar Adição do Espaço de TrabalhoDesactivar e desinstalar extensãoDesactivar empacotamento automático, manter todos os ficheiros empacotadosDesativa as colisões entre os corpos rígidos restringidos.Desativa a edição das arestas circundantes.Desactivar em Sondas de Luz PlanaresDesactivar nos RendersDesactivar em Sondas de Luz EsféricasDesactivar Selecção na SuperfícieDesactivar nas Janelas de VisualizaçãoDesactivar em Sondas de VolumétricasDesactivar optimizações de núcleos. Renderização mais lenta, sem utilização de fundo de CPU extraDesactivar detecção de re-sincronização automática de revogações de bibliotecas e processar ao carregar ficheiro (pode ser útil para corrigir ficheiros incorrectos). Ver também a opção de linha de comandos "--disable-liboverride-auto-resync".Ativa ou desactiva a visualização da renderização.Desactivar Quantização; produz ficheiros glTF muito maiores sem extensõesDesativa os marcadores seleccionados.Desactivar selecção na janela de visualizaçãoDesativa a definição especificada em todos os canais de animação seleccionados.Desactivar auto-intersecções de stencil e sobreposição com materiais alfaDesactivar a faixa para que não contribua qualquer resultadoDesactivar a influência da superfície durante a selecção, atracção, e escolha de profundidade. Tipicamente usado para evitar que objectos semi-transparentes afectem navegação na cenaDesactivar o indexador de recursos, força que cada biblioteca de recursos releia completamente o ficheiro do discoDesactivar o comportamento de arraste de recursos pré definido em eventos de arrastar. Útil para implementar comportamento personalizado ao arrastar via atalhos de teclado personalizados.Desactivar o modo de selecçãoDesactivar exibição na janela de visualização nas camadas de visualizaçãoDesabilite quando estiver usando uma imagem como entrada ao invés do buffer Z actual (ativo automaticamente caso não seja embasado em imagem, ex. nó de tempo).Ativa ou desactiva os marcadores seleccionados.DesativadoMarcador - DesativadoFaixas Desativadasdesactivar saída de audio, para renders apenas de vídeoDesactiva a saída de vídeo, para renders apenas de audioDesativa as alterações para o eixo X dos vértices.Desativa as alterações para o eixo Y dos vértices.Desativa as alterações para o eixo Z dos vértices.Não permitir movimentos em torno do eixo X.Não permitir movimentos em torno do eixo Y.Não permitir movimentos em torno do eixo Z.Desconectar ossoDesconecta todos os sistemas de cabelos da malha emissora.Desconectar o cabelo da malha emissora.Desconectar vértices ou arestas de geometria conectadaDiscoCache de discoDeslocarFactor de deslocamentoModificador - DeslocamentoTipo de deslocamentoDeslocamento ao longo das normais.Desloca a geometria existente de acordo com a simulação.Desloca a geometria de malhas alfa.Deslocar posição de pixels usando um vector de afastamentoDeslocar a superfície ao longo de uma direcção arbitráriaDeslocar superfície na direcção da normal da superfícieDeslocar os vértices para longe do planoBase DeslocadaDeslocamentoMétodo de deslocamentoApenas DeslocamentoEspaço do DeslocamentoDeslocamento e RelevoDirecção de deslocamentoDeslocamento no espaço do objecto, afectado pela escala do objectoDeslocamento no espaço da cena, não afectado pela escala do objectoModificador para deslocamento de elementos.Deslocamento que é aplicado a partir do início do traço.Deslocamento que é aplicado a partir do final do traço.Deslocamento que é aplicado para as coordenadas X dos vértices dos traços.Deslocamento que é aplicado para as coordenadas Y dos vértices dos traços.Deslocamento que é aplicado para a linha de direcção principal ao longo de suas normais.MostrarMostrar cursor 2DMostrar Todas as ArestasMostrar armaçõesMostrar ComoMostrar aspectoAspecto de amostragem para este clipe, não afeta a renderização.Aspecto de visualização para esta imagem, não afeta a renderização.Mostrar EixosMostrar FundoMostrar imagens de plano de fundoMostrar Pesos de BoleadoMostrar Cores dos OssosMostrar LimitesTipo de Limites a RepresentarMostrar Ficheiros de CacheMostrar câmarasMostrar canalMostrar CanaisCor de ExibiçãoMostrar curvasMostrar Formas Personalizado de OssosMostrar DadosMostrar Dados (Obsoleto)Tamanho de Exibição de DadosEmulação de EcrãMostrar FacesMostrar Selector de FicheiroMostrar filtroMostrar FotogramasMostra as marcações de arestas Freestyle, usadas com o renderizador Freestyle.Mostra as marcações de faces Freestyle, usadas com o renderizador Freestyle.Sistema GráficoMostrar Grease PencilMostrar a grelha de referênciaMostrar CabelosMostrar ocultosMostrar InstanciadorMostrar treliçasMostrar LuzesMostrar Sonda de LuzMostrar estilos de linhaMostrar materiaisMostrar malhasMostrar esferas-metaModo de visualizaçãoMostrar Arestas ModificadasMostrar dados dos modificadoresMostrar Clipe de VídeoMostrar NomeMostrar NomesMostrar nósMostrar NormaisMostrar informações do objectoMostrar Apenas Alinhados com EixoVisor P3Mostrar partículasMostrar PartículasMostrar caminhos das poses dentro de um número fixo de fotogramas na proximidade do fotograma actualExibe caminhos das poses e movimentos dentro de um intervalo especificado.Mostrar Taxa de Fotogramas de Reprodução (FPS)Mostrar Nuvens de PontosMostrar RepetidaMostrar cenaDefinições de exibiçãoMostrar Efeitos de SombreadoresMostrar as ShapeKeysTamanho para mostrarMostrar auto-falanteMostrar AlongamentoMostrar sumárioMostrar texturaMostrar Espaço da TexturaMostrar transformaçõesMostrar TransparenteTipo de amostragemMostrar coordenadas UV em pixels em vez de entre 0.0 e 1.0Mostra as costuras de desdobramento UV.Mostrar UVsMostrar Nome da VistaMostrar VolumeMostrar Forma de OndaMostrar em AramadoMostrar AmbienteMostrar eixo XMostrar eixo YMostrar eixo ZMostra a profundidade Z associada com a imagem (mapeada desde distancia de corte inicial até distancia de corte final da câmara)Mostraram um conjunto diferente de colecções nesta janela de visualizaçãoMostrar uma linha a partir da câmara para indicar a área de névoaMostrar uma região com recursos que podem ser actualmente relevantes (como pincéis em modos de pintura, ou poses em Modo de Pose)Mostra a acção sem qualquer remapeamento de tempo (quando não afixada).Mostrar realmente partículasMostrar dados adicionais de partículas como corMostrar definições avançadas e ferramentas para desenvolvedoresMostra todas as arestas para os objectos de malha.Mostrar todos os blocos-de-dados de revogação local com as suas propriedades revogadas e botões para editá-lasMostra o canal de transparência alfaMostra uma linha adicional de "sumário" (apenas para editores da tabela de animação).Mostrar um sub-conjunto de objectos isolados, separados da visibilidade da cenaMostrar e permitir definir valores fracionais de fotogramas para o fotograma actualMostrar fantasmas de anotações antes e depois do fotograma actualMostrar setas nos campos de introdução de números para aumentar ou diminuir valoresMostrar atributos com nomes que começam com um ponto destinados a uso internoRepresentar linhas pretasMostrar saúde dos boidMostra eixos dos ossosMostra cores dos ossosMostrar nomes dos ossosMostrar grupos de deformação de ossos como se todos os grupos de deformação trancados tivessem sido apagados, e os restantes re-normalizadosMostra os ossos como caixas, mostrando subdivisões e Splines-B.Mostra os ossos como esferas esticadas por extrusão, mostrando os volumes das influências de deformação (alcance).Mostra ossos em forma de octaedrosMostra os ossos em formato de octaedros (padrão).Mostra os ossos como simples linhas 2D com pontos.Mostra os ossos como arames finos, mostrando as subdivisões e Splines-B.Mostra formas personalizado dos ossosDesenhar limites como uma caixaMostrar limites como cápsulaMostrar limites como coneDesenhar limites como um cilindroDesenhar limites como uma esferaMostrar navegação estrutural para contexto do editorMostrar guia de composição de centro dentro da vista de câmaraMostrar colecções e objectos na Camada de VisualizaçãoMostrar rectângulo colorido por trás do textoMostra os vincos criados para o modificador de subdivisão de superfície.Mostra a imagem actual independente da selecção de objecto.Mostra curvas num intervalo normalizado -1 a 1, para facilitar a edição de múltiplas curvas com diferentes amplitudesRepresentar linhas tracejadas a branco e pretoMostrar dados pertencentes ao Sequenciador de VídeoMostra os dados do ficheiro actual e bibliotecas vinculadas.Mostra dados que não estão em utilização e/ou serão perdidos quando o ficheiro for carregado novamenteMostrar blocos-de-dados com revogações de biblioteca e listar as propriedades revogadasMostra os relatórios de informação de depuração.Mostrar guia de composição diagonal dentro da vista de câmaraMostrar o último tempo de execução de cada nóMostrar pré visualização de cada nó se o nó está activadoMostrar arestas após aplicação de modificadoresMostrar efeito em modo de ediçãoMostrar efeito na janela de visualizaçãoMostra os textos de erro.Mostra as normais das faces como linhas.Mostrar faces coloridas de acordo com a diferença na forma entre UVs e as suas coordenadas 3D (azul para baixa distorção, vermelho para alta distorção)Mostra as faces com sombreamento achatado, usando as normais das faces.Mostrar faces sobre a imagemMostra as faces suavizadas (usando as normais dos vértices).Mostrar valores de factores como percentagensMostrar valores de factores entre 0 e 1Mostra ficheiros como uma lista detalhada.Mostra ficheiros como uma lista horizontalMostra ficheiros como uma lista verticalMostra ficheiros como uma lista curta.Mostra ficheiros como miniaturas.Mostrar traços de preenchimento na janela de visualizaçãoMostra o fotograma em modo de escala de cinza.Desenha fotogramas em vez de segundosMostrar forma de onda completaMostra informações gerais.Mostrar interface glTF para gerir animaçõesMostrar guia de composição da proporção áurea dentro da vista de câmaraMostrar guia de composição da triângulo áureo A dentro da vista de câmaraMostrar guia de composição da triângulo áureo B dentro da vista de câmaraMostrar guia de composição de harmonia A dentro da vista de câmaraMostrar guia de composição de harmonia B dentro da vista de câmaraMostrar imagem em tamanho originalMostrar imagem em modo ortogonalMostrar imagem em modo de perspectivaMostra imagem com as cores RGBMostra imagem com as cores RGB e transparências alfaMostrar imagens consistentes com a maioria das outras aplicações, para pré visualizar imagens e vídeo para exportação. Tenta emular-se o ecrã escolhido o melhor possível no ecrã actual.Mostrar em modo OrtogonalMostrar em Modo PerspectivaExibir informações e preferências para esta adiçãoMostrar tipos de manípulo de fotograma chave e modos de interpolação não bezierMostrar coloração de camadasMostrar relações de revogações de bibliotecasMostra as linhas ao invés dos formatos preenchidos.Mostrar dados de primários Blender e as suas propriedadesMostrar transparência do material no objectoMostra um menu com as acções previamente executadas.Mostrar propriedades de metadados da imagemMétodo de representação usado na vista de sequênciasModo de visualização para a lista de ficheiros.Mostra o modificador no modo de edição.Mostra o modificador na janela de visualização.Mostrar modificadoresNome do dispositivo de exibição. Para visualização, este dispositivo será emulado limitando o gamut e cores HDR. Para saída imagem ou vídeo, este é o espaço de exibição utilizado para gravação.Mostrar nó no modo de sombreamento texturado da janela de visualizaçãoMostrar geometria não-final dos nós de visualizaçãoMostrar objectos com iluminação uniforme e sombreamento de superfície básicoMostrar fotogramas fantasma para animações cíclicasMostrar fotogramas chave fantasma com um desvanecimento na transparência da corMostrar fantasmas antes e depois do fotograma actualMostrar apenas arestas de geometria sem sombreamento de superfíciesMostrar apenas faces com a imagem actualmente mostrada atribuídaMostrar contorno em torno do textoMostrar sobreposição de camadas UVMostra texto sobrepostoMostrar sobreposiçõesMostrar sobreposições como mapas UV e metadadosMostrar sobreposições como linhas coloridas ou tracejadasMostrar sobreposições como o cursor e anotaçõesMostrar parâmetros da acção efectuadaMostrar caminho para ficheiro de origem, ou nome do bloco-de-dados de origemMostrar pré visualização usando resolução total ou diferentes resoluções de representantesMostrar context_menu do editor de propriedadesMostra os dados de reconstrução a partir do clipe de filme activo.Mostra as imagens de referência por trás dos objectos na janela de visualização 3D.Mostra menu de contexto da regiãoMostrar chaves de recronometragem sobre as faixasMostrar guia de composição de regra de terços dentro da vista de câmaraMostrar dados de amostragem na janela de visualização para diagnosticar luz capturadaMostrar cenas e as suas camadas de visualização, colecções e objectosMostra os ângulos das arestas seleccionadas, usando valores globais conforme definidos nos painéis de transformações.Mostra os comprimentos das arestas seleccionadas, usando valores globais conforme definidos nos painéis de transformações.Mostrar sombra por trás do textoMostrar Formas Chave em modo de edição (apenas para malhas)Mostra as arestas ressaltadas, usadas com o modificador "Dividir arestas".Permite definir o tamanho de amostragem das normais na janela de visualização 3D.Tamanho de amostragem para o círculo de edição proporcional.Tamanho de representação do vazio ao criar novas instâncias de colecçãoMostrar tamanho dos rastreadores dos dados reconstruidosMostrar curvas de velocidade para rastreamentos seleccionadosMostra tela de abertura ao iniciar.Mostrar legendas carimbo (Por exemplo "Câmara" em frente do nome da câmara, etc.)Mostra informações estatísticas sobre a malha.Mostrar passos do caminho de partículasMostra os deslocamentos de entrada e saída das faixas.Mostrar curva de opacidade/volume da faixaMostrar traços usando a ordem de camadas e traços Grease Pencil para definir profundidadeMostrar traços usando camadas Grease Pencil para definir a ordemMostrar traços usado real localização no espaço 3DMostra os traços usando esta cor ao exibir fantasmas como em papel vegetal.Estilo de representação para arestas UVMostra o nível de suporte.Mostrar texto como negritoMostrar texto como itálicoMostra os ângulos das arestas seleccionadas, usando valores globais conforme definidos nos painéis de transformações.Mostra as áreas das faces seleccionadas, usando valores globais conforme definidos nos painéis de transformações.Mostrar a forma de onda dentro da faixaMostrar os limites do objectoMostra o centro e o eixo durante a rotação.Mostrar o intervalo de corte e o ponto de foco na câmaraMostra a imagem em estéreo 3D.Mostrar a imagem repetida fora da vista principalMostra os números de índice dos vértices, arestas e faces seleccionados.Mostrar os dados de entrada no Editor de Folha de CálculoMostrar o objecto como sólido (se modo sólido estiver activo na janela de visualização)Mostrar o objecto como linhasMostrar o objecto com texturas (se texturas estiverem activas na janela de visualização)Mostra contornos extras nos limites do objecto.Mostra o nome do objecto.Mostra a origem do objecto e eixos.Mostra o espaço de textura do objecto.Mostrar o Adiciona o aramado do objecto sobre o desenho sólido.Mostra o relatório de operadores.Mostra o centro de órbita durante a rotaçãoMostrar a região do render finalMostrar o resultado de renderização para a cena do sequenciador em vez da cena activaMostra a curva de erro de re-projeção para os rastreamentos seleccionados.Mostra as etiquetas de cor da faixa no sequenciadorMostrar regiões de ferramentas/propriedades sobre a região principalMostrar dicas (quando desligado, manter a tecla Alt pressionada para forçar exibição)Mostrar um cone transparente na janela de visualização 3D para realçar que objectos estão contidos neleTipo de representação para splines de máscaraMostrar por cima ou por baixo de tudoMostra as unidades em pares (ex: 1m 0cm).Mostra os vértices sem pesos de influênciaMostrar metade superior da forma de onda de valor absolutoMostrar campo de vectores como grelha MACDesenhar vectores como agulhasDesenha os vectores como linhas de fluxoMostra as normais dos vértices como linhas.Mostra as normais dos vértices por face como linhas.Mostra avisos e alertas.Mostrar formas de onda dependendo da definição da faixaMostrar formas de onda para todas as faixas de somMostra pesos criados para o modificador boleadoMostra o que o algoritmo de rastreamento vê dentro da pré-visualização.Representar linhas brancasRepresentar linhas brancas com contorno pretoMostra o Nó de Saída de Material glTF no Editor de Sombreadores (Menu Adicionar > Saída)Mostra o Interface glTF para gerir variantes de materiaisMostra valores globaisMostra valores locaisDissolver Arestas OrtogonaisDissolver fumoVelocidade de dissolução.Tempo de DissoluçãoDissolver VérticesDissolver todos os nós desactivados com reconexãoDissolver todos os pontos não seleccionadosDissolver todos os vértices dentro dos limites das facesDissolver todos os vértices entre fronteiras de faces (apenas planas)Dissolver e IntersectarDissolve as arestas, fundindo as faces.Dissolve as faces.Dissolve a geometria com base no modo de selecção.Dissolve a geometria para formar polígonos planares.Dissolver pontos entre pontos seleccionadosDissolver vértices restantes que estão conectados apenas a duas arestasDissolve os ossos seleccionados da armação.Dissolver vértices e arestas seleccionados, limitado pelo ângulo da geometria circundanteDissolver pontos seleccionadosDissolver fumo de forma logarítmica. Dissolve rapidamente ao início, mas permanece mais prolongadamente.Dissolver vértices, fundir arestas e facesDissolve as áreas sem nenhuma face e arestas de comprimento zero.Dissolve faces adjacentes e intersecta nova geometriaDistânciaOmissão por DistânciaChave de distânciaDistância métricaModelo de distânciaDistância ao quadradoDistância após a qual isso desaparecerá.Distância em torno do volume da sonda que será tida em conta durante o pré cálculoDistância a partir da qual a influência da luz será considerada 0Distância atrás do líder a seguir.A distância abaixo da qual os segmentos serão fundidos.Distância entre A e BDistância entre quadriculas xadrezadasA distância entre os fotogramas chave, também conhecida como tamanho de grupo de figuras (GOP), influenciando o tamanho do ficheiro e seus espaçamentos de pontos de pesquisa.Distância entre as linhas do texto.Distância entre pontosDistância entre os rastreadores seleccionadosDistância entre o topo e a base de uma onda, quanto mais alto o valor, mais curta será a onda.Distância entre as ondasDistância entre dois ossos ou objectos.Distância entre dois feixes usados para alterar a escala do objecto.Distância entre dois feixes usada para escalonar a cena.Distância entre amostras de sombreadores de volume ao renderizar volume (valores mais baixos dão resultados mais precisos e detalhados, mas aumentam tempo de renderização)Distância a partir da câmaraDistância a partir do objectoDistância necessária a partir do centro antes que alguma selecção possa ser feita.Distância a partir das extremidades da imagem na qual os marcadores param de rastrear.Distância ao plano bissectriz dentro da qual os vértices são removidosMapeamento de Distância para peso 0.0Mapeamento de Distância para peso 1.0Mapeamento de distância para os pesos de influência de valor zero.Mapeamento de distância para os pesos de influência de valor 1.0Modelo de distância para a calculação de atenuação de distância.Distância movida pelo rato para inclusão durante o desenho de traços.Distância das duplicaçõesDistância do objecto que contribui para o efeito de oclusão ambienteDistância do objecto que contribui para o efeito de cavidade/arestaDistância sobre a qual o efeito de névoa desaparece.Ajuste de distância após a qual a selecção é feita (zero para desactivar).Distância ao bordoDistância para o alvoDistância para manter do alvoDistância para manter as partículas distantes a partir do emissor.Distância à qual manter as curvas da superfícieDistância de movimento de UVsDistância a mover a curva paralela às suas normaisDistância para deslocamento.Distância até à qual procurar pontos de captura válidos para prevenir artefactos de iluminaçãoDistância do ponto focal para o campo de visão.Distância até a localização da visualização.Distância à qual a auto-suavização da aresta limite vai projectar vértices da aresta totalmente mascaradaDistância dentro da qual geometria degenerada é fundidaDistância dentro da qual vértices candidatos são procuradosDistância dentro da qual os vértices espelhados são fundidos.Distância dentro da qual vértices simétricos são fundidosDistâncias em relação a esfera de influência.DistorcerDistorção - Valor máximoDistorção - Valor mínimoNós de distorçãoRuído distorcidoDistorçãoQuantidade de distorçãoModelo de distorçãoModelo de distorção usado para a lente das câmaras.Distorção para simular lentes com flocagem anamórfica.Distorção para usar na calculaçãoDistribuir Pontos em GrelhaDistribuir pontos num volumeDistribuir Pontos nas FacesDistribuir memória pelos dispositivosDistribuir mais amostras mais perto da câmaraDistribuir pontos aleatoriamente dentro do volumeDistribuir pontos aleatoriamente na superfícieDistribuir pontos num padrão em grelha dentro do volumeDistribuir pontos aleatoriamente na superfície tendo em conta uma distância mínima entre pontosDistribuiçãoMétodo de DistribuiçãoPontilharIntensidade do PontilhadoPontilhadoDividirModo DivisãoDivide o valor dos pesos de influência dos vértices do grupo A pelo grupo B.Dividir e obter o tecto do resultado, o menor inteiro maior ou igual a ADividir e obter parte inteira do resultado, o maior inteiro menor ou igual a ADividir e arredondar resultado em direcção ao zeroDividir faces da malha em faces mais pequenas sem alterar a forma ou volume, usando interpolação linear para posicionar novos vérticesDividir faces da malha para formar uma superfície orgânica, usando o método de subdivisão Catmull-ClarkDivide o intervalo de fotogramas por esta quantidade de (sub)passos.Dividir cada segmento da curva em número especificado de partesModelo de distorção por divisão que representa melhor as câmaras com ângulos mais abertos.DivisõesExecutar Substituição de LegadoNão Fundir AnimaçõesEsfumaçarExecuta uma comparação sensível a maiúsculas e minúsculas.Perfaz todas as lacunas à direita do fotograma actual.Executar o rastreamento para trás.Faz com que os canais contribuam para o resultado (alternando a opção de tornar o canal mudo).Faz uma animação de esmaecimento cruzado nos volumes do som de duas faixas de som seleccionadas.Fazer transição de desvanecimento entre o fotograma actual e o seguinteCria fotogramas extras entre os fotogramas de cena para assegurar uma movimentação suave.Não afectar arestas limite não manifoldNão afectar vértices em cumes, baseado na curvatura da superfícieNão afectar vértices que pertencem às fronteiras de conjuntos de facesNão afectar vértices em fendas, baseado na curvatura da superfícieNão permite que vértices ou arestas boleados se sobreponhamNão permitir deformação ao longo do eixo XNão permitir deformação ao longo do eixo YNão permitir deformação ao longo do eixo ZNão alterar selecção se o item sob o cursor já estiver seleccionado, apenas activá-loNão colapsar curvas em pontos únicos se forem mais curtas que o comprimento dado. O comportamento de colapsar existe por razões de compatibilidade.Não criar pré-visualização de blendNão criar formas de ossosNão mostrar cor de preenchimento enquanto desenhar traçosNão exportar atributos de corNão exportar materiais, e combinar grupos de primitivas de malhas, descartando a informação de compartimentos de materiaisNão exportar materiais, mas escrever varias grupos de primitivas por malha, mantendo informação sobre compartimentos de materiaisNão exportar cores de vérticesNão inverter polígonos quando as suas normais não forem consistentes com as novas normais personalizadas de vértices computadasNão seguir o traçado do traço nem rotação do objecto e manter alinhamento com ponto de vistaNão importar atributos personalizados USDNão importar atributos de corNão importar primitivas USD invisíveis. Aplica-se apenas a atributo de visibilidade não animado. Primitivas com visibilidade animada serão sempre importadas.Não importar/exportar atributos de corNão carregar informação desta camadaNão modifica a imagem de maneira artística.Não executar nenhuma transformação de cor no monitor, usar a antiga técnica de exibição sem gestão de corNão perfaz quaisquer transformações de cores durante o carregamento, e trata as cores como já estando no espaço linear de cores da cena.Não preserva os relacionamento de parentesco e afiliação dos objectos.Não propagar a montante nenhumas mensagensNão remover o modificador da listaNão renderizar esta colecçãoNão repetir textura e limitar a apenas uma instânciaNão rodar segmento quando usar o modo deformação de escalaNão definir força das facesNão atribuir arestas pontiagudas à faceNão deslizar faixas conectadas ao usar posição do cursorNão sincroniza, reproduz cada fotograma.Não utiliza qualquer compressão.Não usar esta superfície como luz para amostragemExecutar auto-união ou auto-intersecçãoIdentificador do documentoMode DodgeAs curvas-f contribuem para o resultado.Não faz nada, impede a adição de verdadeiras revogações (NÃO UTILIZADO)Dolby Digital ATRAC 3CarrinhoUsa o método de carrinho de filmagem para ampliar ou reduzir a visualização.DomínioObjecto de domínioDefinições de domínioTamanho do DomínioTipo de DomínioDados de domínioDomínio do AtributoDomínio no qual o campo é avaliadoDomínio no qual o campo é avaliadoDomínio no qual avaliar instruçõesNão adicionar meta-dados ou etiquetas do bloco-de-dados originalNão adicionar novas restriçõesNão permite que o fotograma seja seleccionado com o rato fora do intervalo de fotogramas.Não calcula as limpezas para as áreas convexasNão corrigir sobreposições em novas faixasNenhum dos formatos de onda será desenhado para quaisquer faixas de som.Não fazer nada.Não exportar imagensNão preenche nenhuma das terminações.Não preenche os polígonos durante a edição.Não importar texturasNão propagar separação a faixas conectadasNão remover arestas pontiagudas, que são redundantes com faces com sombreamento curvoNão remover arestas pontiagudas. Arestas marcadas permanecerão pontiagudasNão arredondar aos pixelsNão amostrar o fundo, mais rápido mas pode causar ruído para fundos não lisosNão redimensionar no eixo YNão redimensionar os eixos X e ZNão mostra as sobreposições durante os traços.Não mostrar o valor de entrada no interface do modificador geometry nodesNão atrair a faixas escondidasNão atrair a faixas de somNão estica o objectoNão usar nenhum estilo de seta/estilo na esquinaNão use nenhum alinhamento fixo, preencher o espaço disponívelNão usar esta colecção para Desenho de LinhasNão usar este objecto para renderização de Desenho de LinhasNão usar passagens de utilidades para redução de ruídoNão escrever no buffer de profundidadeTabela de animaçãoSobreposições do Plano de AnimaçãoEspaço de dados da tabela de animação.Vista em Plano de Animação para dados de rastreamentoPlano de Animação/Linha de TempoOrdenação de campo para tabela de animaçãoFactor de DopplerPontoPonto TraçoProduto EscalarPontosDobrarDuplo cliqueLimite de tempo para duplo cliqueMáscara de aresta duplaVector DuploDupla precisãoDensidade-DuplaPara baixoTransferir e instalar extensãoCompressão de Malha DracoArrastoOperador ArrastarInício de ArrastoAjuste de arrastoArrasta a âncora do pincel de arestas às arestas.Arrastar e largar objectos para outro sítioArrastar e largar num conjunto de dados ou item pertencente a conjunto de dadosArrastar o componente proporcionalmente ao quadrado da velocidade.Arrasta o componente proporcionalmente a velocidade.Peso de influência do efetor arrasto.Arrastar material para Compartimentos de Materiais nas PropriedadesArrastar material para objecto no OrganizadorArrastar objecto para cena no OrganizadorArrastar para desfazer descendência no OrganizadorArrastar para mover para colecção no OrganizadorArrastar para perfilhar no OrganizadorDraineFunção de fase Draine, usado principalmente para dispersão de luz em pó interestelarDesenharDesenhar curvas-f usando suavização (desactivar para uma melhor performance)Desenho a mão livreModo de DesenhoDesenhar normaisDesenho de linhas poligonaisDesenha a regiãoDesenha Região e TrocarDesenho de linhas retasDesenhar traços logo atrásDesenha a janelaDesenha Janela e TrocarDesenha um diagrama de referência usando traços de contorno circular.Desenha um diagrama de referência usando traços de contorno elípticos.Desenha um diagrama de referência usando traços de contorno quadrados.Desenhar rectângulo em torno das partes das faixas que quer cortarDesenhar uma curva à mão livrePermite o desenho de curvas do tipo spline a mão livre.Desenha uma linha para aplicar uma gradiente de pesos de influência aos vértices seleccionados.Desenhar uma linha para definir o gradiente do material de preenchimento dos traços seleccionadosDesenha uma linha com tracejamentos separados de acordo com o espaçamento.Desenhar um novo traço no objecto Grease Pencil activoPermite o desenho de curvasPermite o desenho de traços a mão livre.Desenhano plano alinhado com a janela de visualizaçãoDesenhar num plano perpendicular à superfície.Desenhar no plano da superfícieDesenhar linhas com um atraso para permitir traços suaves (carregue na tecla Shift para desactivar enquanto desenha)Desenhar nas cores e vértices do objecto Grease Pencil activoDesenhar regiãoDesenha região e trocarPermite o desenho de segmentos de linha reta.Desenhar traços na posição do cursor 3DDesenhar traço na origem do objectoDesenhar traços usando uma linha contínuaDesenhar traços usando pontos separadosDesenhar traços usando quadrados separadosDesenhar traços usando texturaDesenhar traços com cor lisaDesenha traços estilizados usando Freestyle.Representar o conector de menu como um menu suspenso expandidoDesenhar a linha de relação desde a cabeça do ascendente até à cabeça do descendenteDesenhar a linha de relação desde a cauda do pai até à cabeça do descendenteDesenhar pesos nos pontos dos traços no objecto Grease Pencil activoDesenha janelaDesenha janela e trocarDesenhar:DesenhoPlano de DesenhoTipo de desenhoGotejarControla todos os componentes desta propriedade usando o alvo obtido.Guia o corpo rígido em torno ou ao longo de um eixo.Controla o componente especificado desta propriedade usando o alvo obtido.ControladosControlados seleccionadosControladoresAlvo do controladorValor de controlador:Variável de controladorO controlador não pôde ser avaliado no passado, portanto deve ser ignoradoControlador para o valor de uma definição baseado num valor externoO controlador não possui variáveis para ser copiadas.Tipo de controladorTipo de variável de controlador.ControladoresDronePosição XPosição YLargar um ambiente na cenaPermite o despejo de cores para os botões.Descarta os fotogramas caso a reprodução esteja muito lenta.Descarta fotogramas para manter a taxa de fotogramas efetiva.Largar nome em botãoSecarTempo de SecagemMalha DualPostiçoDuotoneDuplicarDuplicar açãoDuplicar armaçãoDuplicar CâmaraDuplicar curvaDuplicar CurvasDuplicar ElementosDuplicar Grease PencilDuplicar fotogramas chaveDuplicar GrelhaDuplicar LuzDuplicar Sonda de LuzDuplicar como interligadas as faixas de Animação Não Linear seleccionadas, adicionando novas faixas às novas pistasDuplicar máscaraDuplicar materialDuplicar malhaDuplicar esfera-metaDuplicar Meta-ElementosDuplicar Árvore de NósDuplicar nósDuplicar objectosDuplicar sistema de partículasDuplicar Nuvem de PontosDuplicar os ossos seleccionadosDuplicar definiçõesDuplicar AltifalanteDuplicar faixasDuplicar superfícieDuplicar textoDuplicar VolumeDuplicar fotogramas activos de todas as camadasDuplicar TodosDuplica e executa uma extrusão dos vértices seleccionados, arestas ou faces na direcção do cursor do rato.Duplica e espelha as partículas seleccionadas ao longo do eixo local X.Duplicar Atributo de CorDuplicar a restrição na mesma posição na listaDuplica as curvas seleccionadas e permite movê-las.Duplica efeito na mesma posição na listaDuplica a máscara e permite movê-la.Duplica as malhas seleccionadas e permite movê-las.Duplicar malha na posição de partículasDuplicar arestas de malhas e quebrar conexão entre faces adjacentesDuplicar modificador na mesma posição na listaDuplicar nó mas não a árvore de nós, vinculando aos dados originaisDuplica os objectos mas não os dados do objecto, vinculando-os aos dados originais.Duplica o sistema de partículas em conjunto com o objecto activo.Duplicar as Faixas de Animação Não Linear seleccionadas, adicionando as novas faixas às novas pistasDuplica a área seleccionada em uma nova janela.Duplica os pontos de controlo seleccionados.Duplica os pontos de controlo seleccionados e os segmentos entre eles.Duplicar meta-elementos seleccionadosDuplica os nós seleccionados.Duplica os nós seleccionados e permite movê-los.Duplica os nós seleccionados mantendo as ligações de entrada e as move.Duplicar nós seleccionados, mas não as suas árvores de nós, e move-losDuplica os objectos seleccionados.Duplica as faixas seleccionadas e permite movê-las.Duplicar faixas seleccionadas, mas não os seus dados, e movê-losDuplica os marcadores de tempo seleccionados.Duplica os vértices, arestas ou faces seleccionados.Duplica também as definições, de forma que novos sistemas de partículas utilizem as suas próprias definiçõesDuplicar faixa mas não os dados da faixa, vinculando-os aos dados originaisDuplicar traços numa disposiçãoDuplicar traços como um espelhoDuplicar o grupo de nós de geometria activo e atribuí-lo ao modificador activoDuplicar a forma chave activaDuplica o objecto instância actualDuplica a linha actual.Duplicar o grupo de nós de composição actualmente atribuído.Duplica o modificador dentro da lista de modificadores.Duplica o objecto um determinado número de vezes.Duplica o objecto quantas vezes for possível o seu encaixe em um determinado comprimento.Duplicar os objectos seleccionados movê-losDuplicar os objectos seleccionados, mas não os seus dados-de-objecto, e movê-losDuplicar os pontos seleccionadasDuplicar as faixas seleccionadasDuplicar Fotogramas ChaveDuplicadosDuraçãoDuração (em fotogramas) da imagem (1 quando não é um vídeo ou uma sequência).Duração do segmento congeladoDuração do desvanecimento em segundosDurante correcção de atributos, fundir atributos conectados ao mesmo vérticeHolandês - NederlandsMorrendoDinâmicoBVH DinâmicaMalha dinâmica como baseTamanho de Grelha DinâmicoMalha dinâmicaModo DinâmicoPintura dinâmicaModificador - Pintura dinâmicaAs definições de lona para pintura dinâmica.Modificador para criar pinturas dinâmicas.Escultura de topologia dinâmicaTopologia dinâmica encontrada: %s, desabilitados(as).Grelha DinâmicaTopologia dinâmica altera a topologia da malha durante a escultura.Esconder dinamicamente vértices com base num grupo de vértices ou armaçãoDinâmicasTopologia dinâmicaEEVEEDiagnóstico EEVEEOpções de Rastreamento de Raios EEVEEDefinições EEVEEOpções EEVEE para rastrear reflexosEQCurveMappingDataERRO: Controlador não é útil sem quaisquer entradas.ERRO: Expressão Python inválida.ERRO: Canais alvo inválidos.Cada um dos canais será misturado e finalizado dentro de ficheiros monaurais separados.Cada colecção (do tipo bloco-de-dados) como um ficheiro, não inclui conteúdo de sub colecçõesCada Colecção (incluindo mestre, e não bloco-de-dados) de cena activa como um ficheiro, incluindo conteúdo das sub colecçõesCada Colecção (incluindo mestre, e não bloco-de-dados) de cada cena como um ficheiro, incluindo conteúdo das sub colecçõesCada face é considerada um interface entre meios. Dá resultados correctos para geometria manifold sem partes internas.Valor do conjunto de faces de escultura de cada faceCada cena como um ficheiro.FacilitaçãoFacilitar entradaFacilitar entrada e saídaFacilitar saídaFacilitaçãoO tipo de transição é escolhido automaticamente com base no tipo de interpolação utilizada (exemplo: 'Transição de Entrada' para tipos transicionais, e 'Transição de Saída' para efeitos dinâmicos)LesteExcentricidadeArestasÂngulos das arestasTexto dos ângulos das arestasCentro de ArestaColisões de arestasVincos de arestasDados das arestasTipo de dados das arestasDados da aresta:Detecção de ArestasTipo de Representação de LinhaÍndice de arestasComprimentos da arestasModo de comprimento de arestaTexto dos comprimento das arestasMapeamento de arestasArestas marcadasMarcações de arestasSelecção de Modo de ArestasVizinhos da ArestaEnquadramento de ArestaCaminhos de Arestas em CurvasCaminhos de Arestas em SelecçãoPerpendicular à ArestaTrilho de arestasRedimensionamento por BordaduraLimite de Selecção de Anel de ArestasSelecção de arestasSelecção de ArestasDeslizar arestasDeslizar arestas: Dividir arestasEtiquetar ArestaTipo de ArestaCombinação de tipos de arestaTipo de negação de arestaVértices da ArestaPeso de ArestasEspessura de ArestaPeso de boleado de aresta a ser adicionado a arestas exterioresArestas em um Bloco-de-Dados de malha.Índice de arestas.Aresta não está conectada a nenhuma faceComprimento da aresta em espaço UVModo de selecção de arestasModificador de separação de arestas, para criar arestas mais pontiagudasFricção das molas de arestas.Rigidez de mola de aresta quando mais longa do que o comprimento de descanso.Rigidez da mola de arestas quando mais curta do que o comprimento de descanso.Peso de arestas usado pelo modificador BolearPar de anéis de arestas não estão conectados.Anéis de arestas não estão conectados.Aresta-Com-ArestaModificador - Dividir arestasArestasDados das arestas:Uma malha cujas arestas entre as faces apontam em direções alternadas nas suas terminações.Arestas colidem também.Arestas da EsquinaArestas do VérticeArestas da malha.Arestas recebem uma força de arrasto a partir da mídia que as circunda.Arestas recebem uma força de elevação quando estão passando através da mídia que as envolve.Arestas partilhadas por mais de duas facesArestas em Grupos de FacesEditarEdição de ossoMatriz de Edição de OssoEditar ossosFormato de ediçãoEdição de Grease PencilEditar traços de Grease PencilEditar LinhasMétodos de ediçãoModo de ediçãoLinhas Suaves em Modo de EdiçãoEditar caminhoEditar Luz de EstúdioEdição de espaço de texturaEditar árvorePermite editar o código fonte do botão activo da interface de utilizador.Editar um valor Python directamente, para tipos de propriedades não suportadasPermite a edição de uma restrição no osso activo.Permite a edição de uma restrição no objecto activo.Editar capturas da janela de visualização num editor de imagens externoPermite a edição de todos os fotogramas chave dentro da cena.Editar e guardar temas instalados via ExtensõesEdita as animações ou fotogramas chave mostrados como curvas 2D.Editar a informação do recurso como o catálogo, imagens de pré visualização, etiquetas ou autorEditar controladores e interpolação de fotogramas chavePermite a edição de imagem em um aplicativo externo.Permite edição dos fotogramas chave dentro da acção activa a nível-objecto do objecto.Editar fotogramas chave na acção de Formas Chave do objecto activoEditar sombreamento de materiais, luzes e ambientes usando nósO osso em modo de edição num data-block de armaçãoPermite a edição de um grupo de nós.Editar coordenadas de textura dos dados do objectoPermite editar definições de definição persistentes.Permite editar as propriedades do objecto activo e blocos-de-dados relacionados.Permite editar scripts e documentação presente em ficheiros.Permite a edição dos traços de Grease Pencil seleccionados.Permite a edição dos nós de sombreamento a partir do estilo de linha.Permite a edição dos nós de sombreamento de objecto.Permite a edição dos nós de sombreamento de ambiente.Permite a edição dos nós de textura do pincel.Permite a edição dos nós de textura a partir do estilo de linha.Editar nós de textura do AmbienteEditar texturas usando nósEditar os controladores para a propriedade conectada representada pelo botão realçadoEditar o ficheiroEditar o valor de uma propriedade personalizadaEditar a visibilidade da malha actualEdita os pesos de vértices dentro de um grupo.Permite a edição das temporizações para os blocos de dados de ficheiros de cache.Permite edição das temporizações para as Splines no editor de máscaras.Permite a edição das temporizações de todos os rascunhos de Grease Pencil no ficheiro.Editar preferências do utilizador e definições de sistemaEditabilidade das Faixas de Animação Não Linear nesta faixaEditabilidade dos fotogramas chave para este canal.EditávelCurva de cavidade editável.Curva de decaimento editável.EditadoObjecto EditadoEdiçãoTipo de EdiçãoPermite a edição do contexto que está sendo mostrado.Edição de cabeloEdição de definições de formatação de caracteres.O modo de edição de jaulas de conformação ainda não é suportado.EditorMargem de EditoresContorno de EditoresTipo de editorEditor para sombreamento embasado em nós e ferramentas de composição.Cabeçalho do editor contendo elementos do Interface do UtilizadorMenu de editor contendo botõesEditoresEdita o conjunto de faces actualmente activoEfeitosPosição de Desvanecedor de EfeitoOpacidade do EfeitoFaixa de efeitoFaixa de efeito de corTipo de efeitoEfeito a afectar o objecto Grease PencilEfeito pleno ou apenas nas direções positivas ou negativas de Z.Modo de EfeitoNome do EfeitoEfeito na própria chaveEfeito no manípulo esquerdoEfeito no manípulo direitoEfeito nos rastreadores que são rastreadas menos que o número especificado de fotogramasEfeito nos rastreadores que têm um erro de re-projecção maiorEfeitos e vínculosEfectividade de VisibilidadeCompressão mais efetiva, mais lenta.Converte efectivamente um filme em sequência de imagens, ignorando fotogramas incompletos, em falta, e alterações na taxa de fotogramasEficáciaEfectorColecção de EfectorNúmero de efetoresDefinições dos EfetoresTipo de efectorPeso dos efetoresPeso dos efetores para a simulação física.EfeitosEfeitos a afectar a exibição do objectoAdicionar ou remover curvas dependendo da distância mínima entre as curvas sob o cursorOu passar o valor introduzido, ou dar o valor de reservaOu o fotograma inicial (para velocidade positiva) ou o fotograma final (para velocidade negativa)ElásticoLimite elásticoÍndice do elementoElemento definindo uma cor em uma posição na gradiente de cores.Elemento não encontrado dentro da colecção de elementos ou último elemento.Elemento de uma curva, tanto NURBS, como Bézier, ou Poli-Linha ou caracteres em objectos de textoElemento do caminho do espaço de árvore de nó.Elemento da geometria alvo à qual calcular a distânciaTipo de elemento a transformarPor ElementosElementos ElipseMáscara em elipseElipsesElipsóideEmbutir as texturasEmbute as texturas em um ficheiro binário FBX (apenas para o modo de "Cópia" de caminho !).Dados IntegradosEmbreeEmbree no GPUEmbree no GPU possibilita a utilização de rastreamento de raios por hardware em GPUs Intel, fornecendo melhor performanceEmissãoCor de emissãoForça de EmissãoTempo de emissãoFactor de tempo de emissãoPosições de emissão por face (0 = automático).Sombreador de EmissãoEmissãoEmitir a partir deEmite em uma ordem aleatória de elementos.Emitir partículas a partir da malha com modificadores aplicados (deve usar o mesmo nível de subdivisão de superfície para a janela de visualização e renderização para resultados correctos)EmissorDistância do emissorEnfatiza a posição dos fotogramas chave nos caminhos de movimento.VazioTamanho para mostrar vazioTipo de visualização para objecto vazioProfundidade da Imagem em VazioFotogramas VaziosModificador de Emulação de 3 botõesEmular rato de 3 botões Emular Botão do Meio do Rato com Alt + Botão Esquerdo do RatoEmular teclado numérico AtivarActivar modo isolado na Faixa de Animação Não Linear que contém a faixa activa, para editá-la sem ver os efeitos das restantesActivar editor do Navegador de Recursos e operadores para gerir blocos-de-dados normais como recursos, não apenas posesAtivar opções de ossosAtiva o osso para deformar a geometria.Ativar colisõesActivar adição do Motor de Renderização Cycles para utilizar o CyclesActivar opções de diagnóstico Cycles para programadoresAtivar desativaçãoActivar opções de diagnóstico EEVEE para programadoresActivar avaliação do modificadore de Curvas-FActivar aceleração por GPU para avaliação do último modificador subdivisão de superfície na listaAtiva o esticamento para a cinemática inversaActivar o MetalRT para procura de intersecçõesAtivar múltipla visualizaçãoActivar SaídaActivar a avaliação Python para ficheiros seleccionadosAtivar colisões internasActiva um efeito Fresnel nas sobreposições de malha em edição, mas aumenta a fadiga ocular ao modelar modelos de poucos polígonosActivar adição para o Espaço de TrabalhoActivar funcionalidades adicionais para novos blocos-de-dados de curvasActivar antes da instalaçãoAtiva o motor angular.Activar eixo de espelhamentoActivar combinações de teclas para controladores HP Reverb G2. Atenção que pode não ser suportado por todas as instalações OpenXRActivar combinações de teclas para controladores HTC Vive Cosmos. Atenção que pode não ser suportado por todas as instalações OpenXRActivar combinações de teclas para controladores HTC Vive Focus 3. Atenção que pode não ser suportado por todas as instalações OpenXRActivar combinações de teclas para controladores Huawei. Atenção que pode não ser suportado por todas as instalações OpenXRAtiva a divisão ou separação dos encadeamentos através de um comprimento curvilíneo 2D.Ativa a divisão dos encadeamentos usando padrões para tornar as linhas contínuas em linhas tracejadas.Ativa o encadeamento de arestas de funcionalidade.Activar duplicação de colecçãoActivar colisões com a superfície durante esculturaActivar colisões com a fronteira traseira do domínioActivar colisões com a fronteira inferior do domínioActivar colisões com a fronteira frontal do domínioActivar colisões com a fronteira esquerda do domínioAtiva as colisões com outros objectos.Activar colisões com a fronteira direita do domínioActivar colisões com a fronteira superior do domínioPermite o uso de uma gradiente de cores personalizada para a visualização dos pesos no modo de pintura de pesos de influência.Activar definições personalizadas para o volume de correcção de paralaxeActivar distâncias de corte personalizadas para computação de volumesActivar cíclico em linhas individuais do traçoAtiva a desativação de corpos rígidos em descanso (aumenta a performance e estabilidade mas pode causar falhas).Activar acções pré definidas do controlador de RV, incluindo poses de controlador e sensação de toqueAtiva o deslocamento ao longo das normais em X.Ativa o deslocamento ao longo das normais em Y.Ativa o deslocamento ao longo das normais em Z.Permitir fácil reutilização de um bloco-de-dado através do Navegador de Recursos, com a ajuda de meta-informação personalizável (como pré visualizações, descrições e etiquetas)Permitir fácil reutilização dos blocos-de-dados seleccionados através do Navegador de Recursos, com a ajuda de meta-informação personalizável (como pré visualizações, descrições e etiquetas)Ativa a transferência de dados de arestas.Activar enquadramento de aresta na vista 2DActivar suavização de modo de edição , reduzindo aspereza das linhas (necessário reiniciar)Ativa a transferência de dados das junções das faces.Ativa a transferência de dados das faces.Ativa a compressão de ficheiro ao guardar os ficheiros Blender.Ativa os filtros para tipos de ficheiro conhecidos.Activar filtragem de ficheiros no Navegador de FicheirosUsar definições de difusão de fluido (por exemplo viscosidade, tensão superficial)Activar orientação de fluídoAtivar malha de fluido (usando amplificação)Ativar ruído de fluido (usando amplificação)Ativa a dinâmica de cabelos usando a simulação de tecido.Activar sombras tremuladas na janela de visualização. (Sombras tremuladas estão sempre activas para renders finais).Activar sombras suaves tremuladas para aumentar a precisão das sombras (desactivado na janela de visualização a não ser que activado nas definições de renderização). Tem elevado impacto na performance.Ativa o motor linear.Ativa os limites de material.Activar simetria da malha no eixo do XActivar simetria da malha no eixo do YActivar simetria da malha no eixo do ZActivar edição multi-fotogramaAtiva o cálculo de colisões internas nativas (colisões consigo) para as bolas de cálculo formadas pelos vértices.Activar novos nós para tipos de listaActivar nós numa luzActivar técnicas de redução de ruído para efeitos de raios rastreadosActivar afastamentoActivar na InstalaçãoActivar ou desactivar todas as etiquetasAtiva ou desactiva o tracejamento de linhas.Ativa ou desactiva o modo de pose ou selecção de ossos.Ativa ou desactiva traços texturizados.Ativa ou desactiva este conjunto de linhas durante a renderização dos traços.Ativa ou desactiva este modificador durante a renderização do traço.Ativa ou desactiva este módulo de estilo durante a renderização dos traços.Activar suavização de linhas de sobreposições, reduzindo aspereza das linhasActivar opções de diagnóstico de pintura e escultura para programadoresAtiva os cumes e vales.Ativa os marcadores seleccionados.Activar aproximações seleccionadas em todas as faixas de Filme seleccionadasAtiva as colisões internas (colisões do objecto consigo mesmo).Activar projecção de sombras de luzesAtiva a simplificação de cena para previsões rápidas de renderização.Activar AtracçãoActivar atracção a guias, ângulos ou opções de espaçamentoActivar atracção durante transformação de fotogramas chaveActivar atracção durante transformação de chaves no Editor de ControladoresActivar alguns campos extra no Navegador de Recursos para ajudar no diagnóstico de errosAtiva a definição especificada em todos os canais de animação seleccionados.Activar guias de velocidadeAtiva a mola no eixo X.Ativa a mola no eixo rotacional X.Ativa a mola no eixo Y.Ativa a mola no eixo rotacional Y.Ativa a mola no eixo Z.Ativa a mola no eixo rotacional Z.Ativa os contornos sugestivos.Activar projecção de sombras do solActivar simetria no eixo XActivar simetria no eixo YActivar simetria no eixo ZActiva a sensibilidade de pressão de mesa de desenho para raio da áreaAtiva a sensibilidade de pressão de mesa de desenho para a tremulação.Ativa a sensibilidade de pressão de mesa de desenho para deslocamento.Ativa a sensibilidade de pressão de mesa de desenho para o tamanho.Ativa a sensibilidade de pressão de mesa de desenho para espaçamento.Ativa a sensibilidade de pressão de mesa de desenho para a força.Activar a biblioteca de recursosActivar o grupo de nós de composição.Ativa a curva para se tornar um caminho de movimentação (translação).Activar módulo de rastreamento de raiosActivar o repositórioActivar o modo de selecçãoAtiva a selecção dos encadeamentos por um comprimento 2D máximo.Ativa a selecção dos encadeamentos por um comprimento 2D mínimo.Ativa a selecção dos primeiros enésimos encadeamentos.Ativa o conector.Activar utilização de luzes nos traços e materiais de preenchimentoAtiva esta restriçãoActivar este modificadorActivar este objecto como colisores para os sistemas de físicaActivar para correr importação como tarefa de fundo, desactivar para trancar o Blender durante importação. Esta opção foi descontinuada, EXECUTE esta operação para correr em primeiro plano, e INVOKE para correr como trabalho de fundo.Activar para correr importação como tarefa de fundo, desactivar para trancar o Blender durante importação. Esta opção foi descontinuada, EXECUTE esta operação para correr em primeiro plano, e INVOKE para correr como trabalho de fundo.Ative para fazer com que as alterações de superfície desapareçam com o tempo.Ative para fazer com que a umidade da superfície seque conforme o tempo.Ative esta função para usar a região sob o cursor para execuções modais.Ativa a transferência de dados de vértices.Ativa a navegação da janela de visualização dentro da visão da câmara.Activar opções de diagnóstico da janela de visualização 3D para programadores no menu suspenso de sobreposiçõesActivar visualização na janela de visualização 3D nas camadas de visualizaçãoAtiva o uso de combinação com caracteres coringa.Ativa ou desactiva a restrição.AtivadoApenas Adições activasFaixa de rotação activadaActiva navegação em Modo de Voo mas empurrar a manete para a frente enquanto olha para baixo não altera a altitude da câmara.Activa cálculo de alta qualidade da caixa envolvente para resultados perfeitos em formas complexas com rotações/escalaActiva pré-visualizações no editor de nós de sombreamentoPermite usar o rato como se fosse uma câmara. Empurre em direcção à cena e a câmara move-se para a frente em direcção ao modelo. Entra na cena como se voasse em torno da mesma. Inverte também enquadramento e ampliação para vistas 2D.PostScript Encapsulado (.eps)Encapsula os vértices seleccionados em um poliedro convexo.CodificaçãoVelocidade de CodificaçãoFimEstilo de Seta de TérminoTerminação finalFactor de términoFotograma finalFotograma Final (manipulado do interface do utilizador)Fotograma Final (valor bruto)Fotograma Final (quando Restrição de Intervalo de Fotogramas está activa)Suavização de Saída do ManípuloEscala do Manípulo FinalTipo de mapeamento finalDeslocamento finalPontasDistância final do mapa de sombras em série (apenas em perspectiva)Distância de fim do efeito volumétricoFotograma final mostrado no editor de sequências depois que os deslocamentos são aplicados.Fotograma final para geração.Fotograma final do intervalo de fotogramas dos caminhos para exibir/calcular (não usado para o método de criação de fantasmas "Em Torno do Fotograma").Fotograma final da faixa do Editor Não Linear. Tenha em atenção que alterar este valor também actualiza o valor das repetições da faixa ou o fotograma final da acção. Se apenas o fotograma final deve ser alterado veja a propriedade "frame_end".O fotograma final a ser exportado, use o valor padrão para tomar como base o fotograma final da cena actual.O fotograma final para geração de oceano.Fotograma final da faixa de intervalo guardada.Fotograma final para exportarA linha final da selecçãoFinalizar no fotogramaTempo de conclusão do caminhoTerminaçõesSelecção de PontasTerminação UTerminação VInimigasReforça a simetria (ambas, forma e topológica) ao longo de um eixo.Reforça a simetria, criando cópias da selecção ou usando a simetria existente.MotorMotor '%s' indisponível para a cena '%s' (pode ser necessário instalar ou activar uma adição)O motor a ser usado para renderização.Inglês (UK)Inglês (US)Melhorar os detalhes de alta frequência da superfícieAssegurar ModificadorAssegurar que todos os grupos de vértices de deformação por ossos perfazem 1.0 durante a pintura de pesos ou atribuição de vérticesAssegura que o Bloco-de-Dados seja guardado mesmo que não esteja em uso (por exemplo para bibliotecas de material e movimento).Garante que as previsões de blocos de dados estejam disponíveis e actualizadas (para serem guardadas no ficheiro Blender, apenas para alguns tipos como materiais, texturas, etc.).Assegurar que os manípulos dos fotogramas seleccionados tem comprimento igual, opcionalmente tornando-os horizontais. Manípulos do tipo Automático, Automático Limitado, ou Vector serão convertidos em Alinhado.Assegurar que os dados são válidos (quando desactivado, podem ser importados dados que causam fechos inesperados ao exibir ou editar)Assegurar que o bloco-de-dados é gravado, mesmo que já não esteja marcado como recursoEnterEntrar no modo de ediçãoEntrar em modo de edição automaticamente após adição de um novo objectoEntrar no modo de edição durante adição deste objectoEntrar ou sair do grupo de nós com base na posição do cursorEntra no modo de ajuste para a acção referenciada pela faixa activa, para permitir a edição de seus fotogramas chave.Entrar/Sair do modo de pintura para os traços de Grease PencilEntrar/Sair modo de escultura de traços Grease PencilEntrar/Sair do modo de escultura para curvasEntra/sair do modo de pintura de vértices para traços Grease PencilEntrar/Sair do modo de pintura de vértices para traços Grease PencilMatriz inteiraÍndice do ElementoAbsoluto por EntradaTecto por entradaCos(A) por entradaDivisão por entradaParte Inteira por entradaMáximo por entradaMínimo por entradaMódulo por entrada fmod(A,B)Multiplicação por entradaPotência por entradaArredondamento ao inteiro mais próximo por entrada. Arredondar para cima se a parte fraccionária for 0.5Sinal por entradaSen(A) por entradaTan(A) por entradaEnvolver(A,B) por entradaDefinição de Enumeração (Obsoleto)Itens de Definição de EnumeraçãoMarca de EnumeraçãoItem de EnumeraçãoDefinição de enumeração de itemEnumerarEnumeraçãoEnumerações Como TextoEnvelopePontos de controlo de envelopeDistância de deformação de envelopePeso de deformação por envelopeEnvelopar modificador-fRaio da cabeça do envelopeRaio da base do envelopeModificador de efeito de invólucroEnvelope: %3fEnvelope: %sAmbienteTextura de ambienteÍpsilonIgualEquivalente aEqualizar ÁudioEqualizar ambos os manípulos dos fotogramas chave seleccionadosEqualizar os manípulos esquerdos dos fotogramas chave seleccionadosEqualizar os manípulos direitos dos fotogramas chave seleccionadosEquiangularFace de Mapa Cúbico EquirectagularEquiretangularProjeção de latitude-longitude ou equiretangular.Apaga ou remove a pintura em vez de adicioná-la.Apagar Traços de AnotaçãoApagar pinturaApaga o alfa durante a pintura.Apagar traços inteirosApagar apenas traços visíveis e não ocultosApagar pontos dentro da região rectangularApagar pontos dentro de uma região laçadaApagar pontos do traçoApagar traços, desvanecendo a força dos seus pontos e espessuraApagadorReferência de Recurso de Pincel BorrachaModo da BorrachaRaio do apagadorErroErro (veja a linha de comando)Primeiro Plano do Ícone de ErroLimite de erroMargem de ErroMensagem de erroProblema ao gerar e gravar a partir do objecto "%s"Erro ao criar ficheiro '%s'Erro ao excluir '%s' (ignorado)Ajuste para erros de distanciamento (em unidades de objecto).Erro ao manipular os objectos seleccionados.Erro ao inicializar o fluxo de áudio.Erro ao inicializar o fluxo de vídeo.Erro ao restaurar ficheiro temporário (cheque os ficheiros: '%s' '%s')Erro ao escrever o ficheiro '%s'Erro ao escrever fotogramaErro ao escrever resultado da renderização, %s (veja a linha de comando).ErrosErros e AvisosEsperanto (Esperanto)EssenciaisOceano EstávelOceano Estável (Cumes Pontiagudos)Estimar TransformaçõesFaixas EstimadasMatriz de rotação estimada.Matriz de escala estimada.EuclidianoDistância EuclidianaEulerEuler (nativo)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Ordem EulerRotação do EulerRotação de Euler da curva-f possui um índice inválido (ID='%s', Caminho='%s', Índice=%d)Ângulos de rotação Euler em radianosRotação Euler da camadaEuler em RotaçãoEuler usando a ordem de rotação XYZEuler usando a ordem de rotação XZYEuler usando a ordem de rotação YXZEuler usando a ordem de rotação YZXEuler usando a ordem de rotação ZXYEuler usando a ordem de rotação ZYXEuler usando a rotação pré definidaEuler usando a ordem de rotação do alvoAvaliar ClausuraAvaliar Pilha SuperiorAvaliar no ÍndiceAvaliar no DomínioAvalia as malhas de fonte e destinação no espaço global.Avalia o espaço de nome até o topo usando a posição do cursor e fornecendo uma lista de opções funcionais, ou complementa o nome caso haja apenas uma equivalência.AvaliadoObjecto avaliado para o qual o iterador apontaObjecto avaliado que está a ser instanciado por este iteradorObjectos avaliados no grafo de dependênciasSistema de partículas avaliado do qual este objecto foi instanciadoFactor de avaliaçãoFotograma de avaliaçãoTempo de avaliaçãoModo de avaliaçãoTempo de avaliação para Formas Chave absolutasTempo de avaliação em segundos.UniformizarDistribuição uniformeDivisões regularesEspessura uniformeQuadrículas pares do xadrezadoMesmo após execução com sucesso, passar o evento para que outros operadores também possam executar no mesmoCálculo de espessura uniforme que tem em conta o ângulo entre facesPar-ImparCada pontoTodos os pontos são afectados por várias molasA cada ciclo de rastreamento, este número de fotogramas são rastreados.ExactoCombinação exataForma Exacta (Côncava)Solucionador Exacto, mais lento, resolve mais casosExagerar ou minimizar o valor das chaves seleccionadasExagerar a pose actual em relação à Pose de TransiçãoExcluirExcluir Fotogramas IntermédiosExcluir ModalExcluir não ManifoldExcluir faces reversas de atracçãoExclui as margens das arestas.Excluir colecção da Camada de Visualização ActivaExclui os contornosExclui os vincos de aresta.Exclui as marcações de arestas.Exclui as arestas nas margens dos materiais.Excluir fotogramas chave Intermédios existentes como extremos de interpolaçãoExclui os contornos externos.Excluir da Camada de VisualizaçãoExcluir da camada de visualizaçãoExcluir pólos não manifoldExclui os cumes e vales.Excluir bloqueadores seleccionados de projectar sombras a partir do emissor activoExcluir receptores seleccionados de receber luz do emissor activoExclui as arestas de silhueta.Exclui os contornos sugestivos.O caminho excluído não é mais válido.Exclui os vértices presentes nas extremidades de serem suavizados.ExclusãoExclusivasOu ExclusivoBotões de ExecuçãoExecutar operação booleana na malha com forma poligonal definida pelo cursorExecuta uma operação booleana na malha com um rectângulo definido pelo cursorExecutar operação booleana na malha com forma definida pelo cursorExecutar uma clausura fornecidaExecuta o ficheiro seleccionado.Executar a actual linha da consola com expressão PythonTempo de ExecuçãoExisteSaídaSair do Blender após guardarSai do modo de ajuste para a acção referenciada pela faixa activa.ExpandirExpandir (abrir) todos os canais de animação expansíveis seleccionadosExpandir usando um decaimento linearExpandir todos os canais (não apenas os seleccionados)Expandir todas as entradas um nível de profundidadeExpandir e encolher máscarasExpandir ou encolher os menus suspensos de cabeçalhoExpandir ou contrair o raio dos pontos de curva seleccionadosExpandir esta caixa numa lista de todas as etiquetas de nomes para configurações de texturas PrincipledExpandir esta caixa numa lista de todos os atalhos de teclado para funcionalidades desta adiçãoExpande ou encolhe todos os itens.Expandir ou contrairExpande ou encolhe todas as entradas em um nível.Expande ou contrai os pesos de influência.ExpandidoPolinômio expandidoExpandido no editor de gráficoExpandido na interface de utilizador.Estando de expansão do compartimentoExpande as dimensões do têxtilEsperar cores do ficheiro em espaço de cores LinearEsperar cores do ficheiro em espaço de cores sRGBPosição previstaRotação previstaEscala previstaExperimentalFuncionalidades ExperimentaisRedimensionar explicitamente o fotograma resultante para compensar a ampliação da filmagem originalEspecificar explicitamente a ordem de rotação EulerEspecificar explicitamente a ordem final de rotação eulerExplodirModificador - ExplodirEstilo de explosãoExplorar informação geométrica numa tabelaModificador de efeito de explosão com base em um sistema de partículas.ExponenteModo ExponenteExponencialExponencial LimitadoDistribuição ExponencialAmostragem ExponencialModelo de distância exponencialModelo de distância exponencial com limitaçãoFacilitação exponencial (exagerada).Rebatimento parabólico de decaimento exponencial, como quando os objectos colidem.Onda senoidal de decaimento exponencial, como uma corda elástica.ExportarExporta (gera) também um ficheiro POT.Exporta um ficheiro com extensão .srt contendo as faixas de textos.Exportar A Cor De Vértices Activa Quando Não Há MaterialExportar Todas as Cores De VérticesExportar AnimaçãoExportar Apontador de Animação (Experimental)Exportar modo animaçãoExportar Atributos (quando começam com sublinha)Exportar CoresExportar Curvas como NURBSExporta Propriedades PersonalizadasExportar Apenas Ossos de DeformaçãoExportar apenas ossos de deformaçãoExportar FacesExportar malhas instância de Nós de GeometriaExportar Grease Pencil para PDFExportar Grease Pencil para SVGExportar cabelosExportar EncarregadosEncarregados de exportação configurados para a colecçãoExportar o Agrupamento de Chaves para um script Python.Exportar biblioteca MTL usando extensões PBR (rugosidade, metálico, brilho, acabamento, anisotropia, transmissão)Exportar biblioteca MTL. Deve haver um nó Principled-BSDF as texturas de imagem serem exportadas para o ficheiro MTLExportar Script MantaflowExportar Grupos de MateriaisExportar MateriaisExportar Materiais com Extensões PBRMétodo de ExportaçãoExportar NormaisExportar Grupos de ObjectosExportar Especular PBR OriginalExportar POTExportar partículasExportar primitivas usando acessores partilhados para atributosPropriedades de ExportaçãoExportar cena como visível na janela de visualização, mas dividir animação por objectosExporta Objectos SeleccionadosExportar Grupos de SuavizaçãoExportar Subdivisão de SuperfícieExportar TRS e pesos como Apontadores de Animações. Usando extensão KHR_animation_pointerExportar TexturasExportar QuadrículasExportar Malha TrianguladaExportar coordenadas UVExporta o esquema de UV para ficheiro.Exportar UVsExportar UVs (coordenadas de texturas) com as malhasExporta Atributos de VérticesExportar Cores de VérticesExportar Grupos de VérticesExportar Normais de VérticesExportar Acções (activas e em pistas NLA) como animações separadasExportar apenas cena activaExportar cor de vértices activaExportar animações adicionais. Esta funcionalidade é não standard e precisa que seja incluída uma extensão externa no ficheiro glTF.Exportar Todas as Acções da ArmaçãoExportar todas as UVs nesta malha (não apenas as visíveis).Exportar todas as acções vinculadas a uma só armação. AVISO: Opção não suporta exportações que incluam várias armaçõesExportar todas as câmarasExportar todas as curvasExportar todos os fotogramas dentro do intervalo de renderização, em vez de apenas o fotograma actualExportar todas as luzesExportar todos os materiais usados pelos objectos incluídosExportar todas as malhasExportar todas as nuvens de pontosExportar todas as cores de vértices, mesmo que não sejam usadas por nenhum material. Se nenhuma cor de vértices for usada em materiais, será criada uma cor falsa COLOR_0, de forma a manter os materiais inalterados.Exportar todos os volumesExportar armações e malhas com modificadores de armação como esqueetos USD skeleton e malhas skinned meshesExportar armações usando a pose de descanso como pose de descanso das articulaçõesExportar a partir do Centro da ColecçãoExportar a partir do centro de massa de objectos raíz da colecçãoExporta os fotogramas chave de animação gerados e gravados.Exportar cenas pré calculadas como animação únicaExportar câmarasExportar atributos de corExportar cores no espaço de cor linearExportar cores no espaço de cor sRGBExporta cena actual para arquivo USDExporta a cena actual em um ou mais ficheiros do tipo Alembic.Exportar curvas e superfícies NURBS como malhasExportar curvas em forma paramétrica, em vez de como malhaExporta as propriedades personalizadas.Exporta propriedades personalizadas como atributos USDExportar propriedades personalizadas como extras glTFExportar propriedades personalizadas para Alembic .userPropertiesExportar atributos de vértices personalizadosExportar dados de objectos duplicados como instâncias Alembic; acelera a exportação e pode ser desactivado para compatibilidade com outros programasExportar luzes direccionais, de ponto e projectores. Usa a extensão glTF "KHR_lights_punctual"Exportar cada acção como uma AnimStack FBX separada, em vez de animação da cena global (atenção que os objectos animados irão receber todas as acções compatíveis, outros não receberão nenhuma animação)Exportar cada Faixa de Animação Não Linear não desactivada, como AnimStack FBX separada, se existir, em vez de exportar como uma animação global de cenaExportar cada objecto para um ficheiro separadoExportar faces como traços preenchidosExportar ficheiro em format ASCII, caso contrário exportar como binárioExportar hierarquia completa, incluindo colecções intermédiasExporta os dados de tradução da adição especificada como ficheiros POExportar sistemas de partículas de cabelos como curvas USDExportar nós de textura de imagem não atribuídos a nenhum material. Esta funcionalidade é não standard e precisa de uma extensão para ser incluída no ficheiro gltfExportar imagens não atribuídas a nenhum materialExportar pistas NLA individuais como animações separadasExportar objectos instanciados como referências n USD em vez de objectos reaisExporta as configurações de teclas para um script PythonExporta as arestas soltas ou desconectadas (como polígonos de dois vértices)Exportar arestas soltas como linhas, usando o material do primeiro compartimento de materiaisExportar pontos soltos como pontos glTF, usando o material do primeiro compartimento de materiaisExportar animação de material, luz e câmara como Apontador de Animação. Disponível apenas para modo de animação pré-calculado 'Pistas Editor Não Linear' e 'Cena'Exportar materiaisOperador exportar MatrizExporta as malhas usando o esquema de subdivisão de ficheiros do tipo Alembic.Exportar materiais minimalista como definidos nas propriedades de exibição na janela de VisualizaçãoExportar múltiplos fotogramas em vez de apenas o actualExportar as normaisExportar objectos como aparecem nos rendersExportar objectos como aparecem na janela de visualizaçãoExportar apenas objectos na camada activaExportar apenas UVs no intervalo [0,1]Exporta apenas as normais em vez de escrever os dados de suavização de arestas ou faces.Exportar apenas objectos da colecção activa (e suas descendentes)Exportar apenas objectos desta colecção (e seus descendentes)Exporta apenas os objectos seleccionados.Exporta apenas objectos seleccionados em vez de todos os objectos suportadosExportar especular PBR original, em vez de especular do Sombreador Principled do BlenderExporta as atribuições de sombreamento por grupo de faces.Exportar normais por de faces se a face tiver sombreamento plano, por esquina da face se tiver sombreamento curvoExportar cores por vérticeExportar polígonos (quadriláteros e n-ágonos) como triângulosExporta apenas objectos renderizáveisExportar cena como ficheiro glTF 2.0Exportar cena através de ficheiro USD, para comparação fidedigna com exportação de ficheiro USDExportar apenas objectos seleccionados e visíveisExporta apenas os objectos seleccionados.Exportar categorias de definiçõesExportar Formas Chave (alvos morph)Exportar animações de formas chave (alvos morph)Exportar formas chave como formas mescladas USDExportar dados de aplicação de pele (armação)Exportar informação de suavização (prefira a opção "Apenas Normais" caso o seu importador de destino compreenda normais personalizadas)Exportar normais de vértices específicas se disponíveis, caso contrário exportar normais calculadasExportar traços com preenchimento activoExportar traços com espessura uniformeExporta as subdivisões de superfícies como malhas.Exportar texturas para uma pasta 'textures' ao lado do ficheiro USDExporta o esquema UV para uma imagem de bitmap.Exporta o esquema UV para um ficheiro de vector EPS.Exporta o esquema UV para um ficheiro de gráficos vectoriais escalonáveis (.svg).Exportar o último modificador de subdivisão Catmull-Rom como subdivisão FBX (não aplica o modificador mesmo que 'Aplicar Todos os Modificadores' esteja activado)Exportar o nome do grupo de vértices de uma face. É aproximado escolhendo o grupo de vértices com mais membros de entre os vértices de uma faceExportar cena no actual fotograma de animação. Quando desligado, o fotograma 0 é usado como transformação de descanso dos objectosExportar quadrículas no esquema de numeração UDIM: 1001 + u_tile + 10*v_tileExportar quadrículas no esquema de numeração UVTILE: u(u_tile + 1)_v(v_tile + 1)Exportar coordenadas não deformadas de vértices da malhaExportar usando EXT_mesh_gpu_instancing. Limitado a descendentes de um dado Vazio. Pode ser omitidos vários materiais.Exportar usando a convenção glTF, +Y para cimaExportar atributos de cores de vérticesExportar cores de vértices quando usadas por materiaisExportar cor de vértices com este nomeExportar normais de vértices com malhasExportar normais de vértices com formas chave (alvos morph)Exportar tangentes de vértices com malhasExportar tangentes de vértices com formas chave (alvos morph)Exportar definições da janela de visualização dos materiais como materiais de pré visualização USB, e exportar atribuições de materiais como subconjuntos de geometriaExporta apenas objectos visíveisExportar com operadores Xform posicionamento, orientação de quaternião, e escalaExportar com operadores de Translação, rotação e escala XformÍndice do ExportadorExportadoresExporta as UVs a partir da malha modificada.Exportar acções activas e pistas NLA como animações glTFExporta os sistemas de partículas de cabelos como curvas animadas.Exporta os sistemas de partículas não relacionados a cabelos.Expor dados conectados do interior do Nó Grupo como entradas no seu interfaceExpor escala e/ou torção propagada para controlos de ajuste para ser vista como movimento de ascendente por cola ou outras cadeias que usem Fundir Rotação e Escala de Ascendente. Caso contrário será propagada apenas internamente dentro desta cadeiaExposiçãoExposição (pontos) aplicados antes de transformação de exibição, multiplicado por 2^exposiçãoExposição para desfoque de movimento como um factor de fotogramas por segundo.ExpressãoExpressão para ser usada por uma expressão escrita em um scriptExpandirEstender as extremidadesProlongar ExtrapoladosProlongar HorizontalmenteExpandir LimiteSelecção ExpandidaExpandir SelecçãoProlongar VérticesExpandir pixeis de fronteira para foraExpandir margens de uma imagem para zonas transparentes ou sob máscaraExpandir repetindo pixeis no perímetro da imagemExpandir colecções actualmente visíveisExpandir selecção existenteProlongar circuito em torno das terminaçõesProlongar a pintura além das UVs das faces para reduzir costuras visíveis (em pixeis, mais lento)Prolongar selecção de relatóriosEstender a selecçãoExpandir a selecção para a activaçãoExpandir selecção em vez de desseleccionar tudo primeiroExpandir selecção a cada passoExpandir selecção em vez de limpar a selecção existenteProlongar traços em linhas direitasProlongar o alcance angular com um gradiente de decaimentoExpandir a selecção existenteProlonga duração da cena pela duração da BVH (nunca encurta a cena)Expandir a selecçãoEstende os vértices ao longo das arestas mais próximas do cursorProlongar vértices e mover o resultadoExpandir VisilbilidadeNavegador de Recursos ExpandidoInformação detalhada sobre o iterador de objects do grafo de dependências (Aviso: Toda esta informação é a avaliada, não os IDs .blend originais)Expande a funcionalidade a operadores que manipulam ficheiros, como a adicionar suporte para arrastar e largarExpande o resultado gerado como um filtro de pós processamentoExtensãoFiltro de extensãoItem de ExtensãoRepositórios de ExtensõesRepositório de ExtensõesDefinições de ExtensõesEtiquetas de ExtensõesExtensõesExtensões BloqueadasDiagnóstico de ExtensõesDefinições de Etiquetas de Extensões e Filtros de RepositórioActualizações de ExtensõesRaio exteriorExterior e interiorExterno(a)Ficheiro .blend externo ao qual os dados estão vinculados.Contornos externosDados externosFicheiro externo empacotado no ficheiro .blendScript de sombreador externo deve possuir extensão .osl ou .oso, ou ser um nome de módulo.ExtraControlo ExtraDeformação ExtraControlos de Extremidades ExtraControlo IK ExtraCamadas IK ExtraOpções ExtraControlos de Início ExtraPassos extrasUtilizador ExtraInformação de diagnóstico extra e utilidades de apoio a programadores para extensõesRotação extra adicionada a rotação do objecto (durante o uso de rotações Euler).Rotação extra adicionada para a rotação do objecto (durante o uso de rotações em quaterniões).Escala extra adicionada para a escala do objecto.Passos extras para a resolução de funcionalidades especiais das torções (e / ou inclinações).Movimentação extra adicionada a localização do objecto.Extrair traços Grease Pencil de uma imagemExtrair um excerto de um texto de um texto maiorExtrair todas as cores usadas na imagem e criar uma paletaExtrair como SólidoExtrair a máscara como um objecto sólido com um modificador SolidificarExtrapolarExtrapolar movimentosExtrapola os intervalos.Extrapolar a curva ou prolonga-la horizontalmenteExtrapolaçãoExageradosFotogramas chave extremosFotogramas chave extremos seleccionadosExtrusãoContexto de ExtrusãoTipo de Manípulo de ExtrusãoExecutar extrusão em faces individuaisExtrudir ArestaModo de ExtrusãoExecutar uma extrusão apenas em arestasExecutar extrusão apenas em vérticesExtrudir PontoExecutar extrusão da regiãoExtrudir Pontos do TraçoExecuta uma extrusão na terminação da curva e permite mover o resultado.Extrudir cada face individual separadamente ao longo das normais locaisExecuta uma extrusão nas arestas e permite mover o resultado .Extrudir livremente ao longo de um eixoExecuta uma extrusão apenas em arestas individuais.Executa uma extrusão apenas em faces individuais.Executa uma extrusão apenas em vértices individuais.Extrudir região manifold ao longo das normaisExecuta uma extrusão da região e permite mover o resultado.Executa a extrusão da região das faces.Extrudir região em conjunto ao longo das normais locaisExtrudir região como um todo ao longo da normal médiaExecuta uma extrusão das extremidades seleccionadas das linhas em torno do ponto pivô e eixo de visão actual.Executa uma extrusão dos pontos de controlo seleccionados.Extrudir os pontos seleccionados e movê-los.Executa uma extrusão dos vértices seleccionados dentro de um círculo em torno do cursor, dentro da janela de visualização indicada.Extrude vértices seleccionados numa forma encaracolada em torno do cursor indicado na janela de visualizaçãoExecuta a extrusão dos vértices, arestas ou faces seleccionadas, repetidamente.Extrudir selecçãoExtrudir os pontos seleccionadosExecuta uma extrusão de vértices e permite mover o resultado.Extrudir, dissolver arestas cujas faces formam uma superfície plana e intersectam novas arestasExtrusãoOpção de Soltar PálpebraPré Definição Pálpebras SeguemCurvas-fGrupos de Curvas-FRepresentação de Alta qualidade de Curvas-FModificador de tipo de curva-fO modificador de curva-f possui definições inválidas e não será avaliado.O modificador de curvas-f é aplicado apenas na faixa de fotogramas especificada para ajudar no encadeamento dos efeitos de maneira separada (procedural).Nome do Modificador de Curva-FEfeitos do modificador de curva-f serão salpicados por um factor padrão.O painel de modificadores de curvas-f é expandido na interface de utilizador.Modificadores de curvas-fFiltrar curvas-f por nomeAmostra de curva-fA curva-f e seus fotogramas chave são ocultados dentro dos gráficos do editor gráfico.Caminho de dados de curva-f vazios, argumento inválido.Curvas-f definindo valores em um período de tempo.A curva-f está seleccionada para edição.Filtro de texto activo para as curvas-f.Modificador de curva-f '%s' não encontrado na curva-f.O modificador de Curva-F vai mostrar definições no editorCurva-f apenas possui modificadores-fAs definições de curvas-f não podem ser editadas.Curvas-FCurvas-f para controlar a influência das faixas e a temporização.Curvas-F neste grupoModificador-fOs modificadores-f podem gerar curvas também para estes.Número FProporção para os F-Stops (números menores fornecerão mais desfocagem, números mais altos fornecerão uma imagem mais nítida)Computa a distância ao ponto mais próximo bem como a sua posição e corF2Coloração F82Escalonamento geral para FBXEscala personalizada para FBXEscala das unidades FBXTipo de nó (objecto) FBX usado para representar armações do Blender (use a opção "Nulo" a não ser que haja problemas com outras aplicações, outras opções podem não importar perfeitamente de volta no Blender)Predefinições FFmpegDefinições FFmpegVídeo em FFmpegCodificador de áudio FFmpeg para usar.Codec FFmpeg usado para saída de vídeoAs definições relacionadas ao FFmpeg para a cena.Codificador de vídeo FFmpeg #1Item de filtroControlos FKFLACFLIPRácio FLIPFotogramas por segundoAmostras de Média de FPSBase de fotogramas por segundoFatorFacesTexto dos ângulos das facesÂngulos das facesÁreas das facesÁrea da Face e ÂnguloTexto das áreas das facesDe Frente Para CâmaraCentro da FaceColisões de facesEsquina da FaceDados das junções das facesTipos de dados de junções de faceMapeamento de junções das facesContagem de facesOmitir FacesDados das facesTamanho do ponto de faceFronteiras de Grupos De facesÍndice da faceInfluência de FacesDelimitar Circuito de FacesMapeamento das facesCondição de marca de faceNegação de marca de faceMarcações de facesModo de Selecção de FacesFace Mais PróximaPassos de Face Mais PróximaFaces VizinhasNormais das facesReverso de Orientações de FacesOrientações de Faces FrenteProjectar em FaceRetopologia de FaceSelecção de FaceConjuntos de FacesConjunto de Faces da Malha CompletaConjunto de Faces de Selecção em Modo de EdiçãoConjunto de Faces a Partir de MáscaraConjunto de Faces de VisívelConjuntos de FacesAuto-Máscarar Limite da Conjuntos de FacesEdições de Conjuntos de FacesConjuntos de Faces FKInicialização de Conjuntos de FacesConjuntos de Faces dos Pesos de BoleadoConjuntos de Faces dos Vincos das FacesConjuntos de Faces de Limites de Conjuntos de FacesConjunto de Faces de Partes SoltasConjunto de FacesConjuntos de Faces das Normais da MalhaConjuntos de Faces de Arestas AguçadasConjuntos de Faces de Costuras UVSuavizações de faceDividir as facesIntervalo entre facesIntervalos entre as facesForça das FacesModo de Força das FacesO limite angular da faceÁrea da face em espaço UVCentro das margens da faceDirecção da face definida por direcção dos ponteiros do relógio ou contrário (com face para cima ou para baixo)Face da EsquinaSelecção de faces - Shift + clique para múltiplos modos, Ctrl + clique expande a selecção.Máscara de selecção de faces para pintura.Modo de selecção de faceFacesFaces e Arestas por VérticesFaces são consideradas interface entre meios apenas quando têm diferentes direcções consecutivas. Dá resultados correctos enquanto a profundidade máxima de raios não for excedida. Têm um acréscimo significativo de consumo de memória comparado com o método rápido.Faces por ArestasAs faces colidem também, pode ser bem lento.Faces com este material comportam-se como se tivessem um determinado número de camadas na oclusãoFacetar normaisFaceamentoDesvio de FrontalidadeDe frente para câmaraDe frente para X negativoDe frente para Y negativoDe frente para Z negativoDe frente para X positivoDe frente para Y positivoDe frente para Z positivoDe frente para o eixo dominante da câmaraFatorFactor de azulFactor de densidadeTipo de Visualização de FactorFactor de verdeModo de FactorFactor de raioFactor de vermelhoFactor de repulsãoFactor de comprimento de descansoFactor de rigidez da viscosidadeFactor relativo adicionado tamanho do raio para limitar os efeitos da simulação de têxtilFactor entre variação de volume e alongamento.Factor pelo qual o tom é redimensionadoFactor pelo qual encolher o tecidoUm factor para controlar a precisão da manipulação das ilhas (quanto mais alto, melhores os resultados).Permite definir um factor para controlar a precisão da manipulação das ilhas (tipicamente, 0.1 deve ser suficiente, e valores mais altos podem tornar o processamento muito lento).Factor para a mesclagem de oclusão ambiente.Factor para precisão para as fronteiras dos limites de preenchimento, valores mais altos são mais precisos mas mais lentosFactor de tingimentoFactor de DesfoqueFactor de SimplificaçãoFactor do Simplificar usando algoritmo adaptativoFactor de OpacidadeFactor de dureza do traçoFactor da cor de tingimentoFactor para ajustar a largura do tijolo em linhas específicas, determinadas pela Frequência de DeslocamentoFactor para controlar a quantidade de desfocagem de movimentoFactor para determinar quanto o comprimento de segmentos individuais deve influenciar a curvatura computada final. Factores mais altos fazem segmentos menores influenciar menos a curvatura.Factor com o qual multiplicarFactor para usar ao escalonar o tamanho do pincel.Factor para redimensionar UVFactor a ser utilizado durante a aplicação dos dados na destinação (o comportamento exato dependerá do modo de mistura).Factor a usar durante aplicação de dados no destino (comportamento exacto depende do modo de mistura, multiplicado por pesos dos grupos de vértices quando definidos)Factor usado para misturar cores de vértices para obter cor finalPolinômio factorizadoArranque de FábricaApenas App-Template de Arranque de FábricaEsmaecerDuração do DesvanecimentoFactor de DesvanecimentoDesvanecimento de EntradaDesvanecimento de Entrada e SaídaDesvanecimento de SaídaTempo de esmaecimentoTipo de DesvanecimentoDesvanecer centroEfeito de desvanecimento usando a pré definição (geralmente faz com que a transição seja tão longa quanto a faixa de efeito)Desvanecer do início da faixa sob o cursor temporal até ao fotograma actualDesvanecer a partir do cursor temporal até ao final da sobreposição entre faixasDesvanecer entrada das faixas seleccionadasDesvanecimento de entrada, saída, tanto de entrada como saída, a partir de ou até ao actual fotograma. Pré definição é tanto de entrada como saídaDesvanecer a influência da opacidade do traçoDesvanecer a influência da espessura do traçoEsmaece a distância interocular para zero após o ângulo de corte fornecido.Desvanecer saída de um vídeo para entrada do outroDesvanecer saída das faixas seleccionadasDesvanecer traços em vez de cortar abruptamenteEsmaece os caminhos e chaves que estão mais distantes do fotograma actual.Desvanecer entrada e saída das faixas seleccionadasEsmaecer as peças com o tempo.Desvanecer a espessura do traço para cada traço geradoFaixas FalhadasFalha na alocação dos resultados da renderização. Não há memória suficiente.Falha ao adicionar o modificador alfa.Falha ao adicionar o modificador de cor.Falha ao adicionar o modificador de geometria.Falha ao adicionar o modificador de espessura.Falha ao criar buffer OpenGL fora-de-tela, %sFalha ao criar buffer OpenGL fora-de-tela: %sFalha ao criar uma janela compatível com o método de apresentação de tempo sequencial.Falha ao criar uma janela sem suporte a buffer quádruplo, é possível que haja cintilação ao redesenhar a janela.Falha ao obter caminho de adiçõesFalha ao abrir o ficheiro '%s'Falha ao abrir a janela !Falha ao ler ficheiro blend '%s': %sFalha ao resolver o caminho para a propriedade, tente ao invés disso, especificar manualmente usando um conjunto de inserção de chaves.Falha ao definir valorFalha na tentativa de alternar para o modo de tempo sequencial durante a amostragem em tela cheia.Nivelar PosiçõesNivelar TangênciaUtilizador virtualReverter para apor em vez de incluir blocos-de-dadosReservaCor de ReservaDecaimentoDecaimento ao Longo da Curva de CadeiaÂngulo de decaimentoCurva de decaimentoGradiente de DecaimentoPotência de decaimentoRaio de decaimentoRampa de DecaimentoForma de decaimentoTipo de decaimentoCoeficiente da curva de decaimento: 0 é linear, e valores mais altos correspondem a maior influência. Colocar a -10 para desactivar influência completamenteA curva de decaimento tenta formar um círculo a +1 em vez de uma parábolaDecaimento é computado ao longo da curva de ua cadeia, em vez de projectar sobre o eixo que conecta as pontas de início e fimDecaimento que é aplicado desde a ponta até à raiz de cada curvaTipo de decaimento para o modo de edição proporcional.Tipo de decaimento da emplumaçãoFalso quando a curva-f não pôde ser avaliada no passado, portanto será desprezada nas procedências das avaliações.Falso se houver alguma Camada, Compartimento ou Curva-F de legadoFalso quando a propriedade é um argumento opcional numa função RNAAletasLonginquidadeEspessura DistanteDistância de corte afastada da câmara sombraRápidaEdição rápidaAproximação GI RápidaMétodo Iluminação Global RápidaMétodo de aproximação de Iluminação Global rápidaNavegar rapidamenteEdição interactiva rápida através de integração nativa HydraMétodo rápido de mapeamento que funciona bem na maioria das situações, mas ignora a curvatura do B-Bone na pose de descansoRápido sem suporte para auto-intersecçõesSolucionador Rápido, algumas limitaçõesA mais rápidaAlgoritmo que funciona apenas em malhas manifold mas dá melhores resultadosFavorecer dados original ou curva de suavizaçãoFavorecer a chave direita ou esquerdaFactor de RepulsãoPlumasPontos de plumaPluma - Encolher ou estufar: %3fPluma - Encolher ou estufar: %sSaída de componentesConjunto de funcionalidadesPesos de FeiçõesDetecção de funcionalidades requer um fotograma de clipe válido.Informação de retornoCoeficiente de retorno para correcção de erro, a resposta média de tempo é de 1/retornoPésDistância SotaventoCampoMédia da InstruçãoFactor de campoMin & Max da InstruçãoDefinições de campoVariância da InstruçãoControlos de campos de forçaCampo de visãoCampo de visão para a lentes tipo olho de peixe.O campo origina de todos os vértices do objectoO campo origina do plano local XY do objectoO campo origina do eixo Z local do objectoO campo origina do centro do objectoO campo origina da superfície do objectoDefinições de campo para um objecto dentro da simulação física.Campo em GrelhaItem de Campo em GrelhaInstrução a ListarInstrução em Item de ListaCamposLutarDistância de lutaFicheiroFicheiro '%s' não pode ser aberto.Ficheiro '%s' não pode ser carregado.Final do ficheiroNavegador de ficheirosTipo de Exibição do Navegador de FicheirosModo de navegação de ficheirosFicheiro apagado fora do BlenderExtensões de ficheiroPastas de FicheirosFormato de ficheiroTipo de Encarregado de FicheiroFicheiro possui alterações não guardadasData de Modificação do FicheiroFicheiro modificado fora do BlenderFicheiro modificado fora e dentro do BlenderNome do ficheiroColisão de Nome de FicheiroSaída de ficheiroItem de Saída de FicheiroCaminho de ficheiroCaminho dos ficheiros:Caminhos de ficheiroTipo de Pré Visualização de FicheiroFiltro de Recurso de Selecção de FicheiroEntrada de Selecção de FicheiroID de Filtro de Selecção de FicheiroParâmetros de selecção de ficheiroTamanho do ficheiroSufixo do ficheiroComeço do ficheiroAbsolutoAutoCopiarDirectório PersonalizadoDirectórioPreencherCorresponderCaminhoModo de CaminhoRelativoRemoverURLVolumesEspaço de dados do navegador de ficheiros.O ficheiro não existeFormato de ficheiroO formato de ficheiro espera espaço de cor linearFormato de ficheiro para o qual exportar o esquema de UV.Formato de ficheiro para guardar as imagens renderizadas.Versão de formato do ficheiro em que o ficheiro .blend foi guardadoFicheiro está guardadoNome do ficheiroNome do ficheiro, sobrescrever existenteFicheiro não encontrado: '%s'Caminho de ficheiroCaminho de ficheiro para a imagem a reduzir o ruído, usa o caminho de ficheiro de renderização e intervalo de fotogramas da cenaCaminho de ficheiro para imagem a juntarCaminho de ficheiro para imagem juntaModo de ordenamento de ficheirosFicheiro %s muito grandeFicheiro escrito por um executável Blender mais novo: (%d.%d), espere por perda de dados !Navegador de Ficheiros/RecursosFicheiro:Ficheiro: %sIdname do FileHandlerParâmetros do navegador de ficheirosNome de ficheiroNome do ficheiro do filme ou ficheiro de sequência.Nome de ficheiro para o ficheiro de textoApenas nome de ficheiroDirectóriosCaminho usado para exportar o ficheiro.Caminho de ficheiro usado para importação do ficheiro.FicheirosPreencherPreencher terminaçõesCor de preenchimentoCaminho de cor de sobreposição de preenchimentoTeste de sobreposição de preenchimento de coresCaminho de cor de preenchimentoPreencher CurvaPreencher lacunasModo de preenchimentoDeslocamento de PreenchimentoPreencher opacidadePreencher regiãoPreencher usando arosRotação do PreenchimentoRegra de PreenchimentoEscala de PreenchimentoSolucionador de PreenchimentoAjuste de preenchimentoTipo de preenchimentoPreencher um circuito de arestas com facesPreencher área com cor em gradientePreencher área com textura de imagemPreencher área com gradiente radialPreencher área com uma cor sólidaPreencher enquadramento câmara, passando para fora do limitePreencher terminações para curvas perfiladasPreenche a cor para a imagem gerada.Preencher uma grelha a partir de dois circuitosPreencher buracos após cortar a máscaraPreencher buracos (circuitos de arestas delimitadoras)Preencher a máscara se não houver nada já seleccionadoPreencher no corte.Preencher area internaPreencher área invertidaPreencher nova quadrícula com imagem geradaPreencher apenas áreas visíveis na janela de visualizaçãoRegra de preenchimento para o solucionador de preenchimento DelaunayPreencher as entradas de intervalo Min/Max pela distância mínima e máxima entre os objectos de malhas seleccionados e o objecto fonte (um objecto especificado pelo utilizador, ou a câmara activa)Preenche a camada de cores de vértices activa com a cor actual de pintura.Preenche o grupo de vértices activo com as influências de peso da pintura actual.Preencher quadrícula actual com imagem geradaPreenche a imagem com uma grelha para o teste de mapas UV.Preenche a região separadaPreenche a máscara inteira com um determinado valor, ou inverter seus valores.preencher com uma cor específicaPreencher com cor a forma formada por traçosBolear CurvaPreenchimentosPreenche a tela de ponta a ponta, recortando se necessário, mantendo a proporçãoFilmeFilmic LogFilmic sRGBFilmlikeFiltrarFiltra por ficheiros Blender (.blend)Filtrar AcçõesFiltrar Acções a serem exportadasFiltrar AdiçõesFiltra por ficheiros do tipo AlembicFiltrar ÂnguloFiltrar Tipos de RecursosFiltrar por ficheiros BlenderFiltrar Ficheiros de Cópia de Segurança BlenderFiltrar por identificadores BlenderFiltrar Pincéis por FerramentaFiltrar ExtensõesFiltrar Extensões por Etiqueta e RepositórioFiltrar Marcas de FacesFiltrar ficheirosFiltrar por pastasFiltrar PastasFiltrar por fontesFiltrar LustroFiltrar Tipos de IDFiltrar por imagensFiltros combinadosFiltrar por vídeosNós de filtroFiltra ficheiros OBJFiltrar ObjectosFiltrar ficheiros de volume OpenVDBOrdem de FiltragemFiltrar PythonFiltrar ficheiros PythonFiltrar por scriptsDefinições de FiltroTamanho do filtroFiltrar por sonsFiltrar por textosAjuste fino dos filtros para seleccionar rastreamentos problemáticos.Tipo de filtroFiltrar ficheiros USDFiltrar grupos de vértices para mostrarFiltrar VolumeLargura do filtroFiltro de adições por categoriaFiltrar ficheiros de arquivoFiltrar recursos por nomeFiltrar ficheiros de backup .blendFiltro com base em associação de teclaFiltro com base no nome do operador.Filtra por ficheiros btxFiltrar por nomeFiltrar por RepositórioFiltrar por TipoFiltrar por nome da adição, autor e categoriaFiltrar por nome da extensão, autor e categoriaFiltrar por nome de grupo de camadasFiltrar por nome ou etiqueta, suporta símbolo "*"Filtrar extensões por repositórioFiltrar linhas de feição com base em marcações de faces de fronteiraFiltrar linhas de feição usando marcações de faces de FreestyleFiltra por pastas.Filtra por ficheiros de fonte Filtra por ficheiros de imagemMétodo de filtragemFiltra por ficheiros de filmeTamanho de filtragem do desfoque de visibilidade (Obsoleto)Filtra por ficheiros de somForça de filtroFiltra por textos.Filtra por ficheiros de textoFiltro a ser aplicado à máscaraFiltrar o IU por etiquetasFiltro para passagens combinada, difusa, lustro, transmissão, sub-superfícieFiltrar os rastreamentos que possuem picos que pareçam estranhos nas curvas de movimento.Collecção FiltroFiltrosFiltros para remover linhas dos dados mostradosFinalMatriz final 4x4 após aplicação de restrições e controladores no espaço de objecto armaçãoTamanho Final de ArmazenamentoImagens FinaisRenderização FinalMatriz Final do MundoÚltimo fotograma da máscara (usado para o editor de sequências).Último fotograma da faixa de renderização ou reprodução.Fotograma final do intervaloConfiguração final de atalhos de teclado que combina mapeamentos das configurações activa com as das adições, e pode ser editada pelo utilizadorValor de transformação final para objecto ou osso.Finalizar ScriptsEncontrarProcurar e SubstituirPesquisar tudoEncontrar FicheiroEncontrar Operações de ConectarLocalização de textoPesquisar todo o textoEncontra todos os ficheiros dentro do caminho de pesquisa (não apenas os que faltam).Encontrar fronteira de regiões não preenchidas em vez de preenchidasEncontrar arestas nas fronteiras entre grupos de faces com o mesmo valor de IDEncontrar grupos de vértices mais próximos que certa distância e fundi-losEncontrar na PastaEncontrar em TextoEncontrar posição de amostragem na curva usando distância a partir do inícioEncontrar posição de amostragem na curva usando um factor do comprimento totalLocaliza o texto especificado.Localiza o texto especificado e o define como seleccionado.Encontrar o ponto mais próximo na superfície para o ponto raiz de cada curva e mover a raiz até ao mesmoEncontrar o controlo na posição do da osso de cauda e usar-lo para reconectar DESTINO ou quaisquer restrições sem sub-destino ou spec de reconexão atribuídosEncontrar elemento de uma geometria mais próximo de uma posição. Semelhante ao nó "Índice do Mais Próximo"Determinar a posição das pontas usando um factor do comprimento de cada splineDeterminar a posição das pontas usando uma distância a partir do início de cada splineEncontra o número mínimo de passos, ignorando a distância espacial.Encontrar o elemento mais próximo dentro de um grupo. Semelhante ao nó "Amostrar Mais Próximo"Encontrar o número de vezes que um excerto de texto ocorre noutro excerto e a posição da primeira ocorrênciaEncontrar o caminho mais curto ao longo de arestas da malha, entre vértices terminais seleccionados , com custo por aresta personalizávelEncontrar/SubstituirPermite fazer um ajuste fino do mapeamento da textura, nas localizações X, Y e Z.Terminar Operação ao libertar botãoTerminandoVolume FinitoFinlandês - SuomiFogoFogo e fumoPrimeiroTipo do Primeiro ManípuloPrimeiro PontoÍndice do Primeiro PontoPrimeiro valor do intervalo da invisibilidade quantitativa.Primeiro objecto de corpo rígido para ser restringido.Primeiro coeficiente de distorção radial de quarta ordem Brown-ConradyPrimeiro coeficiente de distorção tangencial de segunda ordem Brown-ConradyPrimeiro coeficiente de distorção de divisão de segunda ordemPrimeiro coeficiente de distorção de divisão de segunda ordem.Primeiro coeficiente de distorção tangencial NukePrimeiro coeficiente ou distorção radial de terceira ordem polinomial.Primeira cor usada para o efeitoPrimeiro ponto de controle de spline cúbica entre velocidades min/maxPrimeiro fotograma a partir da acção para usar.Primeiro fotograma da animação de caminho.Primeiro fotograma da acção para usar.Primeiro fotograma da linha de tempo da acçãoPrimeiro fotograma da máscara (usado para o editor de sequências).Primeiro fotograma da faixa de renderização ou reprodução.Fotograma inicial do intervaloPrimeiro fotograma do segmentoPrimeiro fotograma a transferirPrimeira entrada da faixa de efeito.Primeiro fotograma chave usado para inicialização da reconstrução.Primeiro ficheiro empacotado da imagem.Primeiro ponto da captura de ecrã em coordenadas de ecrãTenta deslizar primeiramente as plumas ao invés dos vértices.Nome do primeiro grupo de vértices.Equidistante para olho de peixeSólido equivalente ao olho de peixeLentes olho de peixePolinomial Lente Olho de PeixePolinomial Olho-de-PeixePolinomial Olho-de-Peixe K1Polinomial Olho-de-Peixe K2Polinomial Olho-de-Peixe K3Polinomial Olho-de-Peixe K4EncaixarEncaixar em uma curvaEncaixar no comprimentoMétodo de ajusteTipo de encaixeEncaixar visualizaçãoFazer caber imagem inteira dentro do enquadramento da câmaraEncaixa o fotograma para a janela de visualização.Encaixa a imagem de plano de fundo para a visualização.Encaixa os objectos duplicados em uma curva.Ajustar a SeleccionadosEncaixar para a altura do sensor.Encaixa para a largura do sensor.Encaixa para a largura ou altura do sensor dependendo da resolução da imagem.Ajusta os limites da imagem dentro da tela, evitando recortes e mantendo a proporçãoAjustarArranjar PolosCorrigir CisalhamentoConserta grandes saltos e inversões dentro das rotações de curvas dos Eulers seleccionados, provenientes de valores de rotação sendo limitados durante a geração de físicas.Fixar a CâmaraFixoAlternativo fixoContagem fixaFotograma FixoPosição fixaGrelha de bandeiras do domínio do fluidoEtiquetasChamaGrelha de chamasTaxa de chamasRetalhosFlashDestacar ao TransferirVídeo em formato FlashDestacar o object destino ao transferir modoAchatarNormais de Esquina PlanasFaces PlanasSombreamento PlanoUm plano X e Y liso ou achatado.Formas perimétrica aberta planaNivelamentoAchatarAchatar Hierarquia de OssosAchatar Hierarquia de Ossos. Útil em caso de matriz de transformação não decomponível.Achatar hastesAchatar toda a hierarquiaAchatar Hierarquia de ObjectosAchatar Hierarquia de Objectos. Útil no caso de matriz de transformação não decomponívelAchata os ângulos dos pontos seleccionados.Achata os ângulos dos vértices seleccionados.Achata as hastes para uma transição mais suave.Achatar as faces seleccionadas.Distância de fugaFoge para esta distância.InverterInverter eixosInverter EfeitoInverter FacesInverter os nomes de gruposInverter horizontalmenteInverter MatCapModo de InversãoInverter NomesInverter as normaisDeslocamento de espelhamento em UDeslocamento de Inversão em VInverter verticalmenteInverter XInverter YInverter matriz sobre sua diagonal, transformando colunas em linhas e vice-versaInverter imagem ao longo de um eixo definidoVira a direcção das coordenadas UV dentro das faces.Trocar direcção do atributo de cores da esquina da face dentro das facesInverter efeitoTrocar cores de preenchimentoInverter imagemInverter imagem horizontalmenteInverter imagem verticalmenteInverte as normais das faces torneadasVira no eixo X.Vira no eixo Y.Vira os valores de quaterniões para conseguir as rotações desejadas, enquanto mantém as mesmas orientações.Vira os fotogramas chave seleccionados sobre a linha de espelhamento seleccionada.Inverte a imagem de plano de fundo horizontalmente.Inverte a imagem de plano de fundo verticalmente.Inverte a direcção das normais das faces seleccionadas (e de seus vértices).Inverter a imagemInverter imagem horizontalmenteInverter imagem verticalmenteInverte os eixos X e Y da textura.Vira os tempos dos fotogramas chave seleccionados usando o fotograma actual como linha de espelhamento.Vira os tempos dos fotogramas chave seleccionados usando o primeiro marcador seleccionado como ponto de referência.Vira os tempos dos fotogramas chave seleccionados, efetivamente revertendo a ordem na qual eles aparecem.Alternar para a baseAlternar para o topoVira os valores dos fotogramas chave seleccionados (por exemplo, os valores negativos tornam-se positivos, e vice-versa).Inverte os valores dos fotogramas chave seleccionados usando o valor do cursor (componente Horizontal / Y) como a linha de espelhamento.Inverte os nomes dos grupos de vérticesInvertidoInvertido no eixo XInverte (e corrige) os sufixos dos eixos dos nomes dos ossos seleccionados.Inverte a direcção do corteInverter tesselação dos quadriláteros seleccionadosPonto flutuanteSequência de Pontos FlutuantesAtributo FloatValor de Atributo FloatBuffer em ponto flutuanteAtributo de Cor FloatValor Float de cor em atributo de geometriaFlutuante em CurvaPixeis em ponto flutuante dos íconesPixeis em ponto flutuante das imagensConector de nó de ponto flutuanteInterface de conector de nó de ponto flutuanteValor FlutuanteAtributo Vector FloatValor vecrir de float em atributo de geometriaFlutuante em InteiroValor flutuanteAtributo Float2Valor de Atributo Float2Região FlutuanteMatriz de ponto flutuanteRotação por quaterniões float pointConector de número de ponto flutuante de um nóValor em ponto-flutuanteValor float-point em atributo de geometriaBandoPreenche o fluxo da malha com as definições de detalhes seleccionadas.PisoRestrição de PisoLocalização do pisoModo de ChãoFluxoComportamento do FluxoDefinições de fluxoOrigem de FluxoTipo de fluxoFluidoColecção de FluidoDensidade de FluidoFluxo do FluídoPeso do efector de fluxo de fluidoInteracção de fluidosModificador FluídoPredefinições de fluidoVelocidade de FluídoDefinições de domínio de fluídoDefinições de fluxo do fluídoFluído tem uma velocidade inicial quando é emitidoO raio para a interação dos fluidos.Densidade de descanso do fluido.Modificador para simulação de fluidosFluirFlui os dados editados, propagando-os a partir dos modos de edição activos.VooVoar e AndarFactor de Velocidade de VooModo de VooModo de voo quando as mãos estão trocadasEspumaEspuma + BolhasCobertura da espumaEsmaecer espumaNome da camada de espumaPartículas de espuma e bolhas são gravadas no mesmo sistema de partículasComprimento focalOsso de FocoDistância de focoObjecto de focoRegião do focoIncandescência de nevoeirosPasta onde colocar texturas. Relativa ao ficheiro .gltfPasta na qual procurar ficheiros de imagemPropagarSeguir B-BoneSeguir formatações das curvasSeguir líderSeguir caminhoRestrição - Seguir caminhoRestrição "Seguir caminho" não encontrada.Seguir PreferênciasSeguir CenaSeguir rastroRestrição - Seguir rastroSeguir as UVs de quadriláteros activos ao longo de circuitos de faces contínuosSegue uma revoada ou um objecto atribuído.Propaga o fotograma actual nos editores.Seguir bifurcações na cadeia de ascendentes/descendentesSegue o líder em uma linha.Seguir cursor do ratoSeguir apenas rotação do objectoSeguir formato dos segmentos B-Bone ao calcular posições das Cabeças/CaudasSeguir o traçado do traço e rotação do objectoSeguir a curvatura do traçoSegue este objecto ao invés da revoada.FonteFonte em negritoFonte em negrito e itálicoFonte em itálicoConector de Nó de FonteInterface De Conector De Nó de FonteTamanho da fonteEstilo de fonteFonte não empacotadaFonte do texto. Recai na fonte do interface do utilizador por defeito.Tamanho da fonte em pontosTamanho de fonte usada para mostrar a legendaTamanho da fonte para usar enquanto mostra o texto.Conector de fonte de um nóFontesDirectório de fontesPivot de PéFilmagemDefinições de filmagemRodapéEntrada Para Cada Elemento GeométricoPara Cada Item de Elemento GeométricoSaída Para Cada Elemento GeométricoZona Para Cada Elemento GeométricoPara objectos Grease Pencil, aplicar o modificador a todos os fotogramas chavePara os caminhos de pose de ossos, usar a localização da cabeça do osso enquanto calcula este caminho.Para as curvas RGB, a cor na qual o preto está mapeado.Para as curvas RGB, a cor na qual o branco está mapeado.Para a árvore de cinemática inversa: O peso do controlo de orientação para este alvo.Para a árvore de cinemática inversa: O peso do controlo de posição para este alvo.Para determinado vector incidente A, e normal de superfície B, e rácio de índices de refracção IOR, refractar retorna o vector de refracção, RPara todas as texturas WebP, criar uma textura de reserva PNGApenas para compatibilidade retroativa.Para os caminhos de movimento dos ossos, pesquisa toda a acção presente nos fotogramas chave em vez de pesquisar apenas no grupo de nome correspondente (é mais lento).Para projeção em caixa, a quantidade de mescla para usar entre os lados.Para canais com extrapolação cíclica a inserção de fotogramas chave é automaticamente remapeada dentro do intervalo de tempo, e mantém pontas em sincronia. Novas curvas adicionadas a acções com Intervalo de Fotogramas Manual e Animação Cíclica são automaticamente tornados cíclicos.Para colisores participando em simulações físicas, controlar que nível da lista de modificadores é usada como superfície de colisãoPara restrições com nomes formados como 'base@bonename', usar a parte após '@' como novo como novo sub-alvo após todos os ossos serem criados. Usar '@CTRL', '@DEF' ou '@MCH' para substituir simplesmente o prefixoPara cada compartimento de acções, uma lista de canais de animação destinados para esse compartimentoPara ficheiros com muitos fluxos de filme, usar o fluxo com o Índice determinado.Para bibliotecas com revogações criadas, mostrar os valores revogados que são definidos/controlados automaticamente (por exemplo para fazer com que utilizadores de um bloco-de-dados revogado apontem para os dados revogados, e não os dados vinculados originais)Para objectos malha, fundir coordenadas UV que partilhem um vértice para ter em conta a imprecisão de alguns modificadoresPara malhas com modificadores aplicados, a coordenada do vértice sem modificadores de deformação aplicados, como utilizada para coordenadas de textura geradas.Para a multirresolução, mostrar a resolução mais baixa durante a navegação da visualização.Para texturas que usam nós como base, permite definir o nó de saída utilizado.Para sistemas reatores, o índice de sistema de partículas sobre o objecto alvo.Para sistemas reatores, o objecto que possui o alvo de sistema de partículas (vazio caso seja o mesmo objecto).Para fotogramas chave seleccionados, seleccionar qualquer combinação da própria chave e os seus manípulosPara templates, previne o utilizador de remover operações pré definidas (NÂo USADO)Para transmissão transparente, manter superfícies com rugosidade acima do limite opacoForçaForçar EixoForçar Omissão do Reverso de FacesColecção de ForçaForçar a conexão com as criançasForçar apagamentoDecaimento de ForçaCampos de forçaCampo de força 1Campo de força 2Definições de campos de forçaCampos de forçaForçar IntersecçõesForçar Manter Canais para ObjectosForçar Manter Canais para OssosForçar RecarregarForçar QuadraturaForçar o início e final do CJ de inserção de chavesForça um recarregamento total da tradução da interface de utilizador.Força a conexão dos ossos crianças aos seus parentes, mesmo que as posições de suas cabeças ou bases computadas não combinem (pode ser útil com armações do tipo "puras junções").Peso de influência do efetor força.Forçar exportação de animação em todos os objectos. Potencialmente útil na presença de restrições ou controladores. Também útil na exportação apenas selecçãoForça a exportação de ao menos uma chave de animação para todos os ossos (necessário com algumas aplicações externas que são o alvo da exportação, como "Unreal Engine 4").O campo de força baseado numa texturaCampo de força do domínio de fluídoA força é absorvida pelos objectos de colisão.ID carregado forçosamente será etiquetado como vinculado indirectamente (usado no contexto de recarregamento)Forçar recarregar a imagem se já estiver aberta noutro sítio no BlenderForça a visualização da curva para se encaixar em um limite definido.Forçar a visualização da curva a encaixar num limite definidoForçar utilização deste valor de centro (quando definido)O campo de força é embasado no potencial de Lennard-Jones.Campo de força depende da velocidade das partículas.ForçasForça o Rigify a apagar e reconstruir todos apetrechos da rig. Por defeito, manipuladores já existentes serão reutilizados para facilitar edição manualForça toda a informação vinculada a ser considerada vinculada directamente. Para contornar problemas/limitações no BAT (Ferramenta de pipeline do Blender Studio)Força o uso de junção e separação automáticasPrimeiro PlanoCor de primeiro plano do ícone de Correcção de ErrosCor de primeiro plano do ícone de ErroCor de primeiro plano do ícone de InformaçãoCor de primeiro plano do ícone de OperadorCor de primeiro plano do ícone de PropriedadesCor de fundo de ícone de AvisoBifurcadoForma das CurvasFormatoPredefinições de FormatoFormatar TextoItem de Formatação de TextoFormato de mídia com múltiplas visualizações.Formato do código de tempo mostrado quando não se exibe temporização em termos de fotogramasFormato usado para guardar novamente este ficheiro.Texto formatado de extensões suportadas pelo encarregado de ficheiros, cada extensão deve começar com um "." e ser separado por ";". Por exemplo: ``".blend;.ble"``Sorte (pode ter melhor aparência, menos preciso)Para frenteEixo - Para frenteRastreamento De Luzes (Forward Path Tracing)Frente/TrásFournier-ForandFournier-Forand função de fase, usada para a dispersão de luz em ambientes subaquáticosQuarto coeficiente de distorção radial de quarta ordem Brown-ConradyFractalMovimento fractal browniano, usa o ruído browniano como base.Algoritmo de ruído fractal.Factor de aleatorização de fractal.FracçãoModo FracçãoObstáculos FraccionáriosObstáculos fraccionários melhoram e suavizam a fronteira fluído-obstáculoFotogramaVelocidade Baseada em FotogramasDescarte de fotogramasFotograma finalInterpolação de FotogramaFotogramas travadosMapa de fotogramas novoMapa de fotogramas antigoMétodo de fotogramasNós de fotogramaNúmero do fotogramaNúmeros dos fotogramasDeslocamento de fotogramaSobreposições de FotogramaFaixa de fotogramasTaxa de fotogramasPredefinições de taxa de fotogramasRelativo aos fotogramasEscalonar fotogramasEnquadrar SeleccionadoSelecção de Fotograma no Plano de AnimaçãoFotograma inicialIntervalos de fotogramasFotograma no qual a simulação acabaFotograma no qual a simulação começaFotograma sendo mostrado actualmente para esta camada.Fotograma para chaves absolutas.Fotograma está seleccionado para edição na tabela de animação.Número de fotograma em que o marcador está chaveado com fotogramas chave.Número de fotograma da faixa de entradaNúmero do fotograma de fotograma chave imediatamente após o fotograma actual.Número do fotograma de fotograma chave imediatamente antes do fotograma actual.Número do fotograma da faixa de entradaNúmero do fotograma para iniciar a emissão de partículas.Número de fotograma para interromper a emissão de partículas.Fotograma da acção referenciada para avaliar.Afastamento de fotograma que será usado quando carregar a simulação do armazenamento. Não é tido em conta durante o pré cálculo da simulação, apenas quando a carregar.Fotograma no qual a simulação irá iniciar.Fotograma no qual a simulação começa (primeiro fotograma pré calculado)Fotograma no qual a simulação será interrompida.Fotograma em que a simulação pára (último fotograma pré calculado)Reprodutor de fotogramas da IRIDASReprodutor de fotogramas RV da Tweak SoftwareO fotograma no qual a influência do modificador termina (caso uma faixa restrita de intervalo de fotogramas esteja em uso).Fotograma no qual a influência do modificador termina (caso aplicável).O fotograma no qual a influência do modificador inicia (caso uma faixa restrita de intervalo de fotogramas esteja em uso).O fotograma no qual a influência do modificador inicia (caso aplicável).Enquadrar a propriedade so o cursor no Editor de GráficosEnquadrar a totalidade da sequência da propriedade, em vez de apenas o índide sob o cursorFotograma no qual este ponto de controlo ocorre.Fotograma no qual terminar renderização da animação. Se não especificado, assume-se o fotograma final da cena. Só deve ser especificado ao renderizar uma animação.Fotograma para inserir um fotograma chaveFotograma no qual começar renderização da animação. Se não especificado, assume-se o fotograma inicial da cena. Só deve ser especificado ao renderizar uma animação.Fotograma no qual interromper a propagação de fotogramas (para o modo de "fotograma anterior").Fotograma onde a chave será adicionadaFotograma ao qual as faixas seleccionadas serão atraídasFotograma no qual as faixas seleccionadas serão cortadasFotograma em que termina o pré-cálculoFotograma em que inicia o pré-cálculoFotograma: %d / %dFotograma: - / %dFrameCyclerBase para divisão da taxa de fotogramas por segundoTaxa de fotogramas, expressa em fotogramas por segundo.FotogramasFotogramas posterioresFotogramas anterioresLimite de fotogramasFotogramas em intervalo absoluto do fotograma da cenaFotogramas no intervalo relativo aos fotogramas chave do Grease PencilFotogramas por segundoFotogramas para inserir após a faixa actual.LivreEixo livreLibertar Simulação de Fluido InteiraLibertar Dados de FluídosLibertar Guias de FluídosLibertar Malha de FluídosLibertar Ruído de FluídoLibertar Partículas de FluídoManípulo LivreManípulo Livre SeleccionadoCodificador feito em software livre, para áudio sem perdasLibera a geração e gravação, em vez de gerá-la.Bloco de anotações de rascunho a mão livre.Curvas a mão livre definindo partes dos rascunhos.Curvas livres que definem o rascunho deste fotograma.FreestyleAlfa FreestyleAnimação FreestyleCor FreestyleGeometria FreestyleLinha FreestyleFreestyle - Conjuntos de linhasFreestyle - Estilos de linhasFreestyle - Estilos de linhasMarcações FreestyleMódulo FreestyleDefinições FreestyleTraços FreestyleTextura FreestyleEspessura FreestylePermite definir o estilo das linhas Freestyle, as definições são reutilizáveis por múltiplos conjuntos de linha.Definições Freestyle para um datablock de ViewLayerFreestyle: Carregando malha...Freestyle: Renderização de traços...Freestyle: Criação do mapa de visualização...Novo(a)SuavizarCongelar OmissãoCongelar operadorCongelar limites de omissão da vistaFrancês - FrançaisFrequênciaLimite de Frequência (Hz)Frequência do ruído tipo Perlin.FresnelTipo de FresnelCondutor fresnel com base no índice de refracção complexo por canal de corMétodo de fresnel usado para colorir o metalBiblioteca FriBidiFricçãoFactor de fricçãoFricção para colisões de têxteisForça de atrito caso alguma colisão tenha ocorrido (maior = menos movimento).Fricção em contato consigo mesmoAmigasFrisarDeDo ActivoA Partir do Fotograma ActualA partir de envelopesDo InstanciadorDa EsquerdaA partir do máximo de XA partir do máximo de YA partir do máximo de ZA partir do mínimo de XA partir do mínimo de YA partir do mínimo de ZA partir da misturaDo ModoDo NóDa DireitaConector de OrigemDo nó activoA partir de um objecto com formato elíptico (formato definido pelas dimensões da caixa circundante, com uso opcional de alvo).A partir do nóDo nó conectado para o nó seleccionadoA conector a partir deDo conector conectado para o nó seleccionadoDo primeiro fotograma chave ao últimoDesde o primeiro fotograma seleccionado até ao últimoFrenteFrente (X-Z)Apenas as faces frontaisDecaimento de Face-FrontalFrente e trásCombustívelCompletoHierarquia de Colecções CompletaCópia completaNome completo do ID no ficheiro .blend biblioteca (incluindo os dois caracteres 'tipo de ID')Caminho da Biblioteca CompletoNome CompletoCaminho CompletoCódigo de tempo SMTPE completo (formato é HH:MM:SS:FF)Amostragem completaFusão total por distânciaCaminho completo para o ficheiro Blender que contém o recurso activoPrecisão totalPrecisão total para renders finais, caso contrário meia precisãoResolução TotalNó FunçãoDifusão durante as colisões, os altos valores tornam o manuseio da colisão mais rápido, mas menos estável.ImprecisãoGGXGGX com correcção adicional tendo em conta dispersão múltipla, preserva energia e previne escurecimento inesperado com alta asperezaLimite de textura GLGLSLGPUBackend de GPUComputação por GPUInstâncias GPUSubdivisão GPUBackend de GPU a usar (é necessário reiniciar o Blender para que as alterações tenham efeito)Camada de Grease PencilPaleta de Grease PencilAditivoAerógrafoTodosAncoradoAtenuação automáticaTrásAmbosRessaltarPose de TransiçãoTipo de PincelTipo de TerminaçõesCircularClonarModo de EncerramentoSimultâneoCúbicaCurvaPersonalizadoDissolverDissolver EntreDissolver Não SeleccionadosPontosArrastar PontoAtenuação de EntradaAtenuação de Entrada e SaídaAtenuação de SaídaAtenuaçãoElásticaExponencialExpandirExageradasPreenchimentoEstilo de preenchimentoFiltrar por TipoChatoGeradosAgarrarGradienteIluminadoIluminado (Formas Contidas)TremulaçãoFotograma ChaveTipo de Fotogramas ChaveFotogramas ChaveLinhaLinearModo de MaterialMisturarModoMantenimento de MovimentoNovo(a)NenhumaBeliscarPontoEmpurrarQuadráticaQuárticaQuínticaRaioAleatorizarRedondoSequencialSombreamentoFiltragem de Região em SombraSinusoidalSuavizarLisoEspaçoPassosForçaTraçoMétodo de TraçoModo de TraçoEstilo de TraçoTexturaEspessuraTorcerTipoOndaDefinições de escultura para Grease PencilTextura GaborGanhoGamaUsar correcção de gamaFaixa de Transição de Desvanecimento GamaEspaço1° Vão2° Vão3° VãoFecho de AberturaPermite definir o espaço da sucessão das frequências entre as lacunas.Intervalo entre frequências sucessivas. Profundidade deve ser maior que 0 para que este valor tenha efeito.DescarteMáscara LixoGásGaussianoEfeito de Desfoque GaussianoFaixa de Desfoque GaussianoEfeito de desfoque gaussianoFiltro gaussianoGeralValor geral de massaOperações gerais de gestão de blocos-de-dadosFricção geral da mídia para movimentos pontuais.Propriedades gerais para ferramentas de escultura dos traços de Grease PencilDefinições geraisTipo geral do atributoGerarGera valores de inserção intra-fotogramas para interpolação suavizada entre os fotogramas de Grease Pencil.Gera as previsões internas (para materiais, texturas, imagens, etc.).Gerar espumaGerar ruído GaborGerar Curvas de CabeloGerar Desenho de Linhas a partir de geometria da cenaGerar traços de Desenho de Linhas da fonte seleccionadaGerar normaisGerar coberturaGerar Mapa de PulverizaçãoGerar UVsGerar ruído Worley baseado na distância a pontos aleatórios. Tipicamente usado para gerar texturas como pedras, água ou células biológicasGerar uma spline Bézier 2D a partir dos pontos de controle e manípulos dadosGerar uma rede de nós MaterialX que represente os materiaisGerar um mapa UV com base em arestas costuraGera uma imagem em branco ou vazia.Gerar um desfoque tipo bokeh semelhante a Desfocar. Ao contrário do Desfocar, a região focada é definida no CompositorGerar uma textura em xadrezGerar um anel circular de arestasGerar um cone MalhaGerar uma malha paralelepipédica com dimensões e subdivisões dos lados variáveisGerar uma curva a partir de uma malhaGera uma curva usando um polinômio factorizado ou expandido.Gera uma curva usando funções matemáticas padrão como seno e co-seno.Gerar um cilindro malhaGera um mapa UV padrãoGerar um volume denso com um campo que controla a densidade a cada voxel da grelha com base na sua posiçãoGerar um gradiente de mapa de sujidade com base em cavidadesGerar um valor de factor (de 0.0 a 1.1) entre o tempo de início e tempo de fim da cena, usando uma curva de mapeamentoGerar uma esfera de volume de nevoeiro em torno de cada pontoGerar um conector de entrada de nóCriar uma malha na "superfície" de um volumeGerar uma malha na "superfície" de um grelha volumétricaGerar uma malha no plano XY com faces no interior da curvaGerar um vértice de malha para cada ponto da nuvem de pontosGerar passagem Cryptomatte mais precisaGerar uma superfície de oceano em movimentoGera uma nova superfície com uma topologia regular que segue o formato da malha de entrada.Gerar um vector normal e um produto escalarGerar um conector de saída de nóGerar um parágrafo de texto com a fonte especificada, usando uma instância de curva para armazenar cada carácterGerar uma normal com perturbações de uma textura de alturas para mapeamento de rugosidade. Tipicamente usado para falsear superfícies de elevado detalheGerar normais com perturbações a partir de uma imagem com mapa de normais em RGBGerar um substituto (ID vazio) se não encontrado nos ficheiros bibliotecaGerar uma malha planar no plano XYCriar uma nuvem de pontos amostrando posições ao longo de curvasGera uma nuvem de pontos a partir dos vértices de um malhaGerar uma nuvem de pontos a partir dos voxels activos da grelha de volumeGerar uma nuvem de pontos com posições e raios definidos por camposGerar um arco de spline poliGerar um círculo em spline poliGerar uma spline tipo polilinha para cada spline inseridaGerar uma spline polilinha em forma de parábola com a posição dos pontos de controleGerar uma spline poly em forma espiralGerar uma spline polilinha em forma de estrela conectando pontos alternados de dois círculosGerar uma spline polilinha com dois pontosGerar polígono com quatro pontosGerar uma textura de céu procedimentalGerar uma textura procedimental que produz tijolosGerar uma textura de cor psicadélicaGerar um inteiro aleatorizado usando o valor fornecido como sementeGerar uma referência a uma geometria a cada um dos pontos fornecidos, sem duplicar a informação subjacenteGerar rig a partir da armação metarig activaGerar controlo de dedo do pé IK separado para melhor atracção IK/FKGerar um controlo deslizante para pivotar inclinação frontal de calcanhar na ponta, em vez de na base do dedo do péGerar uma malha esférica composta de triângulos de tamanho igualGerar uma malha esférica com quadriláteros, excepto triângulos nos pólos superior e inferiorGerar representação textual de um valor numérico fornecidoGerar uma direcção tangente para o BSDF AnisotrópicoGerar cadeia de controlo FKGerar um encadeamento de controlo FK para o tentáculoGerar um grupo OBJ por cada parte da geometria que usa um material diferenteGerar um sombreador OSL a partir de um ficheiro o Bloco-de-Dados de texto. Nota: Sombreadores OSL não são suportados em todos os modelos de computação no GPUGerar um sombreador de pré visualização de superfície aproximado a partir de uma rede de nós Principled BSDFGerar um número arbitrário de cópias de cada elemento fornecidoGerar e exportar script Mantaflow das definições actuais do domínio durante o pré cálculo. Apenas necessário se pretender analisar o armazenamento (por exemplos ver grelhas, vectores de velocidades, partículas) directamente no Mantaflow (fora do Blender) após pré calcular a simulação.Gerar cáusticas aproximadas nas sombras e superfícies refractivas. Emissores de luz e receptores devem ter opções de cáusticas de sombras activas para obter resultados.Gera pré visualizações de ficheirosGerar normais ponderadas pelo ângulo dos cantosGerar traços com estilo de linha ponto-traçoGerar normais ponderadas pela área da faceGerar linhas de feição para esta colecçãoGerar linhas de feições para os dados deste objectoGerar memória temporária ponto flutuanteGera a máscara de espuma como um canal de cores de vértices.Gerar ruído Perlin fractalGera um ruído rígido (transições mais aparentes).Gerar imagem com forma do bokeh para usar no nó de filtro do Desfoque BokehGerar valores interpolados de cor e intensidade com base no vector de entradaGerar linhas de intersecção mesmo com objectos com intersecção desactivadaUsar linhas de separação entre luz/sombra a partir de um objecto luz de referênciaGerar mapa de direcção de pulverização como canal de cores de vérticesGerar máscara para objectos individuais e materiais usando passagens de render Cryptomattegerar caminhos de movimento para os objectos seleccionadosGerar múltiplos traços em torno do traço originalGerar múltiplos traços a partir de um traçoGerar novas curvas nos pontos interpolando entre curvas existentesGerar novas chaves para fixar o objecto/osso seleccionado à câmara em fotogramas sem chavesGerar nova topologia de malha baseada na actual formaGerar novos vértices, arestas ou faces dos elementos seleccionadas com base numa distância mantendo a fronteira contadaGerar oscilação por ruído em traços de Grease PencilGera as previsões de objectosGera a geometria de superfície de oceano na resolução especificada.Gerar pontos nas origens das instâncias. Nota: Instâncias dentro de instâncias não são afectadas por este nóGerar pontos dentro de um volumeGerar pontos dentro de uma grelha volumétricaGerar pontos espalhados sobre a superfície de uma malhaGerar faixas ou anéis procedimentais com ruídoGera as previsões de cenas.Gera as previsões de ficheiros .blend seleccionados usando tarefas em lote.Gerar esquinas arredondadas adicionando geometria às arestas ou vértices da malhaGerar identificadores de grupos de suavização para cada grupo de faces suavizadas, como valores inteiros únicos por defeitoGera um ruído suave (transições mais suaves).Gerar traços a partir de arestas marcadas como FreestyleGerar traços a partir de intervalo de níveis de ocultaçãoGerar traços a partir das fronteiras entre materiaisGerar traços de linhas de contornoGerar traços de arestas vincadasGerar traços das intersecçõesGerar traços de arestas soltasGerar traços dos objectos desta colecçãoGerar traços deste objectoGera informações sobre o sistema, guardando-as em um ficheiro de texto.Gerar direcções de tangente com base no mapa UVGerar valores usando uma função internaGerar pesos de vértices baseados na distância ao objectoGerar pesos de vértices baseados no ângulo do traçoGerar vértices em linha e ligá-los com arestasGeradasCoordenadas geradasAltura geradaFotograma GeradoFotogramas Gerado SeleccionadoMatriz geradaTipo geradoLargura geradaCoordenadas geradas centralizadas para o objecto de fluxo.Coordenadas geradas no espaço do objecto parente.Grelha gerada para teste de mapeamentos UV.Imagem gerada.Altura da imagem gerada.Tipo de imagem gerada.Largura da imagem gerada.Grelha UV gerada com melhorias, para teste de mapeamentos das UVs.Gerar pontos intermédios para movimentos de rato muito rápidos (0 para desactivar)Gerar normais ponderadas pela área da face e ânguloMatrix de transformação gerada em coordenadas do mundoGerara um novo conjunto de cores aleatórias para representar conjuntos de faces na janela de visualizaçãoGerar malha simétrica usando a configuração de simetria da malhaGerar normais com esquinas arredondadas. Nota: Apenas suportado no Cycles, pode tornar os renders mais lentosItens de GeraçãoModificadores de geração detectados !Gerador de modificador-fGenéricoGerir Bits de QuantizaçãoMola genéricaInformação genérica que não representa cor, não aplica qualquer transformação de cor (por exemplo mapas de normais)Operador de expansão de escultura genéricoGeodésicoEspessura geométrica das superfícies ao computar GI rápida e oclusão ambiente. Reduz fugas de luz e oclusão de contacto em falta.GeometriaAtributo de GeometriaRestrições de Atributos de GeometriaComponente de GeometriaGrupo Personalizado de GeometriaDados da geometriaFactor de Fim de GeometriaTipo de Item de GeometriaModificadores de geometriaNó de GeometriaEditor de Nós de GeometriaConector de Nó de GeometriaInterface de Conector de Nó de GeometriaÁrvore de Nós de GeometriaNós de GeometriaInstâncias de Nós de Geometria (Experimental)Listas de Nós de GeometriaProximidade de GeometriaAmostras de geometriaFactor de Arranque da GeometriaAtributo de GeometriaAtributo de geometria que armazena vectores 2D de inteirosAtributo que armazena inteiros de 8-bitsAtributo de Geometria que armazena cores RGBA como valores floating-point usando 32-bits por canalAtributo da geometria que armazena cores RGBA como valores inteiros positivos usando 8-bits por canalAtributo de geometria que armazena uma matriz de ponto flutuante 4 por 4Atributo da geometria que armazena boolianosAtributo de geometria que armazena vectores 2D de floating-pointAtributo de geometria que armazena vectores 3D de floating-pointAtributo de geometria que armazena valores floating-pointAtributo de geometria que armazena valores inteirosAtributo de geometria que armazena rotaçãoAtributo de geometria que armazena sequências de textoAtributos de GeometriaAtributos de cor da geometriaDomínio da Geometria sobre o qual se iteraO modificador de geometria '%s' não pode ser removido.Modificadores de geometria para alteração da geometria das linhas.Nós de geometriaConector de geometria de um nóGeometria a InstanciarGeometria para a origemGeorgiano - ქართულიAlemão - DeutschObter Item de AgrupamentoObter ExtensõesObter Agrupamento de GeometriaObter Item de ListaObter Grelha com NomeFaz com que a haja distância do objecto atribuído ou a fonte de sinal mais alta atribuída.Obter o agrupamento de uma geometriaObtém o caminho da árvore de nós como uma variável de texto.Obter grelha volumétrica de uma geometria de volume com um nome especificadoCardanDar acesso a possíveis valores de eventos deste item de mapeamento de tela modal (#KeyMapItem.propvalue), para introspecção da APIFornece um nascimento para as partículas que eventualmente não reagiram.Fornece uma variação aleatória ao comprimento do caminho.Fornece uma aleatorização para a curva-f modificada.Fornece uma variação aleatória à vida das partículas.Fornece ao tamanho das partículas, uma variação aleatória.Fornece uma variação aleatória para a velocidade inicial.ManipuladorManipulador AManipulador BPropriedades do Grupo de GizmosManipulador DestaqueManipulador PrimáriaPropriedades de GizmoManipulador SecundáriaTamanho do ManipuladorManipulador Alinhado com VistaGrupo ao qual este gizmo pertenceManipulador para controlar distância focal da câmara ou escala ortogonalManipulador para ajustar distância de foco da câmara (depende da exibição de limites)Manipulador para controlar tamanho e posição de imagemManipulador para controlar posiçãoManipulador para controlar rotaçãoManipulador para controlar escalaManipulador para controlar tamanho de projector e luz de áreaManipulador para ajustar direcção da luzManipulador para controlar campo de forçasGizmosManipuladores para o modificador activoOfuscarVidro (quebrado)Vidro (sólido)BSDF - Vidro Sombreado tipo vidro, misturando refracção e reflexão em ângulos rasantesFiltro GlobGlobalEixo +X globalEixo +Y globalEixo +Z globalEixo -X globalEixo -Y globalEixo -Z globalGravidade globalCabelo globalIluminação GlobalInfluência global:Transformação GlobalTipo globalDesfazer globalmenteX GlobalY GlobalZ GlobalBarra global ao longo da parte inferior do ecrã para informações sobre o estado geralBarra global no topo do ecrã para definições globais por janelaPercentagem global para partículas crianças.Percentagem global de partículas crianças durante a renderização.Peso de influência global da gravidade.Índice global do item de entre todos os itens no interfaceInfluência global das modificações atuais dentro do grupo de vértices.Nível global máximo para subdivisões.O nível de subdivisão máxima global durante a renderização.Preferências globaisNúmero de fotograma da cena global no qual este filme começar a reproduzir (afeta todos os dados associados com um clipe).Espaçamento global entre caracteres.Fotograma inicial global para a sequência ou filme, assumindo que a primeira figura possui um #1.Fotograma inicial global da sequência, assumindo que o primeiro tem um #1Ativa a opção de desfazer globalmente. Funciona mantendo uma cópia plena do ficheiro em si na memória, portanto, consome memória extra.Ajustar globalmente detalhe para renderização de volumes, para além do tamanho de passo estimado automaticamente. Valores mais altos reduzem tempo de renderização, valores mais baixos renderizam com mais detalhe.Desactivar globalmente em sondas de luz planaresDesactivar globalmente nos rendersDesactivar globalmente em sondas de luz esféricasDesactivar globalmente nas janela de visualizaçãoDesactivar globalmente em sondas volumétricasLustroLustroBSDF LustroReflexões de LustroCor de LustroProfundidade de LustroReflexo Lustroso DirectoReflexo Lustroso IndirectoVisibilidade de Reflexão LustrosaRefracção lustrosa com distribuição estreita ou por micro facetas, tipicamente usado para materiais que transmitem luzIncandescênciaCor do BrilhoEfeito de BrilhoFaixa de BrilhoSub BrilhoEfeito de brilhoModo de brilhoBrilhar apenas em áreas com alfa (não suportado com modo de mistura normal)Modo de ColagemAglomera os corpos rígidos em conjunto.Definições para seguir até algum objecto ou fonte de sinal mais alta atribuída.Vai até o inimigo mais próximo e ataca o que há no perímetro.Ir para a árvore de nós parente.ObjetivoO objectivo de fricção (posição do vértice alvo).O objectivo de rigidez da mola (posição do vértice alvo).Objetivo de amortecimentoObjetivo padrãoObjetivo máximoObjetivo mínimoObjetivo de rigidezGrupo de vértices de objetivoDistância alvo entre raízes das curvas para o pincel DensidadeObjetivo máximo, peso do grupo de vértices é dimensionado para combinar com este valor.Objetivo máximo, os pesos dos vértices são escalonados para se encaixar com este campo.Objetivo mínimo, peso do grupo de vértices é dimensionado para combinar com este valor.Objetivo mínimo, os pesos dos vértices são escalonados para combinar com esta faixa.ObjetivoOuroProporção ÁureaTriângulo áureo ATriângulo áureo BBomBom para re-importação de glTFs exportados do Blender, e re-exportação de glTFs para glTFs após edição. Pontas dos ossos são colocadas no seu eixo +Y local (em coordenadas glTF)Fornece uma boa suavização e velocidade.Definições para Grease PencilAgarrar vértice activoAgarrar o cursorAgarrar SilhuetaAgarrar UVsAgarra tentando auto-mascarar a silhueta do objectoGradienteCores da gradienteModo de preenchimento de gradienteGradiente - Alta ou desligadaGradiente - BaseEspaçamento da gradienteModo de traço de gradienteTextura tipo gradienteTipo de gradienteGradiente do centro do traço tipo Ponto ou Caixa (definir como 1 para traço uniforme)Cor de tingimento do gradienteGranito (quebrado)Granito (sólido)Editor gráficoO cursor 2D do editor gráfico controla o valor X do componente.O cursor 2D do editor gráfico controla o valor Y do componente.Instância do editor gráfico possui algumas curvas fantasma guardadas.Espaço de dados do editor gráfico.Editor de Gráficos/ControladoresEqualização de definição gráficaDefinição gráfica em 2 secçõesDefinição gráfica em 3 secçõesDefinições de controlador gráfico e sistema operativo.GráficosCascalhoGravitaçãoGravidadeFactor de gravidadeDecaimento de gravidadeGravidade na direcção X, Y e ZGravidade ou vector de força externa.Escala de cinzaEscala de cinzaLápis de ceraDefinições de Pincéis do Grease PencilCor de Grease PencilModificador Grease Pencil CorModificador Grease Pencil TracejadoDesenho com Grease PencilDesenho Grease PencilModo de Edição de Grease PencilModificador Grease Pencil InvólucroRaio do apagador do Grease PencilDistância euclidiana do Grease PencilFotograma de Grease PencilFotogramas de Grease PencilGrupos de Grease PencilInterpolação de Grease PencilDefinições de interpolação de Grease PencilFotogramas chave de Grease PencilModificador Grease Pencil GrelhaCamada de Grease PencilGrupo de Camadas Grease PencilCamadas de Grease PencilDistância Manhattan para o Grease PencilMáscaras de Camadas de Grease PencilCamadas de Máscara do Grease PencilCompartimentos de Material Grease PencilModificador Grease Pencil EspelharModificador Grease Pencil RuídoModificador Grease Pencil AfastamentoOpacidade Grease PencilModificador Grease Pencil OpacidadeOpções Grease PencilPintura Grease PencilRenderização de Grease PencilEscultura por Grease PencilGuia de Escultura de Grease PencilModo de Escultura de Grease PencilPintura de Escultura Grease PencilDefinições para Grease PencilModificador Grease Pencil TexturaModificador Grease Pencil EspessuraModificador Grease Pencil TempoModificador Grease Pencil TonalidadeVértice de Grease PencilPintura de Vértice Grease PencilPintar Cores de Vértices em Traços Grease PencilSeleccionar vértices de Grease PencilTamanho dos vértices de Grease PencilPintura de Pesos Grease PencilPintar Pesos em Traços Grease PencilEdição de Arame Grease PencilModificador Grease Pencil ConstruirDefinições de cor Grease Pencil para materialComponente Grease Pencil que contém dados de camada e curvasBloco de dados de Grease Pencil.Blocos-de-dados de Grease PencilFotogramas Grease PencilGrease Pencil a partir de objecto Curva ou MalhaGrupos de Camadas de Grease PencilA camada de Grease Pencil está visível dentro da janela de visualização.Camada de Grease Pencil à qual adicionar os traçosCamadas Grease PencilModificador Grease Pencil ComprimentoMaterial Grease Pencil aplicado aos traços geradosNó de Grease Pencil na árvore de camadas. Uma camada ou um grupo.Definições Grease Pencil para a cenaModificador Grease Pencil SubdivisãoCurvas Grease PencilCore de vista em arame Grease Pencil quando em Modo de EdiçãoMaiorMaior que Modo Maior QueMaior ou Igual aGrego - ΕλληνικάVerdeVerde - MagentaGrelhaEnrolamento da GrelhaErosão e Dilatação de GrelhaExibição em GrelhaDivergência de GrelhaPreenchimento em GrelhaGradiente de GradienteInformação de GrelhaLaplaciano de GrelhaNíveis de GrelhaLinhas de grelhaMédia de GrelhaMediano de GrelhaNome da GrelhaGrelha Sobre ImagemAleatoriedade da grelhaEscala da grelhaUnidades de escala da grelhaOrigem de Forma de GrelhaSubdivisões da grelhaGrelha a linha com pixels da imagemA grelha permite linhas horizontais e verticaisGrelha permite linhas isométricas e verticaisTamanho da célula da grelha escalonada pelas definições de sistema de unidades de cena.Grelha no objecto volumétrico que é convertida em malhaGrelha em MalaGrelha em PontosLinhas de GrelhaGrelhasAlbedo do SoloCor do solo que é subtilmente reflectida no céuGrupoAdicionar ao grupoÍndice de grupoEntrada de grupoNome do grupoNós de grupoSaída de grupoRemover do grupoNós de conector de grupoAgrupar por Faixa do Editor Não LinearAgrupar faces em regiões delimitadas pelas arestas fronteira seleccionadasGrupo de camadas de Grease PencilGrupo de propriedades do identificadorGrupo de tributos de geometriaGrupo de vértices, usado para a deformação por armações de ossos dentre outras finalidades.Agrupar faixas seleccionadas numa meta-faixaMétodo de agrupamentoAgrupamento de Curvas-F para efeitos de exibição, por exemplo no Plano de Animação e no Editor de GráficosGruposGrupos de Curvas-FCrescerCrescer Conjunto de FaceCrescer MáscaraCrescer VisibilidadeCrescer ou encolher curvas alterando o seu tamanho de forma uniforme em vez de aparar ou extrapolarCrescer a selecção por um pontoCrescer a visibilidade por uma face com base na topologiaCrescer o limite do conjunto de faces por uma face com base na topologia da malhaAdivinhar Pose de Acoplamento OriginalGuiaEncaminhar Iluminação DirectaGuias para cabelosVelocidade de GuiaEspaçamento de guiasCampo de velocidade guia do domínio de fluídoGuia-livre de tempo a partir do final de vida das partículas.Componente BSDF encaminhado com base na distribuição de luz directa incidente e produto de coseno (produto de forma fechada)GuiasGuias para desenharEncaminhamentoTipo de Distribuição de EncaminhamentoLinhas de guiaLimite de Rugosidade de EncaminhamentoModo de GuiaTamanho guia (valor mais alto resulta em maiores vórtices)Fonte de guiasFactor de velocidade guia (valor mais alto resulta em velocidades guia mais altas)Peso guia (valor mais alto resulta e maior atraso)HH.264H.265 / HEVCHDRHDRIsHIPHIP RTHIP RT permite rastreamento de raios por hardware AMD em RDNA2 e mais recentesHSLHSVHTJ2KCabeloBSDF - Cabelo Componente BSDF Cabelo a usarCurvas de CabelosDinâmica de cabelosPredefinições de dinâmicas para cabelosGrelha para cabelos - MáximoGrelha para cabelos - MínimoResolução da grelha de cabelosComprimento dos cabelosRaio do CabeloForma do CabeloBlocos-de-dados de Curvas de CabelosBloco de dados de cabelo para curvas de cabeloAs chaves de cabelo estão no espaço de coordenadas global.Rigidez do cabelo para os efetoresVertentes de cabelo.MetadePrecisão meio ponto flutuanteHalosManípulo 1Localização do manípulo 1Manípulo tipo 1Manípulo 1 seleccionado.Status de selecção do manípulo 1.Manípulo 2Localização do manípulo 2Manípulo tipo 2Manípulo 2 seleccionado.Status de selecção do manípulo 2.Lidar com Todos os EventosComprimento do ManípuloLidar com Arestas SobrepostasTipo de manípuloSelecção de Tipo de ManípuloManípulos - VérticesManípulos - Vértices seleccionadosManípulos - Tamanho dos vérticesManipula as zonas de área de acção para os gestos ou as acções do rato.Manipula os cliques para seleccionar as faixas de animação não linear.Lidar com cliques para seleccionar pistas de animação não linearProcessar URL de extensões arrastadasInterpretar a cor de cada pixel como um vector individual para deslocamento (apenas para mapeamento de plano de área)Lidar com cliques de rato sobre canais de animaçãoLidar com cliques do rato para activar ou seleccionar itensComo lidar com o comportamento do texto quando não caber dentro das caixas de textoTipo de manípulo.Define o tipo de hastes para os manípulos dos novos fotogramas chave.Tipos de manípulo.HastesRígidoHard LightCodificação rígida não linear, gama: 1.7Acentuar NormaisDurezaFactor de DurezaHarmônicoAmortecimento harmônicoPeso de influência do efetor harmônico.Triângulo A harmoniosoTriângulo B harmoniosoPossui acumuladoTem ApagarPossui suavização automáticaTem Auto-Suavização de PressãoPossui encapsulamentosTem CorTem Factor de Vinco/BeliscoPossui normais personalizadasPossui dadosTem DirecçãoTem Topologia DinâmicaPossui curvas fantasmaHá gravidadeTem DurezaTem Pressão de DurezaHá alturaPossui cinemática inversaHá tremulaçãoPossui camadasTem Espaço de Cores LinearPossui máximoPossui mínimoPossui Caminhos de MovimentoTem Raio NormalPossui sobreposiçãoHá persistênciaTem Factor de BeliscoTem Profundidade de PlanoTem Altura de PlanoHá deslocamento de planoPossui raio de açãoHá factor de alisamentoPossui ângulo de textura aleatórioHá plano de esculturaHá cor secundáriaTem Pressão de TamanhoPossui traço suavizadoPossui atenuação de espaçoPossui espaçamentoTem Realces EspecularesHá força de pressãoPossui fonte de ângulo de texturaTem InclinaçãoTem Ancinho de TopologiaPossui visualizaçãoTem PesoPossui a sessão actual guardada no disco como um ficheiro Blender.Tem alterações não guardadasChave de AferiçãoValor de Chave de AferiçãoUma chave de aferição do bytecode, para verificação rápida de equivalênciaUma chave de aferição do bytecode compilado do sombreador personalizado, para verificação rápida de equivalênciaTabela de Chave de Aferição contendo dados de instâncias de nósChave de Aferição: {:s}Possui edições recentes guardadas no disco.CabeçaSeleccionar a cabeçaMeão entre a cabeça e a baseCabeçalhoFundo do CabeçalhoPosição do CabeçalhoTexto - CabeçalhoTexto - Realce de cabeçalhoSelectores de visibilidade de cabeçalho e barra lateralCabeçasSaúdeCalorGrelha caloríficaHebraico - תירִבְעִInfluência da IK secundária na rotação de controlo do calcanharAlturaAltura (em unidades da grelha do domínio) da emissão do fluído acima da superfície da malha. Valores mais altos resultam em emissão mais longe da superfície da malha. Se este valor e o tamanho do emissor form menores que as unidades da grelha, não será criado fluído.Altura em relação ao nível do marAltura do padrão de marcadores em coordenadas de tela.Altura dos marcadores de pesquisa em coordenadas de tela.Altura do plano criadoAltura do nó.Altura da ondaAltura:Modo de helicópteroAjudaAuxiliador para desenhar traços suaves e regulares. Carregar em Shift para efeito invertido (mesmo se esta opção não estiver activa)AssistentesHenyey-GreensteinHenyey-Greenstein, função de fase para luz dispersa pré definidaHeptagonalTerreno heterogêneoHeurística para colocação de ossos. Tenta tornar ossos bonitos.HexHexagonalGrelha hexagonalOcultasOcultarOculta os vértices UV (de)seleccionados.Oculta os pontos de controlo (de)seleccionados.Revelar meta-elementos (de)seleccionadosOculta os vértices, arestas ou faces (de)seleccionados.Esconder itens .blend que não são data-blocks com meta-dados de recursoEsconder Conjunto de Faces ActivoOcultar Mapeamento de TeclasOcultar CamadaEsconder Nós MisturarEsconder Propriedades do OperadorOcultar painéisOcultar SeleccionadosOcultar valorEsconder materiais Grease Pencil activos/não activosEsconder todas menos esta colecção e suas ascendentesEsconder todos os conjuntos de faces excepto o activoEsconder todos os objectos dentro da colecçãoEsconder todos os painéis (Modo Concentração)Oculta o elemento (ativo ou subjacente).Esconder fotogramas fora do intervalo de fotogramas especificadoEsconder no ModificadorEsconder na Janela de VisualizaçãoEsconder materiais inactivos em vez do activoOculta ou mostra os vértices dentro da selecção.Oculta ou mostra os vértices fora da selecção.Mostrar ou esconder regiãoEsconder pontos do fim para o princípio de cada traço (para animar linhas a ser apagadas)Esconder pontos na ordem em que ocorrem em cada traço (para tinta a desvanecer ou desaparecer após ser desenhada)Oculta as curvas seleccionadas da visualização do editor gráfico.Oculta as faces seleccionadasEsconder objectos e colecções seleccionadosOculta as partículas seleccionadasOcultar os rastreadoros seleccionadosEsconder Vertices SeleccionadosOculta as camadas de Grease Pencil seleccionadas ou não seleccionadas.Esconder geometria pequena para melhorar performaceEsconder o conjunto de faces activoEsconder a colecção nesta Camada de VisualizaçãoOculta o conector.Ocultar o valor de entrada do conector.Esconder o valor de entrada do conector mesmo quando este não estiver conectadoOculta esta curva no modo de edição.Oculta os não seleccionados ao invés dos seleccionados.Oculta as curvas não seleccionadas ao invés das seleccionadas.Oculta as não seleccionadas ao invés das camadas seleccionadas.Oculta os objectos não seleccionados ao invés dos objectos seleccionados.Oculta não seleccionados em vez de seleccionadosOculta os objectos de renderização não seleccionados do mesmo tipo que o activo pela definição da bandeira de ocultação da renderização.Ocultar rastreadores não seleccionadosOcultar os vérticesOcultar/mostrar todos os vértices com máscara acima do limiteOcultar/mostrar todos os vérticesMostra ou oculta alguns vértices.Esconde todas as Curvas-F que não estão a ser enquadradasHierarquiasHierarquiaID Raiz da HierarquiaAltaCor AltaAlta PrecisãoAlta qualidadeNormais de alta qualidadeSolucionador de Alta ViscosidadeAlta performanceAlta qualidade.Interpolação de pixeis de alta qualidade.Limite mais alto para os passos de tempo dentro dos segundos no caso de sub-passos automáticos estarem definidos.Valor mais alto aumenta a resolução na direcção da janela de visualizaçãoValores mais altos dão um traço mais suave.Valores mais altos tornam a mudança mais abruptaValores mais altos produzem um limite de frequência mais acentuadoMais altaDimensão mais altaFrequência Mais AltaValor de X mais alto a permitir.Valor de Y mais alto a permitir.Valor de Z mais alto a permitir.Dimensão fractal mais alta.Tempo de vida da partícula mais longo possívelRealçarRealçar ânguloDestacar fotogramas chaveRealce de linhaRealçar IntervaloDestacar apenas células do tipo VazioDestacar apenas células do tipo FluídoDestacar apenas células do AdmissãoDestacar apenas células do tipo ObstáculoDestacar apenas células do tipo ExaustãoRealça os ficheiros seleccionadosDestacar células independentemente do seu tipoRealça a linha actual.Realçar os voxels com valores do campo mapeado por cores dentro do intervaloHindi - हिन्दीDobradiçaHistogramaHistograma para visualização de estatísticas de imagem.HistóricoCor de ContactoManterManter adianteManter cada valor interpolado da curva-f para os vários fotogramas sem alteração da temporização.Manter o primeiro fotograma se não houver tira anterior na faixa, e manter sempre o último fotogramaManter premido este modificador para emular botão do meio do ratoMantém os valores das terminações dos fotogramas chave.RepelirEsperasTolerante a AberturasAberturasGanchoEnganchar centroModificador - GanchoModificador Gancho para modificar a posição de pontos dos traçosO modificador gancho usa objectos para modificar a localização de vértices.Engancha os vértices seleccionados para o objecto recentemente criado.Engancha os vértices seleccionados para o primeiro objecto seleccionado.GanchosHorizontalAlinhamento HorizontalCampo de visão horizontalLista HorizontalDivisão HorizontalProporção de imagem horizontal (usada para projectores de câmara)Proporção de aspecto horizontal - para saída de pixeis anamórficos ou que não são exatamente quadrados.Dimensão horizontal do mapa para geração e gravação.Dimensão horizontal do mapa gerado e gravado (apenas externamente).Deslocamento horizontal a partir da origem do objecto.Posição horizontal da caixa de texto relativa à PosiçãoEscala horizontal (usada para projectores de câmara)Tamanho horizontal da área do sensor da imagem em milímetros.Alinhamento Horizontal de TextoHosek / WilkieHosek / Wilkie 2012 (Legado)Como as formas de onda são representadasComo são orientados os traços de anotação no espaço 3DComo são animados os traços (se estão a aparecer ou desaparecer)Quão próximos valores flutuantes devem ser para ser considerados iguaisQuão próximo das bordas do pincel começa o decaimentoComo são mostrados valores de factoresDistância em fotogramas para deslocar animaçãoA que distância de cada lado o operador vai medianizar os valores das chavesDefine quão rápido as cores serão misturadas com a pintura molhada.Define quão rápido o efeito de encolhimento se moverá na superfície da lona.Define quão rápido o efeito de espalhamento se moverá na superfície da lona.Define quão rápido a direcção da velocidade se tornará aleatória.Define quão lisos os cabelos são.Define quão incompressível o fluido será (velocidade do som).Define quão intensa será a reflexão especular (brilho).Define quão alto o som será.Quantas revoadas em uma linha.Define quantos ossos são inclusos no efeito de cinemática inversa (um valor zero usa todos os ossos).Define quantos ossos serão inclusos na cadeia.Quantas iterações de colisão devem ser feitas. (valores mais são melhores mas mais lentos)Quantas cópias dos traços são mostradasDefine quantos graus o caminho tem de se curvar para que seja feito outro segmento de renderização.Define quantos fotogramas o mapa antigo irá durar.Define quantos fotogramas serão usados para esmaecimento.Quantas chaves com as quais fazer novas partículas.Quantas partículas são efetores (valor zero são todas as partículas).Define quantos pixeis o caminho deverá cobrir para fazer outro segmento de renderização.Quantas amostras calcular por fotograma, ajuda com dados de sub-fotogramaDefine quantas fatias por voxel deverão ser geradas.Com quantos passos os caminhos são exibidos (potência de 2)Com quantos passos os caminhos são renderizados (potência de 2).Com quantos passos representar o caminhoQuantas quadrículas adicionarQuantas quadrículas serão mostradas no fundoQuantas vezes o pincel Densidade tenta adicionar uma nova curvaQuantas vezes repetir o filtroQuanto as alterações na cor afectam a geração da máscaraDefine quanto o agrupamento afeta a amplitude de torção.Quão intensificados são os vincos e valesQuanta espuma se acumula no período (apenas para oceano gerado e gravado).Permite definir quanto a operação de agarrar seguirá a rotação do cursor.Quanto a operação de agarrar irá puxar os vértices da superfície durante operaçãoQuantidade de influência que o mapa de pesos tem para parametrização ponderada, sendo 0 sem influênciaDefine quanto as novas arestas intermediárias serão encolhidas ou expandidas.Define quanto da força do efetor será perdida durante as colisões com este objecto (em percentual).Quantidade de normais geradas a misturar com as existentesQuanto da forma original é preservado quando se suavizaQuão suavizada a forma resultante é, ignorando detalhes de alta frequênciaQuantidade de suavização aplicada a superfície polidasQue quantidade de desvanecimento de força é aplicado sobre opacidade do traçoQue quantidade de desvanecimento de força é aplicado sobre espessura do traçoDefine quanto a aceleração da superfície afetará o gotejamento.Define quanto a velocidade da superfície afetará o gotejamento.Quanto as forças aplicadas se propagam pelo tecidoQuanto o têxtil conserva a forma original, actuando como um corpo moleDefine quanto o pincel de vinco belisca ou pinça.Quantidade de redução da força quando age paralelamente à superfície, e.g. textilQuantidade de resistência à flexão do materialQuantidade de resistência à compressão do materialQuanto o material resiste ao cisalhamentoQuanto o material resiste ao alongamentoQuanto se permite à curva dizimada desviar da originalDefine a massa do objecto, independente da gravidade.Quanto a posição de cada vértice individual influencia o resultado finalQuantidade que os raios conectando os pontos internos podem divergir da normal dos vérticesQuanto a mola deverá ser esticada ou comprimida do modo a alterar o seu comprimento de repousoDefine quanto o comprimento de descanso da mola poderá ser alterado após o limite elástico ser atravessado.Quanto a inclinação da caneta afecta o pincel. Valores negativos indicam inverter a direcção da inclinaçãoDefine quanto as ondas serão alinhadas entre si.Que quantidade misturar com valor padrãoQuantidade de mistura da curva suavizadaQuanto priorizar grelhas regulares de quadriláteros bem como quadriláteros que tocam quadriláteros existentesDefine quanto simplificar os valores gerados e gravados (valor zero desactiva a simplificação e quanto mais altos os valores, maior a simplificação).Define quanto da velocidade do componente Z será mantida constante.Como são computadas normais durante importaçãoCo que frequência as linhas são deslocadas. Um valor de 2 dá um padrão de linhas desencontradas.Com que frequência as linhas são compostas por tijolos "achatados"Com qual frequência avaliar os valores animados (em fotogramas).Como as partículas são representadas na janela de visualizaçãoComo as partículas são renderizadas.Como são tratadas as partículas que deixaram o domínioComo os planos são orientados relativamente aos eixos locais dos outrosDefine quão potente o efeito do pincel será durante sua aplicação.Quão rápido a força diminui com a distância do campo de forçasPermite definir como o ângulo de rolagem é calculado.Como os traços devem começar a aparecer/desapareceQuão suave é a transição entre cada elemento da sérieDefine quão suavemente as revoadas aterrizam.Quão estável é o centro do plano ao longo do curso do traço. Um valor de 0 corresponde a usar o centro actual, e um valor de 1 corresponde a usar o centro inicial.Quão estável o plano normal fica sobre o decurso de um traço. Um valor de 0 corresponde a usar a normal actual, e um valor de 1 corresponde a usar a normal inicial.Como os traços estão a ser construídosDefine quão potente uma força deverá ser para afetar inicialmente uma revoada quando em solo.Permite definir a potência na qual a distância afetará o volume dos sons, dependendo do modelo para cálculo da distância.Com quanta força o fluido tenta se manter sem aglomerar (factor ou rigidez).Como os atributos a remover são escolhidosComo o decaimento é aplicado ao longo do limiteComo a deformação do pincel irá afectar o objectoComo a filmagem se encaixa no fotograma da câmara Como a imagem se encaixa no fotograma da câmara.Como a imagem é extrapolada quando passa de suas margens originais.Como a malha vai ser subdividida para criar novo nívelComo as regras na lista são avaliadas.Como é controlado o esticar do tentáculoComo o efeito de textura é calculado (RGB e Curl precisam de uma textura RGB, caso contrário será usado um Gradiente)Como a transformação será aplicada ao alvoComo a transformação é especificadaComo é especificado o tamanho do voxelComo este item foi processado pela operação de aposição. Apenas se os dados foram apostosComo subdividir a malha adaptativamenteComo afetar (gerar) normais.Permite definir como serão afetados os elementos da destinação com os valores da fonte.Como alinhar os planosComo aplicar os escalonamentos e unidades personalizadas no ficheiro FBX gerado (O Blender usa a escala presente no ficheiro FBX para detectar as unidades durante a importação, mas muitos outros aplicativos não operam desta mesma forma).Como escolher o número de vértices ao bolearComo criar velocidades guiaComo definir coordenadas para ais quais apontar normais personalizadasComo determinar a rotação em torno do polo.Como mostrar objecto na janela de visualizaçãoComo distribuir as partículas nos elementos seleccionados.Como exportar a cena Blender para o motor de renderização HydraComo exportar cores de vérticesComo determinar posições das pontas para curvas aparadasComo encontrar o ponto na superfície ao qual anexarComo gerar pontos da curva fornecidaComo gerar a imagem.Como lidar com faces nos polosComo lidar com conflitos de nomes ao importar materiaisComo interpolar os valores entre voxels vizinhosPermite definir como combinar as camadas de fonte e destinação.Como misturar as normais geradas com as existentes.Como resolver sobreposições após transformaçõesComo amostrar a luz de fundoComo simplificar o traçoComo solucionar conflitos devido a diferenças entre o texto interno e externo.Como especificar a quantidade de de detalhe para a nova malhaComo especificar a quantidade de amostrasComo armazenar aproximações para este projeto.Como subdividir esquinas de quadriláteros (todas as opções menos Corte Direito evitam n-ágonosO modo para sincronizar a reprodução.Como extrairComo usar definições de amostragem por camada de visualizaçãoComo usar esta colecção em cálculo de Desenho de LinhasComo usar este objecto num cálculo de Desenho de LinhasComo os pesos são mapeados para seus novos valores.Como as influências do grupo de vértices B afetam as influências no grupo de vértices A.Amplitude com que a luz se espalha, no caso de uma softbox grelhadaComo enquadramento de ampliação se foca em torno do fotograma actualHuangTonalidadeCorrecção de TonalidadeTremulação de TonalidadeModo TonalizadeModificador de correcção de tonalidade para faixa de sequênciaTonalidade, Saturação LuminosidadeTonalidade, Saturação, ValorTonalidade/SaturaçãoTonalidade/Saturação/ValorTonalidade:Formato HuffYUV (sem perdas)Nome legível para humanos.Húngaro - MagyarMulti-fractal híbridoHydraDepuração e Erros HydraMotor de Renderização HydraHydra StormDefinições de Hydra StormDefinições Hydra para a cenaHipHiperTecla Hiper pressionada, -1 para qualquer estadoTecla Hiper pressionada. Um modificador adicional pode ser configurado em Linux, tipicamente substituindo CapsLockModo Coseno HiperbólicoModo Seno HiperbólicoModo Tangente HiperbólicaActualização da tradução I18NEsfera IcosaédricaIdentificadorAçãoClipes de acçãoArmaçãoArmaçõesDesfocarOssosRestrições de OssosOssosPincelPincéisFicheiros de cacheCâmaraCâmarasColecçãoColecçõesColorirRestriçõesCurvaCurvasDadosTipo de bloco-de-dadosEfeitosVazioFiltrar por TipoInverterFonteBrilhoLápis de ceraGrease Pencil v3Grease PencilsCurvas de CabeloTipo de identificadorImagemChaveTreliçaTreliçasBibliotecaLuzSonda de LuzSondas de LuzLuzesEstilo de linhaMáscaraMaterialMateriaisMalhaMalhasEsfera-metaMeta EsferasModificadoresClipe de filmeÁrvore de nósNósObjectoObjectosSaídaCurva de pinturaPaletaPartículasPartículasFísicaPixelizarNuvem de PontosRenderizarContornoCenaCenasEcrãFaixas de SequênciaTipo de SombreadorSombraSomAlto-falanteAltifalantesFaixaModificadores de FaixaSuperfícieRemoinhoTipo de ID DestinoTextoTexturaTipo de TexturaFerramentaTipoNão EspecificadoCamada de VisualizaçãoVolumeVolumesDistorção de OndaGerenciador de janelasEspaço de TrabalhoAmbienteDados de IDOperação de dados do IdentificadorIdentificador vinculadoItem ID usar Indicador IDRevogação de Biblioteca de IDPropriedade de revogação de ID de BibliotecaOperação de Propriedade de ID de Biblioteca de RevogaçãoIdentificador de máscaraIdentificadores dos materiaisNome do identificadorIdentificador de propriedadeIdentificador de grupo de propriedadesTipo de identificadorO ID foi mantido como vinculadoNome do IDNome do ID do itemNome do identificador do menu a partir do qual esta função foi chamada.ID do catálogo a apagarIdentificador do itemID ou ÍndiceO tipo do identificador '%s' não é válido para um objecto.Tipo de ID do itemIdentificador de blocoIdentificador de Bloco-de-Dados representando os dados fonte, comumente, o identificador de cena (por exemplo, "Cena").O identificador de bloco no qual os fotogramas chave devem ser adicionados para o conjunto de inserção de chaves (apenas para conjuntos de inserção de chaves absolutas).Identificador de bloco:O identificador de bloco a partir do qual é possível encontrar a propriedade específica usada (primeiramente, a propriedade id_type deve ser definida).Bloco-de-ID ao qual o elemento de máscara será perfilhado ou a sua propriedadeIDsTexto IESTextura IESTextura de céuCaminho da luz IESPeso linear para a cinemática inversaControlo Linear IKPosição Local IKParâmetros de cinemática inversaControlo de Rotação IKPeso de rotação Cinemática InversaSolucionador de cinemática inversaEsticamento para cinemática inversaTipo de cinemática inversaPicot de Pulso IKLimitar cinemática inversa em XBloquear cinemática inversa em XMáximo de cinemática inversa em XMínimo de cinemática inversa em XRigidez da cinemática inversa em XLimitar cinemática inversa em YBloquear cinemática inversa em YMáximo de cinemática inversa em YMínimo de cinemática inversa em YRigidez da cinemática inversa em YLimitar cinemática inversa em ZBloquear cinemática inversa em ZMáximo de cinemática inversa em ZMínimo de cinemática inversa em ZRigidez da cinemática inversa em ZSolucionador de cinemática inversa para os quais estes parâmetros estão definidos.Rigidez da cinemática inversa em torno do eixo X.Rigidez da cinemática inversa em torno do eixo Y.Rigidez da cinemática inversa em torno do eixo Z.Índice de refraçãoIRISCódigo ISO (por exemplo "pt_PT")ITEM_NEVER_SHOWITU 601ITU 709Gelo (quebrado)Gelo (sólido)Esfera IcosaédricaÍconeAlfa dos íconesContorno de ÍconesCores de ÍconesIdentificador de íconePixeis do íconeSaturação de ÍconesTamanho do íconeÍcone VisívelOs componentes dos pixeis dos ícones, em ponto flutuante (valores em RGBA concatenados).Pixeis de ícone, como bytes (sempre RGBA de 32 bits)Ideal para domos plenos, ignora as dimensões do sensor.IdentificadorIdentificador (não necessariamente único) para a biblioteca de recursosIdentificador para um conjunto de canais nesta Acção, que podem ser usados por um bloco-de-dados para especificar pelo que vai ser animadoIdentificador para a pasta dos scripts PythonIdentificador do catálogo de recursos, usado pelo Blender para encontrar o caminho do catálogo de recursos. Deve ser um UUID de acordo com RFC4122.Identificador para este pré cálculo que permanence inalterado mesmo quando o o nó pré calculado e renomeado, agrupado ou desagrupadoIdentificador do invocador (no caso de uma adição chamar este exportador). Pode ser útil no caso de extensões adicionadas por outras adiçõesIdentificador do operador a ser chamado num evento de entradaIdentificador da prateleira de recursos a mostrarIdentificado do item a ser removido.Identificador do item a reporIdentificador da da lista, se for passado algum ao parâmetro "list_id" de "template_list()"Identificador do conector.Identificador da ferramentaIdentificador para se referir à biblioteca de recursosTipo de identificador para o identificador de bloco.Valor zero significa global. Valor igual a um, adaptação com base na intensidade dos pixeis.Em caso de valor zero, o mesmo para todos os canais. Em caso de valor um, cada um será independente.Se um ficheiro com o mesmo nome já existir, usa-lo em vez de copiarSe um material com o mesmo nome já existir, utilizar esse em vez de importarSe uma textura estiver disponível em formato WebP, carregá-lo em vez da reserva PNG/JPEGCaso um vértice esteja mais distante que o valor fornecido a partir do plano de deslocamento, então não será afetado.Se todos os fotogramas chave para transformações de objectos forem idênticos, forçar manter a animação mínima.Se todos os fotogramas chave para uma rig forem idênticos, forçar manter a animação mínima. Quando desligado, todos os canais possíveis para ossos serão exportados, mesmo se vazios (animação mínima, 2 fotogramas chave)Se existirem, mostrar marcadores numa linha separada na parte inferior do editorSe activo, actualiza os fotogramas de início e fim da cena para corresponder com os do ficheiro AlembicCaso activo, arestas fora do campo de visão são ignoradas.Se activo, será usado o fotograma de início e fim da cena para determinar o intervalo de pré cálculoSe activado, a captura de ecrã terá a mesma altura e larguraSe exportar grupos de suavização gera valores de 'bitflags' para os grupos em vez de valores inteiros únicos. O mesmo valor de bitflag pode ser usado em diferentes grupos de faces suaves, desde que não tenham nenhuma aresta aguçada ou vértices em comum.Se falso, faces serão desseleccionadasSe falso, vértices serão desseleccionadosCaso menor que zero, escurece a imagem, caso contrário, a torna mais brilhante.Se não zero, a distância máxima a que outras superfícies contribuem para aproximação rápida de GICaso não zero, o valor máximo para uma amostra direta, valores mais altos serão reduzidos em sua escala para evitar muito ruído e uma baixa convergência ao custo da precisão.Caso não zero, o valor máximo para uma amostra, valores mais altos serão reduzidos em sua escala para evitar muito ruído e uma baixa convergência ao custo da precisão.Se não zero, o valor máximo para contribuição de luz indirecta sobre volumes. Valores mais altos serão reduzidos para evitar demasiado ruído e convergência lenta em detrimento de precisão. Usado por objectos luz.Se não zero, o valor máximo para luz indirecta sobre uma superfície. Valores mais altos serão reduzidos para evitar demasiado ruído e convergência lenta em detrimento de precisão. Usado por rastreamento de raios e sondas de luz.Se não zero, o valor máximo para contribuição de luz sobre volumes. Valores mais altos serão reduzidos para evitar demasiado ruído e convergência lenta em detrimento de precisão. Usado por objectos luz.Se não zero, o valor máximo para contribuição de luzes numa superfície. Valores mais altos serão reduzidos para evitar demasiado ruído e convergência lenta, em detrimento da precisão. Usado por objectos luz.Se não zero, o valor máximo para a contribuição do ambiente que será registado dentro da sonda de luz ambiente. A contribuição excedente será convertida em luz solar. Reduz o transbordo de luz causado por luzes muito intensas.Caso não seja Nenhum, o método de duplicação de objectos a usarCaminho de Ficheiro de SaídaCaso não usado, defina para o valor de 1.0.Se não for zero, a linha do painel do interface do utilizador onde o botão para esta colecção sera mostradoCaso não zero, a distância a partir do gancho onde a influência acaba.Se fornecido, todas as saídas com nomes diferentes serão e escondidasCaso esteja removendo as peças desconectadas, o tamanho mínimo dos componentes para preservar como uma proporção para o número de polígonos no componente mais largo.Se activo, adicionar uma primitiva de transformação com um dado caminho à ao stage da cena como ascendente de todos os dados exportadosSe activo, adicionar um namespace fornecido como prefixo ao nome de propriedades personalizadas exportadas. Aplica-se apenas a nomes de propriedades que não tenham ainda um prefixo (por exemplo aplicar-se-ia a 'bar' mas não a 'foo:bar'), e não se aplica a nomes e objectos e dados Blender que são sempre exportados no namespace 'userProperties:blender'Se atribuído, a orientação de controlo será obtida do osso especificadoSe a opção Importar Pré Visualização USD estiver activa, o modo de mistura do material será definido automaticamente com base nos valores de opacidade e limite de opacidade opacityThresholdCaso o ficheiro tenha múltiplos canais de áudio eles serão renderizados como um único.Se o objecto é uma instância, o objecto pai que a gerouSe a selecção deve ser rodada para igualar o cursorSe a selecção deve ser atraída como um todo, ou cada elemento individualmenteCaso isto seja definido, o Agrupamento de Chaves recebe um identificador personalizado, caso contrário, recebe o nome da classe usada para definir o agrupamento de chaves (por exemplo, se o nome da classe for "BUILTIN_KSI_location", e o bl_idname não estiver definido pelo script, então o bl_idname = "BUILTIN_KSI_location")Quando definido, o recurso recebe um ID personalizado, caso contrário assume o nome da classe utilizada para definir o recurso (por exemplo, se o nome da classe é "OBJECT_AST_hello", e bl_idname não está definido pelo script, então bl_idname = "OBJECT_AST_hello")Se esta propriedade estiver definida, o encarregado de ficheiros recebe um ID personalizado, caso contrário assume o nome da classe utilizada para definir o manipulador de ficheiros (por exemplo, se o nome da classe é "OBJECT_FH_hello", e bl_idname não está definido pelo script, então bl_idname = "OBJECT_FH_hello"Caso isto seja definido, a lista de interface de utilizador "uilist" terá um identificador personalizado, caso contrário, ela terá o nome da classe usada para definir a lista (por exemplo, caso o nome da classe seja "OBJECT_UL_vgroups", e o bl_idname não seja definido pelo script, então o bl_idname = "OBJECT_UL_vgroups").Se esta língua deve ser usada no operador actualCaso verdadeiro, encadeamentos de arestas de funcionalidade são divididas nas margens do material.Caso verdadeiro, apenas haverá junção das arestas de funcionalidade do mesmo objecto.Se verdadeiro, o interface está actualmente bloqueado por um trabalho em curso e os dados não devem ser modificados a partir de temporizadores de aplicação. Pode provocar conflitos com o trabalho em curso causando resultados inesperados ou mesmo fechos abruptos.Caso verdadeiro, o ruído espacial não mostra qualquer coerência.Caso verdadeiro, o ruído espacial é suave.Caso o vértice tenha múltiplas arestas adjacentes, ele está corrigido por estas automaticamente.IgnorarIgnorar cliques no plano de fundoIgnorar ConexõesIgnorar os ossos que são terminaçõesIgnorar Bloqueio de MateriaisIgnorar Faixas DesactivadasIgnorar SelecçãoIgnorar Faixas de SomIgnorar canal alfa do ficheiro e fazer a imagem totalmente opacaIgnora as faces que apontam para fora da visualização (mais rápido).Ignorar fotogramas fora do limite de pré visualizaçãoIgnorar códigos temporais gerados, procurar no fluxo de vídeo com base em marcas temporais calculadasIgnorar escala do pai sem compensar cisalhamento do pai. Replica o efeito de desactivar a original caixa de verificação Herdar Escala.Ignora o número de amostras por camada de renderização.Ignorar pontos do traço que desviam dos vizinhos mais do que este ângulo quando se determina a forma de extrapolaçãoIgnora a direcção do eixo, usar a rotação mais curta para alinharIgnorr o mapeamento de atalhos de teclado para este gizmoIgnora o último osso no final de cada cadeia (usado para marcar o comprimento do osso anterior).Ignora o comprimento relativo dos ossos quando ajustando com a curva.Ignorar a acção de selecção quando o elemento já está seleccionadoImagemTrásAmbosParalelepípedoXadrezCortarCortar como CuboCuboLado da Imagem em VazioEstenderExtensãoPreencherPlanoFrenteGeradaSequência de ImagensMapeamentoEspelharFilmeNovo(a)ProjecçãoRepetirImagem ÚnicaFonteEsferaTuboQuadrículas UDIMVisualizadorImagem '%s' não pode ser guardada em '%s'.Imagem '%s' não possui quaisquer dados de imagem.Limites da imagemAparar no Limite da ImagemCoordenadas de ImagemMétodo de Exibição da ImagemEditor de imagens e UVsEditores de imagensFormato de imagemIdentificador de imagemInformação de ImagemNome de imagemConector de Nó de ImagemInterface de Conector de Nó de ImagemOpacidade da imagemContorno da ImagemPintura de imagemFuncionalidades de pintura de imagensA pintura de imagem não possui um estêncil.A pintura de imagem não possui uma textura sobre a qual pintar.Afixar imagemPixeis da imagemVisualização de imagemQualidade de ImagemPesquisa de imagemSequência de imagensTamanho da imagemFaixa de imagemTextura de imagemTexturas de imagemLimite de ImagemQuadrículas de imagemUtilizador da imagemEspaço de dados do editor de imagens e UVs.Imagem e definições para exibição no plano de fundo da janela de visualização 3D.Profundidade de bits da imagem.Escala de brilho da imagemPixeis da memória temporária de imagem em valores de ponto-flutuanteImagem não pôde ser encontrada.Dados de imagem não puderam ser encontrados.Nome do Bloco-de-Dados de imagem.Nome do Bloco-de-Dados de imagem para extrairBlocos de dados de imagem referenciando uma imagem externa ou empacotada.Blocos-de-dados de ImagemImagem mostrada e editada neste espaço.Imagem mostrada no rastreamento durante a edição no editor de clipes.Caminho de ficheiro de imagem a ser usado para guardar externamente.A imagem foi alterada e não está guardada.A imagem possui as visualizações esquerda e direita.A imagem possui mais de uma visualização.Altura da imagemA imagem é projetada achatada usando as coordenadas X e Y do vector de textura.A imagem é projetada em formato de tubo usando o eixo Z como o centro.A imagem é projetada de maneira esférica usando o eixo Z como o centro.A imagem é projectada usando diferentes componentes para cada lado da caixa delimitadora no espaço de objecto.Nó de imagemImagem não empacotada.Opacidade da imagem para misturar a imagem contra a cor de plano de fundo.Imagem ou filmeOs componentes dos pixeis das imagens, em ponto flutuante (valores em RGBA concatenados).Pixeis de imagem, como bytes (sempre RGBA de 32 bits)Dados de projeção de imagem inválidos.Imagem requer 4 canais de cor para pintura.Imagem requer 4 canais de cor para pintura: %sFalha ao guardar imagem: superfície inválida.Falha ao guardar imagem: sem memória suficiente disponível.Conector de imagem de um nóFaixa de imagemImagem muito pequena.A imagem usada como lonaImagem usada como fonte de clonagemImagem usada como alvo de pinturaImagem usada como estêncil.Largura da imagemNome de ficheiro de imagem ou filmeNome do ficheiro de imagem ou filme (sem actualização de dados).Editor de Imagens/UVsImagensImagens e sonsImagens são renderizadas num Editor de Imagens maximizadoImagens são renderizadas numa nova janelaImagens são renderizadas no Editor de ImagensImagens serão renderizadas sem alterar interface do utilizadorImagens são guardadas com dados RGB (cores).Imagens são guardadas com dados RGB (cores) e alfa (caso suportado).As imagens são guardadas em escala de cinza de 8 bits (apenas PNG, JPEG, TGA, TIF).Crianças mais imediatasImperialImplicarImportarImportar Todos os MateriaisImportar animaçõesImportar ComoImportar CSVImportar enumeradores como texto (strings)Importa as animações em formato FBX.Importar ficheiro FBX para cena actualImportar informação de subdivisão FBX como modificadores de subdivisão de superfícieInformação de ImportaçãoMétodo de ImportaçãoImportar OBJImporta os grupos OBJ como grupos de vértices.Importar ficheiro de volume OpenVDBImportar PLYImportar unidadesImportar STLImportar SVG para Grease PencilImportar Extras de CenaImportar Cena como ColecçãoDefinições de ImportaçãoImportar Método de SubdivisãoImportar TextoImportar TexturasImportar Pré Visualização USDImportar atributos USD no namespace 'userProperties' como propriedades personalizadas Blender. O namespace será removido dos nomes das propriedades.Importar instâncias de grafo de cena como instâncias de colecçõesImportar cena USD para dentro da cena actualImportar Materiais e Imagens Não UsadosImportar VDBImportar Texturas WebPImportar geometria de um ficheiro STLImportar uma nuvem de pontos de um ficheiro PLYImportar excerto de texto de um ficheiro de textoImportar todos os atributos USD personalizados como propriedades personalizadas Blender. Os namespaces serão mantidos nos nomes das propriedades.Importar todas as imagens como sequência de imagem única. A sequência de imagens não tem de respeitar a sequência numerada do Blender, logo substitutos não podem ser inferidosImportar ficheiro PLY como um objectoImportar ficheiro STL como um objectoImportar normais personalizadas, caso disponíveis (caso contrário o Blender irá computá-las )Importa normais personalizadas, caso disponíveis (caso contrário o Blender irá computá-las novamente).Importar atributos de vértices personalizadosImportar cada material FBX como um material Blender únicoImportar cada 'g' OBJ como um objecto separadoImportar cada 'o' OBJ como um objecto separadoImportar cada material USD como um material Blender únicoImportar geometria de renderizaçãoImportar geometria de um ficheiro CSVImportar geometria de um ficheiro OBJImportar dados de tradução da adição determinada a partir de ficheiros POImportar geometria guiaImporta as configurações de teclas a partir de um script PythonImportar materiais e imagens não atribuídos a qualquer malhaimportar apenas primitivas definidas. Quando desactivado permite importar primitivas USD que não estão definidas, como as que têm um especificador (specifier) revogatórioImportar apenas a primitiva no caminho especificado, e seus descendentes. Podem ser especificados múltiplos caminhos numa lista delimitada por vírgulas ou semi vírgulas.Categorias para opções de importaçãoImportar geometria representante (proxy)Importar cena e definir como a activa na janelaImportar extras de cena como propriedades personalizadas. Propriedades personalizadas existentes serão sobrescritasImportar imagens numeradas sequencialmente como sequência de imagens animadas, em vez de planos separadosImportar tipo alvoImportar texturas como dados incluídosImportar o recurso como bloco-de-dados copiado, evitando cópias múltiplas de informação contida tipicamente pesada. Por exemplo as texturas de um recurso de material, ou malhas de um recurso de objecto, não têm de ser copiadas cada vez que o recurso é importado. As instâncias deste recurso partilham a informação.Importar o recurso como bloco-de-dados copiado, sem ligação ao bloco-de-dados original do recursoImportar o recurso como um bloco-de-dados vinculado, e inclui-lo no ficheiro actual (assegura que permanence inalterado caso os dados da biblioteca sejam modificados, já não estejam disponíveis, etc)Importar os recursos como data-blocks copiados, evitando cópias múltiplas de informação integrada tipicamente pesada. Por exemplo as texturas de recurso de material, ou malhas de um recurso de objecto, não têm de ser copiadas cada vez que o recurso é importado. As instâncias deste recurso partilham a informação.Importar os recursos como data-blocs copiados, sem ligação ao data-block original do recursoImportar os recursos como data-blocks ligadosImportar a cena como uma colecçãoImporta as propriedades de utilizador como propriedades personalizadas.Importar atributos de cor de vérticesImportar dados de volume de um ficheiro .vdbImportar e exportarPesos de ImportânciaO tamanho do mapa de importância é a resolução x resolução/2, valores mais altos produzem potencialmente menos ruído, em detrimento da memória e velocidadeID ImportadoMelhora e estabiliza o formato aprimorado.Perlin melhoradoLimitação de ImpulsoAjuste de impulso que deve ser alcançado para que a restrição seja interrompida.Em um grupo activoNo arÀ FrenteDentro do intervaloInterno em XEm ZNuma câmara revogada localmente, se a imagem vem da câmara de referência conectada, ou é local da revogaçãoEm dados de revogação local, se esta Faixa de Editor Não Linear vem dos dados de referência vinculados, ou é local à revogaçãoNum objecto com revogação local, se esta restrição vem do objecto de referência conectado, ou é local da revogaçãoNum objecto com revogação local, se este modificador vem do objecto de referência vinculado, ou é local da revogaçãoEm adição a alternância da editabilidade, também afeta a visibilidade.No modo de lâmina em rectângulo, fechar intervalos entre faixas cortadas, rasgando faixas posteriores no mesmo canalNo modo lâmina em rectângulo, fazer cortes em todas as faixas, mesmo que não estejam seleccionadasNo modo de topologia dinâmica, como o tamanho dos detalhes da malha é calculado.No modo de topologia dinâmica, como adicionar ou remover detalhes da malha.Em progressoNo modo de ajuste, mostrar os efeitos das pistas acima da faixa de retoqueEntre as continuidadesInactivaPolegadasIncluirIncluir Todas as Influências de OssosIncluir comprimento focalIncluir manípulosIncluir LegendasIncluir as animações não lineares que faltamIncluir Sub ColecçõesInclui uma variável 'self' (próprio) dentro do espaço de nomes, de forma que os controladores possam facilmente referenciar os dados sendo modificados (objectos, ossos, etc...)Inclui uma nota personalizada nos metadados da imagem/vídeoIncluir colecção activa e suas sub colecçõesIncluir todos os tipos de Fotogramas ChaveIncluir todas as UVs das malhas na exportaçãoIncluir todos os fotogramas da cenaIncluir todos os objectos visíveisInclui o alfa da segunda entrada dentro desta operação.Inclui os blocos de dados de animação que não tenham dados de animação não linear (apenas no editor de animação não linear).Inclui a base do osso como último elemento dentro da cadeia.Inclui os canais a partir dos objectos ou ossos que não estão visíveis.Incluir colecção na camada de visualização activaIncluir controlador que dependem de quaisquer valores de reserva para a sua avaliação no filtro Mostrar Apenas Erros, mesmo que a avaliação do controlador seja bem sucedidaInclui o comprimento focal dentro da predefinição.Inclui as hastes dos fotogramas chave durante o cálculo das extensões.Incluir atributos de cor da malha na exportaçãoIncluir normais das malhas exportadas na exportaçãoIncluir apenas fotogramas activoIncluir apenas o objecto activoIncluir bloqueadores seleccionados para projectar sombras a partir do emissor activoIncluir fotogramas seleccionadosIncluir objectos seleccionadosIncluir receptores seleccionados para receber luz do emissor activoIncluir o nome de ficheiro .blend nos meta-dados da imagem/videoInclui as lentes da câmara activa nos metadados da imagem.Inclui a data actual nos meta-dados da imagem/vídeoInclui o número de fotogramas nos metadados da imagem.Incluir o hostname da máquina que renderizou o fotogramaIncluir camadas máscara quando renderizar a view-layerInclui o nome da câmara activa nos metadados da imagem.Incluir o nome do objecto activo e o número do fotograma actual na sobreposição de texto de informaçãoInclui o nome da cena activa nos metadados da imagem.Incluir o nome da faixa de sequência em primeiro plano na meta informação da imagemInclui o nome do último marcador nos metadados da imagem.Incluir o nome da orientação da vista na sobreposição de informação de textoIncluir o número de fotogramas mostrados por segundo na sobreposição de texto de informação enquanto animações são reproduzidasInclui o pico de memória utilizado nos metadados da imagem.Inclui o tempo de renderização nos metadados da imagem.Inclui o intervalo de fotogramas renderizado nos meta-dados da imagem/videoInclui o código de tempo do fotograma renderizado como HH:MM:SS.FF nos metadados da imagemIncluir representação o solIncluir esta colecção mas não gerar linhas de intersecçãoIncluir este objecto, mas não gerar linhas de intersecçãoIncluir este conjunto de selecção ao copiar para a área de transferência. Se nenhum for especificado, todos os conjuntos serão copiados.Incluir subgrupos da ferramentaIncluir transformações induzidas por ascendentes destino no espaço local de destinoIncluir blocos-de-dados vinculados não usados na eliminaçãoIncluir blocos-de-dados locais não usados na eliminaçãoInclui a visualização dos dados e fotogramas de animação relacionados ao Grease Pencil.Inclui a visualização dos dados de animação relacionados a estilos de linha.Inclui a visualização de dados de animação relacionados a blocos de dados vinculados a modificadores.Inclui a visualização dos dados de animação relacionados a armações de ossos.Incluir visualização de informação de animação com relacionada com ficheiros de armazenamentoInclui a visualização dos dados de animação relacionados a câmaras.Inclui a visualização dos dados de animação relacionados a curvas.Incluir visualização de informação de animação com relacionada com cabelosInclui a visualização dos dados de animação relacionados a treliças.Incluir visualização de informação de animação com relacionada com luzesIncluir visualização de dados de animação relacionados com sondas de luzInclui a visualização dos dados de animação relacionados a materiais.Inclui a visualização dos dados de animação relacionados a malhas.Inclui a visualização dos dados de animação relacionados a esferas-meta.Incluir visualização de informação de animação com relacionada com clipes de videoInclui a visualização dos dados de animação relacionados aos nós.Inclui a visualização dos dados de animação relacionados a nível-objecto (em maioria transformações).Inclui a visualização dos dados de animação relacionados as partículas.Incluir visualização de informação de animação com relacionada com nuvens de pontosInclui a visualização dos dados de animação relacionados a cena.Incluir visualização dos dados de animação relacionados a Formas ChaveInclui a visualização dos dados de animação relacionados ao alto-falante.Inclui a visualização dos dados de animação relacionados a texturas.Incluir visualização de informação de animação com relacionada com volumesInclui a visualização dos dados de animação relacionados ao ambiente (mundo).InclusivasRecebimentoAgrupamento de Chaves integrado incompleto, informação de tipo parece estar em faltaContexto incorreto para executar a desvinculação da fonte.Contexto incorreto para executar a desvinculação do objecto.Aumentar ContrasteAumente este valor para uniformizar a distância de deslocamento.Aumentar ou diminuir o valor das chaves seleccionadas em relação à do vizinhoIncrementalUsa este número incremental no nome dos ficheiros.IncrementalReajusta incrementalmente a curva (alta qualidade).Indenta o texto seleccionado.Indentar o texto seleccionado ou completar automaticamenteRecuar usando espaçosRecuar usando tabulaçõesÍndiceÍndice %d é inválidoCom Base em ÍndiceNome da Cama ÍndiceComutador de ÍndiceItem de Selector por ÍndiceÍndice correspondente ao atalho, por exemplo tecla 1 corresponde ao índice 1 etc.Índice na Barra de FerramentasNúmero de Índice para a passagem (Índice de Cor"Número de índice para o passagem de "Índice de Camada"Número de índice de material para o passo de renderização.Número de índice para o "Índice de objecto" no passo de renderização.Número de índice de ficheiros de cache.Número de índice do grupo de vértices.Índice da faixa de acção de animação não linear no qual executar a operação de empurrar para baixoÍndice do mais próximoÍndice da camada de anotação activaO índice do favorito activo (possui um valor de -1 caso não existente).Índice da língua activa dentro da colecção de traduções.Índice da camada activa dentro da lista de todas as camadas de máscara.O índice do compartimento do conjunto de linhas activo.Índice do compartimento de material activoO índice do objecto activoO índice do compartimento de sistema de partículas activo.Índice do marcador de pose activoO índice da pasta recente activa (possui um valor de -1 caso não existente).O índice do favorito do sistema activo (possui um valor de -1 caso não existente).O índice da pasta de sistema activa (possui um valor de -1 caso inexistente).Índice do compartimento de pintura de textura activo.Índice do compartimento de textura activa.Índice do rastreador activo na lista rastreadores de estabilização de rotaçãoÍndice do rastreador activo na lista rastreadores de estabilização de translaçãoÍndice do caractere após o final da selecção na linha final da selecção.Índice do clone do compartimento de pintura de textura activa.Índice da linha de texto actual na colecção de linhas de texto.Índice do caractere actual na linha actual, e também o índice inicial do caractere na selecção caso algum exista.Índice da última linha de texto seleccionadaÍndice do compartimento de material usado para a renderizar partículasÍndice de face de malha da qual o triângulo faz parteÍndice da fonte dos pesos de influência no grupo de vértices activo.Índice da camada de Grease PencilÍndice do item activoÍndice do objecto activoÍndice da biblioteca de recursos a ser editado no interface do utilizador das preferênciasÍndice da colecção na qual colocar os ossos. Passar apenas se pretende criar uma nova colecção e colocar os ossos seleccionados na mesma. Para adicionar a uma colecção existente, não incluir este parâmetro e usar antes o collection_index.Índice da colecção para alterar visibilidadeÍndice da colecção para a qual mover ossos seleccionados. Quando o operador deve criar uma colecção de ossos nova, não incluir este parâmetro e passar new_collection_namÍndice do conjunto de seleção actualmente activoÍndice do repositório de extensões a ser editado no interface do utilizador das preferênciasÍndice do primeiro circuito desta faceÍndice do material usado para traços gerados (0 para manter material original)Índice do relatórioÍndice da pasta de script a removerÍndice do segmento a removerÍndice da etiqueta posta para ediçãoÍndice desta colecção de ossos na lista armature.collections_all da armação. Tenha em atenção que encontrar este índice requer analisar todas as colecções de ossos, aceda com moderação.Índice desta colecção na lista de descendente do pai. Tenha em atenção que encontrar este índice requer varrer todas as colecções de ossos, aceda com precaução.Índice desta curvaÍndice desta aresta.Índice desta faceÍndice deste circuitoÍndice deste triângulo de circuitoÍndice deste pontoÍndice deste vértice.Índice fora do intervaloÍndice a RemoverÍndice para a propriedade especifica afetada pela curva-f caso aplicável.Índice para a definição especificada caso aplicável.Indicar que a legenda deste conector não é necessária para compreender o seu significado. Pode fazer com que a legenda seja omitida em alguns casos.Indicar que esta é uma acção correctiva. Acções correctivas serão activadas com base na activação de duas outras acções (usando Fotograma Final se ambas estiverem no seu fotograma final, e Fotograma inicial se uma delas estiver no Fotograma Inicial)Indica que uma definição de tecla foi definida pelo utilizador.Indica que um mapa de tecla é usado para a tradução dos eventos modais para um operador.Indica que a mais recente avaliação da variável usa um valor de reservaIndica que existem alterações visíveis ao utilizador desde que o pincel foi importado ou lido de um ficheiroIndica a fase do gestoIndica se um utilizador extra está definido ou não (principalmente para uso interno ou depuração de erros)ÍndicesÍndices dos circuitos de malha que constituem este triânguloÍndices de vértices de triângulosÍndice dos vértices associados ao modificador. Para curvas bezier, manípulos contam como vértices adicionais.Índices dos vértices no caso de uma relação de parentesco de vértice.Indirecto(a)Intensidade de Iluminação IndirectaApenas IndirectaApenas IndirectaIndividualCentros individuaisImagens IndividuaisOrigens individuaisSilhueta IndividualInserção de face individualFicheiros individuais para cada visualização com o prefixo como definido pelas visualizações de cena.Ossos de pose individuais para a armação.Indonésio - Bahasa indonesiaTipo de Estrutura InferidaInflarInsuflar malhaInsuflar o objecto a distância especificada para baking. Isto ajuda a corresponder pontos mais próximo do exterior das malhas do objecto seleccionadoInsuflar o objecto pela distância especificada para pré-calcular. Isto ajuda a corresponder pontos mais próximo do exterior das malhas do objecto seleccionado.Insufla o têxtilInfluxoInfluênciaDistância de InfluênciaEscala de influênciaDistância de influência do objectoDistância de influência da sondaFactor de influência pelo qual o modificador altera a propriedade.Influência dos elementos meta-esferaInfluência de rastreadores criados de novo na solução finalA influência do algoritmo de estabilização na localização da filmagem.A influência do algoritmo de estabilização na rotação da filmagem.A influência do algoritmo de estabilização na escala da filmagem.Influência da densidade do alvo na simulação.Influência da restrição adicionadaInfluência da deformaçãoInfluência do maxilar nas cadeias de lábio inferiorInfluência do maxilar na boca trancadaInfluência da IK secundária na rotação do controlo de calcanharInfluência do factor de ampliação na velocidade de rolagemInfluência deste rastreador na estabilização 2DInfluência deste rastreador na solução finalA definição de influência é controlada por uma curva-f em vez de determinada automaticamente.Janela de informaçõesPrimeiro Plano do Ícone de InformaçãoInformações no status de cache actual.Espaço de informações de dados.InformaçãoInformação sobre o ID que foi actualizadoInformação sobre uma entidade que torna possível ao sistema de recursos lidar com a entidade como um recursoInformação sobre o espaço de cor usado para blocos-de-dados no ficheiro blendHerdarHerdar a rolagem das terminaçõesHerdar rotaçãoHerdar escalaHerdar todos os efeitos de redimensionamento do paiHerdar escala, mas remover cisalhamento do descendente em pose de descansoHerdar escala uniforme representando a alteração total no volume do paiIniciarDefinições de inicialização para operadores de actualização de ficheiros i18nInicialCor inicialPosição InicialProcura InicialComprimento de descanso inicialVelocidade inicialAlinhamento inicial baseado no cursorAlinhamento inicial baseado no UDIM activoAlinhamento inicial baseado na grelha de quadrículas UVAlinhamento inicial baseado na caixa delimitadora da ilhaSaúde inicial da revoada quando nasceCor inicial da superfície.Decaimento inicial da operação de expansãoPosição inicial a partir da qual dispor ilhasInicializar faixa com esta corInicializar todos os conjunto de faces na malhaParte internaÂngulo interno do coneCantos InterioresVincos interioresEsquinas InternosProximidade internaParte interna seleccionadaEspessura internaVértices internosEspessura da face interna (utilizada apenas para corpo macio).Pintura internaEntradaEntrada 1Entrada 2Espaço de cor de entradaCaminho de Ficheiro de EntradaItem IntroduzidoItens FornecidosMatriz de entradaNome de EntradaNós de entradaAmostras de entradaTipo de EntradaPonto Branco da EntradaIntroduzir um bloco-de-dados de imagemDefinições de espaço de cor de entrada.Definição de entrada, incluindo mapas de tecla.Dados de entrada para a zona de simulaçãoImagem ou filme de entradaIntroduzir imagem ou filme a partir de um bloco-de-dados de clipe de vídeo, tipicamente usado para rastreamento de movimentoLinha de entrada para linha de comando interativa.Introduzir máscara a partir de um bloco-de-dados de máscara, criado no editor de imagemIntroduzir valores de normal normalizados noutros nós da árvoreIntroduzir valores numéricos noutros nós da árvoreConector de entrada ou saída de um nó.Tipo de entrada ou saída do conectorPropriedades de entrada de um GizmoPropriedade de Entrada de um Grupo de GizmosIntroduzir passagens de render de um render de uma cenaIntroduzir limite de estado ao usar atrair rotaçãoIntroduzir comprimento de aresta alvo da nova malhaEspecificar o número alvo de faces na nova malhaIntroduzir o tempo da cena actual en segundos ou fotogramasEntrada a usar quando o conector está desconectado. Requer "Esconder Valor".Tipo de entrada usada para a faixa de cenaValor de entrada usado para conector não conectado.Tipo de Entrada/SaídaEntradasInsInserir ApósInserir AntesInserção de fotogramas chave - Apenas necessáriosInserção de fotogramas chave - VisuaisInsere fotogramas chave para o conjunto de inserção de chaves especificado, com um menu dos conjuntos de inserção de chaves disponíveis caso não esteja definido.A inserção de fotogramas chave ainda não está implementada para este modo.Inserir fotogramas chave apenas para propriedades que já estejam animadasInserir PontoInserir ponto num segmento da curvaInserir Caractere UnicodeInserir um fotograma vazio em todas as camadas editáveisInserir um fotograma vazio no fotograma actual da cenaInsere um fotograma chave para todos os elementos da listaInsere um fotograma chave em todas as propriedades que provavelmente serão animadas numa rig de personagem (apenas ossos seleccionados)Inserir um fotograma chave em todas as propriedades prováveis de ser animadas numa de personagemInsere um fotograma chave para a propriedade activa de interface de utilizador actual.Inserir um fotograma chave para cada uma das propriedades das formas dos B-BoneInsere fotogramas chave para as curvas-f seleccionadas no ponto de localização do cursor.Insere fotogramas chave para as curvas-f activas no ponto de localização do cursor.Insere fotogramas chave em todas as curvas-f visíveis e editáveis usando o valor actual de cada curva.Insere um fotograma chave em cada uma das curvas-f existentes.Insere um fotograma chave em cada um dos canais de localização e rotação.Inserir um fotograma chave em cada um dos canais de posição e rotação, tendo em conta os efeitos das restrições e relaçõesInsere um fotograma chave em cada um dos canais de localização e escala.Inserir um fotograma chave em cada um dos canais de posição e escala, tendo em conta os efeitos das restriçõesInsere um fotograma chave em cada um dos canais de localização.Inserir um fotograma chave em cada um dos canais de posição, tendo em conta os efeitos das restrições e relaçõesInserir um fotograma chave em cada um dos canais de posição, rotação e escala, tendo em conta os efeitos das restrições e relaçõesInsere um fotograma chave em cada um dos canais de localização, rotação e escala.Insere um fotograma chave em cada um dos canais de rotação e escala.Inserir um fotograma chave em cada um dos canais de rotação e escala, tendo em conta os efeitos das restriçõesInsere um fotograma chave em cada um dos canais de rotação.Inserir um fotograma chave em cada um dos canais de rotação, tendo em conta os efeitos das restriçõesInsere um fotograma chave em cada um dos canais seleccionados.Inserir um fotograma chave em cada um dos canais de escala, tendo em conta os efeitos das restriçõesInsere fotogramas chave em todas as curvas-f seleccionadas e editáveis usando o valor actual de cada curva.Inserir um fotograma chave na Curva-F activa usando o valor actual da curvaInserir um fotograma chave nos rastreadores seleccionados no fotograma actualInserir um novo item na colecção após o referenciado em subitem_reference_name/_id or _indexInserir um novo item na colecção antes o referenciado em subitem_reference_name/_id or _index (NÃO USADO)Insere uma lacuna no fotograma actual até a primeira faixa a direita, independente da selecção ou estado das faixas como travadas.Insere fotogramas chave com base em "transformações visuais".Insere fotogramas chave para deslocamento adicional de localização.Insere fotogramas chave para deslocamento adicional de rotação.Inserir fotogramas chave para um factor de escala adicionalInsere os fotogramas chave para os canais especificados.Inserir fotogramas chave no fotograma actual usando ou o Agrupamento de Chaves activo, ou o das preferências do utilizador, se nenhum estiver activoInsere uma quebra de linha na posição do cursor.Inserir fotograma chave de forma de máscara para a camada de máscara activa no fotograma actualInsere um novo fotograma chave na posição do cursor para a curva-f activa.Insere os nós seleccionados dentro de um grupo de nós.Insere texto na posição do cursor.Inserir valores em excertos de texto usando Python e sintaxe de formatação compatível com pathInserta usando as margens das facesInserta novas faces nas faces seleccionadas.Inserta a região ao longo das arestas existentes.Lado internoDentro da Área AnotadaDistância InteriorDistancia interior em unidades de Interface do Utilizador a partir da fronteira da região dentro da qual começar enquadramentoInterior da esquina é um arcoInterior da esquina é pontiagudoInspeccionar imagens ou resultados de renderizaçãoÍndice de InspecçãoInstalarInstalar luz definida pelo utilizadorInstala uma adiçãoInstalar um modelo de aplicaçãoInstalar HDRIs personalizadosInstalar capturas de material personalizadasInstalar Luzes de Estúdio PersonalizadasInstalar extensão a partir de ficheiros num repositório gerido localmenteInstalar este ficheiroInstânciaLimites das InstânciasColecção de DuplicaçãoPeso de Instanciação de ColecçõesInstanciar ColecçõesInstanciar Colecções ao ApôrInstanciar Colecção ao VincularEscala de Duplicação em FacesModificador de InstânciaObjecto InstânciaInstanciar Dados-de-ObjectoDeslocamento de InstanciaçãoID Aleatório da InstânciaRotação das InstânciasEscala da InstânciaTransformação de InstânciaTipo de DuplicaçãoDuplica uma colecção existenteInstanciar nos PontosInstanciar a colecção seleccionada na cena activaColecção InstanciadaObjectos instanciadosInstanciadorInstânciasInstâncias de objectos ou colecçõesInstâncias em PontosInstanciaçãoDuplica os objectos descendentes em todos os facesDuplica os objectos descendentes em todos os vérticesInstanciar colecções como vazios, e, vez de vinculá-los à actual camada de visualizaçãoInstanciar IDs de dados do objecto (ou seja criar objectos para os mesmos se necessário)Ao invés de usar cores por pincel, a cor é compartilhada entre todos os pincéis.Em vez de amostras por pincel, o valor é partilhado entre todos os pincéisEm vez de tamanho por pincel, o tamanho é partilhado entre todos os pincéisAo invés de força por pincel, a força é compartilhada entre os pincéis.Ao invés de peso por pincel, o peso é compartilhado entre todos os pincéis.Em vez de seleccionar no carregar do botão do rato, esperar para ver se ocorre um evento de arrastar. De outra forma seleccionar ao libertar botãoInteiroInteiroInteiro 64-bitsSequência de inteirosAtributo InteiroValor de Atributo InteiroMatemática de InteirosConector de nó de inteirosInterface de conector de nó de inteirosValor InteiroVector InteiroO conector de números inteiros de um nó.Valor Inteiro em atributo de geometriaIntegrarIntegrar deformação da contribuição deste modificador com as coordenadas do armazenamento de malha (útil para Formas Chave)IntegraçãoTipo de interpolaçãoPredefinições de integradorIntensificar DetalhesIntensidadeA intensidade do ruído.Raio de interaçãoO raio de interação é um factor de 4 vezes o tamanho das partículas.Navegação InteractivaConsola Interactiva PythonLinha de comando interativa programável para edições avançadas e desenvolvimento de scripts.Adicionar um objecto interactivamenteInterativamente alterar o número do fotograma actual.Permite definir interativamente um intervalo de fotogramas usado para a reprodução.Permite o voo interativo dentro da cena.Permite a navegação interativa dentro da cena (usa as preferências do modo de voo ou caminhada).Apontar interactivamente câmaras e luzes para uma posição (Ctrl move)Permite definir interativamente o fotograma actual e o valor do cursor.Permite a caminhada interativa dentro da cena.Permite navegar ou caminhar interativamente dentro da cena.InterceptarInterfaceFonte da interfaceDeclaração de interface para esta árvore de nósLargura de Banda InteriorRaio interiorEntrelaçamentoTipo de entrelaçamentoIntercalarInterno(a)Erro interno - O Bloco-de-Dados de animação não é válido.Fricção internaFicheiro IES InternoLigações internasDivergência Máxima das Molas InternasComprimento Máximo das Molas InternasMolas InternasGrupo de Vértices de Molas InternasConexões internas de entrada-para-saída para silenciamento.Proprietário InternoScript de sombreador interno para definir o sombreador.Uso interno (edição do valor da propriedade "data_path").Renderizar internamente para além da margem para evitar que efeitos de tela desapareçamInternet:Distância interocularInterpolarInterpolar CurvasInterpolar traços de Grease Pencil entre fotogramasInterpolar ComprimentoInterpolar Contagem de PontosInterpolar RaioInterpolar FormaInterpola todas as arestas fonte que tenham sido atingidas por aquelas presentes na destinação ao longo de suas próprias normais (a partir dos vértices).Interpola todos os polígonos da fonte que estejam sendo interseccionados pela projeção dos presentes na destinação ao longo de suas próprias normais.Interpolar entre amostras 2x2Interpolar entre fotogramas Início e Fim, com o botão deslisante Avaliação de Tempo em vez do objecto/osso AlvoInterpolar entre normais originais e novasInterpola o cabelo usando Splines-B.Interpola as novas partículas a partir das existentes.Interpola os pixeis usando o filtro seleccionado.Interpola o raio dos pontos seleccionados.Interpola a inclinação dos pontos seleccionados.Interpola os pesos de influência dos pontos seleccionados.InterpoladasInterpola entre fotogramas de Início e Fim da acçãoInterpola normais personalizadas existentes à malha resultanteInterpolaçãoCurva de interpolaçãoDecaimento de InterpolaçãoTopo de InterpolaçãoInterpolação tipo UInterpolação Tipo VInterpolação Tipo WFactor de interpolação entre o peso do pincel actual, e o peso das chaves.Reserva de interpolação para animações amostradas, quando a propriedade não tem fotogramas chaveMétodo de interpolaçãoMétodo de interpolação para usar para o segmento da curva-f a partir deste fotograma chave até a próximo fotograma chaveMétodo de interpolação a ser utilizado para os volumes em simulações de fogo e / ou fumo.Método de interpolação a utilizar para fumo/fogo em modo sólidoMétodo de interpolação a ser utilizado para volumes.O método de interpolação a ser usado na próxima vez que a "Sequência interpolada" é executada.Define o modo de interpolação usado para o primeiro fotograma chave nas curvas-f adicionadas recentemente (os fotogramas chave subsequentes recebem a interpolação dos fotogramas chave predecessores).O tipo de interpolação a ser usado para as alterações dos sub-pixeis e rotações devido a estabilização.Tipo de interpolação para Formas Chave absolutasInterpolação:IntersecçãoModo IntersecçãoIntersectar selecção existenteIntersecciona faces seleccionadas com não seleccionadas.Apenas IntersecçãoPrioridade de IntersecçãoIntersecção com ContornoIntersecção gerada por esta colecção terá este valor de máscaraApenas intersecçãoUma proporção para o intervalo entre as pinturas durante o uso do aerógrafo.Intervalo de curvatura de tempo durante o teleporte no modo de navegação.Introduz pontilhamento/aleatoriedade nos traçosInválidoErro - Contexto inválidoEntradas inválidasErro - Entrada inválidaObjecto de jaula inválido, a malha de jaula deve possuir o mesmo número de faces que o objecto activo.Contexto inválido para Agrupamento de ChavesIntervalo de fotogramas inválido (%d - %d).Índice inválido %d para segmentos B-Bone de '%s'!Um ou ambos do par novo ou antigo de identificadores ('%s' / '%s') é inválido.Resolução inválida.Ordem de selecção invalida.%r é um alvo inválido (Para funcionamento adequado, o alvo deve ser do tipo "Armação" ou "Objecto").Nome de variável inválido, clique aqui para mais detalhes.Índice de grupo de vértices inválido.Eixo inválido ou não definido.InversoLimitar inversamenteGanho inversoGama invertidoCinemática inversaRealce inversoMatriz inversaCompensação InvertidaMatriz Inversa de AscendentePotência InvertidaQuadrático(a) inverso(a)Escala inversaInclinação InversaPressão de suavização inversaModo Raiz QuadradaDecaimento por Inverso quadrático.Modelo de distância inversa.Modelo de distância inversa, com limitação.Inverso da matrix de transformação do ascendente da camadaInverso da matriz de parente do objecto durante o parenteamento.Selecção inversa (sobrepõe a opção "Seleccionar todos" quando verdadeiro).Modo de InversãoInverterInverter alfaInverter a ColecçãoInverter Filtragem de ColecçãoInverter CorInverter OmissãoInverter CurvaturaInverter DeslocamentoInverter ordenação da tabela de animaçãoInverter DecaimentoInverter grelhaInverter CamadaInverter Passagem de CamadaInverter MaterialInverter Passagem de MaterialInverter MatrizInverter o compasso do eixo (X)Inverter Pressão para DensidadeInverter Pressão para FluxoInverter Pressão para DurezaInverter a Pressão para Mistura HúmidaInverter a Pressão para Persistência HúmidaInverter valores RGBInverter o eixo de rolagem (Z)Inverter RotaçãoInverter a selecçãoInverter Filtragem de SilhuetaInverter PulverizaçãoInverter DesseleccionadosInverter Grupo de VérticesInverter Pesos AInverter Pesos BInverter a Direcção de Ampliação da Roda do RatoInverter XInverter o eixo XInverter YInverter o eixo YInverter o eixo de inclinação (Y)Inverter ZInverter o eixo ZInverter Direcção de AmpliaçãoInverter a cor, produzindo um negativoInverter acção durante o traçoInverte a acção do pincel pela duração do traço.Inverte o peso do grupo de vértices activo.Inverter normais afectadasInverte todos os valores de alfa dentro da imagem.Inverter canal alfaInverter canal azulInverter cores produzindo um negativoInverter traço de destino para corresponder início e fim com o traço de origemInverter selecção existenteInverter filtragem de marcação de facesInverter filtro de pesquisaInverter filtragem (mostrar itens ocultos, e vice-versa)Inverter canal verdeInverte os canais de imagem.Inverter filtro de camadaInverter filtro de passagem de camadaInverter máscaraInverter filtro de materialInverter filtro de passagem de materialInverter normais para objectos com escala negativa.Inverter valores de saída dos valoresInverter fixação para da selecção em vez de defini-laInverter canal vermelhoInverte a selecção de todos os elementos.Inverte a ordem de classificação dos canais da tabela de animação.Inverter valores do grupo de vértices fonteInverte a localização de X.Inverte a rotação no eixo X.Inverte a localização de Y.Inverte a rotação no eixo Y.Inverte a localização de Z.Inverte a rotação no eixo Z.Inverter o eixo de movimento do rato para ampliaçãoInverte a direcção de cálculo do mapa de relevos, simulando afundamentos em vez de ressaltos.Inverter a curvatura da extensão do traçoInverter expansão dos elementos activosInverte as direções das facesInverte a direcção de esmaecimento do mapeamento linear.Inverte a cor de ganhoInverte as cores da gama.Inverte a máscara geradaInverter a influência do grupo de vértices AInverter a influência do grupo de vértices BInverte as cores dos realces.Inverte o estado de bloqueio de todos os grupos de vértices.Inverte a máscaraInverte as cores pretas e brancas da máscara.Inverter a modulação de pressão na densidadeInverter a modulação de pressão no fluxoInverter a modulação de pressão na durezaInverter a modulação de pressão na mistura húmidaInverter a modulação da pressão na persistência húmidaInverte a entrada do rato.Inverter o filtro de estado de objectoInverter a cor de compensaçãoInverter a cor de potênciaInverter o decaimento de peso resultanteInverter o ângulo de rotaçãoInverter a cor de potênciaInverte a direcção do mapa de pulverizaçãoInverte a camada de estêncil.Inverte a influência do grupo de vértices.Inverter a visibilidade de todos os vérticesInverter o peso do grupo de vértices activoInverter para Raspar ou PreencherInverte a influência do grupo de vértices.Inverte a influência do grupo de vértices (apenas no modo "Recolher").Inverter a influência da máscara do grupo de vérticesInverter o peso do grupo de vérticesInverter colecção de visibilidade (Obsoleto)Inverte o que é considerado objecto e o que não é.InvertidoMáscara de Cavidade InvertidaInvocarInvocar todos os exportadores configurados para todas as colecçõesInvocar todos os exportadores configurados nesta colecçãoInvocar a operação do exportadorComponente da força do vórtice que aponta para dentro.Iris (.rgb)FerroTamanho da Acumulação de IrradiânciaTamanho de Visibilidiade de IrradiânciaSão activos(as)É ArquivoÉ AtributoEstá Alinhado com EixosEstá Pré-CalculadoSão raios para a câmaraÉ InformaçãoSão raios para a difusãoÉ Aresta SuaveÉ EditávelEstá em modo de ediçãoÉ VazioÉ AvaliadoÉ Face PlanaÉ face SuavizadaReserva utilizadaSão preenchimentos visíveisPonto flutuanteÉ Quadrícula GeradaÉ Raio de LustroÉ Grease PencilÉ HDREstá ocultoEstá na HierarquiaVínculo indirectoÉ Inspecção de SaídaÉ InstânciaTem Interface BloqueadoÉ internoÉ Acção em CamadasÉ Acção de LegadoÉ Revogação LocalÉ Instalação de Microsoft StoreSão nomes válidosEstá AbertoDefinido como saídaÉ Selector de painelDefinido como perspectivaEstá FixoÉ PlanarDefinido como portalSão raios para a reflexãoÉ ObrigatórioÉ uma sequênciaSão raios para as sombrasSão raios para a singularidadeÉ Splice CíclicaDefinido como vertenteDefinido como início de traçoSão traços visíveisÉ Revogação de SistemaSão raios para a transmissãoÉ Janela de VisualizaçãoSe o marcador está desactivado para o fotograma actualDefinido como parte de uma cadeia de cinemática inversa.É o nome da VAS em conflitoEste identificador de bloco está vinculado indiretamente.Verifica se este nome de controlador é válido como variável de texto.A quadrícula desta imagem é geradaEste item de mapa de teclas está modificado pelo utilizadorEste item de mapa de teclas é definido pelo utilizador (não substitui apenas itens de origem)IlhasMargens das ilhasSelecção de ilhasDefine a ilha que se mantém no lugar enquanto são feitas as costuras de ilhas.Precisão das ilhasIsolarAção isoladaIsolar Dados Multi UtilizadorIsola os ossos seleccionados dentro de uma armação separada.IsométricaItaliano - ItalianoItálicoÂngulo itálico dos caracteres.ItemIdentificador do itemTipo de ItemItem dentro do mapa de teclasItem num interface de árvore de nósItensItens expandidosItens Não EncontradosItens dentro do mapa de teclas, vinculando um operador a um evento de entrada.Itens no interface de nósItens no painel de nóÍndice de interacção usado por funcionalidades de inspecção como nó visualizador ou inspecção de conectoresInteraçõesO procedimento interativo não converge.J2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)Formato JPEG (.jpg)Qualidade JPEGQualidade JPEG para imagens aproximadas.Compressão com perdas tipo JPEG em blocos de imagem de 256 linhasCompressão com perdas tipo JPEG em blocos de imagem de 32 filasJPEG2000Japonês - 日本語TremulaçãoTremular CâmaraFotograma chave de tremulaçãoFotogramas chave de tremulação seleccionadosPressão da tremulaçãoUnidade de TremulaçãoTremular cor do pincelTremular posição da câmara para criar desfoque preciso usando amostras de renderização (apenas para renderização final)Factor de tremulação para os novos traços.Tremular no espaço de ecrã ou relativo ao tamanho do pincelQuantidade de tremulação na posição do pincel em pixeis durante a pintura.Quantidade de tremulação na posição do pincel durante a pintura.TremuladoSombras Tremuladas (Janela de Visualização)Montante de tremulaçãoTremulação ocorre no espaço de ecrã, em pixeisTremulação ocorre relativa ao tamanho do pincelJuntarJuntar AgrupamentoJuntar GeometriaModo Juntar GeometriaJuntar Nós em MolduraJuntar Amostras de PaletaJuntar TextoJuntar TraçosJuntar triângulosJuntar pontos extremos das curvas quando pontos de controlo sobrepostos forem detectados (quando desactivado, não haverá curvas cíclicas)Juntar grupos de camadas Grease Pencil numa sóJuntar múltiplos agrupamentosJunta as áreas seleccionadas em uma nova janela.Junta os objectos seleccionados dentro do objecto activo.Juntar traços seleccionados num preenchimento para criar buracosJuntar rastreadores seleccionadosJuntar por distância o último segmento desenhado com os traços anteriores na camada activaJuntar nova malha como geometria separada, sem calcular qualquer operação booleanaJuntar traços seleccionados num só traçoJunta duas curvas pelas suas terminações seleccionadas.Juntando resultados em %d vértices, limite é %ldLigações conjuntasAltura do saltoVelocidade de saltoSaltar para trás no tempoSaltar por fotogramasSaltar por segundosFaz o cursor saltar para uma linha.saltar para a frente/trás por um dado número de fotogramas ou segundosSalta para um campo diferente dentro do editor de propriedades.Saltar para ficheiro no editor de textoSalta para o final do caminho actualSalta para o primeiro ou último fotograma dentro da faixa de fotogramas.Salta para o próximo fotograma que falhouSalta para o fotograma anterior que falhouSalta para o fotograma chave anterior ou posterior.Salta para o marcador anterior ou posterior.Salta para um fotograma especialSalta para o início do caminho actualSalta para o último fotograma da faixa de fotogramas.Apenas adicionar a margem, ignorando qualquer escala UVJustificarK1K2K3K4KHR_materials_variants_uiCompressão KTX2ManterManter Ponto ÂncoraManter AnimaçãoManter eixoPreservar LimitesManter PontasManter ConectadosManter ContornoManter EsquinasManter Esquinas, ConfluênciasManter Esquinas, Confluências, CôncavasManter ExistenteManter hierarquiaManter entradasManter Último SegmentoManter comprimentosManter CircundávelManter ModificadorManter Nós com NomeManter NormaisManter deslocamentoManter AbertoManter originalManter o intervaloManter raízesManter formatoManter PontiagudasManter Arestas AgudasManter Manter transformaçõesMantém a malha no modo de edição e UV em sincronismo.Manter Interface de UtilizadorManter Transformações GlobaisMantém uma versão de cópia de segurança (com a extensão .blend1) dos ficheiros ao guardá-los com as previsões limpas previamente.Mantém uma versão de cópia de segurança (com a extensão .blend1) dos ficheiros ao guardá-los com as previsões geradas previamente.Manter o tamanho actual de todas as exturasAplica continuamente o efeito de pintura caso o rato seja mantido pressionado (jato de tinta).Manter nós descendentesManter alinhamento de cabeçalho existenteManter fotograma e não alterar com o tempoManter-se sem atravessar outras revoadas.Manter o manipulador visível mesmo quando o nó não está seleccionadoManter material aplicado ao pincelManter apenas fotogramas acima do fotograma 0Mantém o ficheiro original depois de copiar para a pasta de definição.Mantém os objectos originais em vez de substituí-los.Manter traços originais e criar uma cópia antes da reprojecçãoManter ficheiros de textura originais se possível. AVISO: se usar mais do que uma textura, onde o standard pbr requer apenas uma, apenas uma textura será usada. Isto pode levar a resultados inesperados.Manter rastreadores originaisMantém os comprimentos dos caminhos constantes.Evita que os caminhos interseccionem o emissor.Manter dados de renderização em memória para nova renderização mais rápida, à custa de maior uso de memóriaMantém as chaves das raízes sem modificações.Manter arestas pontiagudas conforme computado para normais personalizadas pré definidas, em vez de atribuir uma normal ponderada a cada vérticeManter deslocamento da faixa relativo ao fotograma actual ao colarMantém o pincel ancorado a localização inicial.Manter terminações actuais, não achatar enquanto se apagaManter os nós descendentes do grupo e apagar apenas o próprio grupoManter o mapa de vista computado e evitar o seu recálculo se a geometria de malha não for alteradaManter o actual bloco-de-dados visívelMantém as conexões de entrada para os nós duplicados.Manter objectos fluido visíveis durante renderizaçãoManter modificador no final da listaManter a parte das grelhas que é comum a todos os operandosManter a parte da malha que é comum a todos os operandosManter a posição do último segmento na cadeia IK fixoMantém os objectos de fumo visíveis durante a renderização.Manter a textura num comprimento constante independentemente do comprimento de cada traçoMantém os valores do grupo activo durante a normalização de outros.Manter transformações globais dos traços na área de transferência sem alteraçãoManter o "ruído" zig-zag no encadeamento inicialMantém as faces trianguladas resultantes a partir da decimação (apenas no modo "Recolher").Mantém os vértices atribuídos a pelo menos um grupo durante a limpeza.Manter os modificadores irá aumentar a contagem de polígonos ao retornar para o modo de objecto.Mantém a tonalidade constantesOptimização do NúcleoRaio para espaçamentoOs núcleos podem ser optimizados com base no conteúdo da cena. Núcleos optimizados são solicitados no início da renderização. Se núcleos optimizados não estiverem disponíveis, a renderização prosseguirá usando núcleos genéricos até o conjunto optimizado estar disponível em cache. Isto pode resultar em utilização adicional de CPU por um breve período de tempo (dezenas de segundos)KerningChaveChaveChave %dInserir chaves para todos os ossosBlocos de chavesDefinição de teclaAs definições de mapa de teclasDefinições de teclasMapa de teclasItem de mapa de teclasMapa de teclasChaves de velocidade angular.Definição de atalhos de teclado que pode ser expandida por adições, e que será adicionada à configuração activa durante a manipulação de eventosLocalização da chavesLocalização da chave de partículas ao longo do tempo.Inserir fotograma em posição/rotação/escala bem como propriedades personalizadasChave mapeada a fotograma específico que pode ser movida para alterar a velocidade de reproduçãoO mapas de teclas definido como parte desta definição.Chaves de rotação de quaternião.Chaves de velocidadeAssociação de TeclaPreferências de Configurações de teclasDefinição de tecla '%s' não pode ser removida.Definições de teclasItens de mapa de teclasPredefinições de chaveTecladoChaveadasEstados com chavesTemporização por ChavesO alvo das partículas com chaves inseridas é válido.Fotograma ChaveFotograma chave AInserir Fotograma na Faixa de AnimaçãoFotograma chave BMargens dos fotogramas chaveMargens dos fotogramas chave seleccionadosInserção de fotogramas chave necessáriosMenu de Circular de Inserção de Fotogramas ChaveIntervalo de Fotogramas ChaveNúmeros dos fotogramas chavePontos dos fotogramas chaveFactor de escala para fotogramas chaveFotogramas chave seleccionadosSelecção de fotogramas chaveFotogramas chave a partir das transformações finais (com restrições aplicadas).O fotograma chave referido não está na curva-f.A operação de colar fotogramas chave não está disponível para o modo de máscara.Fotograma chave para definirCom fotogramas chaveFaixas com Fotogramas ChaveFotogramas chaveFotogramas chave à volta do cursor em torno dos quais enquadrar ampliaçãoFotogramas chave não podem ser adicionados para curvas-f amostradas.Definições de Inserção de Fotogramas ChaveInserção de chavesTela de inserção de chavesConjunto de chavesNome do conjunto de chavesCaminho de conjunto de chavesCaminhos de Agrupamento de Chaves para definir definições que recebam fotogramas chaves em conjunto.O Agrupamento de Chaves define caminhos/definições específicas nas quais inserir fotogramas (i.e. não é dependente da informação de contexto)O conjunto de inserção de chaves não possui quaisquer caminhos.Conjuntos de inserção de chavesTodos os conjuntos de inserção de chavesAgrupamento de Chaves '%s' adicionou com sucesso %d fotogramas chaveAgrupamento de Chaves '%s' não encontradoAgrupamento de Chaves não pôde ser adicionadoAgrupamento de Chaves falhou inserção de quaisquer fotogramas chaveAgrupamento de Chaves falhou remoção de quaisquer fotogramas chaveCaminho do Agrupamento de Chaves não pôde ser adicionadoCaminho do Agrupamento de Chaves não pôde ser adicionado removidoCaminhos dos Agrupamento de ChavesCaminhos do Agrupamento de Chaves não pôde ser adicionado removidoConjunto de inserção de chavesMapa de TeclasMapa de teclas é definido pelo utilizadorChavesPassos de chaveCodificação de Imagem Neutra para PBR Khronos para Exibição sRGBsRGB Neutro PBR KhronosMatar partículasMata as partículas colididas.QuilómetrosCinemáticaRestrição de cinemática (direta)Torção angularAmplitude de torçãoFactor de amplitude de torçãoFrequência de torçãoFactor de frequência de torçãoKirschLosangoDeslocamento relativo conhecido da tomada de filmagem original, para ser subtraído. Usado por exemplo para tomadas em panorama. Esse valor pode ser animado opcionalmente.Coreano - 한국어Ípsilon Kr derivativoÍpsilon Kr derivativo para computação de contornos sugestivos.KuwaharaQuirguiz - Кыргыз тилиBIBLIOTECA: %s: O objecto '%s' está diretamente vinculado a partir de '%s' (com o parente '%s'), mas refere-se a tipos de dados não vinculáveisBIBLIOTECA: %s: '%s' faltando em '%s', com o parente '%s'BIBLIOTECA: Dados referem-se ao ficheiro Blender principal: '%s' a partir de %sBIBLIOTECA: Objecto perdido a partir da cena: '%s'BEMLZWRótuloTamanho da fonte da legendaTamanho da legendaLegendar nós de redireccionamento com base nas legendas dos nós redireccionados conectadosLegenda a mostrar para o subtipo de conector no interface do utilizadorLegenda a mostrar para o tipo de conector no interface do utilizadorFrequência das lacunasLambda nas margensFactor LambdaFactor LambdaO factor Lambda nas margensReflexão difusa Lambertian e Oren-NayarTransmissão difusa LambertianaSombreador de emissão LambertianaLâmpadaEspaço pessoal terrestreForça de fixação terrestreSuavidade da aterrizagemMarcoControlos de MarcosMarcosLinguagemIdentificador da línguaNome da línguaLegenda da Língua (por exemplo "Francês (Français)")Língua usada para tradução.Línguas para traduçãoLínguas a actualizar no repositório de trabalhoLaplaceLaplacianoDeformação laplacianaModificador - Deformação laplacianaModificador - Suavização LaplacianaSuavização usando o método laplaciano dos vértices seleccionados.Muito GrandeMaior para MenorÚltimoIdentificador do Último Compartimento de AcçãoÚltimo fotogramaÚltimo valor do intervalo da invisibilidade quantitativa.Último fotograma a partir da acção para usar.Último fotograma da acção para usar.Último fotograma da linha de tempo da acçãoÚltimo fotograma do segmentoÚltimo fotograma a transferirO último elemento seleccionado.Tornear em torno de um eixo, tratando a malha base como um perfilTreliçaNovo(a)Deformação por treliçaModificador - TreliçaBlocos de dados de treliça definindo uma grelha para deformação de outros objectos.Bloco-de-dados de TreliçaModificador treliça, para deformação.Objecto jaula, com o qual deformar.Resolução da grelha na direcção UResolução da grelha na direcção VResolução da grelha na direcção WTreliçasCamadasCamada AcimaCamada AbaixoColecção da CamadaGrupo de CamadasGrupo de CamadasÍndice de CamadaModo da CamadaObjecto da CamadaOpacidade de camadaPassagem de CamadaAmostras de camadaSelecção de CamadasCamada de pesos de influênciaCamada acima da activaCamada abaixo da activaColecção da camadaDescendentes da Colecção de CamadaCamada em uma imagem com múltiplas camadas.A camada está seleccionada para edição na tabela de animação.Nome da camadaCamada do armazém, de onde carregar ou revogar a informação da primeira camadaCamada de cores de vértices em um Bloco-de-Dados de malha.Filtro de passagem de camadaEm camadasCamadasColoração de CamadasCamadas nas quais colocar controlos FKCamadas nas quais colocar controlos IK opcionaisCamadas nas quais colocar os controlos primáriosCamadas nas quais colocar os controlos secundáriosCamadas nas quais colocar os controlos de retoqueCamada incluída na interpolaçãoCamadas do armazenamentoCamadas usadas como limitesOrganizarOrigem Preguiçosa!Alvo Preguiçoso!ChumboFuncionalidade tipo tecla mestre para aceder a ferramentasManter como estáDeixar no estado actualManter orientação inalteradaEsquerdaOlho esquerdoManípulo esquerdoDeslocamento do Manípulo EsquerdoManípulo esquerdo seleccionadoTipo de manípulo esquerdoChave EsquerdaVizinho EsquerdoStatus de selecção de manípulo esquerdo.A lateral esquerda da área de pesquisa em coordenadas normalizadas, relativas a posição do marcador.Esquerda e direitaDeslocamento esquerdo de fotograma do manípulo direito desde o fim do conteúdo da faixaPernaAdição de LegadoAdições de LegadoComportamento de LegadoTipo de dispositivo de computação antigoRuído de LegadoNormal de LegadoSobrescritar de LegadoCaminho Alvo de LegadoRestrição de rastreamento antiga, propensa a artefatos de torção.Identificador único de tipo de nó de legado, redundante com a propriedade bl_idnameCamadas de cores de vértices de legado. Obsoleto, substituir por atributos de cor.Direitos legais e condições do modeloComprimentoMédia de comprimentoFactor de comprimentoModo de comprimentoModificador de comprimentoUnidade de ComprimentoInfluência do comprimentoComprimento em posição de descanso.Comprimento no espaço da geometriaComprimento em rácio do comprimento do traçoComprimento de AComprimento de um ciclo de traço medido em amostras de traçoComprimento dos caminhos das crianças.Comprimento do caminho de amostragem, em fotogramas.A duração de cada fotograma.Comprimento de cada segmentoComprimento da aresta em espaço 3DComprimento do primeiro Manípulo Bézier (apenas para B-Bones)Comprimento das novas curvas adicionadas quando não interpoladas de outras curvasComprimento dos raios, define com que distância as outras faces causam o efeito de oclusão.Comprimento do segundo Manípulo Bézier (apenas para B-Bones)Define o comprimento do primeiro traço para as linhas tracejadas.Define o comprimento do primeiro traço para divisão do tracejamento.Define o comprimento do primeiro vão para as linhas tracejadas.Define o comprimento do primeiro vão para divisão do tracejamento.Define o comprimento do segundo traço para as linhas tracejadas.Define o comprimento do segundo traço para divisão do tracejamento.Define o comprimento do segundo vão para as linhas tracejadas.Define o comprimento do segundo vão para divisão do tracejamento.Define o comprimento do terceiro traço para as linhas tracejadas.Define o comprimento do terceiro traço para divisão do tracejamento.Define o comprimento do terceiro vão para as linhas tracejadas.Define o comprimento do terceiro vão para divisão do tracejamento.O comprimento do ossoComprimento do osso. Alterar move a ponta da cauda.Comprimento da profundidade adicionada na direcção Z local ao longo da curva, perpendicular às suas normaisO comprimento dos cabelos.Comprimento dos encabeçamentos de linha.Comprimento da cauda da linhaComprimento da faixa em fotogramas desde o manípulo esquerdo ao manípulo direitoComprimento da faixa em fotogramas, ou comprimento de cada faixa se várias forem adicionadasComprimento da origem subjacente das faixas em fotogramas, excluindo manípulosComprimento das pontas a ser removidas.Comprimento ao qual ajustar a disposiçãoComprimento a atribuir aos manípulos Bézier dos fotogramas chave seleccionadosLennard-JonesPeso de influência do efetor Lennard-Jones.LentesDistorção de lentesUnidade de lentesComprimento focal das lentes (milímetros).MenorMenor queModo Menor QueMenor ou Igual aMenos que 90 limita o ângulo usado dentro da faixa tonal.Deixar fumo desaparecer com o tempo.Permite que a orientação do objecto emissor forneça às partículas uma velocidade inicial.Permitir que o cursor dê a volta em torno das margens do ecrã para que o movimento do rato não esteja limitado pelo tamanho do ecrã (usado para transformações, arrastar de elementos do interface do utilizador, etc.)Permite que o objecto forneça às partículas uma velocidade inicial.Permite que as normais da superfície forneçam às partículas uma velocidade inicial.Permite que a tangente da superfície forneça às partículas uma velocidade inicial.Permite que as partículas alvo forneçam às partículas uma velocidade inicial.Deixar o texto sair para além das margens das caixas de textoPermite que o vector mais distante da localização das partículas alvo forneça às partículas uma velocidade inicial.NívelNível FinalNível InicialNível dos detalhes dentro do ruído turbulento adicionado.Nível de subdivisõesNíveisRecarregamento de biblioteca: A substituição de todas as referências para o Bloco-de-Dados anterior '%s' pelo que foi recarregado falhou. O Bloco-de-Dados anterior que possui %d utilizadores remanescentes, teve de ser mantido e foi renomeado para '%s' .BibliotecasBibliotecaA biblioteca "%s" precisa de uma re-sincronizaçao de revogaçõesBiblioteca '%s', '%s' possui múltiplas instâncias, guarde e recarregue!Biblioteca (dados de objectos)Referência a biblioteca (ficheiro blend) em dados BlendImportContext. Actualmente apenas exposto como dados apenas de leitura para encarregados pre/pos importação de ficheiro blendNavegador de bibliotecasEditável como BibliotecaO ID de biblioteca representando o ficheiro blend a partir do qual o ID foi importado. Nenhum até o ID ter sido vinculado ou apostoNome da BibliotecaOperações para bibliotecasRevogável por BibliotecaID Revogado por BibibliotecaRevogação de BibliotecaOperação de Revogação de BibliotecaOperação de Resolução de Problemas de Revogação de BibliotecaModo de Visualização de Revogações de BibliotecaRevogações de BibliotecaRevogações de Biblioteca Precisam de Re-SincronizaçãoCaminho de bibliotecaReferência Fraca da BibliotecaBloco-de-dados de BibliotecaBiblioteca de ficheiro ao qual o Bloco-de-Dados está vinculado.Ficheiro de biblioteca, contendo ou carregando uma cena vazia para o projeto actual.ID da revogação de biblioteca usado como raiz da hierarquia revogada, da qual que ID faz parteDados da revogação de bibliotecaCaminho de biblioteca '%s' não existe, por favor, corrija isto antes de guardar o ficheiro.O caminho da biblioteca '%s' agora é válido, por favor, recarregue a biblioteca.Biblioteca a ser recarregadaBiblioteca para redireccionarLicençaTempo de vidaFactor de tempo de vidaTempo de vida das partículas.Tempo de vidaTempo de vida de uma onda em fotogramas, zero significa infinito.RealceForça de elevaçãoRealce, gama e ganhoLeveÁreaAutomáticoTrásAmostragem de EmissãoFrenteFrente e TrásLuzCaptura de MaterialNenhumaPontoPotênciaProjectorForçaEstúdioSolTipoUsar TemperaturaAmbienteDirecção da LuzDecaimento de luzGrupo de LuzesGrupos de LuzesEscala de Intensidade de LuzAssociação de LuzesEspeciais de Associação de LuzesAssociação de luzes para %sObjecto LuzSaída de LuzCaminhos de luzCaminhos de luzSonda de LuzOmissão do Reverso de Faces de Volume por Sonda de LuzBloco-de-dados de Sonda de Luz para iluminar objectos de capturaBlocos-de-Dados de Sondas de LuzSondas de LuzAjuste de amostragem de iluminaçãoLimite de LuzÁrvore de LuzesTipo de LuzCor da luzTemperatura de cor da luz em KelvinBlocos-de-dados de lâmpadas para iluminar uma cenaBlocos-de-Dados de LuzEnergia luminosa emitida sobre a totalidade da área da luz em todas as direcções, em unidades de potência radiante (w)Associar bloqueadores seleccionados ao objecto emissor seleccionadoAssociar receptores seleccionados ao objecto emissor activoDefinições de associação de luzesDefinições de associação de luzes de objectos e colecções descendentes da colecçãoDefinições de associação de luzes da colecçãoDefinições de associação de luzes do objecto da colecçãoEstado de recepção de recepção iluminação e sombra do objecto ou colecçãoSonda de luz que captura luminosidade recebida de uma única direcção num planoSonda de luz que captura iluminação de baixa frequência dentro de um volumeSonda de luz que captura luminosidade precisa de todas as direcções num ponto único no espaçoDistribuição de luz dispersa numa superfície ásperaTamanho de luz para gerar as amostras de raios para sombras traçadas por raios.ClarearModo ClarearPressão mais leve faz com que mais suavização seja aplicada.Grupo de LuzesSincronização de Agrupamento de LuzesGrupo de luzes a que o objecto pertenceGrupo de Luzes a que o mundo pertenceIluminaçãoModo de IluminaçãoIluminação para um Bloco-de-Dados de ambienteLuminosidadeLuzesLuzes afectam o objecto Grease PencilLuzes usadas para mostrar objectos em modo de representação sólidaLuzes usadas para mostrar objectos em modo de representação sólidoSegmentos de MembrosTipo de MembroNós das juntasCalcário (quebrado)Calcário (sólido)LimiteLimitar distânciaRestrição - Limitar distânciaLimitação para modificador-fLimitar Intervalo de FotogramasLimitar posicionamentoRestrição - Limitar posicionamentoMétodo de limitaçãoModo de limitaçãoLimitar rotaçãoRestrição - Limitar rotaçãoLimitar escalaLimitar texturasRestrição - Limitar tamanhoLimitar Vista ao ConteúdoLimitar em XLimitar em YLimitar em ZLimite abaixo do qual fundir os vértices.Limita a aplicação do pincel para a distância especificada pelo espaçamento.Limita colisores a esta ColecçãoLimitar colisores a este grupoLimita os pesos de deformação associados com um vértice para um número especificado pela remoção dos pesos mais baixos.Limita a distância em coordenadas normalizadas.Limita os efectores a esta collecçãoLimita os objectos de fluido a esta colecçãoLimite para atracção de vértices do meio ao centro do eixoLimita forcas para esta colecçãoLimitar número máximo de luzesLimita a quantidade máxima de passos da inclinação da onda entre os pontos de simulação. Use valores mais altos para ondas mais suaves, ao custo da redução dos detalhes.Limitar a geometria de fusãoLimita o movimento em torno do eixo X.Limita o movimento em torno do eixo Y.Limita o movimento em torno do eixo Z.Limitar movimento à direcção inicial do observadorLimita a rotação em torno do eixo X.Limita a rotação em torno do eixo Y.Limita a rotação em torno do eixo Z.Limita a velocidade de rastreamento para tornar o efeito de retorno visual mais fácil (isto não afeta a qualidade de rastreamento).Limita o tamanho da textura para 1024 pixeis.Limita o tamanho da textura para 128 pixeis.Limita o tamanho da textura para 2048 pixeis.Limita o tamanho da textura para 256 pixeis.Limita o tamanho da textura para 4096 pixeis.Limita o tamanho da textura para 512 pixeis.Limita o tamanho da textura para 8192 pixeis.Limita o tamanho da textura utilizada para a renderização final.Limita o tamanho das texturas usadas pela renderização na janela de visualização.Limita a quantidade de escalonamento automático.Limita a distância a partir do objecto alvo.Limitar a distância ao plano de deslocamento que um vértice pode ser afectadoLimita a distância usada para projeção (zero para desactivar).Limita a localização do objecto restringido.Limitar número de ligações simultâneas à internet que as operações online podem fazer. Zero desactiva o limite.Limitar tempo de renderização (excluindo período sincronização). Zero desactiva limite.Limitar a resolução a 1 unidade da origem da luz, em vez de relativamente ao pixel ensombradoLimita as rotações do objecto restringido.Limita o escalonamento do objecto restringido.Limita o tamanho de textura para poupar memória gráfica.Limita os intervalos de tempo ou os valores das curvas-f modificadas.Limitar altura da linha de tempo ao máximo canal utilizadoLimitar ao Intervalo de ReproduçãoLimitar a SegmentoLimitar à janela de visualizaçãoLimitar a cor de selecção para efeito de brilhoLimita a movimentação no eixo X.Limita a movimentação no eixo Y.Limita a movimentação no eixo Z.LimitesLimita o deslizador do valor da propriedade a um intervalo, valores fora do intervalo pode ser introduzidos numericamenteErro linearLinhaDesenho de LinhasModificador Desenho de LinhasDefinições de Desenho de LinhasDefinições de Desenho de Linhas para o materialDefinições de Desenho de Linhas para o objectoTipo de origem dos traços do Desenho de LinhasComeço da linhaCor da linhaCor da linha - alfaCor da linha - azulCor da linha - verdeCor da linha - vermelhoFim da linhaLinha - ErroLinha - InformaçãoLinha - EntradaNúmeros de linhaPlano de fundo dos números de linhaLinha - SaídaPrioridade da linhaAmostra em LinhaNome do conjunto de linhasConjuntos de linhaEstilo de linhaModificador de alfa para estilo de linhaModificador de estilo de cor de linhaModificador de estilo de geometria de linhaModificador de estilo de linhaSaída de estilo de linhaModificador de estilo de espessura de linhaBlocos-de-dados de Estilo de LinhaEstilos de linhaEspessura da linhaModo de espessura de linhaTipo de LinhaEspessura da linhaCor da linha usada para renderização de linhas Freestyle.Número da linha para a qual saltar.Linha de texto em um Bloco-de-Dados de texto.Conjunto de linha '%s' não pode ser removido.Definições de linha para a associação de linhas e parâmetros de estilo.O nome do conjunto de linhas.Definições de linhas para a associação de linhas e parâmetros de estilo.Definições de estilo de linha.Altera a espessura da linha com base em um ruído aleatório.Altera a espessura da linha com base nos ângulos entre duas faces adjacentes.Altera a espessura da linha com base na curvatura radial das superfícies 3D das malhas.Espessura de linha para o caminho de movimentoEspessura da linha em pixeis.Modo de espessura de linha para desenho de linha Freestyle.Linha para a qual saltarCompartimento de textura de estilo de linhaLinearCurvas 3D LinearesAP0 Linear com ponto de branco ACESAP1 Linear com ponto de branco ACESBT.2020 linear com ponto de branco D65BT.709 com ponto de branco luminante D65CIE-XYZ D65 LinearCIE-XYZ E LinearLimitar linearmenteDCI-P3 D65 LinearDCI-P3 linear com ponto de branco luminante D65Amortecimento linearArrasto linearE-Gamut linear com ponto de branco luminante D65Extrapolação linearFilmLight E-Gamut LinearManipulador LinearGradiente LinearInterpolação linearLuz linearModo Iluminar LinearMotor linearRec.2020 LinearRec.709 LinearAjuste de desativação de velocidade linearVelocidade linear abaixo da qual a simulação será interrompida para a simulação do objecto.Modelo de distância linearModelo de distância linear com limitação.Decaimento tipo linear.Interpolação linearInterpolação linear entre valores De Min e De MaxInterpolação linear entre fotogramas chaveViscosidade linear.Misturar linearmente os dados suavizados com os fotogramas de fronteira da selecçãoEscalona linearmente ao longo do eixo Z do espaço do modificador.LinhasLinhas de textoEspeciais para conjunto de linhasVincularVincular Activo ao SeleccionadoVincular Dados de AnimaçãoVincular ColecçõesVincular Fontes ao TextoVincular Colecções InstanciadasLimite de conexãoVincular MateriaisVincular Dados de ObjectoÍndice da Operação de ConexãoEstado de associaçãoConectar nó activo a nós seleccionados com base em varios critériosLigação entre nós numa árvore de nósPermite vincular a partir de uma biblioteca de ficheiro Blender.Conectar desta saídaVincular as colecções da cena actual (cópia ligeira)A conexão está oculta devido a conectores invisíveis.Ligação está desactivada e pode ser ignoradaLigação é válidaVincula o material ao objecto ou aos dados do objecto.Conectar nó à saída de grupo ou árvoreVincular objectos a uma colecçãoVincular objectos a uma nova colecçãoOperação de conexão a executar no conector de contextoVincular Colecções Seleccionadas à Cena ActivaConectar faixas para selecção agrupada simplificadaVincula a selecção para outra cenaVincula os objectos ou blocos de dados em vez de anexar.Ligação para o nó de visualizaçãoLigação para o nó de visualizaçãoVincular/Transferir DadosVinculandoCopia vinculadaDados VinculadosBlocos-de-Dados VinculadosManípulo ligadoUID de Sessão de ID VinculadoID Vinculado como referência por esta revogaçãoVinculados IncluídosTempo conectadoGeração e gravação de dados de objectos vinculados requer que o cache de disco seja activo.Vínculo ou anexação a partir de um formato de ficheiro (%d.%d) muito antigo do Blender. Nenhuma conversão de animação será feita ! Talvez você queira guardar novamente seu ficheiro de bibliotecas usando a versão actual do Blender.LigaçõesLíquidoListaLista o conteúdo dos ficheiros Blender.Item de ListaCores dos itens da listaComprimento da ListaNome da ListaLista o conteúdo de todos os sub-directórios, com um nível de recursão.Lista o conteúdo de todos os sub-directórios, com três níveis de recursão.Lista o conteúdo de todos os sub-directórios, com dois níveis de recursão.Listar todos os operadores num bloco de texto, útil para a criação de scriptsLista os objectos abaixo do rato (apenas no modo de objecto).Lista de VASsLista de Grupo de LuzesLista de Camadas MáscaraLista de Camadas MáscaraLista de todas as colecções de ossos da armaçãoLista de modificadores de transparência alfa.Lista de imagens de plano de fundo.Lista de segmentos de animação encadeadosLista de gizmos no Mapa de GizmoLista de grupos de ossos para fácil selecçãoLista de bibliotecas a partir das quais procurar e importar o ID. O ID será importado do primeiro ficheiro nessa lista que o contenha.Lista de modificadores de cor de linha.Lista dos modificadores de espessura.Lista de IDs cripto de objectos e materiais a incluir na máscaraLista de propriedades revogadasLista de operações revogatórias para uma propriedadeLista de modificadores de geometria de traços.Lituano - LietuviškaiExecutar durante a ediçãoDesdobramento contínuoFiltro de texto activo.Texto para filtro activo de pesquisa.Carregar módulo Optix em modo de diagnóstico: nível de verbosidade de registo mais baixa, activar validações, e baixar nível de optimizaçãoCarregar interface de utilizadorCarrega um ficheiro de captura de movimento com base em hierarquia de volume circundante.Carrega um ficheiro FBXCarrega um ficheiro de gráficos vectoriais escalonáveis (.svg).Carrega uma cena Wavefront OBJCarrega um ficheiro de cacheCarregar ficheiro glTF 2.0Carrega uma nova fonte a partir de um ficheiro.Carregar PredefiniçãoCarrega uma sequência de fotogramas ou um ficheiro de filme.Carrega um ficheiro de som.Carrega um ficheiro de som como monaural.Carrega um ficheiro do tipo Alembic.Carrega e aplica um ficheiro de temas XML Blender.Carregar preferências de fábrica. Para fazer alterações às preferências permanentes, usar "Guardar Preferências"Carregar ficheiro de arranque e preferências de fábrica. Para fazer as alterações permanentes, usar "Guardar Ficheiro de Arranque" e "Guardar Preferências"Carregar últimas preferências guardadasCarrega o manual na internet.Carrega o som junto com o filme.Carregar o ficheiro preferências de fábrica. Para fazer alterações às preferências permanentes, usar "Guardar Preferências"Carrega definições de tradução a partir de um ficheiro JSON persistenteCarrega a definição de interface de utilizador do ficheiro .blend.Carrega a definição de interface de utilizador no ficheiro .blend.Carrega as definições de interface de utilizador ao carregar ficheiros .blend.Carregamento de '%s' falhou: Falha no carregamento: LocalTangente local +XTangente local +ZTangente local -XTangente local -ZColecções LocaisBlocos de Dados locaisLocalização em espaço localMatriz localEspaço localEspaço Local (Orientação do Dono)Visão localLocal com parenteVectores de espaço local de comprimento unitário de normais personalizadas para esquinas das faces deste triânguloVector normal de comprimento unitário de espaço local para esta faceVector de normal em espaço local de comprimento unitário para esta triânguloVector de tangente de comprimento unitário em espaço local deste vértice para esta face (deve ser computado de antemão usando 'calc_tangents').Matrix de transformação local da camadaCódigo de língua: ab. Progresso de tradução: 0%Código de língua: ar_EG. Progresso de tradução: 23%Código de língua: be. Progresso de tradução: 0%Código de língua: bg_BG. Progresso de tradução: 1%Código de língua: ca_AD. Progresso de tradução: 100%Código de língua: cs_CZ. Progresso de tradução: 27%Código de língua: da. Progresso de tradução: 3%Código de língua: de_DE. Progresso de tradução: 37%Código de língua: el_GR. Progresso de tradução: 1%Código de língua: en_GB. Progresso de tradução: 99%Código de língua: en_US. Progresso de tradução: 100%Código de língua: eo. Progresso de tradução: 0%Código de língua: es. Progresso de tradução: 100%Código de língua: eu_EU. Progresso de tradução: 1%Código de língua: fa_IR. Progresso de tradução: 3%Código de língua: fi_FI. Progresso de tradução: 11%Código de língua: he_IL. Progresso de tradução: 2%Código de língua: hi_IN. Progresso de tradução: 4%Código de língua: hu_HU. Progresso de tradução: 11%Código de língua: id_ID. Progresso de tradução: 21%Código de língua: it_IT. Progresso de tradução: 44%Código de língua: ka. Progresso de tradução: 100%Código de língua: ko_KR. Progresso de tradução: 98%Código de língua: ky_KG. Progresso de tradução: 2%Código de língua: lt. Progresso de tradução: 3%Código de língua: ml. Progresso de tradução: 0%Código de língua: be. Progresso de tradução: 4%Código de língua: nl_NL. Progresso de tradução: 8%Código de língua: pl_PL. Progresso de tradução: 100%Código de língua: pt_BR. Progresso de tradução: 43%Código de língua: pt_PT. Progresso de tradução: 78%Código de língua: ro_RO. Progresso de tradução: 2%Código de língua: ru_RU. Progresso de tradução: 100%Código de língua: sk_SK. Progresso de tradução: 100%Código de língua: sl. Progresso de tradução: 51%Código de língua: sr_RS. Progresso de tradução: 16%Código de língua: sr_RS@latin. Progresso de tradução: 16%Código de língua: sw. Progresso de tradução: 72%Código de língua: ta. Progresso de tradução: 100%Código de língua: th_TH. Progresso de tradução: 5%Código de língua: tr_TR. Progresso de tradução: 78%Código de língua: uk_UA. Progresso de tradução: 57%Código de língua: ur. Progresso de tradução: 86%Código de língua: vi_VN. Progresso de tradução: 93%Código de língua: zh_HANS. Progresso de tradução: 100%Código de língua: zh_HANT. Progresso de tradução: 62%Localizar todos(as)Localiza todos os dados anexados, incluindo aqueles que são vinculados indiretamente a partir de outras bibliotecas.LocalizaçãoPosição e RotaçãoPosição e EscalaLocalização (espaço do objecto)Eixo de LocalizaçãoInfluência da localizaçãoModo de mistura de posiçãoLocalização em XLocalização em YLocalização em ZLocalização para adicionar novos nós.Localização para o novo objecto adicionado.Posição do centro da massaLocalização do ficheiro de aproximação personalizado.Localização do final da cabeça do osso.Localização da ponta da cabeça do osso relativo a armação.Localização da ponta da cabeça do osso relativo ao seu parenteLocalização da cabeça do osso do canal.Localização do marcador no fotograma.Posição de nova primitivaLocalização da terminação traseira do osso (sua base).Localização da terminação traseira do osso (sua base) relativo a armação.Localização da ponta da cauda do osso relativo ao seu paiLocalização da base no canal do osso.A localização do alvo que o objecto não poderá atravessar.Localização da extensão a instalarLocalização da chave de cabelo dentro de seu sistema de coordenadas local, relativo a face de emissão.Localização da chave de cabelo dentro do espaço de objecto.Posição do nó na tela inteiraPosição do nó dentro do seu fotograma paiA localização do objecto activo.Localização do texto.Localização deste caractere dentro dos dados de texto (apenas para curvas de texto).Localização do vértice no espaço da área.Localização do vértice no espaço normalizado.Local no disco onde os dados pré-calculados são armazenadosApenas a localizaçãoLocalizações para deltasLocalização para adicionar um novo vértice.Posição na qual alinhar ilhasLocalização para guardar os ficheiros de aproximação.Posição, Rotação e EscalaPosição, Rotação, Escala e Propriedades PersonalizadasLocalização:BloquearTrancar o activoTrancar EixoTrancar as margensTrancar a câmara para a visualizaçãoTrancar DireçãoTrancar Direcção (Alt)Trancar ElevaçãoTrancar Elevação (Alt)Bloquear fotogramaTrancar a selecção de fotogramasTrancar no horizonteTrancar o horizonte força que este se mantenha nivelado como está actualmenteBloquear interfaceTrancar as localizaçõesTrancar marcadoresBloquear os Vértices Fronteira das MalhasTrancar Modos de ObjectoTrancar OrdemTrancar Ilhas FixadasTrancar Normais de PolígonoTrancar as rotaçõesTrancar as rotações (ângulos 4D)Bloquear a Rotação Quando RedimensionarTrancar as rotações (4D)Trancar os escalonamentosTrancar FormaRestrição - Rastreamento travadoTrancar Direcção para CimaBloquear ValorTrancar o eixo XTrancar posicionamento em XTrancar rotação em XTrancar o eixo YTrancar posicionamento em YTrancar rotação em YTrancar o eixo ZTrancar posicionamento em ZTrancar rotação em ZBloqueia a execução das ações.Bloqueia a acção de ser executada em grupos de vértices.Bloqueia todas as camadas de Grease Pencil para evitar que elas sejam modificadas acidentalmente.Bloquear todos os materiais Grease Pencil para evitar que sejam modificados acidentalmenteTrancar todas as chaves de formatoBloquear todos os grupos de vértices.Bloquear e esconder qualquer material não usadoBloquear materiais não usados em nenhum dos traços seleccionadosBloquear vértices nas fronteiras durante simplificação para evitar fendas entre malhas conectadasTrancar canalTrava o fotograma actual mostrado pela camada.Trava a visualização de curvas para o cursor de tempo durante a reprodução e rastreamento.Bloquear edição do componente 'ângulo' de rotações de quatro componentes durante transformaçãoPermite o travamento da edição dos quatro componentes das rotações individualmente (em vez de como se fossem Eulers que usam 3 eixos).Bloquear edição de posição durante transformaçãoBloquear edição de rotação durante transformaçãoBloquear edição da escala durante transformaçãoBloqueia a interface durante a renderização de maneira a fornecer mais memória ao renderizador.Bloqueia o movimento para o movimento de câmara reconstruído.Trava o movimento para o movimento reconstruído do objecto.Trancar o movimento ao rastreador de movimento alvoAtrela o movimento para o caminho do alvo.Bloquear repositórios - para testar trancarTrancar rastreadores seleccionadosTrava a faixa de maneira que esta não possa ser transformada.Trancar faixas para que não possam ser transformadasTrancar ordem de itens mostrados (utilizador não pode altera-la)Trancar a posição dos vértices na área de decaimento da simulação para evitar artefactos e criar uma transição mais suave nas áreas não afectadasTrava a visualização para o objecto ou osso activo.Trancar no ossoTrancar no cursorTrancar no objectoTrancar na selecçãoTrancar no cursor de tempoTrancar rotação das vistas laterais a Topo/Frente/DireitaTrava a janela de visualização para os marcadores seleccionados durante a reprodução.Trancar/DesactivarBloquear/Desbloquear todas as camadasTrancar/destrancar rastreadores seleccionadosTravadoEixo travadoInfluência TrancadaMarcador - TravadoRastreamento travadoRestrição - Rastreamento travadoFaixas BloqueadasLogarítmicoCodificação Log com inserção e rotação de primários, e com 25 Paragens de Intervalo DinâmicoNível de RegistoModelador fílmico logarítmico com 16.5 paragens de latitude, e 25 paragens de intervalo dinâmicoCurva logarítmica para conversão de gama.Referência para a curva logarítmica de conversão dos pontos pretos.Referência para a curva logarítmica de conversão dos pontos brancos.Registo de operações, avisos e mensagens de erroRegistar a informação da lista de canais no terminal. Este operador está disponível apenas em versões de depuração de erros do BlenderLogaritmo A base BModo LogaritmoDissolução LogarítmicaAND LógicoOR LógicoCabelos longosChave de comprimentoChave de comprimento seleccionada.Lista longaMais longo(a)Diagonal Mais LongaAparênciaOlhar AdianteProcurar a ferramenta mais apropriada para um dado pincel e activá-laPesquisa pela matriz das transformações a partir de um ficheiro externo.Pesquisa pelos dados de transformações a partir de um ficheiro externo.CíclicoCores de CircuitosContagem de CiclosCorte em CircuitoPares de circuitosDeslizar CircuitoInício de CircuitosTotal CircuitoIterar TriângulosCircundar e InverterCircundar para a frente e para trásCircundar de trás para a frente e recomeçar em reversoCorte em circuito não funciona bem na mostragem de edição de malha deformadaCircuitos num Bloco-de-Dados de malhaDependência cíclica encontrada no parentesco.Torna a reprodução da animação, um ciclo contínuo.CircuitosCircuitos não conectados por arames ou arestas de limiteCircuitos da malha (esquinas de faces)Circuitos de cada lado do perfilSoltos(as)Soltas como ContornoArestas soltasPontos SoltosArestas soltas terão um tipo de contornoSem perdasSaída sem perdasCompressão sem perdas com base em codificação JPEG 2000 de alta taxa de processamento. Produz ficheiros menores, mas é novo pouco suportado por outros programas.Compressão de comprimento de codificação sem perdasCompressão sem perdas por wavelet, eficaz para imagens ruidosas ou com grãoCompressão sem perdas ZIP de blocos de imagem de 16 linhasCompressão sem perdas zip, cada linha é comprimida separadamenteCompressão com perdas para imagens de ponto flutuante 16 bits, num rácio fixo de 2.3:1Compressão com perdas para imagens de ponto flutuante 32 bits (armazena 24 bits para cada ponto flutuante)BaixaCores baixaQualidade BaixaMalha de baixa resoluçãoInferiorLimite inferior (inclusivo) do peso do vértice, para ser adicionado ao grupo de vérticesLimite InferiorMinúsculaConcavidade InferiorLimite de ângulo mais baixo em XLimite mais baixo em XLimite inferior de ângulo XLimite de ângulo mais baixo em YLimite mais baixo em YLimite inferior de ângulo YLimite de ângulo mais baixo em ZLimite mais baixo em ZLimite inferior de ângulo ZLimite mais baixo para os passos de tempo dentro dos segundos, no caso de sub-passos automáticos estarem definidos.Limite inferior do envelope neste ponto de controlo.Limite inferior da distância de realceLimite mais baixo da entrada de campo na qual o mapeamento é aplicado.Limite de fixação inferior para marcar células de fluido como cristas de onda (valor mais baixo resulta em células mais marcadas)Limite de fixação inferior para marcar células de fluido onde ar fica retido (valor mais baixo resulta em células mais marcadas)Limite de fixação inferior que indica a velocidade do fluido à qual células começam a emitir partículas (valor mais baixo resulta em mais partículas na generalidade)Distância mais baixa a partir do valor de referência para uma influência padrão de 1:1.Mais baixo para mais grupos de projeção, mais alto para menos distorção.A metade inferior da textura é para as pontas dos traços.Limite mais baixo de rotação no eixo X.Limite mais baixo de movimentação no eixo X.Limite mais baixo de rotação no eixo Y.Limite mais baixo de movimentação no eixo YLimite mais baixo de rotação no eixo Z.Limite mais baixo de movimentação no eixo ZLimite de concavidade inferior (valores mais altos tendem a suavizar e preencher regiões)Maiúscula ou minúscula.Valores mais baixos dão uma curva mais suaveValores menores reduzem possibilidade do fundo manchar elementos de primeiro planoLimites mais altos e mais baixos para a deformação.Mais baixaFrequência Mais BaixaQualidade Mais BaixaValor de X mais baixo a permitir.Valor de Y mais baixo a permitir.Valor de Z mais baixo a permitir.Canto inferior da caixa delimitadora de paralaxeTempo de vida da partícula mais curto possívelLuminânciaFormato de onda de luminânciaLuminânciaChave de luminânciaGrelha MACBM4BM5BM6BM7MDDMKVBMMMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MplayerMágicaTextura mágicaMagnéticoPeso de influência do efetor magnético.MagnitudeMagnitude de APrincipalTeclas principais de 1 a 0 agem como as do teclado numérico (útil para portáteis).Ações principaisAnotações principaisArmações principaisEixo principalPincéis principaisFicheiros de cache principaisCâmaras principaisColecções PrincipaisCurvas principaisFontes principaisLápis de cera principaisCurvas de Cabelo PrincipaisImagens principaisItens PrincipaisTreliças PrincipaisBibliotecas principaisSondas de Luz PrincipaisLuzes PrincipaisEstilos de linha principaisMáscaras principaisMateriais principaisMalhas principaisEsferas-meta principaisClipes de filme principaisÁrvores de nós principaisObjectos principaisCurvas de pintura principaisPaletas principaisDefinições de partículas principaisNuvens de Pontos PrincipaisCenas principaisTelas principaisSons principaisAlto-falantes principaisTextos principaisTexturas principaisPrincipais VolumesGerenciadores de janelas principaisPrincipais Áreas de TrabalhoAmbientes principaisEixo principal do movimento.Definições básicas principaisEstrutura principal de dados representando um ficheiro Blender e todos os seus blocos-de-dados.Direcção principal das ondas quando elas estão (parcialmente) alinhadas.Manter volumeManter o volume da restriçãoMantém um volume constante ao longo de um único eixo de escalonamento.Mantém o relacionamento de filiação entre parentes e crianças.Mantém a velocidade, o nível de voo ou desvio.Mantém a simetria em um eixo definido.Mantém o volume dos objectos conforme ele se estica.Manter tom original do audio ao alterar velocidade de reproduçãoMantém os pesos relativos do grupo.Mantém a espessura através do ajuste dos cantos vivos (lento, desactivar quando desnecessário)Mantido por desenvolvedores da comunidade.Linhas Principais de GrelhaRaio maiorSegmentos maioresMaior e menorTransmitância Majorante de VolumeMaioriaCriarAdicionar um modificador-f cíclicoTornar Dados de Utilizador ÚnicoCriar lacunas no cascoTornar internoTornar localFazer ferramentas de Modo de Escultura deformar a malha base, pré visualizando deslocamento de níveis superiores de subdivisãoTornar utilizador únicoTornar UniformeTornar ÚnicoFaz uma cópia de todos os fotogramas chave seleccionados.Faz uma cópia de todos os fotogramas chave seleccionados e permite movê-los.Cria uma cópia dos fotogramas activos Grease PencilCria uma cópia da camada de Grease Pencil activa.Fazer uma cópia da camada Grease Pencil activa no objecto seleccionadoCria uma cópia do grupo de vértices activo.Cria uma cópia completa da cena actual.Criar uma ligação entre conectores de saída e entrada seleccionadosCriar uma conexão entre um conector e outroTornar uma spline cíclica clicando nas suas pontasTornar curva activa circuito aberto/fechadoTornar spline activa circuito aberto/fechadoTorna o ficheiro de texto activo interno.Tornar todas as normais afectadas paralelasTorna absolutos todos os caminhos para ficheiros externos.Torna todos os caminhos para ficheiros externos relativos ao caminho do ficheiro Blender actual.Faz com que todos os utilizadores dos blocos de dados seleccionados utilizem um novo Bloco-de-Dados escolhido.Faz com que todos os utilizadores dos blocos de dados atuais seleccionados utilizem alternativamente o Bloco-de-Dados apontado pelo clique com o BEM.Criar um controlo IK de mão extra que roda em torno da ponta da mãoGerar uma imagem a partir da maior janela de visualização 3D actual para re-projeçãoPermite fazer anotações dentro dos dados activos.Tornar modificações em quaisquer catálogos permanentes escrevendo o actual estado para o discoFazer o rectângulo de selecção converter em acção de deslisar ao pairar cursor sobre faixaTorna visíveis os canais agrupados dentro deste canal.Fazer cópias de grupos de nós ao duplicar nós no editor de nósFazer cópias dos elementos seleccionados e movê-losCria cópias dos traços seleccionados de Grease Pencil e permite movê-los.Cria cópias dos ossos seleccionados dentro da mesma armação.Cria cópias dos ossos seleccionados dentro da mesma armação e permite movê-los.Criar cópias dos meta-elementos seleccionados e movê-losFazer os descendentes do caminho da curva rodar ao longo do caminhoEfectuar corte mesmo que a faixa não esteja seleccionada, preservando selecção após corteFaz com que as arestas "naveguem".Faz com que as normais dos vértices e faces apontem para a direcção interna ou externa da malha.Fazer as faces usar o peso de vértices mínimo atribuído aos seus vértices (assegura que novas faces permaneçam paralelas às originais. Lento, desactivar quando não for necessário)Faz um grupo a partir dos nós seleccionados.Torna os cabelos menos volumosos.Torna os cabelos mais longos.Torna os cabelos mais longos ou curtos.Torna os cabelos mais volumosos.Torna os cabelos mais curtos.Faz com que os cabelos fiquem em pé.Tornar imagem transparente fora do raioTornar reais objectos instanciados fixos a este objectoTornar o instanciador visvível na janela de visualizaçãoTornar o instanciador visíveiçTornar internoTorna os blocos de dados das bibliotecas vinculadas locais para este ficheiro.Tornar acção vinculada local para cada faixaFaz com que os dados vinculados sejam locais para cada objecto.Faz com que os materiais sejam locais para cada Bloco-de-Dados.Torna o ficheiro de módulo interno após o carregamento.Fazer mais espaço para acomodar cenas grandes distribuindo a memória por diversos dispositivos conectados (e.g. via NVLink) em vez de duplicá-laFazer com que dados da animação sejam locais para cada objectoFazer com que dados da animação os dados de objecto (malha, curva, etc.) sejam locais para cada objectoTornar apenas camada activa visível/editávelTornar os caminhos dos ficheiros blend biblioteca relativos em relação ao actual ficheiro blendTorna as curvas previamente ocultadas novamente visíveis na visualização do editor gráfico.Faz com que os cabelos seleccionados possuam o mesmo comprimento.Faz com que os objectos seleccionados apareçam no editor de animação não linear pela adição de dados de animação.Fazer objectos seleccionados explodirTornar Objects Seleccionados LíquidosTorna as Formas Chave relativas, caso contrário reproduzir todas como sequência usando o tempo de avaliaçãoFaz com que a simulação actual considere dinamicamente as deformações das malhas de base.Faz com que os dados do objecto sejam únicos.Faz com que os objectos sejam utilizadores únicos.Torna os raios da cobertura dos vértices seleccionados, iguais em cada eixo.Assegurar que a cor activa é exportada primeiro. Pode ser relevante em alguns programas que descartam outros atributos de cor para além do primeiro.Torna o alvo um parente "destacável" do proprietário.Torna o ficheiro de texto interno após o carregamento.Torna o texto interno.Torna o texto interno (criando uma cópia separada).Tornar o conector booleano activo um selector para o seu painel ascendenteTornar osso de controlo um osso de mecanismo invisível para o utilizador e apenas afectado por restriçõesTornar ficheiro actual em ficheiro de arranque pré definidoTornar pose actual mais semelhante à pose de transiçãoTornar a pose actual mais semelhante ou mais afastada da pode se descansoTornar actuais preferências as pré-definidasFazer com que o circuito de arestas iguale a forma do circuito de arestas adjacenteFazer a aparecer por trás dos objectosFaz com que a camada seja exibida à frente dos objectosMostrar o objecto à frente dos outrosFaz com que o objecto rastreie outro objecto, usando diversos métodos ou restrições.Tornar dados de um único utilizador se necessárioTornar o selector de painel um conector individualTornar armazenamento da grelha de volume mais eficiente colapsando dados em quadrículas ou nós internosTornar superfície espessaTornar valores dos manípulos dos fotogramas seleccionados os memos dos fotogramas chave respectivosFazer esta versão do Blender abrir ficheiros blend para todos os utilizadores. Requer privilégios elevados.Faz com que a textura activa use o sistema de nós como base.Faz com que este pincel esfumace a pintura existente conforme se move.Tornar esta colecção activaTorna esta curva ou superfície num circuito fechado na direcção UFazer esta curva NURBS ou superfície, comportar-se como uma spline Bézier na direcção UFazer esta curva NURBS ou superfície ter pontas unidas na direcção UFazer esta superfície NURBS comportar-se como uma spline Bézier na direcção VFazer esta superfície NURBS ter pontas unidas na direcção UTornar esta forma chave na nova forma base, aplicando-efectivamente à malha. Atenção que isto aplica a forma chave a 100% do seu valor.Torna esta Spline um circuito fechadoTorna esta Spline preenchida.Tornar esta superfície num circuito fechado na direcção VTornar manipuladores para ossos do lado direito e esquerdo duplicados interligados com escala em X negativa, com base na simetria dos nomes dos ossosTorna encaminhamento de raios determinístico, que significa que as renderizações serão reprodutíveis com os mesmos valores por pixel todas as vezes. Esta funcionalidade abranda o treino.Malaio - മലയാളംGerir adições instaladas via ExtensõesGerir recursos no ficheiro actual e aceder a bibliotecas de recursos vinculadasMandatórioExecuta manobras para evitar colisões com outras revoadas e objectos defletores em um futuro próximo.ManhattanDistância ManhattanManifoldManipular texturas de coordenada dos traços e preenchimentoManipular como a intensidade da luz diminui com a distância. Tipicamente usado para efeitos não baseados na física, na realidade a luz decai sempre quadraticamenteManipular objectos num ambiente 3DManipular apenas texturas de coordenada do preenchimentoManipular apenas texturas de coordenada dos traçosManualCalibração manualDetalhe ManualIntervalo de FotogramasOrientação manualIntervalo ManualApertar e Esticar ManualAjuste manual.Manualmente criados posteriormenteManualmente criados posteriormente (Único)Permite determinar manualmente o número de tarefas de processamento.Intervalo manualmente determinadoDefinir manualmente divisões da grelhaManípulo posicionado manualmente com rotação trancada ao seu parDefinir manualmente o caminho para armazenar extensões. Quando desactivado uma pasta de extensões do utilizador é criada.Definir manualmente a resolução do mapa de amostragem, valores mais altos são mais lentos e requerem mais memória, mas reduzem ruídoEspecificar manualmente o intervalo de reprodução para esta acção (este intervalo é usado por algumas ferramentas, mas não afecta a avaliação da animação)Mapear a partir deMapear intervalosResolução de mapaMapear afiladorMapear paraMapear para X a partir deMapear para Y a partir deMapear para Z a partir deTipo de mapaMapear UVMapear UVs tendo em conta a proporção da imagem associada com o materialMapeia as UVs obtendo a posição do vértices após o modificador de subdivisão de superfície ter sido aplicado.Mapeia as UVs para a região da câmara levando em conta a resolução e aspecto.Mapeia as coordenadas X e Y diretamente.Mapear uma textura usando coordenadas UV, para aplicar textura a objectos em composiçãoMapeia todos os valores abaixo de 0.5 para 0.0, e todos os outros para 1.0 (mediana entre 0 e 1).Mapeia uma acção para os eixos de transformação de um osso.Mapear um valor numérico em ponto flutuante numa curva e produzir um valor numérico em ponto flutuanteMapear o efeito do objecto de afunilamento à parte da curva boleadaMapear componentes do vector de entrada com curvasMapear um conjunto de cores para outro de modo a aproximar a aparência de alto alcance dinâmicoMapeia a pressão da mesa de desenho para os raios das curvas.Mapear o factor de geometria ao comprimento do segmento e número de subdivisões do segmentoMapear o factor de geometria ao comprimento da splineMapear o factor de geometria ao número de subdivisões da spline (resolução U)Mapear a intensidade da textura num gradiente de cor. Note que o valor alfa é usado para texturas de imagem, active "Calcular Alfa" para imagens que não tenham canal alfa.Mapeia as transformações do alvo para o objecto.Mapeia usando o vector das normais.Mapear valores para um intervalo de 0 a 1, com base nos valores de pixel mínimos e máximosMapear valores para cores usando um gradienteMapeia com Z sendo o eixo central.MapeamentoCurva de mapeamentoTipo de mapeamentoMapeamento da geometria alvo aos pontos atingidosMármoreMármore (quebrado)Mármore (sólido)Textura tipo mármoreMargensColuna de margemMétodo de MargemTipo de MargemMargens adicionadas em torno do fluido para minimizar a interferência das extremidades.Margem para omissão no espaço da câmaraMargens para reduzir o transbordo de ilhas adjacentes.Margem a ter em conta ao corrigir as costuras UV durante a pintura. Valores mais altos melhoram as correcções para mipmaps, mas reduzem o desempenho.MarcarMarcar costurasMarcar Costuras ao longo das arestas boleadasMarcar como PontiagudasMarca acções sem Curvas-F para eliminação após guardar e recarregar ficheiro, preservando as "bibliotecas de acção".Marcar arestas boleadas como pontiagudasMarca as arestas das extremidades como costuras.Marca as arestas das extremidades como pontiagudasMarcar fotogramas onde o fluxo do valor de chave altera direcção, com base na comparação entre chaves adjacentesMarca as arestas UV seleccionadas como costuras.Marca os vértices como soltosMarca os vértices seleccionados como raízes.Marca ou limpa os vértices seleccionados como soltos.MarcadoresMarcador %.2f , deslocamento %sMarcador %d , deslocamento %sMostrador de marcadoresContorno do MarcadorMarcador SeleccionadoDefinições de MarcadorMarcador para pontos de observação dentro da linha do tempo.O marcador está desactivado no fotograma actual.O marcador está activo no fotograma actual.Deslocamento do marcador: %sPosição do marcador no fotograma em coordenadas normalizadas.Estado de selecção do marcador.MarcadoresMarcadores específicos desta acção, para legendar posesMarcadores usados em todas as linhas do tempo para a cena actual.MáscaraDesenharUniformeAfastamento de EmplumagemPreenchimentoFerramenta de MáscaraSuavizarLimite da MáscaraCor de MáscaraMostrador de máscaraEdição de MáscaraIdentificador da máscara usado como entrada de máscara para o modificador.Camada de máscaraCamadas de máscaraModificador - MáscaraConector de Nó de MáscaraInterface de Conectores do Nó de MáscaraMascarar os vértices não agrupadosMascarar parenteModo de pressão para máscaraDefinições de máscaraEncolher/Achatar MáscaraPonto de Spline de máscaraPontos de spline das máscarasPonto de Spline de máscara UWSplines de máscaraDimensões de máscara de estêncilPosição de máscara de estêncilFaixa MáscaraMáscara de texturaMáscara de textura de sobreposição de alfaCompartimentos de máscara de texturaTempo de máscaraMáscara em SDFFerramentas de MáscaraMascarar Camada de Circuitos UVMascarar Camada de Índices de Circuitos UVO índice de camada de máscara dos circuitos UVsValor de máscaraGrupo de Vértices MáscaraMascarar a camada activa com a camada abaixo ou acimaA animação de máscara está em sincronismo com os fotogramas da cena.A animação de máscara é um deslocamento para o início da faixa.Bits máscara para corresponder com definições de Colecção de Desenho de LinhasBits máscara para corresponder com definições de Material de Desenho de LinhasMascarar colecção na camada de visualização activaBlocos de dados de máscara definindo a máscara para composição.Mascara os mostrados e editados dentro deste espaço.Camada de máscara '%s' não contém a Spline fornecida.Camada de máscara '%s' não encontrada na máscara '%s'.Nome da camada máscaraCamada de máscara não encontrada na Spline fornecida.Nível de máscara para usar quando o modo é "Valor". Zero significa sem máscara e um é totalmente mascarado.Modificador de máscara para faixa de sequênciaModificador de máscara para ocultar partes da malha.Máscara não encontrada.Mascarar apenas areas de cor contíguasOcultar objectos na colecção por meio de máscara da camada de visualizaçãoPintura de máscara de acordo com as cavidades geométricas da malha.Conector de máscara de um nóMascarar SplineMáscara que esta faixa usaMáscara para misturar o efeito finalMascarar para um lado de uma linha definida pelo cursorMascarar dentro de um rectângulo definido pelo cursorMascarar dentro de uma forma definida pelo cursorCamada de máscaraMascararTextura de mascaramentoA textura usada para mascaramentoNome do grupo de mascaramento de vértices.MáscarasBloco-de-dados de MáscarasMassaUnidade de MassaGrupo de vértices de massaMassa a partir do pesoMassa de casa partícula de simulaçãoA massa das partículas.MatCapMatCapsCombinarSensível a Maiúsculas e MinúsculasCombinar os índicesCorresponder IntersecçãoCorresponder MáscarasCorresponder SaídaIgualar Densidade de PontosCorresponder ReferênciaCorrespondência de TextoTipo CorrespondenteCombinar definições absolutas/relativas com o caminho de entradaCombina as definições de movimentação.Igualar normais das novas faces às faces adjacentesCorresponder grupo de vértices de saída com base no nomeCombina os caminhos contra este valor.Igualar luzes reais com ficheiros IES, que armazenam a intensidade direccional e distribuição de fontes de iluminaçãoIdentifica as camadas de dados dos alvos para serem afetadas pela combinação de nomes.Combina as camadas de dados do alvo para ser afetadas pela sua ordem (usando seus índices).Corresponder o espaço de textura com a caixa delimitadora do objectoCorresponder com o princípio dos nomes dos grupos de vértices de objectos malha, usar todos quando vazioCombina a câmara para relação de 1:1 para a saída de renderização.Igualar normal da superfícieDados de câmara combinados-em-movimento para rastreamento.Dados combinados-em-movimento para rastreamento.Combina com a movimentação dos dados da tabela de animação.Dados de marcador combinados-em-movimento para rastreamento.Dados do objecto, combinando com o rastreamento e dados de reconstrução.Os dados de marcador do plano com movimentos combinados para rastreamento.Dados para rastreamento do plano de correspondência de movimentoDados de combinação de movimento de reconstrução de câmara para rastreamento.Dados de reconstrução de correspondência de movimento do rastreadorDados de rastreamento de correspondência de movimento para rastreamentoTipos de luz idênticosMateriaisMesclagem de AlfaCorte de AlfaAlfa HashedModo de MesclagemTêxtilCuboAchatadoFluidoCabeloNovo(a)OpacoTipo de Pré-Visualização de Renderização.Bola SombreadaEsferaEspessuraAtributo de materialLimites de materialExtremidades do materialGrupos de materiaisÍndice do materialTipo de Camada de MaterialMaterial de Desenho de LinhasVinculação dos materiaisModo de MaterialConflito de Nome de MaterialConector de Nó de MaterialInterface de Conector de Nó de MaterialDeslocamento de materialSaída de materialPassagem de MaterialPré-definições de materialPré-definições de MaterialPré-visualização de MaterialPropriedades de MateriaisFinalidade de MaterialSelecção de MaterialCompartimento de MaterialCompartimentos de MaterialEspeciais para materiaisBlocos de dados de material para definir a aparência de objectos geométricos para a renderização.Blocos de dados de material usado por este compartimento de materialBlocos-de-dados de MaterialMaterial para chanfrar as faces (um valor de "-1" significa usar as faces adjacentes).Índice do material para as faces geradas, definir como "-1" para automático.Tipo de camada de material do novo compartimento de pinturaPassagem de materiaisDefinições de MaterialNós de sombreamento de material.Compartimento de material de um objectoÍndice do compartimento de materiais deste carácterÍndice de compartimento de material desta curvaÍndice de Espaço para Material desta faceÍndice da lista de materials deste triânguloNome do compartimento de materialCompartimento de material usado para renderização de partículasCompartimentos de material no objectoConector de material de um nóMaterial usado para filtragemMaterial usado para traços de contornoMaterial usado para usos secundários deste pincelMaterial usado para traços desenhados usando este pincelValor de material que não fornece deslocamento.Rede MaterialXMateriaisMateriais e TexturasMatemáticaNós de MatemáticaMatrizValor de Atributo de MatrizDeterminante de MatrizConector de Nó de MatrizInterface de Conectores do Nó de MatrizOrientação de MatrizMatriz SVDAmbiente da matrizAcesso da matriz para localização, rotação e escala (incluindo os deltas), antes que as restrições e parentescos sejam aplicados.A matriz combinando a localização e rotação do osso (posição da cabeça, direcção e rolagem), no espaço da armação (não inclui ou suporta o tamanho ou comprimento do osso)Valor de matriz em atributo de geometriaConector de valor de matriz de um nóMatroskaCenografiaID de Máscara:Nós MáscaraObjectos MáscaraObjectos Máscara:MáscarasMáximoÂngulo 2D máximoComprimento 2D máximoAceleração máxima do arVelocidade angular máxima do arVelocidade máxima no arÂngulo máximoMáximo de Fotogramas-BDesfocagem máximaReflexões MáximasCurvatura máximaDeslocamento máximoDistância máximaDistância Máxima de ElementoMargem de Erro MáximaÂngulo máximo da faceAltura MáximaImpulso máximoAceleração terrestre máximaVelocidade terrestre angular máximaVelocidade terrestre máximaLatitude máximaLuzes MáximasLongitude máximaTaxa máximaDistância Máxima de RaiosÂngulo máximo do formatoTamanho MáximoVelocidade máximaMáximo de passosPassos MáximosMáximo de subdivisõesMemória de Textura Máxima por InstruçãoEspessura máximaLimite MáximoVelocidade máximaNúmero máximo de Vértices para Pré Visualização de Movimento GeodésicoDeslocamento de Vértices máximoQuantidade máxima pela qual encolher o tecido.Número máximo de conexões para este conector.Tamanho máximo da forma do bokeh para a profundidade de campo (mais baixo é mais rápido)MáximoO máximo de passos de interação por fotograma para o solucionador.Escala máximaComprimento máximo da mola multiplicado pelo tamanho da bola.Velocidade máxima por célula (valores CFL mais altos minimizam o número de passos da simulação e o tempo de computação)MaximizarMaximizar áreaÁrea MaximizadaMáximoO ângulo 2D máximo para divisão ou separação dos encadeamentos.Curvatura máximaDistância máximaLimite máximo de errosIntervalo MáximoValor máximo de Altura para a lente cilíndrica centralLimite máximo de interaçõesPotencial de Energia Cinética MáximoLongevidade MáximaValor máximo de Longitude para a lente cilíndrica centralModo MáximoDistância radial máximaRaio MáximoResolução MáximaPotencial Máximo de Ar RetidoValor máximoVolume máximoPotencial Máximo de Crista de OndasMáximo em XValor máximo X para a região de renderizaçãoValor máximo em X para recortar a imagem.Máximo em YValor máximo Y para a região de renderizaçãoValor máximo em Y para recortar a imagem.Máximo em ZA aceleração máxima no ar (relativa a velocidade máxima).A aceleração máxima quando em solo (relativa a velocidade máxima).Distância máxima permitida entre os elementos da fonte e destinação, para mapeamentos não topológicos.Ângulo máximo entre normais de faces para ser considerado suaveÂngulo máximo entre as antigas normais e as novas normais.Ângulo máximo para mostrar.Ângulo mínimo para modificar a espessura.Ângulos máximos para limitar a cinemática inversa.Impulso máximo de motor angularA velocidade angular máxima do ar (relativa a 180 graus ).A velocidade angular máxima quando em solo (relativa a 180 graus).Valor máximo de rigidez de conformação.Distância de desfoque máxima que um pixel pode espalharBrilho máximo a considerar ao rejeitar sprites bokeh com base na vizinhança (mais baixo é mais rápido)Máximo dano causado em ataques por segundo.Valor máximo de rigidez à compressãoComprimento curvilíneo 2D máximo para a selecção de encadeamentos.Coeficiente máximo de amortecimento quando um valor singular é quase 0 (valores mais altos produzem resultados com mais estabilidade, menos reactividade)Densidade máxima dos cabelos.Distância máxima permitida entre a nova curva Bézier e a geometria base originalDistância máxima entre os elementos para fusãoDistância máxima entre o traço original e sua aproximação poligonal.Distância máxima entre os vértices fundidos.Distância máxima de atracção em pixeisDistância máxima para o funcionamento dos campos de força.Distância máxima para cálculo de volume, independentemente de quão longe o objecto estáDistância máxima do pincel á superfície da malha para afetar a pintura.Distância máxima a partir da qual uma revoada pode atacar.Distância máxima na qual os objectos podem se espalhar ao longo de cada eixo.Distância Máxima para procurar partes soltas desconectadas da malhaComprimento máximo de arestas para a escultura de topologia dinâmica (como um divisor de unidades Blender - valores mais altos significam menores comprimentos de arestas)Comprimento máximo de aresta para escultura de topologia dinâmica (em percentagem do pincel)Comprimento máximo de aresta para escultura de topologia dinâmica (em pixeis).Permite definir a taxa máxima de erros durante os passos intermediários.Ângulo máximo da face para arestas suavesMáximo para a medição da espessura.Máximo para o deslizador.Altura máxima de um salto.Permite definir uma taxa máxima de interações durante os passos intermediários.Velocidade máxima da junta em radianos/segundoLatitude máxima (ângulo vertical) para as lentes equiretangulares.Comprimento máximo do vector de cor das partículas.Nível máximo de intersecção de profundidade no espaço do objecto (use o valor zero para desactivar).Nível máximo de intersecção de superfície usada para influenciar as ondas (use o valor zero para desactivar).Contribuição máxima de luz, reduzindo ruídoO impulso máximo do motor linearLongitude máxima (ângulo horizontal) para as lentes equiretangulares.Memória máxima para uma textura de instrução de volume em Mb (a não ser que seja revogada pela instrução de prim)Uso máximo de memória em megabytes (zero significa ilimitado).O número máximo de fotogramas-b entre os fotogramas não-b, influenciando o tamanho do ficheiro e seus espaçamentos de pontos de pesquisa.Número máximo de núcleos do CPU a usar simultaneamente durante renderização (para sistemas com múltiplos-núcleos ou CPUs)Número máximo de células adicionais.Número máximo de reflexões com as quais a luz de plano de fundo contribuirá para a renderizaçãoNúmero máximo de reflexões que a luz contribuirá para a renderizaçãoNúmero máximo de ciclos para permitir após o último fotograma chave (zero significa infinito).Número máximo de ciclos para permitir antes do primeiro fotograma chave (zero significa infinito).Numero máximo de pesos de deformação.Número máximo de reflexões de reflexo difuso, limitados pelo máximo total.Número máximo de partículas de fluído permitidas nesta simulaçãoNúmero máximo de fotogramas em que o efeito de construção pode correr (a não ser que outro fotograma GP ocorra antes deste tempo ter passado)Número máximo de fotogramas chave a mostrar após fotograma actualNúmero máximo de fotogramas para mostrar após o fotograma actual (0 = não mostrar quaisquer fotogramas após o actual)Número máximo de fotogramas chave a mostrar antes do fotograma actualNúmero máximo de fotogramas para mostrar antes do fotograma actual (0 = não mostrar quaisquer fotogramas antes o actual)Número máximo de reflexões de reflexo lustroso, limitados pelo máximo totalNúmero máximo de interações para convergência em caso de re-interação.Número máximo de linhas para guardar para o contingenciador de linha de comando.Número máximo de oclusões para os traços geradosNúmero máximo de partículas geradas por célula de ar retido por fotogramaNúmero máximo de partículas geradas por célula de ar crista de onda por fotogramaNúmero máximo de partículas por célula (assegura que cada célula tem no máximo esta quantidade de partículas)Número máximo de ficheiros recentes a ser lembrados.Número máximo de passos de simulação a calcular por fotogramaNumero máximo de interações de solução.Número máximo de passos através do volume antes de parar, para evitar tempos de renderização extremamente longos com objectos grandes ou tamanhos de passo pequenosNúmero máximo de texturas adicionadas %dNúmero máximo de reflexões de transmissão, limitadas pelo máximo totalNúmero máximo de reflexões de transparência. Independente do número máximo de outras reflexõesNúmero máximo de vértices na malha para usar decaimento geodésico ao mover a origem da expansão. Se o número total de vértices for maior que este valor, o decaimento será considerado esféricoNúmero máximo de eventos de espalhamento volumétrico.Máximo dos pesos do Grupo de Vértices A e Grupo de Vértices BValor máximo de saída do mapeamento.Distância radial máxima para o funcionamento dos campos de força.Ângulo máximo das raízes até as pontas (calculado usando a distância das pontas e a distância das raízes para cabelos longos).Rotação MáximaRotação máxima sobre cada eixo.A rugosidade máxima para a qual usar o processo de rastreamento de raios. Superfícies de rugosidade superior usarão aproximação de iluminação global rápida. Um valor de 1 desactiva aproximação de iluminação global rápida.Escala máxima de aleatorização sobre cada eixo.A força máxima das costuras.Valor máximo de escala de cisalhamentoTamanho máximo de um pixel do mapa de sombras. Valores mais altos usam menos memória à custa de qualidade da sombra.Velocidade máxima para salto.Velocidade máxima em unidades de interface do utilizador por segundoA velocidade máxima no ar.A velocidade máxima quando em solo.Factor de escala máximo suportado para os ossos de controlo de splinesNúmero máximo de intersecção de superfícies usado pelo método de intersecção de volume preciso. Cria artefactos se excedido. Número mais alto aumenta consumo de VRAM.Temperatura máxima das chamas (valor mais alto faz chamas com ascençao mais rápida)Valor máximo de rigidez de tensãoEspessura máximaEspessura máxima dentro da direcção principal.Valor máximoValor máximo para limitação de corteValor máximo para o campo do canal alvo.Factor máximo para o esticamento de volume.Volume máximo, não considerando quão próximo o objecto estáEsfera-metaMédiaPeso Médio de Boleados:Influência média nos vincos:Raio médio em X:Raio médio em Y:Raio médio:Inclinação média:Influência média dos pesos:Medir o tamanho do pincel em relação à cenaMedir o tamanho do pincel em relação à vistaMedir o tamanho do pincel relativo à vista ou à cenaMediçãoTipo de MediaReprodutor de media para vídeo e sequências de imagem PNG/JPEG/SGIPonto medianoCentro medianoPonto medianoCentro de face medianoMédia:MédiaQualidade MédiaConcentração de MelaninaMemóriaMemória e LimitesLimite de memória de cacheLimite da memória de cache para o sequenciador (em megabytes).MenusMenu "%s" não encontradoCores dos menus de pano de fundoFundo de MenuMenu ExpandidoNome do identificador do menuItem de MenuCores dos itens de menuNome do MenuConector de Nó de MenuInterface de Conectores do Nó de MenuTroca por MenuCores dos assistentes de menuMenu selecção de ossosO menu para selecção de objecto(s).Conector de menu de um nóMenu no qual procurarMenusFundirFundir adicionandoFundir AnimaçãoFundir AnimaçõesDistância de fusãoFundir Vértices FinaisFactor de fusãoFundir CamadasJuntar Compartimentos de Materiais quando possívelJuntar SobreposiçõesFundir Rotação e Escala do AscendenteFundir Nós SeleccionadosFundir Nós Seleccionados usando Geometry NodesFundir Nós Seleccionados usando matemáticaFundir Nós Seleccionados usando MesclarFundir Nós Seleccionados usando SombreadoresFundir subtraindoLimite de FusãoTipo de FusãoFundir primitivas USD com os seu ascendente Xfrom se possível. USD não permite UsdGeomGprims contidos, prims Xform intermediários serão definidos para manter o ficheiro USD válido ao encontrar hierarquias de objectos.Fundir coordenadas UV que partilhem um vértice para ter em conta imprecisões nalguns modificadoresFundir UVsMesclar vérticesJuntar propriedades da ferramenta activa na activação (não sobrepõe existentes)Mescla os triângulos adjacentes em quadriláteros.Fundir vértices adjacentes (deslocamento de revolução deve ser zero)Funde toda a geometria a partir da intersecção.Funde todos os canais de som em um único canal.Fundir por AçõesFundir por DistânciaFundir por nomes de Faixas de Animação Não LinearFundir normais personalizadas de vértices seleccionadosJuntar o primeiro e o último quando o ângulo for uma revolução completaJuntar compartimentos de materiais quando possívelMétodo de fusão para usar.Fundir Xform AscendenteJuntar pontos por distânciaFunde em vez de criar facesFundir nós de entrada de grupo num só, se possívelFundir nós seleccionadosFunde os seleccionados aos outros vértices não seleccionados.Funde os vértices seleccionados.Juntar geometrias separadas numa sóFundir a animação dos objectos seleccionados na acção do objecto activo. As acções não são eliminadas, mas podem ficar com zero utilizadoresJuntar triângulos em polígonos de quatro lados onde possívelFundir usando Sombreador Adicionar ou MisturarFundir usando nós de Alfa SobreFundir usando nós Combinação de ProfundidadeFundir usando nós de MatemáticaFundir usando nós Booleano de Malha ou Juntar GeometriaFundir usando nós de MisturaFunder vértices com base na sua proximidadeFunde os vértices em duplicatas adjacentes.Funde os vértices na primeira e última duplicatas.Fundir pontos dentro de uma determinada distânciaMescla os vértices mais próximos, que estão contidos no intervalo de ajuste de fusão.Fundir:Nome da Animação FundidaFundir vértices por distânciaMalhaQuantidade de Faces AdjacentesQuantidade de Arestas ConectadasQuantidade de Faces em Torno de uma ArestaQuantidade de Faces na IlhaÂnguloAtracção de ÂngulosÁreaÁrea 3dMarcar BoleadoAmbosForma dos LimitesCírculoColapsarConeCoplanarPerfil de CornijaVincoPerfil de SancaCuboCilindroDirecçãoMostrar Tipo de AlongamentoDistânciaÂngulos das FacesPreencherPreencher CorPlanaFacetado/SuaveMarcações de Aresta FreestyleMarcações de Faces FreestyleGrelhaEsfera icosaédricaComprimentoComprimento 3DLinhaMaterialMediçõesModoModificadoNovo(a)NenhumNormalObjectoÍndice do ObjectoPerímetroFixoPlanarPlanoLados do PolígonoPredefinidoRelativoArredondadoEcrãCosturaAcuidadeEsfera UVPassosCircuitos de SuporteSuzanneTipoDes-SubdividirVinco de VérticesGrupos de VérticesOrdem CircularMalha '%s' não possui dados de vértices de coberturaAnálise da malhaAtributo de malhaBooleano de MalhaAuto-Máscarar Limite da MalhaCache de malhaCírculo MalhaDeformação por malhaAresta de malhaArestas de malhaModo de Edição de MalhaIlha de MalhaLinha MalhaCircuito de MalhaTriânguloTriângulos de Circuitos de MalhaCircuitos de malhaModo de MalhaVector Normal de MalhaNormais das MalhasMalha de polígonoPolígonos de malhaModo de selecção de malhasModo de selecção de malhaSequência de cache de malhasRácio de Simplificação de MalhasCamada de vértices de malha de coberturaFonte da malhaVisualização de estatísticas de malhaCamada UV de MalhaVértices de malhaCores dos vértices da malhaCamada de cores de vértices de malhaVértices de malhaVisualizar estatísticas da malhaVolume da malhaVolume de malha e proximidadeComponente de malha, contendo dados de ponto, esquina, aresta e faceMalha constituída apenas por triângulos, permitindo interacções mais detalhadas do que invólucros convexosBlocos de dados de malha definindo superfícies geométricas.Bloco-de-dados de MalhaModificador de deformação de malhaModificador para deformar malhas, usando uma malha para deformar outra.Detalhe da malha não altera com cada pincelada, apenas ao usar Peeenchimento por DerrameDetalhes da malha são constantes no espaço de cena, de acordo com tamanho dos detalhesDetalhes da malha são relativos ao tamanho do pincelOs detalhes da malha são relativos ao tamanho do pincel e tamanho dos detalhes.Malha a partir Curva, Superfície, Metaesfera, Texto, ou Nuvem e PontosGerador de malhaMalha não possui dados UVA malha não possui dados de cores de vértices.Objecto malha ao qual as curvas podem estar fixasObjecto malha com o qual deformar.Objecto de malha para usar como uma terminação inicial.Objecto de malha para usar como uma terminação final.Objecto de malha para usar em operações boolianas.Escala da MalhaDefinições de malhaA malha deve ser desdobrada antes de gerar e gravar os dados de multirresolução.Alvo de malha no qual encolherMalha em CurvaMalha em Grelha de DensidadeMalha em PontosMalha em Grelha SDFVolume em MalhaModificador Malha em VolumeModificador - Deformar malhaMeshUVLoop (Obsoleto)MalhasMensagemProcesso de extração de mensagem falhou !MetaMeta PilhaFaixa metaFaixas metaFaixas meta - SeleccionadasPilha de meta faixas, a última é a faixa meta editadaEsfera-metaNovo(a)A esfera-meta '%s' não contém a Spline fornecida.Elemento Meta-EsferaElementos Meta-EsferaBlocos-de-dados de meta-esferas para definir superfícies em bolhasBloco-de-dados de Meta-EsferaComportamento de actualização de edição para objecto esfera-meta.Elementos de meta-esferasTipo de meta-esferaEsfera-metaMetadadosMetadados - Plano de fundoEntrada de MetadadosMetadados - TextoMetalMetalRTO MetalRT para rastreamento de raios usa menos memória em cenas que usem curvas extensivamente, e pode dar melhor performance em casos específicosMetálicoBSDF MetálicoReflexão metálica com distribuição por micro facetas, e fresnel metálicoMetrosMetros por UnidadeMétodoMétodo para calcular booleanosMétodo para computar o tamanho do planoO método para controlar como as faixas serão combinadas com outras faixas.Método para expandir selecção de vértices UVMétodo para tornar o texto do interface do utilizador mais nítidoMétodo para leitura de entradas de códigos de tempoMétodo para renderizar dispersão subsuperficialMétodo de amostragem da entradaMétodo para a amostragem do fluxo de alta resolução.Método para atribuir materiais às novas facesMétodo de suavização de valores entre pixeisMétodo para dividir os polígonos em triângulosMétodo para dividir os quadriláteros em triângulos.Método de suavização da janela de visualizaçãoMétodo de suavização ao renderizar a vista 3DMétodo de suavização ao renderizar imagem finalMétodo de mesclagem de camadas de máscaraMétodo de interconexão de múltiplos circuitosMétodo de cálculo da interação aerodinâmica.Método de calcular a posição de alinhamentoMétodo de mesclagem das chaves coladas e existentes.Método de modificação da geometria.Método de modificação da curva-f existente.O método de projeção da profundidade.Método para ser usado para classificar canais dentro da visualização da tabela de animação.Método para calcular ângulo de rotaçãoMétodo para controlar o tempo de reprodução.Método para mostrar ou sombrear os objectos na janela de visualização 3D.Método para encaixar a imagem e ângulo de campo de visão dentro do sensor.Método para projetar uma imagem 2D no objecto com um vector de textura 3D.Método para redimensionar plano em relação enquadramento da câmaraMétodo para definir origens de rotação dos segmentos do pincelMétodo para espaçar os circuitos de arestas UVMétodo para usar ao atribuir pesos.Método a usar para espalhar pontosMétodo usado para separaçãoMétodo para usar para deslocamento.Método para usar para a tangente.Método usado para combinar o resultado das Acções Activas com os resultados da pilha de Animação Não LinearMétodo usado para a combinação do resultado da faixa com o resultado acumulado.Método usado para apagar fotogramas Grease PencilMétodo usado para apagar os dados da malha.Método usado para determinar a escala dos eixos X e Z dos ossos.Método usado para determinar a escala do eixo Y dos ossos, em adição à forma e escala da própria curvaMétodo usado para mostrar imagens na tela.Método utilizado para dissolver pontos do traçoMétodo usado para a avaliação dos valores das curvas-f que estejam fora do primeiro e último fotograma chave.Método usado para arrumar ilhas UVMétodo usado para simplificar pontos do traçoPermite definir o método para a suavização.Método de conversão de ponto flutuante (float) em inteiroMétodo usado para determinar qual nome de grupo usar.Método usado para descrever a rotaçãoMétodo usado para determinar a cor da curva-f no editor gráfico.Método usado para determinar manípulos de controleMétodo usado para determinar o raio e posicionamentoMétodo usado para determinar quando interromper a propagação de poses para os fotogramas chave.Método utilizado para mapear as arestas da fonte para aquelas presentes na destinação.Método usado para mapear as faces da fonte para as faces da destinação.Método utilizado para mapear as junções das faces da fonte para as junções de faces da destinação.Método usado para mapear os vértices da fonte para aqueles presentes na destinação.O método usado para combinar o alvo e as propriedades controladas.Método usado para referenciar caminhosMétodo usado para armazenar os dadosMétricoMicrofibraModelo de dispersão múltipla entre fibras orientadas com a normal baseado em micro-flocosMeioPosição do Controlo do MeioControlos IntermédiosNível médioPonto medianoFinal dos meios tonsInício dos meios tonsMiePode parecer melhor que Temperança, mas pode também ter erros. Um osso com um descendente terá a sua ponta posicionada como raiz do descendente. Escalas não uniformes podem parecer erradas.MilímetrosMínimoÂngulo 2D mínimoComprimento 2D mínimoVelocidade mínima no arÂngulo mínimoCurvatura mínimaAltura MínimaLatitude mínimaReflexões de Luz MínimasLongitude mínimaMin MaxTaxa mínimaMínimo de passosEspessura mínimaReflexões de Transparência MínimasBrilho dos mini eixosTamanho dos mini eixosTipo de Mini EixosMínimoO mínimo de passos de interação por fotograma para o solucionador.Informação mínimaComprimento mínimo da mola multiplicado pelo tamanho da bola.Distância mínima aceita entre duas funcionalidades.Valor mínimo de correlação entre os padrões similares e referências que estão sendo ainda tratadas como um rastreamento de sucesso.MinimizarMínimoÂngulo 2D mínimo para divisão ou separação dos encadeamentos.Amostras AA mínimas para amostragem adaptativa, para descobrir zonas ruidosas antes de terminar amostragem. Zero para definição automática com base no limite de ruídoAmostras de Suavização AA mínimas para amostragem adaptativa, para descobrir zonas ruidosas antes de terminar amostragem. Zero para definição automática com base no limite de ruído, para renderizações de janela de visualização.Curvatura mínimaDistância mínimaLimite mínimo de errosEspaçamento mínimo da grelhaValor mínimo de Altura para a lente cilíndrica centralLimite mínimo de interaçõesPotencial de Energia Cinética MínimoComprimento MínimoLongevidade MínimaValor mínimo de Longitude para lente cilíndrica centralModo MínimoDistância radial mínimaAlongamento MínimoPotencial Mínimo de Ar RetidoValor mínimoVértices MínimosVolume mínimoPotencial Mínimo de Crista de OndasMínimo em XValor mínimo X para a região de renderizaçãoValor mínimo em X para recortar a imagem.Mínimo em YValor mínimo Y para a região de renderizaçãoValor mínimo em Y para recortar a imagem.Mínimo em ZQuantidade mínima de fluido que valores da grelha (densidade de fumo, combustível, calor) que uma célula pode conter antes de ser considerada vaziaValor de amplitude mínima necessário para influenciar o invólucroÂngulo mínimo para mostrar.Ângulo mínimo para modificar a espessura.Ângulos mínimos para limitar a cinemática inversa.Comprimento curvilíneo 2D mínimo para a selecção de encadeamentos.Distância mínima entre faces do textil antes da resposta de colisão fazer efeitoDistância mínima entre objectos colisores antes da resposta de colisão fazer efeitoUma distância mínima entre os nós para o deslocamento automático dos nós inseridos.Distância mínima para o decaimento do campoDistância mínima ao último ponto antes da selecção continuarDistância mínima do último ponto antes que o traço continue.Permite definir a taxa mínima de erros durante os passos intermediários.Mínimo para a medição da espessura.Mínimo para o deslizador.Intensidade mínima para acionar um brilho de incandescência.Permite definir uma taxa mínima de interações durante os passos intermediários.Latitude mínima (ângulo vertical) para as lentes equiretangulares.Intensidade de luz mínima para uma luz contribuir para a iluminaçãoLongitude mínima (ângulo horizontal) para as lentes equiretangulares.Valor mínimo para considerar o vértice válido para extrair uma face da malha originalNúmero mínimo de reflexões da luz. Definir um valor mais alto reduz o ruído nas primeiras reflexões, mas pode ser menos eficiente em geometrias mais complexas como curvas e volumes.Número mínimo de oclusões para os traços geradosNúmero mínimo de partículas por célula (assegura que cada célula tem no mínimo esta quantidade de partículas)Número mínimo de pixeis entre cada linha de grelha dentro das portas de visão 2D.Número mínimo de passos de simulação a calcular por fotogramaNúmero mínimo de reflexões em transparências. Definir um valor mais alto reduz o ruído nas primeiras reflexões, mas pode ser menos eficiente em geometrias mais complexas como curvas e volumes.Mínimo dos pesos do Grupo de Vértices A e Grupo de Vértices BValor mínimo de saída do mapeamento.Distância radial mínima para o decaimento do campoO raio mínimo quando a pressão mínima estiver sendo aplicada (especifica também o valor mínimo para o afilamento dos traços).Ângulo mínimo das raízes até as pontas (calculado usando a distância das pontas e a distância das raízes para cabelos longos).Tamanho mínimo de um pixel do mapa de sombras. Valores mais altos consomem menos memória à custa da qualidade das sombras.A velocidade mínima no ar (relativa a velocidade máxima).Temperatura mínima das chamas (valor mais alto faz chamas com ascençao mais rápida)Espessura mínimaEspessura mínima dentro da direcção perpendicular para a direcção principal.Valor mínimoValor mínimo para limitação de corteValor mínimo para o campo do canal alvo.Valor mínimo para a selecção aleatóriaValor mínimo para peso de vérticesValor mínimo para considerar um certo atributo uma fronteira ao criar conjunto de facesFactor mínimo para o esticamento de volume.Volume mínimo, não considerando quão distante o objecto estáMinkowskyMinkowsky 1/2Minkowsky 4Exponente MinkowskyDistância MinkowskiExponente MinkowskyRaio menorSegmentos menoresMinoriaEspelharEspelhar como Nome do OssoEixo de SimetriaEsfera espelhadaOsso EspelhoEdição espelhadaModificador - EspelhoObjecto para espelhamentoEspelho do ControloEspelhar tipo e parâmetros Rigify dos ossos seleccionados para o lado oposto. Nomes devem acabar em L/REspelhar TransformaçãoEspelhar UEspelhar UDIMEspelhar VEspelhar Sessão RVEspelhar o grupo de vérticesEspelhar os pesosEspelhar ManipuladoresEspelho Com AscendentesEspelhar em XEspelhar em YEspelha todos os pontos de controlo sem inverter a deformação pela treliça.Espelha todos os pesos dos grupos de vértices.Espelhar ao longo do eixo X, Y e/ou Z, em torno da origem de um objectoMapeamento bola de espelhos para mapas ambientesEspelha o pincel ao longo do eixo X.Espelha o pincel ao longo do eixo Y.Espelha o pincel ao longo do eixo Z.O grupo de espelhamento está bloqueado, abortando.Espelha os itens seleccionados em torno de um ou mais eixos.Espelhar coordenada de textura U em torno do ponto de deslocamento de inversãoEspelhar coordenada de textura V em torno do ponto de deslocamento de inversãoEspelhar o eixo XEspelhar o eixo YEspelhar o eixo ZExecuta um espelhamento da selecção de ossos.Espelhar a Formas Chave actual ao longo do eixo local XEspelha as repetições da imagem na direcção X.Espelha as repetições da imagem na direcção Y.Espelhar os grupos de vértices direitos/esquerdos durante pintura. O eixo de simetria é determinado pelas definições de simetria.Espelhar os novos valores de forma chaveEspelha a coordenada de textura em torno do centro de cada quadrículaEspelha os grupos de vértices, virando os pesos e / ou nomes, editando apenas os vértices seleccionados, e virando-os quando ambos os lados estão seleccionados, e em caso contrário copiando a partir dos não seleccionados.Espelha os grupos de vértices (por exemplo, .R se torna .L).Espelha os pesos de influênciaEspelhar %sDeslocamento das UVs espelhadas no eixo UDeslocamento das UVs espelhadas no eixo VModificador para espelhamento.MiscelâneaMiscelâneaCor de FalhançoFaltando os componentes %s%s%s da rotação Euler para o identificador='%s' e Caminho-RNA='%s'Faltando "janela" no contexto.Adições em FaltaAdições Integradas em FaltaDados em FaltaFaltando materiaisConfiguração OpenColorIO em FaltaFaltando estêncilFaltando texturasFaltando UVsFaltando ficheiros de scriptDetectada a falta de %s%s%s%s !NévoaPasso de névoaDefinições de névoa para um Bloco-de-Dados de ambiente (mundo).Ângulo de Corte da EsquinaMisturarMisturar (Legado)Misturar CorFactor de misturaMisturar PosiçãoModo de misturaModo MisturaPosição de Nó MesclarMisturar RotaçãoMisturar EscalaMistura de sombreadorFactor de Mistura do TraçoMisturar valores dos atributos de elementos vizinhosFactor de misturaFactor de mistura para a posição dos vérticesModo de misturaMistura os valores da fonte nos valores a destinação, usando um determinado ajuste como factor.Mistura todos os canais de áudio para um ficheiro de áudio.Mistura as influências de dois grupos de vértices.Misturar duas cores fornecidasMisturar dois sombreadores. Tipicamente usado para fazer camadas de materiaisMisturar valores por um factorMistura todos os canais de áudio, reduzindo-os a um canal único monaural.Contingenciador de misturaEventos ModaisMapa de teclas modalMapeamentos de teclas modais não suportados para configurações de teclas de adiçõesModoModo (Alt)Tipo de ModoModo define regra de fusãoModo para calcular valores de canais de rotaçãoModo para avaliação da normal da curvaModo para ajustar imagem à telaModo como o tamanho de voxel especificado é aplicadoMode para importar imagens seleccionadasModo de inserção automático de fotogramas chave para objectos e ossos (definição padrão usada em novas cenas).Modo de processamento de corO modo de preenchimento de curva.Modo de operação para pintura de projeção.Modo da alteração de tomModo das ferramentas recebendo introdução de dados do interfaceModo para definir comprimentoModo para mostrar fotogramasModo para desenhar fronteiras dos limitesO modo para carregar as visualizações de imagens.O modo para carregar as visualizações de filmes.Modo a usar ao criar traçosModo usado para aplicar a textura.Modo usado para mistura com a cor de saída de textura.Modelar os três processos físicos num volume, representados pelos seus coeficientesModosModificadoData de ModificaçãoModificadorBlocosModoAguçadoSuaveVoxelModificador '%s' não está no objecto '%s'Manipulador de ModificadorNome do modificadorOperações de modificadorPropriedades de ModificadoresTipo de modificadorModificador afetando os dados da geometria de um objecto.Modificador para afetar ou gerar normais personalizadas.Modificador não pode ser aplicado numa malha com Formas ChaveModificador não pôde ser adicionado (veja a linha de comando para detalhes).O modificador não pôde ser adicionado para (%s : %s) (veja a linha de comando para detalhes).Modificador para faixa de sequência.Modificador para os valores de curva-fO modificador está desactivado.Modificador está desactivado ou retornou um erro, saltando aplicação.Modificador está desactivado, saltando aplicação.Nome do modificadorNúmero do modificador ao qual vincular.Número do modificador para remover.Estado do modificadorModificador para projetar para outros formatos.Um modificador que transfere alguns tipos de dados a partir de uma malha fonte.Modificador não foi encontrado na listaModificadoresModificadores afetando todas as curvas-f dentro da acção referenciada.Modificadores afetando os dados geométricos do objecto.Modificadores afetando o formato da curva-f.Modificadores afetando esta faixa.Modificadores não podem ser adicionados ao objecto '%s'Modificadores não podem ser aplicados no modo de edição.Modificadores não podem ser aplicados a dados com múltiplos utilizadores.Modifica a totalidade da malha usando deformação elásticaModificarModificar ActivoModificar EscondidosModificar máscara de estêncilModificar Legendas dos NósModificar Recurso de PoseModifica ou o primário ou a máscara de estêncil.Modificar preenchimento e contornoModificar apenas preenchimentoModificar Legendas de todos os nós seleccionadosMistura os pesos de dois grupos de vérticesModificar propriedades como raio de vértice de curva, tamanho da fonte, invólucro de ossoModificar apenas contornoModificar a dureza do traçoModificar o conjunto de faces activo em vez de criar um novoModifica a malha usada como base para se conformar com a malha que foi deslocada.Modificar o tamanho de detalhe de Topologia Dinâmica interactivamenteModificar a direcção das normais da superfícieModificar a direcção da normal da superfície usando método de ponderação por pesosModificar a intensidade da luminosidade capturada por esta sondaModificar interactivamente o tamanho do voxel usado pelo reestruturador de malhaModifica a geometria do traço de maneira que se corresponda com a sua linha de direcção principal.Modifica a geometria do traço de maneira que se pareça mais "poligonal".ModularMóduloNome do MóduloNome do móduloO nome do módulo da adição para desactivarO nome do módulo da adição para activarNome do módulo da adição para expandirO nome do módulo da adição a removerModo MóduloMódulo periódico tanto para operandos positivos e negativosMódulo que é o resto de A / BMonauralFonte Mono EspaçadaMais de um motor de renderização está disponível.Resultados mais irregulares (variam com posição), mais semelhante a um terreno realTransformar em esferaMassaCálculo de espessura mais simplesRepresentação mais compacta, usa o carácter "+" como um separador para números de fotogramas sub-segundo, com a truncagem esquerda e direita do código de tempo conforme necessárioDesfoque de movimentoPosição do desfoque de movimentoPassos de Desfoque de MovimentoModelo de MovimentoCaminho de movimentoCaminho de cache de pontos de movimentoPontos de caminho de movimentoDefinições de caminhos de movimentoCaminho de movimento para este elemento.As definições de caminhos de movimento para a visualização de animação.As definições de caminhos de movimento para a visualização.Caminhos de movimentoPassos de movimentoLimite de MovimentoCaptura de movimentosExtensão de caminho de fotogramas de movimento inválido para %s (%d para %d)%sOs pontos do traçado de movimento serão calculados para o espaço de coordenadas da câmara activa. Isto significa que só aparecerão correctamente quando vendo por essa câmara. Mudar de câmara usando marcadores não é suportado.Passos de movimentoFerramentas de captura de movimentos.MotorRatoMover Restrição DireccionalLimite de Arraste do RatoEvento de RatoPosição do RatoPosição X do RatoPosição Y do RatoSensibilidade do ratoRato XRato YEstilo de cursor de rato para usar no operador modal.Localização do ratoLocalização do rato em coordenadas normalizadas, 0,0 a 1.0 está dentro das margens da imagem.Localização do rato para o canal seleccionadoLocalização do rato para seleccionar a entidade mais próxima.Valores do caminho do rato para operadores que gravam estes tipos de caminho.MoverDirecção da MovimentoMover PontoMover SegmentoMover FaixasTipo de MovimentoRemove as UVs de acordo com a fusão.Mover UVs ao longo de um eixoMove um nó para desconectar as ligações.Mover um ponto ou os seus manípulosMover item activoMover todos os elementos seleccionados para os primeiros lugares, preservando a sua ordem relativa. Aviso: Irá também afectar os índices de elementos não seleccionados.Mover todos os compartimentos da acção no objecto activo para novas acções separadas. Todos os utilizadores desses compartimentos serão reatribuídos às novas acções. A actual acção não será apagada mas ficará vazia e pode ficar sem utilizadores.Mover ao longo do eixo XMover ao longo do eixo YMover ao longo do eixo frontal do comandoMover ao longo do eixo de recuo de navegaçãoMover ao longo do eixo inferior de navegaçãoMover ao longo do eixo frontal de navegaçãoMover ao longo do eixo esquerdo de navegaçãoMover ao longo do eixo direito de navegaçãoMover ao longo do eixo superior de navegaçãoMover ao longo do eixo de recuo do observadorMover ao longo do eixo frontal do observadorMover ao longo do eixo esquerdo do observadorMover ao longo do eixo direito do observadorMover uma entrada para cina ou para baixo na listaMover segmento de curva existenteMover e conectarMove a regra de revoada para baixo na lista.Move a regra de revoada para cima na lista.Move o estado da revoada para baixo na lista.Move o estado da revoada para cima na lista.Mover ossos para uma colecçãoMover por UDIMMover por grelha dinâmicaMover por pixelMover restrição para baixo na pilha de restriçõesMover restrição para cima na pilha de restriçõesMove o fotograma actual para frente ou para trás através de um número fornecido.Mover cursor no textoMove a posição do cursor.Move o cursor para a posição de digitação.Mover curvas de modo a que o primeiro ponto esteja exactamente sobre a superfície da malhaDirecção de MovimentoMover modificador para baixo na listaMover modificador para cima na listaMover exportador para cima ou para baixo na lista de exportadoresMover fotograma para o ponto de edição seguinte ou anteriorMover valores da grelha através de uma função de velocidade usando integração numérica. Suporta múltiplos esquemas de integração para diferentes equilíbrios entre precisão e performanceMover manípulos após fechar splineMover entradas e saídas do dentro modificador para um novo grupo de nósMover o objecto instância para baixo na listaMover o objecto instância para cima na listaMovimentação é afectada por definições de atracçãoMover camada na lista, camadas mais abaixo na lista revogam dados das camadas mais acimaMover o modificador para baixo na listaMove o modificador para cima ou para baixo na pilha.Mover modificador para cima na listaMover o pano de fundo de nósMove os nós e os conecta ao fotograma.Move a geometria do objecto para a origem do objecto.Move a origem do objecto para a posição do cursor 3D.Mover objectos para uma colecçãoMover objectos para uma nova colecçãoMove alvo das partículas para baixo na lista.Move o alvo das partículas para cima na lista.Move os pontos esticando-os pelo seu caminho, como se os estivesse penteando.Move as arestas da área seleccionada.Mover ficheiros seleccionadas para o lixo ou reciclagemMover itens seleccionadosMover itens seleccionados para fora em configuração esférica em torno do centro geométricoMover os fotogramas seleccionados para uma posição intermédia relativa às chaves adjacentesMover nós seleccionados para o centro do editor de nósMover objectos para fora da vista localMove os marcadores de cena seleccionados para a acção activa como marcadores de "pose" locais.Mover a Forma Chave seleccionada para acima ou para abaixo na listaMove as faixas seleccionados uma pista para baixo caso haja espaçoMove as faixas seleccionados uma pista para cima caso haja espaçoMove os traços seleccionados para outra camada.Move os marcadores de tempo seleccionados.Mover selecção para nova camadaMove o início das faixas para o tempo especificado.Mover faixas de modo a que faixas transformadas caibamMover ligeiramente traços em direcção à câmara para evitar intersecções, preservando a profundidade na janela de visualizaçãoMove os compartimentos de textura para cima e para baixo.Mover Cursor 3D para Marco RV SeleccionadoMove a camada de Anotação para acima/baixo na listaMover a cor activa para acima/abaixo na listaMover camada ou grupo Grease Pencil activoMover o actual Conjunto de Selecção para cima/baixo na lista de conjuntosMove o favorito activo para cima ou para baixo na lista.Mover o segmento de tracejado activo para cima ou para baixoMover entrada activa para baixoMover entrada activa para cimaMove a camada activa acima ou abaixo na lista.Move o material activo acima ou abaixo na lista.Mover o segmento de tempo activo para cima ou para baixoMove o grupo de vértices activo acima ou abaixo na lista.Move a câmara de maneira que os objectos seleccionados sejam enquadrados.Move a imagem fonte da clonagem.Move as linhas atuais seleccionadas para cima ou para baixo.Permite mover o cursor durante a selecção.Mover fotogramas chave ao longo da mediaMove o modificador dentro da lista de modificadores.Mover os compartimentos seleccionados para uma nova acçãoMove a visualizaçãoMover o ponto de vista para enquadrar selecçãoEnquadrar vista no fotograma actualMove a visualização para o centro da selecção.Mover para CamadaMover-se para o centro dos vizinhos e equiparar com sua velocidade.Navegação no próximo directório (referenciado pela navegação prévia).Navegação no directório parente (um nível acima na árvore).Move para a árvore de nó parente, removendo do grupo.Navegação no directório anterior.Mover instâncias de geometria do nível superior em espaço local ou globalMovee faixas transformadas para o espaço livre mais próximo para resolver sobreposiçãoMover vértices no eixo do XMover vértices no eixo do YMover vértices +ara o centroide doMover/rodar relativo ao observador ou comando RVMovimentoMover Curvas-F para a propriedade `esconder`das armações seleccionadas para as acções do objecto. Opera apenas na primeira camada e faixa da acção.Afasta pontos de captura das superfícies para evitar artefactosFilmeClipe de filmeEditor de clipes de filmeAproximação para clipes de filmeUtilizador do clipe de filmeBloco-de-dados de Clips de FilmeClipe de filme do qual obter os dados de rastreamento.Clipes de filmeDistorção de filmeFicheiro de filmeFormato de vídeoObjectos de filmeFaixas de rastreamentos de vídeo planoFaixa de filmeTabela de animação de rastreamento de filmeMarcadores de rastreamento de filmesDados de marcador de rastreamento de plano de filmeMarcadores de rastreamento de plano de filmesRastreamentos de filmeClipe de filme mostrado e editado neste espaçoClipe de filme não encontrado.Clip de filme que esta faixa usaFicheiro de filmeFaixa de filmeDados de câmara de rastreamento de filmeDados de rastreamento de filmeDados de marcador de rastreamento de filme.Dados de objecto de rastreamento de filme.Objecto de rastreamento de filme para seguir.Objecto de rastreamento de filme para seguir (caso vazio, o objecto câmara é usado).Dados rastreados a partir de rastreamento de plano de filme.Dados de câmara reconstruídos pelo rastreamento do filme.Dados de reconstrução de rastreamento de filme.Definições de rastreamento de filme.Dados de estabilização de rastreamento de filme.Dados de rastreadores de rastreamento de vídeoFaixa de rastreamento de vídeo a seguirClipe de filmeFaixa ActivaOrigem da AnotaçãoAgrupamentoClipePlano de AnimaçãoGráficoManter OriginalMarcadorMarcadoresMáscaraModoRastrear planoIntensidadeFaixaRastreamentoVisualizaçãoFaixa de Clip de FilmeBlocos de dados de clipes de filme referenciando ficheiros de filmes externos.O rastreamento de filme '%s' não pode ser removido.Mantenimento de moçãoFotograma de Espera de MovimentoFotograma de Espera de Movimento SeleccionadoA movimentação das coisas com o arrasto do rato será confirmada quando o botão for solto.Rato - MoverPanorama via mesa de traçãoRato - Girar a rodaMsSmartZoomRato - Sub-movtos.MsZoomMtex não encontrado para este tipoMulti FotogramaIntrodução MúltiplaID de ordenação de Múltiplas EntradasMulti-modificadorMúltiplas reaçõesUm sistema de múltiplas câmaras (múltipla visualização), que permite ajustar as câmaras individualmente.Um solucionador de cinemática inversa com base em estado, que permite múltiplas restrições especificadas localizadamente.EXR Multi-CamadaPintura múltiplaMúltipla visualizaçãoFiltro múltiplo para palavras difusas Edição Multi-FotogramaModel de dispersão de cabelo de múltipla escala por Huang et al. 2022, adequado para vistas de primeiro plano e à distância, suporta secções elípticas e tem brilhos de destaque mais precisos em direcções de dispersão directa.Gestos Multi-ToqueFaixa Selector Multi-CâmaraCanal de fonte multi-câmarasMulti-fractalMultifotogramaMulti-camadasO grupo de múltipla pintura está bloqueado, abortando.Múltiplos cachesMúltiplos motoresMúltiplas facesMúltipla importânciaAmostra de múltipla importânciaAmostragem de Importância MúltiplaDispersão MúltiplaMúltiplas molasMúltiplos TraçosMúltiplas visualizaçõesMúltiplas adições com o mesmo nome encontradas!Múltiplos ficheiros de imagem, como uma sequência.Amostragem de importância múltipla usada para combinar contribuições de luz directa de estimativa e próximo evento e rastreamento de luzes (forward path tracing)Modelo de céu de dispersão múltipla (mais preciso)Múltiplos traços aparecem/desaparecem de uma vezFactor de multiplicação durante o uso de modificadores rápidos ou lentos.Multiplicado pelo Início/Fm para o total de pontos adicionadosMultiplicador de taxa de subdivisão para geometria fora da vista da câmara. A taxa de subdivisão do objecto é aumentada gradualmente quanto mais longe estão do campo de visão da câmara. Valores mais baixos fornecem reflexões e sombras de melhor qualidade para objectos fora do campo de visão, enquanto valores mais altos usam menos memória.Multiplicador para tamanho de subdivisão adaptativa por objectoMultiplicador para subdivisão adaptativa por objecto para janela de visualizaçãoMultiplicador para redimensionar o campo seleccionado para mapa de corMultiplicador para escalonamento dos vectores.Multiplicador para a força dos novos traçosMultiplicador para a espessura dos novos traçosMultiplicador para a influência de onda deste pincel.Multiplicador da propriedades de diâmetroMultiplicador de velocidade do obstáculoMultiplicador da velocidade da origem passado ao fluído (a velocidade da origem é não nula apenas se o objecto estiver em movimento)Multiplicador usado para controlar a magnitude dos vectores de velocidade para efeitos de tempoMultiplicarModo Multiplicar AdicionarMultiplicar alfaMultiplicar os canais de Escala de Entrada do B-Bone pelos valores da escala locais do manípulo inicial. Efectuado depois da opção de Suavização de Redimensionamento e não é afectada pela mesma.Multiplicar os Canais de Escala do B-Bone pelos valores locais de escala do manípulo final. Isto é feito depois da opção de Suavização de Redimensionamento e não é afectada pela mesma.Multiplicar as coresMultiplicar profundidadeMultiplicar FactorMultiplicar FacesModo MultiplicaçãoModificador MultiplicarMultiplicar NormalFaixa de MultiplicaçãoMultiplica os pesos de influência dos vértices do grupo A pelo grupo B.Multiplicar o grupo de vértices com o envelopeMultiplicar PesosMultiplicar o alfa acompanhado com as coresMultiplica a influência do pincel pelo alfa da gradiente de cor de velocidade.Multiplica a profundidade de intersecção de pincel (deslocar, ondas) pela velocidade de gradiente alfa.Multiplica a cor pelo alfa (recomendado para a entrada Blender).Multiplicar canais de cor de dois vídeosMultiplicar valores dos componentesMultiplicar a força por 1 / distância²Multiplica o comprimento da linha pela velocidade das partículas.Multiplica a massa pelo tamanho das partículas.Multiplicar vector da normal com selecçãoMultiplica a posição e o contorno pela intensidade.Multiplicar a velocidade de desenho gravada por um factorMultiplica os valores da fonte com os da destinação, usando um determinado ajuste como factor.Multiplicar o Canal de Suavização de Entrada do B-Bone pelo valor da escala Y local do manípulo inicial. Efectuado depois da opção de Suavização de Redimensionamento e não é afectada pela mesma.Multiplicar o Canal de Suavização de Saída do B-Bone pelo valor da escala Y local do manípulo final. Efectuado depois da opção de Suavização de Redimensionamento e não é afectada pela mesma.Multiplicar os pesos calculados com valores existentes no grupo de vérticesMultiplicar a velocidade actual da faixa por este número ou remapear o fotograma actual para este fotogramaMultiplicar o tamanho do filtro usado pela interpolaçãoMultiplicar os valores finais de suavização pelos factores de Escala Entrada/Saída em YMultiplica a intensidade de cada pixel.Multiplicar o comprimento inicial por um factorMultiplicar o raio do ponto da spline com pelo raio de afunilamentoMultiplicar matrizes de transformaçãoMultiplicar pesos por envelope para todos os ossos, em vez de agir como mistura baseada em Grupos de Vértices. Os pesos especificados ainda são usados, e apenas os ossos listados são tidos em consideração.Multiplicar pelo factor de velocidadeModificador - MultirresoluçãoGeração e gravação de dados de multirresolução requer um objecto com multirresolução.Modificador de multirresolução retornou um erro, saltando aplicação.MultirresoluçãoModificador para criar malhas multirresoluçãoEspalhamento múltiplo GGXMusgraveNecessário estar no modo de selecção de vértices para esta operação.Deve possuir um osso activo ao qual adicionar uma restrição cinemática inversa.DesactivarDesactivar faixas (de)seleccionadasDesactivar FilmagemDesactivar CanalDesactivar definições expandidas para o modificadorDesactivar filmagem e mostrar um fundo preto no seu lugarActivar ou desactivar as faixas seleccionadasDesactivar o alto-falanteDesactivar este modificadorDesactivar as faixas não seleccionadas em vez das seleccionadasDesactivadoTamanho do pacote multiplexadoTaxa de multiplexaçãoTamanho de pacote multiplexado (byte).Taxa de multiplexação (bits/segundo)PolígonoRaio da N-EsferaMétodo de PolígonosN-ÁgonosNDOFTrancar Horizonte NDOFDados de Movimento NDOFNDOF - Navegação da visualizaçãoDados de movimento NDOF para eventos do gestor de janelasFaces multilateraisFaces e vértices multilateraisEditor Não LinearAvaliação de animação não linear activadaFaixa de animação não linear"Transições" de faixas de animação não linear entre faixas adjacentes.Controlos das faixas de animação não linearFaixas de animação não linear agem como um contêiner para faixas adicionais.Faixa de animação não linear está activaFaixa de animação não linear é reproduzida de trás para a frente (apenas quando a temporização é automaticamente determinada)Faixa de animação não linear está seleccionada.A Faixa de Animação Não Linear referencia alguma ação.Faixa de animação não linear representando um evento de som para alto-falantes.Faixas de animação não linearTiras de animação não linear nesta faixa de animação não linearFaixas de animação não linear nas quais esta faixa age como um contêiner (caso seja do tipo meta).Faixa de Animação Não LinearNomes das Faixas de Animação Não LinearFaixa de animação não linear está activaFaixa de animação não linear é ela própria avaliada (a Acção activa e todas as outras faixas de animação não linear dentro do mesmo bloco-de-dados de animação estão desactivadas)Faixa de Animação Não Linear está trancadaFaixa de animação não linear está seleccionadaFaixa de Animação Não Linear é a única avaliada neste Bloco-de-Dados de animação, com todas os outras desactivadasPista de Animação Não LinearPistas de Animação Não Linear (ex: Camadas de Animação)Modo de Ajuste de Animação Não LinearEspaço de dados do editor de animação não linear.A pilha de Animação Não Linear é avaliada durante a avaliação deste blocoFaixa de animação não linear '%s' não encontrada no rastreador '%s'Curvas-F das faixas de animação não linearNURBSLinhas U NURBS activasLinhas V NURBS activasLinhas U NURBSLinhas V NURBSOrdem NURBS na direção U. Valores mais altos fazem cada ponto influenciar uma área maior, mas têm pior performance.Ordem NURBS na direção V. Valores mais altos fazem cada ponto influenciar uma área maior, mas têm pior performance.Peso NURBSNablaNomeNome (id) do operador para invocar.Origem do NomeFiltrar por nomesDar nome do objecto origem com sufixoFiltra os nomes usando caracteres coringa estilo Unix "*", "?" e "[abc]".Nome para o novo objecto de malha e materialNome para a origem do novo compartimento de pintura de texturaNome para nova pré definiçãoNome para o novo recurso de pincelNome para o novo recurso de poseNome da imagem carregadaNome do grupo de acção ao qual atribuir as definições para este caminho.Nome do identificador de bloco para descompactar.Nome do osso parente para o gancho (caso aplicável), também recalcula e limpa o deslocamento.Nome do osso de pose para usar como alvo.Nome da Forma ChaveNome do mapa UVNome do grupo de vértices que determina as âncoras.Nome do grupo de vértices que determina a influência do modificador por ponto.Nome da camada de cores de vértices.Nome de um ficheiro ou directório constando numa lista de ficheiros.Nome de uma colecção a adicionar. Passar apenas se pretende criar uma nova colecção e colocar os ossos seleccionados na mesma. Para adicionar a uma colecção existente, não incluir este parâmetro e usar antes o collection_index.Nome de colecção de ossos a adicionar. Passar este parâmetro apenas se pretender criar e mover ossos seleccionados para nova colecção. Para mover para uma colecção existente, não incluir este parâmetro e usar collection_indexNome do atributo de corNome do modificador para redefinirNome do modificador para remover.Nome do novo atributoNome do novo atributo de corNome do novo directórioNome da nova máscara.Nome da nova camada de máscara.Nome do grupo recentemente criado.Nome do agrupamento de luz recentemente criado.Nome do operador (traduzido) para chamar em eventos de entradaNome do osso parente em caso de uma relação de parentesco de osso.Nome do osso ascendente. Usado apenas quando o objecto ascendente é uma armação.Nome do objecto parente dentro do Bloco-de-Dados especificado dentro do qual o parenteamento ocorre.Nome do sub-objecto parente dentro do Bloco-de-Dados especificado no qual o parentesco ocorre.Nome da animação glTF única a ser exportadaNome da camada de cobertura.Nome da VASNome da VAS para a qual esta saída esrceveNome do atributo Alembic usado para gerar dados de desfoque de movimentoNome do atributoNome do Grupo de LuzesNome da PaletaNome do Grupo de Vértices que determina a influência do modificador por pontoNome do atributo do qual obter a transformaçãoNome da colecção à qual adicionar este osso; vazio para adicionar à colecção activaNome da colecção de ossos a criarNome da colecção de ossos da qual remover este osso; vazio para remover da colecção de ossos activaNome do osso a remover da colecção; vazio para usar o osso activoNome da colecção a seleccionarNome da restrição para editar.Nome do criador do recursoNome da orientação de transformação personalizada.Nome do segmento do tracejadoNome do bloco-de-dados a usar pelo operadorNome do dispositivoNome do ficheiroNome da grelha para o componente de eixo X do campo de velocidade se tiver sido dividido em múltiplas grelhasNome da grelha para o componente de eixo Y do campo de velocidade se tiver sido dividido em múltiplas grelhasNome da grelha para o componente de eixo Z do campo de velocidade se tiver sido dividido em múltiplas grelhasNome da definição de chaveO nome do mapa de teclasNome do camadaNome do MaterialNome do menu.O nome do modificadorNome do modificador que contém o nóNome do modificador para editarNome do modificador no qual trabalhar.Nome da nova colecçãoNome da nova orientação personalizada.Nome da nova camadaNome do novo grupo de camadasNome da nova colecção adicionadaNome do osso recentemente criadoNome do menu circularNome da predefinição básica, usada para criar o nome do caminho.Nome da colecção de ossos referenciadaNome do tipo de rig do qual gerar uma amostraNome do efeito de sombreamento a editarNome do CompartimentoNome do compartimento, para exibição no interface do utilizador. Este nome combinado com o tipo de Bloco-de-Dados do compartimento é único dentro da sua AcçãoNome do conectorNome do tipo do conectorNome do ficheiro fonteNome do modificador de faixa para editarNome do temaNome do campo de velocidade, ou o nome base se a velocidade estiver dividida em múltiplas grelhasNome da camada de cores de vértices usada para espuma.Nome da camada de cores de vértices usada para mapa de direcção de pulverizaçãoNome do Espaço de Trabalho para apor e activarNome desta colecção de camadas (o mesmo que o da colecção)Nome da camada de cores de vértices a exportarNome do grupo de vértices que determina a taxa de emissão de superfície.Filtro de Nome ou EtiquetaNome que está mapeado para o blocos-de-dados referenciadoNome para usar em expressões ou funções construídas como scripts (espaços ou pontos não são permitidos, e deverão começar com uma letra).Nome usado para guardar a saída a partir desta superfície.Atributo com NomeGrupo nomeadoSelecção de Camada com NomeNomesNamespaceComponentes de nome para mapas de Oclusão AmbienteComponentes de nome para mapas alfaComponentes de Nome para mapas de corComponentes de Nome para mapas de relevoComponentes de Nome para mapas de deslocamentoComponentes de Nome para mapas de emissãoComponentes de Nome para mapas de lustroComponentes de Nome para mapas de metalicidadeComponentes de Nome para mapas de normaisComponentes de Nome para mapas rugosidadeComponentes de Nome para mapas especularesComponentes de Nome para mapas de transmissãoEstreitamentoNaturalVelocidade Natural de DesenhoLogaritmo naturalDirecção natural de rolagemManipulador de NavegaçãoTamanho do Manipulador de NavegaçãoNavegar cena RV agarrando com comandosNavegaçãoRecuoFrente do ComandoPara BaixoPara FrenteEsquerdaModoDireitaRodar para a EsquerdaRodar para a DireitaPara CimaCostas do ObservadorFrente do ObservadorEsquerda do ObservadorDireita do ObservadorBarra de NavegaçãoControlos de NavegaçãoFundo de navegação/SeparadoresNDOF - MaisNDOF - MenosNDOF - Botão 1NDOF - Botão 10NDOFB11NDOFB12NDOF - Botão 2NDOF - Botão 3NDOF - Botão 4NDOF - Botão 5NDOF - Botão 6NDOF - Botão 7NDOF - Botão 8NDOF - Botão 9NDOF - Para trásNDOF - DominanteNDOF - EncaixeNDOF - Para frenteNDOF - Isométrico 1NDOF - Isométrico 2NDOF - MenuNDOF - MovimentoNdofPanZoomNDOF - Rolar no sentido anti-horárioNDOF - Rolar no sentido horárioNDOF - RotacionarNDOF - Girar no sentido anti-horárioNDOF - Girar no sentido horárioNDOFGuardarVista1NDOFGuardarVista2NDOFGuardarVista3NDOF - Inclinar no sentido anti-horárioNDOF - Inclinar no sentido horárioNdofVista1NdofVista2NdofVista3NDOF - ←NDOF -↑NDOF - →NDOF -↓ProximidadeEspessura PróximaDistância de corte próxima da câmara sombraModelo de dispersão de proximidade de campo Chiang et al. 2016, adequado para primeiros planos mas apresenta mais ruído à distância.Mais próximoEsquina Mais Próxima e Normal de Face com Melhor CorrespondênciaEsquina Mais Próxima e Normal com Melhor CorrespondênciaEsquina Mais Próxima da Face mais PróximaArestas mais próximasArestas interpoladas mais próximasVértices mais próximos das arestasFaces mais próximasArestas das faces mais próximasFaces interpoladas mais próximasVértices mais próximos das facesPontos mais próximos da superfícieVértices mais próximosVértices mais próximosPosição de rastreamentoPosição inicial do pescoçoNecessita ao menos 4 pontos de rastreamento seleccionados para criar um plano.AgulhasNecessita de pelo menos um par de faixas adjacentes seleccionadas com um espaço entre si.Negar volumeNega a influência dentro do volume.Nega o eixo de alinhamentoNega o efeito do grupo de vértices de feixe.Nega o efeito do grupo de vértices de densidade.Nega o efeito do grupo de vértices de campo.Nega o efeito do grupo de vértices de torção.Nega o efeito do grupo de vértices de comprimento.Nega o efeito do grupo de vértices de rotação.Nega o efeito do grupo de vértices de rugosidade 1.Nega o efeito do grupo de vértices de rugosidade 2.Nega o efeito do grupo de vértices de fim de rugosidade.Nega o efeito do grupo de vértices de tamanho.Nega o efeito do grupo de vértices de tangente.Negar o efeito do grupo de vértices de torçãoNega o efeito do grupo de vértices de velocidade.Negativo(a)Eixo negativoFotogramas NegativosFotogramas negativos são ou cortadosLados negativosEixo X negativoEixo Y negativoEixo Z negativoExponente negativo para o valor de viscosidade (para simplificar, entre com pequenos valores, ex 5*10^-6).Suavização de malha negativaRejeição de VizinhoContidaID contido do nóRedeLimite da Ligações à RedeLimite de Duração de RedeNeutrasNuncaNunca NenhumNunca mudar de separadores ao clicar em num ícone no OrganizadorNunca colapsar os novos nós fundidosNovo(a)Novo Modo de Suavização de CurvaNovas Ferramentas de CurvasNovos dadosNovas cores para curvas-f - XYZ para RGBNovas FuncionalidadesNovo FicheiroTipo das hastes novasNovo identificadorUID de sessão do novo ID para o qual remapear todos os utilizadores dos IDs seleccionadosNovo itemTipo para novos fotogramas chaveNova CamadaNovo ObjectoNovos ObjectosNovo CaminhoNovo mapa UVNova janelaUm novo deslocamento é adicionado cumulativamente sobre o existente.Nova implementação disponível desde 2.8Novos fotogramas serão BézierNovos fotogramas serão constantesNovos fotogramas serão linearesNovo nome para marcadorNovo valor de amostragem para ser usado para os modificadores subsequentes.Nova velocidade do segmento recronometradoNovo traço a partir dos pontos/traços seleccionadosNovos traços são desenhados por baixo de todos os traços na camadaOs vértices recentemente criados possibilitarão o deslizamento.NewtonianasPróximoPróximo caracterePróxima falhaPróximo fotograma chavePróxima linhaPróximo marcadorPróximo NóPróxima páginaPróxima faixaPróxima palavraPróximo tipo/operação de misturaPróximo ou selecçãoO próximo caractere digitado irá ser sobreposto em seu antecessor. Use para entradas especiais de caracteres.Estimativa de Próximo EventoFaixa de animação não linearFaixa de Animação Não LinearFaixa de animação não linear '%s' não pode ser removidaNenhuma "Conexão" encontrada no ficheiro %rNenhuma "Definição global" encontrada no ficheiro %rNenhum "Objecto" encontrado no ficheiro %rSem acção activaSem blocos de dados de animação para os quais sair do modo de ajuste.Sem blocos de dados de animação para os quais entrar no modo de ajuste.Sem SuavizaçãoImpedir arrastar recursoSem indexação de RecursosSem ÁudioSem osso activoInalteradoSem Regiões de ConexãoSem convergênciaNenhum modificador cíclicoDesactivar Inclusão de Blocos-De-DadoSem DissoluçãoNenhuma rotação de curvas-f para Euler para consertar.Nenhuma rotação de Euler pode ser corrigida, certifique-se de que cada rotação possui chaves para todos os componentes, e que as curvas-f para estes estejam em ordem consecutiva XYZ e seleccionados.Sem curvas-f para as quais adicionar fotogramas chave.Sem modificadores-f disponíveis a ser copiados.Sem modificadores-f para colarSem InversãoSem trava CardanSem identificador de bloco e / ou dados de animação a partir dos quais apagar o fotograma chave.Sem IntersecçõesSem limitaçõesNão FundirSem Nova RestriçãoSem deslocamentoDesactivar Auto Re-sincronização de RevogaçõesSem propriedadesSem ponteiro RNA disponível para obter valores nos quais colocar o conjunto de inserção de chaves.Sem ficheiros recentes...Sem ReprojecçãoSem ambiente (mundo) de "Corpo rígido" definido para adicionar uma restrição do tipo "Corpo rígido".Sem ambiente (mundo) de corpo rígido para exportar.Sem ambiente (mundo) de corpo rígido para removerSem dados de UV na lona.Nenhuma camada UV nomeada como "%s" foi encontrada no objecto "%s"Sem VídeoSem acção a partir da qual apagar os fotogramas chave no identificador = %sSem Bloco-de-Dados activo de dados de animação para usar (selecione um expansor de Bloco-de-Dados primeiro ou então defina as bandeiras apropriadas nos blocos de dados de animação).Sem curvas-f activas para as quais adicionar fotogramas chave. Selecione uma curva-f editável primeiramente.Sem conjunto de inserção de chaves activoSem conjunto de inserção de chaves activo para usarNenhuma camada UV activa foi encontrada no objecto "%s"Nenhuma acção activa para empurrar para baixo.Nenhum osso activo.Sem osso activo definido.Sem osso activo com restrições para cópia.Nenhuma câmara activa.Nenhuma câmara activa definida.Nenhum elemento activo encontrado !Nenhum fotograma activo para apagar.Nenhuma imagem activa encontrada no compartimento de material (%d) para o objecto "%s"Nenhuma imagem activa encontrada, adicione um material ou gere e grave para um ficheiro externo.Nenhuma imagem activa encontrada, adicione um material ou gere e grave sem a opção de separar os materiais.Nenhum fotograma chave activo na curva-f.Nenhum estilo de linha activo na cena actual.Sem conjunto de linha activa e estilo de linha associado para manipular o modificador.Sem conjunto de linha activo para o qual adicionar um novo estilo de linha.Nenhum objecto de malha activa.Nenhum objecto activo.Sem objecto activo para o qual adicionar restrição.Sem planos de rastreamento activosSem osso de pose activo para o qual adicionar uma restrição.Sem faixas activas para as quais entrar no modo de ajuste.Nenhum Rastreador ActivoSem rastreamento activo para o qual juntar.Sem rastreadores activos aos quais adicionar a faixa, seleccione um rastreador existente ou adicione um antes de tentar novamenteNenhum grupo de vértices activo.Sem grupo de vértices activos para pintura, abortando.Nenhuma visualização activa encontrada na cena "%s"Nenhum módulo de adição fornecido!Sem malhas adicionais seleccionadas com número igual de vértices para juntar.Sem atracção de ângulosNenhuma área de margem seleccionada.Nenhum pincel seleccionadoSem canais para os quais adicionar fotogramas chave.Sem compressão.Sem OmissãoSem dados, máscara booleana de voxels activosSem Dispositivo - não haverá saída de áudioSem mostraSem atenuação de distância.Não há controladores a partir dos quais copiar as variáveis.Nenhum anel de arestas encontrado.Sem arestas seleccionadas.Sem exportaçãoNenhuma região de face seleccionada.Sem faces preenchidas.Sem ficheiros seleccionados a ser abertos.Sem lançamentoSem fotogramas renderizados, desprezado para não sobrescrever.Sem fotogramas para gerar e gravar.Áreas de tela cheia não encontradas.Nenhuma das imagens foi alterada.Sem interpolação.Sem interpolação (usa as amostras do texel mais próximo).Sem interpolação entre fotogramas chaveSem interpolações, usa o pixel avizinhado mais próximo.Sem interpolação, valor de A é mantido até que B seja encontradoNenhuma intersecção encontrada.Nenhuma junta seleccionada.Sem fotogramas chave de poses para os quais propagar.Sem fotogramas chave por entre os quais deslizar.Não foi possível encontrar regiões de face que combinem.Sem materiais a ser removidos.Sem dados adicionais de malha para juntar.Sem mais fotogramas chave para os quais saltar nesta direcção.Sem mais marcadores para os quais saltar nesta direcção.Nenhum ficheiro novo foi empacotado.Sem objecto para o qual aplicar a orientação.Sem objectos a partir dos quais gerar e gravar.Nenhuns objectos com caixa delimitadora seleccionadosSem operador no contexto.Sem nós de saídaSem ficheiros empacotados...Não há ficheiros incluídos para extrairDirectório parente não fornecidoSem pose para copiar.Sem pré-filtro, usar quando passagens guia são têm ruídoSem projeção quando está atrás da face.Sem projeção quando na frente da face.Sem região de janela de visualização 3D disponível.Nenhum efeito de laminação de obturador utilizadoSem curvas-f seleccionadas para as quais adicionar fotogramas chave.Sem curvas-f seleccionadas para as quais colar.Sem correcção de formaSem faixas de texto para as quais exportar os subtítulos.Sem informação de contexto adequada para o Agrupamento de Fotogramas activoSem texto ou ficheiro especificado no nó, nada para compilar.Sem limitações de tamanho de texturas.Sem texturas no contexto.Sem uma acção válida para adicionar.Nenhum objecto válido para usar como jaula.Não há dados válidos para leitura !O controlador não possui dados válidos a partir dos quais poderiam ser criadas cópias.Nenhum formato válido encontrado.Sem objectos válidos seleccionados.Sem grupos de deformação atribuídos a malha.Nenhum grupo de vértices nos quais executar as operações.Sem grupos de vértices ou grupos de pesos de influência no objecto.Sem-OpNósPano de fundo do nósNós especiais de corEditor de nósEditores de nósFormato do NóGrupo de NósGrupos de nósIdentificador do NóEntradas de nósChave de aferição de instâncias de nósLegenda de NóLigações de nósNome do NóContorno de NósNós de saídaSaídas dos nósResolução de Pré Visualização de NósNós seleccionadosConector de NóIdentificador do NóÁrvore de nósInterface de Árvore de NósItem de interface de árvore de nósConector de interface de árvore de nósEspeciais de Interface de Árvore de NósCaminho de árvore de nósSub tipo da árvore de nósTipo de árvore de nó (obsoleto, bl_idname é o actual identificador de tipo de árvore de nó).Árvores de nósTipo de NóNode WranglerEspaço de dados do editor de nós.Bloco-de-dados de Grupo deNósGrupo de nós que controla o que este modificador fazGrupo de nós para editarEtiquetas de cor do cabeçalho do nóNós em uma árvore de nós.Nó detentor deste conectorEstado de selecção do nó.Nó de sombreamento a usarTipo de dados do conector do nóÁrvore de nós '%s' possui tipo indefinido %s.Arvore de nó sendo mostrada e editada.Árvore de nós consistindo de nós conectados para composição.Árvore de nós composta por nós interligados usados para geometriasÁrvore de nós consistindo em nós conectados usados para materiais (e outros blocos de dados de sombreamento).Árvore de nós consistindo de nós conectados, usados para sombreamento, texturas e composição.Árvore de nós consistindo de nós conectados usados para texturas.Árvore de nós para lâmpadas baseadas em nósÁrvore de nós para materiais embasados em nós.Árvore de nós para ambientes com base em nósÁrvore de nó para sombreadores com base em nós.Árvore de nó para texturas com base em nós.Tipo de árvore de nó para mostrar e editar.Tipo de nóTipo de nó %s não está definido.AbsolutoAdicionarArco SossenoArco SenoArco Tangente 2Arco TangenteSetaParalelepípedoTectoTectoCorQueimar CorSub-ExposiçãoCompararConstanteCosenoCruzProduto VectorialActualEscurecerDiferençaDistânciaDividirTecto da DivisãoParte Inteira da DivisãoDividir ArredondarProduto EscalarEstilo de RepresentaçãoExpoenteOrientar para a FrenteParte Inteira (Piso)Módulo de parte InteiraFracçãoFotogramaMaior QueMaior Divisor ComumTonalidadeCoseno HiperbólicoSeno HiperbólicoTangente HiperbólicaIntersecçãoQuadrado InversoJuntar GeometriaMenor Múltiplo ComumComprimentoMenor QueClarearLuz LinearLogaritmoMáximoMínimoMisturarModoMóduloMultiplicarMultiplicar AdicionarNegarNovo(a)PróximoNormalizarOperaçãoSobreporPing-PongPingpongPotênciaAnteriorProjectarReflectirRefractarArredondarModo de ArredondamentoSaturaçãoEscalaTelaSinalSenoMáximo de SuavizaçãoMínimo SuaveAtrairLuz SuaveRaiz QuadradaSubtrairTangenteEm GrausEm RadianosTruncarMódulo TruncadoUniãoValorCircundarNósModificador de NósPré Calcular Modificador de NóPainel de Modificadores de NóAviso de Modificador de NóRuídoBase de ruídoBase de ruído 2Profundidade de ruídoRuído de distorçãoModificador de ruído-fIntensidade de ruídoAfastamento de RuídoEscala o RuídoSemente do ruídoTamanho de ruídoTextura de ruídoTipo de ruídoUsa o ruído original do Blender, com interpolação suavizada.Ruído de célula, fornecendo uma tesselação de células em quadrados.Fornece o ruído original proposto por Ken Perlin com algumas melhorias, usando interpolação suavizada.Fornece o ruído original proposto por Ken Perlin, usando interpolação suavizada.Diagrama de Voronoi craquelado, usando a tesselação Voronoi com arestas ressaltadas.Diagrama de Voronoi F2 subtraído de F1.Diagrama de Voronoi F1, retornando as distâncias pelo ponto de funcionalidade mais próximo.Diagrama de Voronoi F2, retornando as distâncias para o 2° ponto de funcionalidade mais próximo.Diagrama de Voronoi F3, retornando as distâncias para o 3° ponto de funcionalidade mais próximo.Diagrama de Voronoi F4, retornando as distâncias para o 4° ponto de funcionalidade mais próximo.Base de ruído para distorção.Base de ruído usada para turbulência.Modificador de efeito de ruídoEscalão de nível de ruído no qual parar amostragem, valores mais baixos reduzem ruído em detrimento do tempo de renderização. Zero para definição automática com base no número de amostras de suavização (AA).Nível de ruído no qual parar amostragem, valores mais baixos reduzem ruído em detrimento do tempo de renderização. Zero para definição automática com base nas amostras de suavização AA, para renderizações na janela de visualização.Não contíguoNão-CorAtalhos não relacionados ao tecladoNão-SombreadorNão UniformeNão-ZeroEditor não linear para compor e misturar cenas, videos, audio e efeitosValor não negativo de A, abs(A)Iluminação não física sem unidade. Útil quando usado com controlo de exposiçãoNenhumNenhum (Legado)Referencial nulo para enumeradores ou booleanosNenhum, renderização totalAnimação Não LinearCurvatura de ConectorNem (Nor)NormaisDesvio de NormalDomínio das NormaisEdição das normaisModificador - Edição de normaisDecaimento de NormalMapa para normaisBits de Quantização de NormalRaio NormalTamanho das normaisSuavizar NormaisEspaço das normaisVector NormalPeso das normaisFotogramas chave normais, por exemplo para as poses principaisO mapa de normal usa a convenção DirectX, com o eixo Y no canal verde a apontar para baixoO mapa de normal usa a convenção OpenGL, com o eixo Y no canal verde a apontar para cimaPassagem de normal usada pelo redutor de ruídoNormal à superfícieVector de normal usado para copiar, adicionar ou multiplicarNormais para tangentesQuantização da Normal/TangenteNormalizarNormalizar ANormalizar PesosNormaliza os pesos de influência dos vértices activos.Normaliza todos os pesos de todos os grupos de vértices, de maneira que, para cada vértice, a soma de todos os pesos seja 1.0.Normalizar a intensidade por área de luz, para produção total de luz consistente independentemente do tamanho e formaNormaliza as intensidades de luz durante o rastreamento (lento).Normaliza o valor de saída no intervalo 0.0 a 1.0Normalizar saída ao intervalo 0.0 a 1.0Normalizar a coordenada X do resultado das Coordenadas do Segmento para o intervalo [0, 1] e deslocar a coordenada Y para [0, infinito]. Quando activo as texturas são esticadas para caber e, cada segmento angular. Quando não activo as partes da textura que não cabem em cada segmento angular são cortadasNormalizar as cores, aumentando o contrasteNormalizar os pesos resultantes (caso contrário são limitados ao intervalo 0.0 a 1.0)Normalizar os pesos de todos os grupos de vértices, de modo que, para cada vértice, a soma de todos os pesos seja 1.0Normaliza os pesos de influência do vértice activo (caso os grupos afetados estejam desbloqueados).Normalizar pesos de todos os ossos alvoNormalizar peso do grupo de vértices activoNormaliza os pesos do grupo de vértices activo, de maneira que os valores mais altos sejam limitados ao valor 1.0.NormalizadoSenoide normalizadaCoordenadas normalizadas e deslocamentos de meio pixelRotação de quaternião normalizada.Normalmente sempre 1, mas pode ser usado como um controlo extra para alterar a curva de brilho.NormaisAs normais "rastreiam" (apontam para) o objecto alvo.Apenas as normaisNorteNordesteNoroesteNoreguês (Bokmål) - Norsk bokmålNãoNão E (Not And)Não Igual (Não Igual)Não equivalente aNão definidoNão SuportadoNão é uma biblioteca.Não é um mapa de teclas modal.Não é um mapa de teclas não modal.Não é uma selecção válida para extrusão.Sem exclusão do fotograma chave para a curva-f bloqueada '%s', objecto '%s'Sem exclusão do fotograma chave para a curva-f bloqueada pela influência da Faixa de Animação Não Linear em %s - %s '%s'Sem memória suficiente disponível.Não há vértices suficientes para parentesco de vértices.Não filtrar linhas com base na iluminaçãoNão implementado.Não implementado para máscaras.Ainda não definidoAinda não funcionalAinda não implementado.Não especificado. Quando o compartimento é atribuído pela primeira vez a um bloco-de-dados, este valor será definido como o tipo desse bloco-de-dadosNotaNota/Camada à qual adicionar traços anotativosNenhumSem indicação de dados.Nada seleccionado.Nada a ser mostrado ainda...AgoraNukeModelo de distorção NukeNuloAção nulaNum PassosNúmero(s)Campos NuméricoCores dos assistentes numéricosNúmero de segmentos B-BoneNúmero de Amostras de DesfoqueNúmero de amostras de desfoque (zero desactiva desfoque)Número de cortesNúmero de FacesNúmero de FotogramasNúmero de chavesNúmero de PedaçosNúmero de pontosNúmero de projetoresNúmero de vérticesNúmero de amostras adicionais a obter entre fotogramas para melhorar a qualidade de efectores de movimento rápidoNúmero de amostras adicionais para obter entre os fotogramas para melhorar a qualidade de fluxos de movimento rápido.Numero de lâminas em abertura para a flocagem poligonal (pelo menos 3).Número de canais no contingenciador de pixeis.Número de canais na memória temporária de pixeis da quadrículaNúmero de descendentes por ascendenteNúmero de descendentes por ascendente para renderizaçãoNúmero de pontos computados na direcção U entre cada par de pontos de controloNúmero de interações do solucionador da restrição feitos por passo de simulação (altos valores são mais precisos, mas mais lentos).Número de pontos de controlo numa curva adicionada de novoNúmero de pontos de controlo na curvaNúmero de Curvas adicionadas pelo pincel AdicionarNúmero de normais personalizadas não é equivalente ao número de circuitos (%f / %d)Número de normais personalizadas não é equivalente ao número de vértices (%f / %d).Número de repetições de cicloNúmero de elementos desseleccionados na sequência repetitivaNúmero de dimensões para as quais produzir ruídoNúmero de duplicatas a fazer.Número de elementos a agruparNúmero de extensões com actualizações disponíveisNúmero de controlos de splines extra ligados ao controlo de extremidadeNúmero de pontos de controlo de spline ligados ao controlo de inícioNúmero de fotogramas após cada fotograma chave do GP antes do modificador ter qualquer efeitoNúmero de fotogramas no início da faixa para esmaecer dentro da influencia.Número de fotogramas entre os fotogramas em cache.Número de fotogramas entre fotogramas interpolados geradosO passo do número de fotogramas exibidos no caminho de movimento gerado. A divisão em passos não é usada na marcação dos fotogramas chave nos fantasmas ou caminhos de movimento.Número de fotogramas entre passos de aleatorizaçãoNúmero de fotogramas em cache.Número de fotogramas para a mesclagem na entrada ou saída é automaticamente determinado pelas faixas que se sobrepõem.Número de fotogramas a partir do fotograma final para receber a influência de esmaecimento.Número de fotogramas a partir do fotograma inicial para que a influência tenha efeito.Número de fotogramas nos quais a onda é amortecida após sua morte.Número de fotogramas da sequência a usarNúmero de fotogramas ou segundos para saltar para a frente ou para trásNúmero de fotogramas que a animação de caminho deve percorrer.Número de fotogramas para manter cada valor.Número de fotogramas a ignorar desde o fim da origem subjacente. O conteúdo subjacente é cortado, e futuros fotogramas são transformados em esperasNúmero de fotogramas a ignorar desde o início da origem subjacente. A conteúdo de origem é cortado, e fotogramas anteriores são transformados em esperasNúmero de fotogramas a deslocarNúmero de fotogramas a deslocar o fotograma chave original ou fotogramas a fixarNúmero de fotogramas a mostrar após o fotograma actual (apenas para o método de criação de fantasmas 'Em Torno do Fotograma')Número de fotogramas a mostrar antes o fotograma actual (apenas para o método de criação de fantasmas 'Em Torno do Fotograma')Número de fotogramas a passar à frente durante o pré cálculo de cada fotogramaNúmero de fotogramas para pular à frente durante a renderização ou reprodução de cada fotograma.O número de frequências usadas, definindo o número de contrastes entre as frequências das lacunas.Número de gráficosNúmero de colunas de grelhaO número de linhas de grelha para mostrar em visualização de perspectiva.Número de unidades de grelha em espaço UV que perfazem uma Unidade UVNúmero de segmentos dos cabelos.Número de pixeis horizontais na imagem renderizada.Número de imagens de um filme para usar.Número de amostras a juntar para calcular a média para suavizar o traço do pincelNúmero de Extensões instaladas que estão bloqueadasNúmero de itemsNúmero de interações para a execução, zero significa ilimitado durante o funcionamento interativo.Número de interações para suavizar a malha.Número de iterações quando o método "Alongamento Mínimo" é usadoNúmero de segmentos dos membrosNúmero de linhas para rolar.Número de circuito usados por esta faceNúmero de regiões espelhadas em torno do eixo centralNúmero de amostras para desfoque de movimento.Número de oitavas (por exemplo, a quantidade de detalhes no ruído tipo Perlin).Número de oitavas (por exemplo, a quantidade de detalhes no ruído espacial).Número de pixels para desfocar a borda (0 para desactivar)Número de pixels para desfocar a sombra (0 para desactivar)Número de pixeis por polegada ou unidades BlenderNúmero de pixels para se considerar que o cursor se moveu (usado para alternar itens seleccionados em cliques sucessivos)Número de pixeis que serão cortados no lado inferior da imagem.Número de pixeis que serão cortados no lado esquerdo da imagem.Número de pixeis que serão cortados no lado direito da imagem.Número de pixeis que serão cortados no lado superior da imagem.Número de pixeis a arrastar antes de o evento de arrasto seja reconhecido para teclado e outras introduções que não rato/mesa digitalizadora (caso contrário são detectados eventos de clique)Número de pixeis a arrastar antes do evento ser accionado para introdução via rato/painel táctil (caso contrário eventos de clique serão detectados)Número de pixeis a arrastar antes de o evento de arrasto seja reconhecido para mesa digitalizadora (caso contrário são detectados eventos de clique)Número de pixeis para expandir ou contrair a área de preenchidaNúmero de pontos para considerar traço como soltoNúmero de pontos a seleccionar da parte de trásNúmero de pontos a seleccionar a partir do fimNúmero de pontos a seleccionar da frenteNúmero de pontos a seleccionar a partir do inícioO número de projetores para usar.Número de direcções de raios a avaliar quando pré-calcularNúmero de raios a rastrear por avaliação de sombreadorNúmero de rabiscos dentro de um esboço de múltiplo toque.Número de arredondamentos em contornos de traço.Número de amostras.Número de amostras na direcção do eixo X do volumeNúmero de amostras na direcção do eixo Y do volumeNúmero de amostras na direcção do eixo Z do volumeNúmero de amostras por pixel para renderizaçãoNúmero de amostras por pixel obtidas, dividido pelo máximo número de amostras. Para analisar amostragem adaptativa.Número de amostras para computar ensombramento volumétricoNúmero de amostras para renderizar para cada pixel.Número de amostras para renderizar dentro da janela de visualização, ilimitado caso seja zero.Número de amostras para testar por face.Número de amostras usadas pelo contingenciador de mixagem de áudio.Número de amostras, ilimitadas se 0Número de segundos entre cada ciclo do coletor de descarte de texturas GL.Número de segundos entre cada ciclo do colector de lixo de do buffer de vértices GLNúmero de segmentos para arredondamento de vértices ou arestas.Número de segmentos para o anel principal do objecto toroidal.Número de segmentos para o anel menor do objecto toroidal.Número de segmentos da cadeia de cinemática inversa que irão deformar a malhaNúmero de elementos seleccionados na sequência repetitivaNúmero de semi tons para alterar o tomNúmero de threads ou subprocessos de sombreador, limitado pelo numero máximo de processos suportados pelo processador (é necessário reiniciar o Blender para que as alterações tenham efeito). Um número maior aumenta a utilização de memória RAM reduzindo o tempo de compilação. Um valor de zero utiliza configuração automática. (Apenas OpenGL)Número de lados no orifício requerido para preencher (zero preenche todos os orifícios).Número de passos de simplificação (valores altos reduzem a precisão de preenchimento)Número de passos de simulação calculados por segundo (valores mais altos são mais precisos, mas mais lentos)Número de iterações de suavização por passo de pincelNúmero de espaços para mostrar com as tabulações.Número de pontos de controlo de spline no meioNúmero de passos entre zero e umNúmero de passos dentro da revolução.Número de passos nos quais repartir transformação para atracção à face mais próximaNúmero de passos para computar efeitos volumétricos. maior número de passos aumenta consumo de VRAM e qualidade.Número de subdivisõesO número de subdivisões entre linhas de grelha.Número de subdivisões para a grelha de pontos visível como fundoNúmero de subdivisões para os qual os deslocamentos são guardados.Número de subdivisões do osso (apenas para B-Bones).Número de subdivisões por segmentoNúmero de subdivisões que devem ser realizadas antes da extração da posição dos vértices e normais.Número de subdivisões a realizar janela de visualizaçãoO número de subdivisões para realizar durante a renderização.O número de subdivisões para usar no modo de escultura.Número de subdivisões para usar na janela de visualização.Número de subdivisões usadas em intersecção de curvas cardinais (elevado ao quadrado).Número de amostras de sobre amostragem de suavização por pixel para renderização finalNúmero de surfels a gerar por distância unitária local (valores mais altos melhoram a qualidade)Número texturas usadas pelo mapa de sombras em sérieNúmero da posição que esta quadrícula cobreNúmero de vezes que os dados de amostra são tomados por fotogramas.Número de vezes que as amostras de transformações são tomadas por fotograma.Quantidade de vezes para reduzir a geometria (apenas no modo "De-subdividir").Número de vezes que o filtro vai ser aplicadoNúmero de vezes que as chaves são encadeadas.Número de vezes que a luz é reinserida dentro das grelhas de luz, 0 desactiva luz difusa indirectaNúmero de vezes que este Bloco-de-Dados está referenciado.Número de vezes a aplicar simplificaçãoNúmero de vezes a aplicar suavização (números altos podem reduzir FPS)Número de vezes a aplicar suavização (números altos podem reduzir FPS)Número de vezes para aplicar a operação de revoluçãoNúmero de vezes para desfocar as cores. Quanto mais alto, mais desfoque.Número de vezes para redesenhar.Número de vezes para repetir o campo de ação.Número de vezes para suavizar os traços recém criados.Número de vezes para suavizar a malha.O número de vezes para subdividir os traços recém criados, para obtenção de menos saliências.Número de vezes para des-subdividirPermite definir um número de partículas para a criação de rastros.Número de voltas em torno do ascendente ao longo do fioNúmero de passos a desfazer disponíveis (valores menores conservam memória).Número de pixeis verticais na imagem renderizada.Número específico deste compartimento, único dentro da Acção. Usado, por exemplo, numa ActionKeyframeStrip para procurar o ActionChannelbag deste CompartimentoNúmero com o qual aumentar ou diminuir o código do caractere.Número dos níveis da árvore de directórios a ser mostrados simultaneamente.Identificador numéricoIdentificador numérico (apenas leitura!)Problema numéricoDESLIGADOOKLIGADOOPEN_EXRTecla do sistema operativoCiclo de sistema operativoTecla do Sistema OperativoFalha de compilação de Script OSL, verifique os erros na linha de comando.Compilação de sombreador OSL realizada com sucesso.ObjectoCurva guiaCampoManter OriginalNovo(a)O objecto "%s" não é uma malha.Objecto '%s' já possui uma restrição do tipo "Corpo rígido".Objecto '%s' não pode criar dados internos para encontrar o ponto mais próximo.Objecto '%s' não suporta formatos.Objecto (manter transformações)Objecto 1Objecto 2Ação do objectoObjecto alinhadoAnimação de objectoBase do objectoCentro do objectoColisões de ObjectoCor do ObjectoPropriedades de Restrições de ObjectoRestrições de objectoDados do objectoAnimação de Dados de ObjectoPropriedades de Dados de ObjectoExibição de ObjectoEstado de Avaliação do ObjectoObjecto fonteA partir do objectoÍndice de objectoInformações de objectosInstâncias de objectoAssociação de Luzes do ObjectoDesenho de Linhas do ObjectoDefinições de Desenho de Linhas do ObjectoModo de objectoModificadores de objectoNome do objectoConector de Nó de ObjectoInterface de Conector de Nó de ObjectoDeslocamento por objectoOperações de objectoTamanho das origens dos objectosCaminho de objectosCaminhos dos objectosPropriedades do ObjectoObjecto de RevoluçãoObjectos seleccionadosEfeitos de Sombreador do ObjectoSolucionador de objectoRestrição de Solucionador de ObjectoEspaço de objectoFiltro de Estado de ObjectoPara o objectoTransformações de objectoTipos de objectoVelocidade do ObjectoX do objectoY do objectoZ do objectoObjecto como câmaraEstado de selecção base do objecto.Tipo de visualização para mostrar os contornos do objecto.Objecto projecta sombras na janela de visualização 3DDescendentes do objecto irão usar transformação relativa, como deformaçãoCor do objectoCor e alfa do objecto, usado quando o modo Cor do objecto está activadoO Objecto vem de um conjunto de fundoO objecto vem de um duplicadorDados do objectoBlocos de dados de objectos definindo objectos em uma cena.Blocos-de-dados de ObjectosObjecto definindo o deslocamento.Definições de exibição de objecto na janela de visualização 3DObjecto não possui dados de geometria.Objecto para Espaço PersonalizadoObjecto para rotação polar.A geometria do objecto está actualizadaO objecto possui uma escala negativa, operações de escultura podem ser imprevisíveis.Objecto possui escala negativa, o desdobramento irá operar em uma versão não invertida da malha.Objecto não possui restrição do tipo "Corpo rígido" para remover.Objecto não possui definições de corpo rígido para remover.O objecto não possui uma escala uniforme, operações de escultura podem ser imprevisíveis.Objecto possui uma escala não uniforme, o desdobramento irá operar em uma versão não escalonada da malha.Modo de interação do objecto.O objecto passa a ser diretamente controlado pelo sistema de animação.O objecto passa a ser diretamente controlado pelos resultados da simulação.O objecto será escalonado pelos valores dos raios das curvas.Objecto é usado para rastreamento de câmara.Nome do objecto para posicionar (usa o objecto activo quando este valor e 'session_uid' não estão definidos)Objecto não encontrado.Objecto da colecção e definições relativas à colecçãoOs caminhos dos objectos nos ficheiros do tipo Alembic.Definições de objectoO sombreamento do objecto está actualizadoObjecto deverá ser do tipo malha.Conector de objecto de um nóMapeamento das normais no espaço de objecto.Mapeamento das normais no espaço de objecto, compatível com as operações de gerar e gravar do Blender.Mapeamento de deslocamento em coordenadas locais de objectoObjecto que define forma de representação personalizada deste ossoObjecto que possui o sistema de partículas.Objecto ao qual esta base está ligadaObjecto a evitarObjecto a partir do qual calcular as distâncias dos vértices.Objecto para definir o eixo de revoluçãoObjecto para determinar posição do centroObjecto para determinar o centro da rotaçãoObjecto sobre o qual espelhar. Deixar em branco e dar o nome de um osso para espelhar sempre sobre osso da armação activaObjecto para definir as coordenadas de textura.Objecto a partir do qual transferir dados.Objecto a partir do qual se transformar.Objecto no qual se transformar.Objecto para ser usado como jaula em vez de calcular a jaula a partir do objecto activo com extrusão de jaula.Objecto para ser usado como jaula, em vez de calcular a jaula a partir do objecto activo com uma extrusão de jaula.Objecto para usar como referência do espelhamento.Objecto para usar como transformador do projetor.Objecto para usar para mapeamento com as coordenadas de textura do objecto.Objecto a usar para mapeamento de texturaObjecto em relação ao qual as matrizes são tornadas relativasA transformação do objecto está actualizadaObjecto usado como ponto de início da construçãoObjecto usado como centroObjecto usado como referência de distânciasObjecto usado para rastreamento de câmara não pode ser apagado.Object usado para ponto de referênciaObjecto usado para direcção do gradienteObjecto usado para definir a profundidade no espaço da câmara através da projeção sobre a superfície deste objecto.Visibilidade de objectos a raios de câmaraVisibilidade de objectos para os raios de reflexão difusaVisibilidade de objectos para os raios de reflexão lustrosaVisibilidade de objectos para os raios de sombraVisibilidade de objectos para os raios de transmissãoVisibilidade de objectos para os raios de dispersão em volumesObjecto que define o centro da onda.Objecto cujo eixo Z define a orientação da gravidade.O objecto irá seguir as torções e inclinações das curvas.Objecto ficará travado a um único ponto em algum lugar ao longo do comprimento da curva independente do tempo.Caixa delimitadora do objecto em coordenadas de unidades do objecto, todos os valores são -1.0 quando não disponíveisObjectosObjectos e ColecçõesContagem de selecção do objectoObjectos podem ser actualizados individualmente, ao custo de um tempo de renderização mais lento.Objectos não possuem o mesmo número de vértices.Objectos não possuem dados a ser transformados.Objectos na colecção apenas contribuem indirectamente (através de sombras e reflexos) para a camada de visualizaçãoObjectos inclusos no conjunto de inserção de chaves activo.Objectos da colecção com as suas definições específicas da colecção ascendenteObjectos partilham espaço de texturas, mapear todos os objectos num único mapa UVObjectos que estão directamente nesta colecçãoObjectos que estão nesta colecção e nas colecções descendentesObstáculoDistância de ObstáculoLimite de ObstáculoEncobrirOcultar BorrachaOclusão de geometriaCalcula a oclusão dos objectos com a cor do ambiente, como se eles estivessem distantes.OcultaçãoApenas OcultaçãoOceanoModificador - OceanoOceano em cacheOctogonalOctaedroOitavasProfundidade da árvore de octetosÍmparQuadrículas ímpares do xadrezadoDesligarOlhais para eixosUsa olhais (ou passadores) para os eixos dos troncos de bases paralelas que convergem na direcção de um plano.OficiaisCom suporte oficial da fundação Blender.Escala de Subdivisão Fora do Campo de VisãoDeslocamentoAfastamento (Legado)Montante de deslocamentoÂngulo de deslocamentoDeslocar Canto na FaceDeslocar DirecçãoDistância de AfastamentoDeslocar Circuito de ArestasDeslocamento uniformeFactor de deslocamentoFrequência de deslocamentoMatriz de AfastamentoAfastar ObjectoAfastar PlanosDeslocar Ponto na CurvaDeslocamento relativoAfastamento em Direcção da Câmara PersonalizadaDeslocamento XDeslocar o índice de um ponto de controlo dentro da sua curvaDeslocar a superfície de uma função de distâncias com sinal por uma distância e coordenadas da cena. Dilata (positivo) ou encolhe (negativo) mantendo a propriedade de distância com sinalDeslocar na direcção da normal ao desenhar sobre superfíciesDeslocar uma imagemDesloca as limitações dos valores com base na escala da geometria.Desloca os circuito de arestas por deslizamentoDeslocamento a cada N linhas.O deslocamento para o intervalo do obturador, permite alterar os rastros do desfoque de movimento.Deslocamento a partir do centro do objecto.Deslocamento a partir do fim das faixas em fotogramasDeslocamento a partir da origem para usar em instanciaçãoDeslocamento a partir da posição correspondente para o fotograma de tempo.Deslocamento a partir do início das faixas em fotogramasDeslocamento do ponto de inícioDeslocamento em unidades de ponto flutuante, 1.0 é a largura e altura da imagemDeslocamento dentro de uma tabela de números aleatórios para as partículas crianças, para obter um resultado diferentemente aleatorizado.Deslocamento dentro da tabela de números aleatórios, para obter um resultado aleatório diferente.Índices de desfasados dos primeiro ponto de cada curvaAfastamento em cada traço antes do início da geração de tracejadoAfastar FotogramasAfastar camadas pelo mesmo factorDesloca o índice de material para as faces geradas.Permite deslocar o índice de material para as faces geradas nos aros.Afastar materiais pelo mesmo factorAfastamento dos duplicados. -1 a 1 (interior para exterior)Deslocamento do piso a partir da origem do objecto.Deslocamento do primeiro fotograma da metragem relativa ao seu nome de ficheiro (afecta apenas como a metragem é carregada, não altera os dados associados com um clipe)Afastar nós do cursor quando adicionadosO deslocamento do pivô a partir do alvo (quando definido), ou da localização do proprietário (quando a posição fixa está desligada), ou o ponto absoluto de pivô.Deslocar a origem da fronteira em relação ao raio do pincelDeslocar a origem de pose em relação ao raio do pincelDeslocamento da orlaDeslocamento da sombraDeslocamento do rastro a partir do ponto de parentesco.Afastar planos uns dos outros. Se desactivado, multiplos planos serão criados sobrepostos na mesma posiçãoAfastar raios da superfície para reduzir artefactos de terminador de sombra em geometria com baixa contagem de polígonos. Influencia apenas triângulos afectados por afastamento de geometria.Afastar raios da superfície ara reduzir artefactos de terminador de sombra em geometria com baixa contagem de polígonos. Afecta apenas triângulos a ângulos rasantes à luz.Desviar amostragem da grelha de irradiância na direcção da normal da superfície para reduzir manchas de iluminaçãoAfastar amostragem da grelha de irradiância na direcção do ponto de vista para reduzir manchas de luzPonto de início do afastamentoAfastar traços pelo mesmo factor baseado na ordem de desenhoAfastar traços do preenchimentoAfasta traços em direcção à câmara seleccionada, por oposição à câmara activaFaz um deslocamento da cadeia inteira com relação as raízes das juntas.Desloca o traço como um todo em vez de deslocar apenas os traços seleccionados.Afastar ruído ao longo dos traçosDesloca o número do fotograma para usar dentro da animação.Deslocamento da origem e orientação das deformações.Desloca a revolução ao longo de seu eixo.Desloca os traços a partir da superfície.Desloca a espessura a partir do centro.Deslocamento a ser aplicado para a animação durante a importação, em fotogramas.Deslocamento a ser aplicado às marcas temporais da animação em fotogramasDeslocamento dos dados da faixa.Valor de deslocamento para adicionar ao UV dos traçosVector de AfastamentoDeslocar vértices usando uma texturaO deslocamento será um ponto absoluto no espaço em vez de ser relativo ao alvo.Deslocamento, potência e inclinação (ASC-CDL)Deslocamento:OggAntigo(a)Acções AntigaO identificador único de sessão da acção a substituirIdentificador anteriorO identificador antigo '%s' está vinculado a partir de uma biblioteca. Usos indirectos deste Bloco-de-Dados não serão remapeados.UID de sessão do antigo ID do qual remapear dadosÁrea de Faces do Antigo ObjectoValor antigo de mapeamento em fotogramas.Omitindo Acessor Esparso se Dados VaziosOmitindo acessor Esparso se dados vaziosLuz pontual omnidirecionalFonte de luz omnidirecional.LigadoNa jaulaAo ClicarNo fotograma actualNa terraAo PressionarNos fotogramas chave seleccionadosNos marcadores seleccionadosApenas nos seleccionadosNa superfícieNas faixas de sequência compostas por imagens, esta opção resulta na separação de uma faixa específica para cada imagem.Uma faceUm nívelUma definição gráfica únicaOpacidade dos FantasmasFotogramas FantasmaTransparência (papel vegetal) Fotogramas FantasmaAcesso OnlineApenas são permitidas rotações de 90 grausActivar apenas se seleccionadoApenas para as activasApenas Curva-F ActivaApenas RecursosApenas amplificarApenas no canalApenas curvasApenas ossos de deformaçãoApenas arestas e facesApenas as terminaçõesApenas facesApenas PreenchimentosReferenciar pelas terminações iniciaisInserir apenas nas curvas disponíveisInserir apenas o necessárioApenas LocalApenas PosiçõesApenas Arestas SoltasApenas a geometria mais próximaApenas adicionar arosApenas segundosSeleccionar Apenas DesseleccionadosApenas seleccionadosApenas Ossos SeleccionadosApenas os canais seleccionadosApenas Fotogramas Chave SeleccionadosApenas as hastes dos fotogramas chave seleccionadosMostrar Apenas ErrosMostrar apenas SeleccionadosMostrar Apenas Fotogramas Chave de Curvas-F SeleccionadasMostrar Apenas o Compartimento do Objecto ActivoApenas suavizarApenas TraçosApenas os não utilizadosUsar apenas alfaApenas as transformações do eixo X são afetadas.Apenas as transformações do eixo Y são afetadas.Apenas as transformações do eixo Z são afetadas.Activar apenas quando o rato não estiver sobre um nó (útil gesto de ajuste)Apenas a camada activaApenas adiciona modificadores-f para as curvas-f activas.Apenas adicionar um modificador-f do tipo especificado para a faixa activa.Adicionar apenas arestas pontiagudas em vez de limpar marcações existentes primeiroApenas adiciona os aros recém criados aos dados originais.Afectar apenas vértices que não estão ocultos por outras faces (reduz desempenho)Permitir apenas valor de densidade dado na área de emissão e não adicionaPermitir que apenas objectos seleccionáveis influenciem o resultado do lançamento de raioPermitir apenas valores únicos em vez de uma instrução. Obsoleto. Será removido no 5.0.Aplicar apenas os ossos seleccionados (com propagação aos descendentes)Pré calcular fotogramas chave num determinado intervalo de fotogramasPré calcular apenas volumes de sondas de luz seleccionadosPré calcular apenas volume de sonda de luz activoChanfra apenas as arestas com ângulos suficientemente agudos entre as faces.Calcula apenas a intensidade.Limpar apenas os caminhos de movimento dos ossos seleccionadosLimpar apenas caminhos de movimento dos objectos seleccionadosConsidera apenas as faixas que estão no mesmo canal que a faixa activa.Considerar apenas o próprio objecto quando computar Oclusão AmbienteCorta apenas a geometria seleccionada.Corta apenas a geometria mais frontal.Apenas deforma os vértices dentro desta distância, a partir do centro do efeito. Mantenha em zero para infinito.Apenas modificadores de deformação podem ser aplicados para formatos.Apagar apenas fotogramas chave seleccionadosApagar apenas dados de luz pré calculados de sondas de luz seleccionadasApagar apenas dados de luz pré calculados da sonda de luz activaMostrar e considera apenas os vértices periféricosApenas mostrar o enésimo fotograma.Mostrar a imagem apenas quando alinhada com a direcção de visualizaçãoDissolve apenas os ângulos abaixo deste valor (apenas no modo "Aplainar").Editar apenas a camada activa do objectoExportar apenas ossos de deformação e seus ascendentesExportar apenas objectos seleccionados. Ascendentes dos objectos seleccionados que não estejam seleccionados serão exportados como transformação vaziaSão consideradas apenas as funcionalidades que estão além das margens de pixeis nas arestas da imagem.Inverter apenas as normais de circuito personalizadas dos elements seleccionadosGerar apenas linhas de intersecção para esta colecçãoMantém apenas o último fotogramaInclui apenas curvas-f e controladores que estão desactivados ou tenham errosApenas incluir Camada no resultado de renderização desta View Layer (deixar em branco para incluir sempre)Inclui apenas os canais que são relacionados aos dados e objectos seleccionados.Incluir apenas linhas que correspondem a elementos seleccionadosAumenta o valor de alfa apenas caso o valor da pintura de alfa seja maior que o existente.Insere os fotogramas chave apenas onde eles são necessários dentro das curvas-f relevantes.Apenas os principais ossos seleccionados (Apenas para geração e gravação de poses).Apenas atalhos relacionados ao teclado podem ser editados desta maneira. Em caso contrário, por favor, utilize as "Preferências de utilizador".Apenas os fotogramas chave das curvas-f seleccionadas são visíveis e editáveis.Apenas vincular dados, em vez de aporLista apenas o conteúdo do directório actual, sem recursões.Apenas fundir ao longo de arestasEspelhar parâmetros rigify apenas para ossos seleccionados que tenham o mesmo tipo rigify que o osso seleccionadoModificar pontos apenas no intervalo especificadoApenas na terminação mais próxima ao primeiro fotograma chaveApenas na terminação mais próxima ao próximo fotograma chaveApenas um modificador deste tipo é permitido.Opera apenas nos ossos activos.Apenas pintar nas faces diretamente sob o pincel (mais lento).Pintar apenas pontos de traços seleccionadosPintar apenas pontos de traços seleccionados entre outros traçosPintar apenas traços seleccionadosCola modificadores-f apenas para as curvas-f activas.Cola os modificadores-f apenas na faixa activa.Apenas cola a pose guardada sobre os ossos seleccionados dentro da pose actual.Emitir raios apenas contra o próprio objectoApenas lê o alfa das cores da gradiente.Gravar apenas dados de acoplamento para vértices que correspondam com o grupo de vértices na altura do acoplamentoRefrescar apenas o repositório activoRenderizar apenas sombras e reflexos neste objecto, para composição de renders em filmagem real. Objectos com esta definição consideram-se já existentes na filmagem, objectos sem ela são sintéticos serão introduzidos nas filmagens.Renderizar apenas camada activa. Afecta apenas renderização a partir do interface, ignorado para renderização a partir da linha de comandos.Substitui os elementos da destinação comente onde os dados estão acima de um determinado ajuste (o comportamento exato depende dos tipos de dados).Substitui os elementos da destinação comente onde os dados estão abaixo de um determinado ajuste (o comportamento exato depende dos tipos de dados).Esculpe apenas os pontos dos traços seleccionados.Esculpir apenas os pontos dos traços seleccionados entre outros traçosEsculpir apenas traços seleccionadosSeleccionar apenas triângulos remanescentes que não foram fundidosApenas arestas seleccionadosApenas nos fotogramas chave seleccionadosSeleccionar apenas linhas de regiões iluminadasSeleccionar apenas linhas de regiões em sombraMostrar apenas adiçõesApenas mostra e permite a edição das hastes nos fotogramas chave seleccionados.Mostrar penas pincéis adequados para a ferramenta actualmente activa. Armazenado nas preferências, que pode ter de guardado manualmente, se Guardar-Automaticamente estiver desactivado.Mostrar apenas adições activas. Desmarcar para mostrar todas as adições instaladas.Mostra apenas itens que combinem com este nome (use "*" como caractere coringa).Mostrar apenas a Forma Chave activa no valor máximoMostrar apenas o compartimento do objecto activo. Caso contrário mostrar todos os compartimentos da acção.Mostrar apenas temasSincroniza apenas o comprimento activo para a faixa activa.Sincronizar apenas o repositório activoApenas as diferenças positivas de amplitude do invólucro são sumarizadas para produzir a saídaTransfere apenas as camadas de dados activasTransformar apenas posições de objects, sem afectar rotação ou escalaApenas as acções não utilizadas (com utilizadores virtuais) são consideradas.Actualizar apenas o repositório activoUsar apenas objectos de pincel desta colecçãoUsa combinações perfeitas com o texto pesquisado, levando em conta as capitalizações do texto.Usa combinações perfeitas com o texto pesquisado, independente das capitalizações do texto.Usar apenas geometria nada para fluídoUsar a colecção apenas para produzir ocultaçãoUsar apenas a primeira e última partes do traço para atracçãoUsar apenas dados do objecto para produzir oclusãoUsado apenas para pré-cálculo. Passo=1 cria uma chave em cada fotograma, Passo=2 pré-calcula cada 2s, etc..Apenas visível para reflexões e câmaraApenas ossos visíveis ou seleccionados.Apenas escrever os ossos que deformam (e aqueles que não deformam quando possuírem crianças que deformam).Escreve os canais de transformação de movimento apenas para os ossos marcados como raiz.OpacidadeOpacidade (alfa) do volume do tronco de bases paralelas da câmara (volume piramidal ou cônico).Opacidade (alfa) do plano de convergência.Opacidade (alfa) da moldura escurecida sobreposta sobre a vista de CâmaraFactor de OpacidadeForça da OpacidadeOpacidade de linhas de conexões tracejadasOpacidade das Sobreposições UVOpacidade na qual mostrar a imagem clone.Opacidade das arestas nas sobreposições UVOpacidade das faces nas sobreposições UVOpacidade da sobreposição de alongamento UVOpacidade da zona sombreada fora da zona de renderizaçãoA opacidade da imagem.Opacidade dos pontosOpacidade: %3fOpacidade: %sAbrirAbrir TodosSeta AbertaFronteiras abertasAbrir PastaCircuito abertoLinguagem de sombreamento abertoAbre um ficheiro Blender.Abrir uma linha de comandos aquiAbrir um navegador de directórios, mantenha a tecla Shift pressionada para abrir o ficheiro, e Alt para navegar a pasta que o contém.Abre um directório durante sua selecção.Abrir um navegador de ficheiros, mantenha a tecla Shift pressionada para abrir o ficheiro, e Alt para navegar a pasta que o contémAbre um novo Bloco-de-Dados de texto.Abre um caminho em um navegador de ficheiros.Abre uma janela de contexto para definição do nível de depuração.Abrir prateleira de recursos pré definida num menu flutuanteAbrir um menu pré definidoAbrir painel pré-definidoAbrir menu circular pré definidoAbrir um endereço predefinido no navegador da internetAbre um ficheiro de módulo de estilo.Abrir uma vista para utilização com óculos de realidade virtual, ou fechar-la se já abertaAbrir uma página da internet no navegador da internetAbrir Janela para gerir dados não usadosAbrir uma janela com informação sobre o BlenderAbre todas as entradas dos objectos e fecha todas as outras.Abre um ficheiro automaticamente guardado para recuperá-lo.Abrir um navegador de ficheiros de imagem, mantenha a tecla Shift pressionada para abrir o ficheiro, e a tecla Alt para navegar no directório recipiente.Abrir preferências das extensõesAbre uma imagem.Abrir imagensAbrir botões de menu e menus suspensos automaticamente quando o cursor pairar sobre elesAbre um novo directórioAbrir ao Pairar CursorAbrir documentos de referência na internet no navegadorReprodutor de Fotogramas de Código AbertoAbrir o ficheiro blend que contém o recurso activoAbrir o ficheiro de pré definiçõesAbrir o ficheiroAbrir a pastaAbre o último ficheiro fechado ("quit.blend").Abre uma tela de abertura com as informações de lançamento.Abrir editor temporário num ecrã maximizadoAbrir editor temporário numa nova janelaAbrir a árvore e ajusta a vista de maneira a mostrar o objecto activo centradoAbrir janelasOpenEXROpenEXR (.exr)OpenEXR Multi-Camadas (.exr)OpenGLOpenGL ou DirectXOpenVDBFicheiro OpenVDBFormato de ficheiro OpenVDB (.vdb)Volume OpenVDBTipo de OperandoDefinições de Sistema OperativoTecla do sistema operativo pressionadaTecla Sistema Operativo pressionada, -1 para qualquer estadoOperaçãoModo de operaçãoOperação não pode ser feita dentro do modo de edição.Operação requer um osso activo.Operação requer um Agrupamento de Chaves activoOperação a ser aplicada à malhaOperação a efectuar no ficheiro ou caminho seleccionadoOperaçõesMostra as operações disponíveis para divisão e fusão das áreas dos editores.Operador(De)seleccionar tudo(De)seleccionar todos os ficheiros(De)seleccionar todos os marcadores(De)seleccionar todos os traços(De)seleccionar primeiro(a)(De)seleccionar último(a)(De)seleccionar todos os marcadoresMarcadores 3D para a malhaAcerca do BlenderAceitarActivar Recurso de PincelAtivar definição de teclasAtivar os próximos do mesmo tipoAtivar nós anteriores ou posteriores do mesmo tipoAtivar os anteriores do mesmo tipoMarco RV ActivoActivar Nó de VisualizaçãoCâmara activaAdicionarAdicionar VASAdicionar faixa de açãoAdicionar activoAdicionar todos para o conjunto de inserçãoAdicionar um modificador de transparência alfaAdicionar armaçãoAdicionar Biblioteca de RecursosAdicionar Etiqueta de RecursoAdicionar AtributoAdicionar Caminho de Auto-ExecuçãoAdicionar Humano Básico (metarig)Adicionar Quadrúpede Básico (metarig)Adicionar Pássaro (metarig)Adicionar regra para revoadaAdicionar estado de revoadaAdicionar ossoAdicionar Colecção de OssosAdicionar Referência a Colecção de OssosAdicionar restrição ao ossoAdicionar Ossos ao Conjunto de SelecçãoAdicionar favoritoAdicionar pincelAdicionar BézierAdicionar Círculo BézierAdicionar câmaraAdicionar Imagem de fundo de câmaraAdicionar predefinição de câmaraAdicionar Câmara e Marco RV a partir da SessãoAdicionar lonasAdicionar Gato (metarig)Adicionar círculoAdicionar Zona de ClausuraAdicionar predefinição de tecidoAdicionar ColecçãoAdicionar Instância de ColecçãoAdicionar CorAdicionar Atributo de CorAdicionar coneAdicionar restriçãoAdicionar uma restrição (com alvos)Adicionar Conector CryptomatteAdicionar cuboAdicionar um novo ponto de curva e deslizarAdicionar uma Configuração de Teclas PersonalizadaAdicionar Dados de Normais PersonalizadasAdicionar cilindroAdicionar controladorAdicionar controladores para os seleccionadosAdicionar duplicaçãoAdicionar marcações de aresta ao CJ de inserção de chavesAdicionar EfeitoAdicionar faixa de efeitoAdicionar efetorAdicionar vazioAdicionar Curvas VaziasAdicionar Grupo VazioAdicionar Imagem Vazia/Depositar Imagem em VazioAdicionar conjunto de inserção de chaves vazioAdicionar caminho vazio de conjunto de inserção de chavesAdicionar EntradaAdicionar ExportadorAdicionar Repositório de ExtensõesAdicionar Conjunto de Funcionalidades ExternoAdicionar modificador de curva-fAdicionar modificador-fAdicionar marcações de faces ao CJ de inserção de chavesAdicionar Transição SuaveAdicionar vértice de plumaAdicionar vértices de pluma e deslizarAdicionar predefinição de fluidoAdicionar Zona Para cada Elemento GeométricoAdicionar módulo FreestyleAdicionar um Fotograma CongeladoAdicionar fotograma congelado e desliseAdicionar Grease PencilAdicionar Predefinição De Pincel Grease PencilAdicionar Predefinição de Material Grease PencilAdicionar grelhaAdicionar nó de entrada de grupoAdicionar predefinição de dinâmicas para cabelosAdicionar Cavalo (metarig)Adicionar Humano (metarig)Adicionar cinemática inversa para o ossoAdicionar esfera icosaédricaAdicionar imagemAdicionar faixa de imagemAdicionar Imagem como NóAdicionar Nó ImportarAdicionar predefinição de integradorAdicionar ItemAdicionar item de mapa de teclasAdicionar Deformação por GrelhaAdicionar LuzAdicionar Sonda de LuzAdicionar Agrupamento de LuzAdicionar modificador de cor de linhaAdicionar conjunto de linhaAdicionar um modificador de espessura de linhaAdicionar marcadorAdicionar marcador e moverAdicionar marcador e deslizarAdicionar marcador ao clicarAdicionar camada de máscaraAdicionar nó de máscaraAdicionar Faixa MáscaraAdicionar MaterialAdicionar compartimento de materialAdicionar Variante de MaterialAdicionar faixas metaAdicionar objecto esfera-metaAdicionar Amostra de MetarigAdicionar modificadorAdicionar macacoAdicionar faixa de filmeAdicionar faixa de clipe de filme Adicionar Nova Camada de AnotaçãoAdicionar novo cacheAdicionar nova camadaAdicionar Novo Grupo de CamadasAdicionar Nova Camada MáscaraAdicionar uma nova curva de pinturaAdicionar um novo ponto de curva de pinturaAdicionar uma nova paletaAdicionar nóAdicionar Nó ColecçãoAdicionar predefinição de nó de corAdicionar Grupo de NósAdicionar Recurso de Grupo de NósAdicionar um Nó ObjectoAdicionar círculo NurbsAdicionar curva NurbsAdicionar objectoAdicionar restrição ao objectoAdicionar Instância de Dados-de-ObjectoAdicionar RevogaçãoAdicionar compartimento de pinturaAdicionar compartimento de sistema de partículasAdicionar passivoAdicionar caminhoAdicionar Predefinição de PerformanceAdicionar planoAdicionar Nuvem de PontosAdicionar Objecto PrimitivaAdicionar Configuração de Textura PrincipledAdicionar propriedadeAdicionar Directório de Scripts PythonAdicionar Curvas AleatóriasAdicionar Predefinição de Rastreamento de RaiosAdicionar predefinição de renderizaçãoAdicionar Compartimento de RenderizaçãoAdicionar visualização de renderizaçãoAdicionar Zona de RepetiçãoAdicionar re-roteamentoAdicionar RedireccionarAdicionar Chave de RecronometragemAdicionar corpo rígidosAdicionar corpo rígidoAdicionar restrição corpo rígidoAdicionar ambiente para corpos rígidosAdicionar Filtro de LinhaAdicionar predefinição de áreas de segurançaAdicionar predefinição de amostragemAdicionar Recurso de CenaAdicionar faixa de cenaAdicionar SegmentoAdicionar Ossos Seleccionados à ColecçãoAdicionar Ossos Seleccionados a Colecção NovaAdicionar Seleccionados à Colecção do Objecto ActivoAdicionar Forma ChaveAdicionar Tubarão (metarig)Adicionar UVs SimplesAdicionar Zona de SimulaçãoAdicionar um único para o conjunto de inserçãoAdicionar dados de coberturaAdicionar clipe de somAdicionar faixa de somAdicionar alto-falanteAdicionar Transição de VelocidadeAdicionar Transição de velocidade e DeslizeAdicionar quadradoAdicionar Faixas de Estabilização de RotaçãoAdicionar Faixas de EstabilizaçãoAdicionar modificador de faixaAdicionar uma Faixa com uma nova CenaAdicionar modificador de geometria de traçoAdicionar círculo de superfícieAdicionar uma superfície de curvaAdicionar uma superfície de cilindroAdicionar um adesivo de superfícieAdicionar compartimento de superfícieAdicionar uma superfície de esferaAdicionar uma superfície toroidalAdicionar AlvoAdicionar textoAdicionar Caixa de TextoAdicionar Predefinição de Editor de TextoAdicionar Configuração de TexturaAdicionar TemaAdicionar QuadrículaAdicionar marcador de tempoAdicionar objecto toroidalAdicionar RastreadorAdicionar Rastreador Acima da SelecçãoAdicionar predefinição de rastreamento de corAdicionar objecto de rastreamentoAdicionar predefinição de definições de rastreamentoAdicionar RastreadoresAdicionar transiçãoAdicionar mapa UVAdicionar esfera UVAdicionar Agrupamentos de Luz UsadosAdicionar Marco RVAdicionar Marco RV a partir da CâmaraAdicionar Marco RV a partir da SessãoAdicionar vérticesAdicionar grupo de vérticesAdicionar vértice e deslizarAdicionar Camada de VisualizaçãoAdiciona Predefinição de AmostragemAdicionar VolumeAdicionar Predefinição de Equilíbrio de BrancosAdicionar Lobo (metarig)Adicionar Espaço de TrabalhoAdicionar ZonaAdicionar CamadaAdicionar a ColecçãoAdicionar ao conjunto de inserção de chavesAdição ActivadaAdicionar/Remover Linhas do UICamada de ajusteDepois do fotograma actualAlembic (.abc)AlinharAlinhar câmara activa aos seleccionadosAlinhar câmara activa para a visualizaçãoAlinhar ossosAlinhar Câmara com VistaAlinhar NósAlinhar objectosAlinhar RotaçãoAlinhar para as orientações de transformaçãoTodosAnimar caminhoTransformações animadas para deltasPasso de animaçãoAnotarBorracha de AnotaçãoLinha de AnotaçãoPolígono de AnotaçãoAdicionar Anotação NovaDesenho de AnotaçãoDesvincular AnotaçãoAporApor e Activar o Espaço de TrabalhoAplicarAplicar imagem da câmaraAplicar RestriçãoAplicar modificadorAplicar Modificador como Chave de FormatoAplicar as transformações de objectoAplicar Ascendente InversoAplicar Recurso de PoseAplicar pose como pose de descansoAplicar escalaAplicar escala da soluçãoAplicar transformaçõesAplicar transformações visuaisAplica a transformação visual para a poseAplicar a Chave BaseArcoOpções para as áreasDispor/Alinhar IlhasAtribuirAtribuir AcçãoAtribuir Valores de Propriedades Personalizadas como PadrãoAtribuir MaterialAtribuir um compartimento de materialAtribuir Novo Grupo de Nós de GeometriaAtribuir a VarianteAtribuir valor como padrãoAtribuir como OriginalAtribuir ao grupo activoAtribuir a ColecçãoAtribuir a um ganchoAtribuir a um novo grupoAtribuir a um grupo de vérticesConectar nósAutoAnimar automaticamente o caminhoNomear Automaticamente por EixosAutocompletarIncluir Recursos AutomaticamenteMédiaEscalonar as ilhas por uma médiaUniformizar NormaisCalcular MédiaTrásRetornar ao anteriorRetornar à tela anteriorAmpliar Pano de FundoReduzir Pano de FundoEncaixar imagem de plano de fundo.Mover imagem de plano de fundoAmpliação da imagem de fundoAmostra de imagem de plano de fundoGerar e gravarGerar e gravar açãoGerar e gravar ação...Pré-Calcular TudoGerar e gravar todas as dinâmicasGerar e gravar todas as físicasPré-calcular CanaisPré-Calcular DadosPré Calcular Nó de GeometriaPré-Calcular GuiasGerar e gravar sequência de imagensP´re Calcular Fotogramas ChavePré calcular armazenamento de luzPré-Calcular Line ArtPré-Calcular MalhaPré-Calcular RuídoPré Calcular Transformação do Objecto para Grease PencilGerar e gravar oceanoPré-Calcular PartículasGerar e gravar físicasPré-Calcular SimulaçãoPré Calcular a Partir do ArmazenamentoPré Calcular para FotogrmasAlterar em MassaRenomear em MassaLimpar as previsões em loteGerar as previsões em loteEmbelezar facesAntes do fotograma actualConformar em arcoEntre os marcadores seleccionadosBoleadoAcoplar câmara aos marcadoresBi-seccionarLâminaVazioMesclarMisturar Fotogramas AfastadosMisturar Recurso de PoseMisturar pose com pose de descansoMisturar com FormaMisturar com Valor PadrãoMisturar com Fotogramas de SuavizaçãoMisturar com VizinhoDesfocarInvólucro de OssosTamanho dos ossosDeslocar através das margens de visãoBaseRectânguloLâmina em RectânguloConjuntos de Faces em RectânguloEsconder em RectânguloMáscara em caixaSelecção por RectânguloAparar por RectânguloPose de TransiçãoInterruptivosInterligar Circuitos de ArestasProcurar ImagemPincelEditor de pincelConstruir aproximaçãoConstruir aproximação e códigos de tempoSuavizar ButterworthPeso de Boleado por ArestaCalcularCalcular os caminhos dos ossosCalcular massaCalcular os Caminhos de Animação dos ObjectosCalcular Simulação até FotogramaCalcular...Chamar Menu Flutuante de Prateleira de RecursosChamada de menuChamar PainelChamada de menu setorizadoCâmaraAjustar enquadramento de câmara para seleccionadosEscala das lentes da câmaraCancelar animaçãoCancelar Operação de FicheiroCancelar visualização de renderizaçãoCapturar Pré-Visualização de Captura de EcrãCentralizar no fotograma actualCentrar NósCentralizar visão no cursorCentralizar visualização no ratoAlterar caracteresAlterar formato de colisãoAlterar ficheiros e dadosAlterar os tipos de efeitoAlterar FactorAlterar fotogramaAlterar conjunto de inserção de chaves...Alterar CenaAlterar formatosAlterar espaçamentosAlterar Origem de Dados VisíveisAlterar Bloqueio das Formas ChaveAlterar os travamentos dos grupos de vérticesDe-seleccionar alternadamenteCriançaCírculoSeleccionar por círculoLimparLimpar canaisLimpar fotogramas chaveApaga Pontos SoltosLimpar rastreamentosLimpar Predefinições de OperadoresLimpar Dados de EspaçoLimpar Peso de Grupo de VérticesLimpar Repositório de Trabalho i18nLimpar Repositório de TrabalhoLimpezaLimpeza dos favoritosLimparLimpar grupo activoLimpar TudoLimpar Todos os Pacotes MarcadosLimpar todas as restrições de renderizaçãoLimpar AnimaçãoLimpar RecursoLimpar Todos os Line Art Pré-CalculadosLimpar os caminhos dos ossosLimpar Texto do BotãoLimpar Dados de Normais PersonalizadasLimpar previsões de blocos de dadosLimpar ediçõesLimpar Transição SuaveLimpar peso da plumaLimpar FiltroLimpar marcações de arestas FreestyleLimpar marcações de faces FreestyleLimpar curvas fantasmasRemover HoldoutRemover Apenas IndirectamenteLimpar inversamenteLimpar fotograma chave (botões)Limpar fotogramas chaveLimpar fotogramas chave...Limpar LegendaLimpar Revogação de BibliotecaLimpar linhaLimpar localizaçãoLimpar Pacote MarcadoLimpar máscaraLimpar restrições de objectoLimpar Modificadores do ObjectoLimpar caminhos de objectoLimpar origemLimpar parentescoLimpar as restrições de poseLimpar localização da poseLimpar rotação da poseLimpar a escala da poseLimpar transformações da poseLimpar espaço de pré-visualizaçãoLimpar Lista de Ficheiros RecentesRemover Região de RenderizaçãoEsvaziar Compartimento de RenderizaçãoLimpar visualização restritaLimpar a rolagemLimpar rotaçãoLimpar escalaLimpar Dados de Máscara de EsculturaLimpar as costurasLimpar Forma ChaveLimpar Formas ChaveLimpar PontiagudasLimpar Recurso ÚnicoLimpar fotogramas chave solitáriosLimpar dados da coberturaLimpar soluçãoLimpar EstadoLimpar deslocamento de faixaLimpar Transformações da FaixaLimpar inclinaçãoLimpar rastreamentoLimpar caminhos de rastreamentoLimpar acções inúteisLimpar transformações do utilizadorLimpar Região do VsualizadorClique para inserção de fotogramas chaveClipeRegião de RecorteClonarFechar ÁreaFechar janelaFiltro de TextilColapsarRecolher canaisColapsar Arestas e FacesEncolher e ocultar os conectores não usadosLine Art de ColecçãoCorFiltro de CoresColuna do fotograma actualColuna das chaves seleccionadasColuna dos marcadores seleccionadosPentearConeConectarConectar todosConectar cabeloConectar corpos rígidosConectar FaixasConectar o caminho dos vérticesConectar à SaídaAutocompletar na linha de comandoAviso de linha de comandoExecução na linha de comandoLinguagem da linha de comandoAlvo de restriçãoRestrição para curvas-fLista de Ciclo de ContextoDefinir a colecção de contexto booleanoCiclo de definição de contextoMenu de enumeração de contextoContexto de enumeração de setoresCiclo de contexto inteiroMenu de ContextoRato em contexto modalContexto de escala em ponto flutuanteContexto de escala inteiroContexto - definiçõesAjustar booliana para contextoEnumerador de definição de contextoDefinir ponto flutuante para contextoContexto - definir variável de textoContexto - definir valorContexto - alternarContexto - alternar valoresConverter AtributoConverter Atributo de CorConverter Tipo de CurvaConverter Curvas em Sistema de PartículasConverter Vazio de Imagem em plano malhaConverter Sistema de Partículas em CurvasConverter Partículas em MalhaConverter Modos de RotaçãoConverter EmConverter VolumeConverter os espaços em brancoInvólucro ConvexoCopiarCopiar activoCopiar do objecto activo para os seleccionadosCopiar de todos os objectos para os seleccionadosCopiar corCopiar Cores para SeleccionadosCopiar Restrição para SeleccionadosCopiar restrições para ossos seleccionadosCopiar restrições para os objectos seleccionadosCopiar caminho dos dadosCopiar controladorCopiar as variáveis dos controladoresCopiar Controlador para SeleccionadosCopiar EfeitoCopiar modificadores-fCopiar Transformações GlobaisCopiar ImagemCopiar fotogramas chaveCopiar LegendaCopiar conjunto de linhasCopiar Marcadores para CenaCopiar materialCopiar Material para SeleccionadosCopiar Materiais para Objecto SeleccionadoCopiar Coordenadas UV EspelhadasCopiar modificadorCopiar Modificador para SeleccionadosCopiar Modificadores para Objectos SeleccionadosCopiar ObjectosCopiar opções para Rigs SeleccionadasCopiar Objecto de Instância de PartículaCopiar o sistema de partículasCopiar poseCopiar Pose como RecursoCopiar as definições anterioresCopiar o comando PythonCopiar Transformações RelativasCopiar os relatórios para a área de transferência.Definições de corpo rígidoCopiar Parâmetros Rigify para SeleccionadosCopiar Conjuntos de SelecçãoCopiar DefiniçõesCopiar SplinesCopiar traçosCopiar Definições de Luz de EstúdioCopiar textoCopiar definições de compartimento de texturaCopiar as definições de rastreamentoCopiar FaixasCopiar UVsCopiar o grupo de vértices para o seleccionadoCopiar como Novo ControladorCopiar a partir do activoCopiar do Rastreador ActivoCopiar para Biblioteca de RecursosCopiar para área de transferênciaCopiar para Área de Transferência (como Script)Copiar para SeleccionadosCopiar para as faixas seleccionadasAtrelamento de suavização corretivaCriar Conjunto de FacesCriar material de traços FreestyleCriar curvas fantasmasCriar Nova ColecçãoCriar novo directórioCriar orientaçãoCriar rastreamento de planoCriar Recurso de Pose...Criar Conjunto de SelecçãoCriar e Adicionar Ossos ao Conjunto de SelecçãoTransitar Suavemente Entre SonsCuboProjeção cúbicaCache actual para gerar e gravarCursorCursor para centro da vistaCursor para o activoCursor para a grelhaCursor para os pixeisCursor para a selecçãoCursor para Marco RVCurvaCaneta de CurvaAlternar Modo de Escultura de CurvaCaneta de CurvasActualizar Câmara PersonalizadaCortarCortar vínculosCortar textoReciclar compartimentos de renderizaçãoContexto de reciclagem de espaçosPercorrer Tipo de Espaço e AtribuirPercorrer Espaços de TrabalhoCilindroProjeção cilíndricaObter distância DOFLargar Pilha de DadosDesactivar Nó de VisualizaçãoLista de Canais de DepuraçãoMenu de depuraçãoDizimar CurvaDecimar geometriaDizimar Fotogramas ChaveDissolver degenerandoDesentrelaçar os filmesApagarApagar o fotograma activoApagar Fotograma Activo(s)Apagar todos os gruposApagar Todos os Pré-Cálculos de FísicaApagar Todos os ConjuntosApagar todos os grupos desbloqueadosApagar Catálogo de RecursosApagar favoritoApagar Fotogramas Chave de TransiçãoApagar Recurso de PincelApaga Simulação ArmazenadaApagar canaisApagar restriçãoApagar o cache actualApagar curvaApagar Bloco-de-DadosApagar controladorApagar controlador(es)Apagar os controladores dos itens seleccionadosApagar Fotogramas DuplicadosApagar o Circuito de ArestasApagar FotogramaApagar Fotogramas GeradosApagar Pré-Cálculo de Nós de GeometriaApagar HierarquiaApagar níveis superioresApagar controladores InválidosApagar fotogramas chaveApagar fotogramas chave (botões)Apagar fotogramas chaveApagar fotogramas chave...Apaga o fotograma chave do conjunto de inserção de chavesApagar Fotograma Chave do Conjunto de Inserção de Chaves (por nome)Apagar nódulosApagar Armazenamento de LuzApagar soltosApagar marcadorApagar marcadoresApagar a orientaçãoApagar outros espaços de trabalhoApagar a cor da paletaApagar Pré-Cálculo de FísicaApagar Recurso de PoseApagar aproximaçõesApagar relatóriosApagar Chaves de RecronometragemApagar a cenaApagar a telaApagar ossos seleccionadosApagar os ficheiros seleccionadosApagar Conjunto de SelecçãoApagar um único controladorApagar um único fotograma chaveApagar faixasApagar TextoApagar FaixaApagar PistasApagar Nós Não UtilizadosApagar pesos de influênciaApagar Espaço de TrabalhoApagar com Copia e ReconexãoApagar com reconexãoRemover Ruído da AnimaçãoDensidadeModo de DensidadeDe-seleccionarDeseleccionar TudoDesseleccionar Colecção de OssosDesseleccionar compartimento de materialDesseleccionar ObjectosDesseleccionar Conjuntos de SelecçãoDe-seleccionar o grupo de vérticesDesconectarDesconectar ligaçõesDesconectar nósDesconectar SaídasDesvincular e moverPreenchimento de fluxo dos detalhesDetectar funcionalidadesComunidade de desenvolvedoresEscurecer cores dos vérticesDesactivar adiçãoDesativar a definição de canalDesactivar ColecçãoDesactivar Colecção nos RendersDesativar marcadoresDesactivar e Manter TransformaçãoDesactivar ExtensãoDesactivar na Camada de VisualizaçãoDesactivar extensão do temaDesconectar todosDesconectar cabeloDesconectar FaixasFiltro de descontinuidade (Euler)Mostrar VarianteDissolverDissolver arestasDissolver facesDissolver ossos seleccionadosDissolver selecçãoDissolver vérticesDocumentaçãoVisualização tipo carrinhoArrastar e LargarDesenharDesenhar curvaDesenhar CurvasDesenhar Conjuntos de FacesDespejar corLargar URL de extensãoColocar Grupo de Nós de Geometria no ObjectoLargar Material nos Compartimentos de MateriaisDespejar o material no objectoLargar NomeDescarregar material nomeado no objectoSoltar objecto na cenaLargar CenaLargar AmbienteLargar para Remover Relação de Descendência (pressionar Alt para não manter transformações)Largar para importar ficheiroLargar para Estabelecer Relação de Descendência (pressionar Alt para não manter transformações)DuplicarDuplicar Fotogramas ActivosDuplicar área em uma nova janelaDuplicar Recurso...Duplicar ColecçãoDuplicar Atributo de CorDuplicar RestriçãoDuplicar curvaDuplicar ItemDuplicar fotogramas chaveDuplicar camadaDuplicar Camada para Novo ObjectoDuplicar linhaDuplicar vinculandoDuplicar Acção VinculadaDuplicar marcadorDuplicar marcador para a cenaDuplicar marcador para a cena...Duplicar máscaraDuplicar Meta-ElementosDuplicar nósDuplicar objectosDuplicar Sistema de PartículasDuplicar ossos seleccionadosDuplicar Forma ChaveDuplicar faixasDuplicar traçosDuplicar o marcador de tempoDuplicar Grupo de VérticesGerar e gravar pintura dinâmicaAlternar topologia dinâmicaSuavizar Fotogramas ChaveTipo de TransiçãoArestasPeso de Boleado da ArestaVincos de arestasCircuitos de arestasSelecção de anel de arestasAros de arestasDeslizar arestasDividir arestasEditar Caminho do DirectórioEditar ControladorEditar Detalhe de Topologia DinâmicaEditar externamenteEditar Conjuntos de FacesEdição de grupoEditar Meta InformaçãoEditar Distância MínimaModo de EdiçãoEdição de propriedadesEditar Valor de PropriedadeEditar fonteEditar TextoEditar Tamanho do VoxelVazioAtivar complementoAtivar definição de canalActivar ColecçãoActivar Colecção no RenderAtivar marcadoresActivar Repositórios ArrastadosActivar na Camada de VisualizaçãoActivar extensão de temaMelhorar DetalhesEntrar no modo de ajusteEntrar/Sair do GrupoEqualizar ManípulosApagarApagar DeslocamentoFiltro de descontinuidade para EulerExecutar FicheiroJanela de execução de ficheirosExecutar uma predefinição do PythonSair do modo de ajusteExpandirExpandir canaisExpandir ou encolher tudoExpandir ou encolher os menus do cabeçalhoActualizar explosãoExportarExportar como AlembicExportar TodosExportar Todas as ColecçõesExportar BVHExportar FBXExportar definição de teclas...Exportar conjunto de inserção de chaves...Exportar PLYExportar PO...Exportar STLExportar subtítulosExportar USDExportar esquema UVExportar Wavefront OBJExportar glTF 2.0Exportar para ficheiroExportar para PDFExportar para SVGPacote Ext Marcado para InstalaçãoDesinstalação Pacote ExtPacote Ext Marcado para DesinstalaçãoSincronizar Repo ExtProlongarProlongar DescendentesProlongar AscendentesProlongar VérticesOperação de Ficheiro ExternaExtrair Paleta da ImagemModo de extrapolaçãoExtrusãoExtrudir na Direcção das NormaisContexto de ExtrusãoExecutar extrusão da curva e moverExtrusão com bifurcaçõesExtrudir IndividualmenteExecutar extrusão em faces individuaisExecutar extrusão de faces individuais e mover resultadoExecutar extrusão individual e moverExtrudir ManifoldExtrudir Manifold ao longo das NormaisExecutar extrusão apenas em arestasExecutar extrusão apenas em arestas e moverExecutar extrusão apenas em vérticesExecutar extrusão apenas nos vértices e moverExecutar extrusão de regiãoExecutar extrusão de região e moverExecutar extrusão da região e encolher ou engordar.Extrusão RepetidaExtrudir Pontos do TraçoExecutar extrusão e mover nas normais individuaisExecutar extrusão e mover nas normaisExtrudir ao Movimentar CursorExtrudir até CursorExtrudir ao Cursor ou AdicionarConta-gotasPipeta de OssoPipeta de Faixa de CoresPipeta Faixa de Cor (Pontos)Bloco de dados de conta-gotas.Profundidade do conta-gotasControlador para conta-gotasFKemIKFacesForça das Normais de FaceRegiões da faceOcultar selecção de faceGesto de Rectângulo para Conjunto de FacesExtracção de Conjunto de FacesGesto de Laço para Conjunto de FacesGesto de Linha para Conjunto de FacesVisibilidade de Conjunto de FacesFace ao Mover CursorMenu Circular de Ferramenta de ReservaPré Visualização RápidaRedefinir a animação de plumaSeletor de imagem para despejoPreencherPreencher entre as juntasPreencher lacunasPreencher máscaraPreencher campo pela selecçãoPreencher QuadrículaFiltrarFiltrar CanaisFiltrar TêxtilFiltrar CorFiltrar MalhaFiltrar rastreamentosTipo de FiltroLocalizarEncontrar e SeleccionarLocalizar ficheiros que faltamLocalizar próximoLocalizar nóEncaixarAjustar ColunaFixar à Câmara da CenaAchatarInverter (livre de 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ficheiroAnexar históricoRolagem do históricoGancho para novo objectoGancho para objecto seleccionadoGancho para o osso do objecto seleccionadoTonalidade/Saturação/ValorExportação de adição l18nImportação de adição l18nCarregar definições de I18nGuardar definições de I18nIKemFKEsfera icosaédricaAspecto de imagemEditar imagem externamentePintura de imagemImagem a partir da vistaImportar ficheiro AlembicImportar BVHImportar FBXImportar Sequência de ImagensImportar Imagens como PlanosImportar definição de teclas...Importar Volume OpenVDBImportar PLYImportar PO...Importar STLImportar SVGImportar SVG como Grease PencilImportar USDImportar Wavefront OBJImportar glTF 2.0Incluir objectos seleccionadosNúmero incremental no nome do ficheiroIndentarIndentar ou Completar AutomaticamenteInsuflarInicializar Conjuntos de FacesInicia a actualização de selecção de línguas I18NDefinições de inicialização de actualização I18nInicializar MáscaraDefinições de IniciaçãoAlternar Atributo de 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AcçãoIsolar CamadasIsolar MaterialJuntarJuntar as áreasJuntar PreenchimentosJuntar nósJuntar Nós em MolduraJuntar Amostras de PaletaSelecção de ArticulaçõesJuntar FaixasJuntar como formatosJuntar em Nó Moldura NomeadoSaltarSaltar Tempo por DeltaSaltar para Compartimento de AcçãoSaltar para as terminaçõesSaltar para Ficheiro num PontoSaltar para fotogramaSaltar para fotograma chaveSaltar para fotogramas chaveSaltar para marcadorSaltar para o próximo marcadorSaltar para faixa posteriorSaltar para a faixa posterior (centralizando-a)Saltar para o marcador anteriorSaltar para a faixa anteriorSaltar para a faixa anterior (centralizando-a)Saltar para faixaSaltar para AlvoTipo de fotogramas chaveAdicionar seleccionados ao conjunto de inserção de chavesRemover seleccionados do conjunto de inserção de chavesChaves a AmostrarFacaProjeção de facaFerramenta de faca para topologiaAcoplamento de Deformação LaplacianaSuavizar Laplaciano de VérticesConjuntos de Faces em LassoEsconder em LaçoMáscara em 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modificador para cimaMover alvo para cimaMover grupo de vérticesMover e conectarMover camadaMover no EixoMover para ColecçãoMover para CamadaMover para NósSelecção Múltipla de Circuito de ArestasSelecção Múltipla de Anéis de ArestasSeletor multi-câmaraAplicar base de multirresoluçãoBorracha de Deslocamento MultiresEspalhar Deslocamento MultiresIncluir Multi-Resolução ExternasReformatar multirresoluçãoGuardar multirresolução externamenteSubdivisão para multirresoluçãoDesactivar ConexõesDesactivar FaixasNDOF - Visualização em órbitaNDOF Orbitar Vista com AmpliaçãoNDOF - Panorama de visualizaçãoNDOF - Enquadrar/AmpliarTransformar Vista NDOFNovo(a)Nova açãoNovo Catálogo de RecursosNova Câmara a Partir de Marco RVNova ColecçãoNovo Grupo de Nós de ComposiçãoNovo Grupo de Nós de Composição de SequenciadorNovo Grupo de Nós de Nós de GeometriaAtribuir Modificador Nós de GeometriaNovo Grupo de Nós de Ferramenta de GeometriaNova imagemNova Imagem a Partir de Marcador de PlanoNovo itemNova camadaNova Colecção de Associação de LuzesNovo estilo de linhaNova Janela PrincipalNova máscaraNovo materialNova árvore de nósNova cor de paletaNovo Selector de PainelNova definição de partículasNovo alvo para partículasNova cenaNova telaNova Cena de SequenciadorNovo CompartimentoNova TextoNova texturaNova JanelaNovo Espaço de TrabalhoNovo AmbientePróximos pela referência activaPróxima pastaSuperfícies não contíguasNormalizarNormalizar os activosNormalizar tudoNormalizar todos os grupos de vérticesNormalizar grupos de vérticesNormalizar PesosFerramentas de Vector de NormaisCírculo NurbsCurva NurbsCilindro NurbsEsfera NurbsSuperfície NurbsObjecto toroidal NurbsObjectoObjecto e dadosAnimação de objectoLine Art para ObjectoMenu Modo de ObjectoMarcado ObsoletoDeslocar Circuito de ArestasDeslocar Corte de Circuito de ArestasDeslocar arestas por deslizamentoNos fotogramas chave seleccionadosNos marcadores seleccionadosUm objectoUm objecto por linhaManual na internetReferência de Python na internetAbrirAbrir Ficheiro BlenderAbrir ficheiro(s) de cacheAbrir Render ArmazenadoAbrir clipeAbrir o ficheiro externamenteAbrir fonteAbrir imagemAbrir ImagemAbrir a localização externamenteAbrir Preferências...Abrir página predefinidaAbrir somAbrir som como monauralAbrir ficheiro de módulo de estiloAbrir TextoAbrir...Abrir/FecharLista de operadores de manipulaçãoOperador de enumeração de setorizaçãoPredefinições para operadorÓrbita opostaOrigemContornoOperação de dados de animação no organizadorOperação de restrições no organizadorOperação de dados no organizadorCopiar Dados do Identificador do OrganizadorOperação de Identificador do OrganizadorColar Dados do Identificador do OrganizadorRemapeamento de Dados de ID do OrganizadorOperação de Biblioteca no OrganizadorOperação de Revogação de Biblioteca no OrganizadorOperação de Resolução de Problemas de Revogação de Biblioteca do OrganizadorOperações de Modificadores no OrganizadorOperações de objectos no OrganizadorOperações de Cena no 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AlvoAtiçar facesPolígonosConstrução PoliConstrutor Poli Apagar no CursorConstrutor Poli Dissolver no CursorConstrutor Poli Face no CursorConstrutor Poli Dividi no CursorConstrutor Poli Transformar no CursorPolilinhaConjuntos de Faces em Poli LinhaEsconder em Poli LinhaMáscara de Poli LinhaAparar por Poli LinhaRuptura de posesPré-processamentoCarregar fotogramas previamenteCarregar no BotãoAnteriores pela referência activaPasta anteriorAplicar projeçãoEdição de projeçãoProjetar imagemGesto projectar LinhaProjectar a partir da vistaProjetar a partir da vista (nos limites)Propagar poseInflarExpurgar tudoEmpurrarEmpurrar acção para baixoEmpurrar pose a partir da Pose de TransiçãoEmpurrar Puxar Fotogramas ChaveEmpurrar ou puxarReferência de API PythonRedimensionar Visualização em Quatro VistasReestruturamento de Malha QuadriFlowQuantificarQuantificar pesos de vérticesEdição rápidaGerar explosão rápidaGerar pelos rápidoFluido RápidoGerar fumo rápidoSairSair do BlenderControlo 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distânciaRedefinir o ganchoRepor Revogação de BibliotecaRepor NósRedefinir o comprimento originalRedefinir recentesRepor RecronometragemReport DefiniçõesRedefinir único ao seu valor padrãoRedefinir transformaçõesReverter as UVsRepor Cor de VérticesRedefinir visualizaçãoRedefinir para o tema padrãoRedefinir ao valor padrãoRedimensionarRedimensionar ColunasRedimensionar ImagemRedimensionar nóResolver conflitosRestaurar item de mapa de teclasRestaurar mapas de teclasRepor Padrões do OperadorRestaurar Acção AnteriorRestringe a renderização aos não seleccionadosRecronometrar FaixasRecronometrarRevelarRevelar curvasRevelar Faces/VérticesRevelar ocultosRevelar seleccionadoInverter as coresReverter as UVsReverterReverter Recurso de PincelReviver as curvas-f desativadasDireitaRigify Adicionar Conjunto de CoresRigify Adicionar Conjunto de Cores do TemaRigify Adicionar Conjuntos de Cores StandardRigify Aplicar cores activo/seleccionado definidas pelo utilizadorRigify Codificar MetarigRigify Codificar Amostra de MetarigRigify Codificar ManipuladorRigify Gerar RigRigify Obter cores activo/seleccionado a partir do tema actualRigify Remover Todos os Conjunto de CoresRigify Remover Conjunto de CoresRigify Actualizar Camadas da MetarigRigify Actualizar Tipos de MetarigRomperRasgar ArestaExtrair RegiãoRolagemRolar à esquerdaRolar à direitaRaízesRotacionarRotacionar coresRotacionar aresta no sentido anti-horárioRotacionar aresta no sentido horárioRodar Imagem OrtogonalmenteRodar NormaisRotacionar a aresta seleccionadaRotacionar UVsRotacionar visualizaçãoRotaçãoRotação - Lavo do PoloAdição de RéguaRemoção de RéguaExecutar Ficheiro PythonExecutar scriptAmostrarAmostra de corAmostras de tamanho dos detalhesLinha de exemploAmostrar Grupo de VérticesAmostrar PesosAmostras em ChavesGuardarGuardar todas as imagensGuardar Todos as ModificadasGuardar comoGuardar como imagemGuardar como...Guardar Catálogo de RecursosGuardar ficheiro BlenderGravar Recurso de PincelGuardar cópia...Guardar Luz de Estúdio PersonalizadaGuardar imagemGuardar Persistente Em...Guardar PreferênciasGuardar uma captura de telaGuardar Captura de Ecrã (Editor)Guardar sequênciaGuardar ficheiro de inicializaçãoGuardar Informações de Sistema...Guardar TemaGuardar Imagem de VisualizadorGravar como Recurso de PincelEscalonamentoRedimensionar Média de Fotogramas ChaveRedimensionar B-BoneRedimensionar B-BoneGaiola de RedimensionamentoEscalonar distância do envelopeEscalonar plumaEscalonar raioEscalonar tamanho da regiãoEscalonar o tamanho do pincel de escultura ou pinturaEscalonar espaço de texturaRedimensionar a partir do vizinhoCâmara da Cena para Marco RVLine Art de CenaRevolverActualizar nó de scriptRolarRolar para baixoRolar para esquerdaRolar páginaRolar para direitaRolar para cima Apôr ao Histórico de ScrollbackBarra de rolagemAtivar rolagemEsculpirModo de esculturaCosturas de IlhasMenu de pesquisaProcurar OperadorProcurar Menu IndividualSeleccionarSeleccionar tudoSeleccionar AlternadosSeleccionar eixoSeleccionar OssosSeleccionar Ossos da Colecção de OssosSeleccionar Circuitos de FronteiraCaixa de SelecçãoSeleccionar por Contagem de PóloSeleccionar por tipo de traçoSeleccionar câmaraSeleccionar canalSeleccionar Fotogramas Chave do CanalCírculo de SelecçãoSeleccionar conectadosSeleccionar o alvo da restriçãoSeleccionar coluna de pontos de controloSeleccionar directórioSeleccionar PontasFaces pelo número de ladosSeleccionar PreenchimentoSeleccionar agrupadosCrescer SelecçãoSeleccionar ManípuloSeleccionar hastesSeleccionar hierarquiaSeleccionar ganchoSeleccionar faces interioresSeleccionar Chave / ManípulosSeleccionar Fotogramas ChaveLaço de SelecçãoSeleccionar à esquerda ou à direitaSeleccionar menosSeleccionar Bloqueadores de Associação de LuzesSeleccionar receptores de associação de luzesSeleccionar linhaSeleccionar vinculados(as)Seleccionar todos os conectadosSeleccionar as faces planas conectadasSeleccionar a partir dos conectadosSeleccionar por escolha de vínculoSeleccionar conectadosSeleccionar Vértices ConectadosSeleccionar Vértices Conectados EscolherSeleccionar CircuitoSeleccionar as regiões internas dos circuitosSeleccionar geometrias desconectadasSeleccionar Marcadores Antes/Depois do Fotograma ActualSeleccionar MaterialSeleccionar Compartimento de MaterialMenu para selecçãoSeleccionar espelhamentoModo de selecçãoSeleccionar maisSeleccionar próximoSeleccionar os próximos elementosSeleccionar não ManifoldSeleccionar ObjectosSeleccionar Objectos na ColecçãoSeleccionar orientaçãoSeleccionar SobrepostasSeleccionar ponto de curva de pinturaSeleccionar osso parenteSeleccionar Ascendente ou DescendentesSeleccionar por padrão de nomesSeleccionar por padrão de nomesSeleccionar os vinculados escolhidosSeleccionar anteriorSeleccionar os elementos anterioresSeleccionar aleatoriamenteSeleccionar relatórioSeleccionar raízesSeleccionar Mesma ColecçãoSeleccionar Conjunto de SelecçãoSeleccionar Arestas PontiagudasSeleccionar o caminho mais curtoLado de SelecçãoSeleccionar Lado do FotogramaSeleccionar por similaridadesSeleccionar regiões similaresSeleccionar divididosSeleccionar Faixas de Estabilização de RotaçãoSeleccionar Rastreadores de EstabilizaçãoSeleccionar TextoSeleccionar QuadrículaSeleccionar marcador de tempoSeleccionar pontasSeleccionar desagrupadosSeleccionar grupo de vérticesSeleccionar Item da VistaSeleccionar palavraSeleccionar AtributoSeleccionar por TipoSeleccionadas FixadasSelecção para os adjacentes não seleccionadosSelecção para o cursorSelecção para o cursor (deslocamento)Selecção para os pixeisPintura de SelecçãoSeleccionados para activosSelecção para o cursorSelecção para a grelhaSepararSeparar ossosSeparar PreenchimentosSeparar imagensSeparar CompartimentosDeslizar sequênciaTrocar dados no editor de sequênciasRácio de Ampliação do Editor de SequênciasDefinir cursor 2DDefinir cursor 3DDefinir o clipe activoDefinir grupo activoDefinir conjunto de chaves activoDefinir Camada ActivaDefinir Material ActivoDefinir Modificador ActivoDefinir o objecto activo como câmaraDefinir Modificador de Faixa ActivoDefinir o grupo de vértices activoDefinir AtributoDefinir eixoDefinir Espaço de Cor de Trabalho do Ficheiro BlendDefinir capitalizaçãoDefinir modo de clipeDefinir Etiqueta de CorDefinir Tipo de EsquinaDefinir cursorMover Cursor para AfastamentoAtribuir términos da curvaDefinir raio da curvaDefinir Resolução da CurvaDefinir Tipo de CurvaDefinir ponto de curvasDefinir Objecto Superfície das CurvasDefinir estado cíclicoDefinir Largura Padrão do Nó de GrupoDefinir fotograma finalDefinir Etiquetas das ExtensõesDefinir Extrapolação de Curva FDefinir pisoDefinir Aleatorização de GeometriaAjuste de pesos de objetivoDefinir o tipo de manípuloAtribuir HoldoutAtribuir Apenas IndirectamenteDefinir inversamenteDefinir o tipo de facilitação dos fotogramas chaveDefinir o tipo de manípulo dos fotogramas chaveDefinir interpolação de fotogramas chaveDefinir tipo de fotogramas chaveDefinir identificador para bibliotecaAtribuir Normais a Partir das FacesDefinir o modo de objectoDefinir Modo de Objecto com Sub-modoDefinir Deslocamento a Partir do CursorDefinir Deslocamento a Partir do ObjectoDefinir origemDefinir base persistenteDefinir Posição do PivotDefinir planoDefinir espaço de pré-visualizaçãoAjustar Limite de Pré Visualização aos SeleccionadosDefinir Intervalo a Partir das FaixasDefinir cor de renderizaçãoDefinir Região de RenderizaçãoDefinir tamanho de renderizaçãoDefinir restrição de visualizaçãoDefinir rolagemDefinir modo de rotaçãoDefinir escalaDefinir fotogramas da cenaAjustar telaDefinir Modo de SelecçãoDefinir aproximações para as faixas seleccionadasDefinir selecçãoAtribuir Acuidade por ÂnguloDefinir escala da soluçãoDefinir solucionador de fotograma chaveDefinir VelocidadeDefinir tipo de SplineDefinir fotograma inicialDefinir Ponto de InícioDefinir 3D estéreoAtribuir Tipo de TraçoEscolher estiloDefinir Ferramenta por Tamanho de PincelDefinir Ferramenta por ÍndiceDefinir Ferramenta por NomeAtribuir Opacidade UniformeAtribuir Espessura UniformeDefinir Região de UtilizadorDefinir cores dos vérticesDefinir paredeDefinir pesosDefinir o eixo XDefinir o eixo YDefinir como plano de fundoDefinir cena de rastreamentoSombrear Curvo AutomáticoSombreamento PlanoSombreamento CurvoSombrear Curvo por ÂnguloActualizar SombreadorFormato para cortesPropagar formatoArestas PontiagudasAguçarApararCisalhar Fotogramas ChaveCaminho mais curtoMostrar activoMostrar tudoMostrar todas as camadasMostrar Todos os MateriaisMostrar ColecçãoMostrar Editor de DriversMostrar Objectos OcultosMostrar hierarquiaMostrar Registo de InformaçãoMostrar Conteúdo da ColecçãoMostrar um nívelMostrar Limpar PacoteMostrar Definir PacoteMostrar DefiniçõesMostrar RastreadoresMostrar ou ocultar um nívelMostrar ou ocultar a visualização da renderizaçãoEncolher ou estufarPredefinições de curva para obturadorLaterais do activoSimplificar TraçoOsso únicoCriar armação pela coberturaMarcar como cobertura ou limpar os soltosEqualizar raios de coberturaRedefinir o tamanho da coberturaMarcar raízes da coberturaDeslizarDeslizar marcadorDeslizar ponto de curva de pinturaDeslizar marcador de planoDeslizar pontosDeslizar curvatura da splineDeslizarDeslizar os conteúdos da faixaDesliza FaixasProjeção UV inteligenteEspalharSuavizarSuavizar raio da curvaSuavizar inclinação da curvaSuavizar pesos de influência da curvaSuavizar chavesSuavizar Vectores de NormaisSuavizar rolagemSuavizar TraçoSuavizar cores dos vérticesSuavizar Grupo de VérticesSuavizar pesos dos vérticesSuavizar VérticesSuavizar visualizaçãoSuavizar visualização 2DAtracçãoAtrair CursorAtrair o Valor do Cursor à SelecçãoAtrair Cursor ao ActivoAtrair Cursor à GrelhaAtrair Cursor à SelecçãoAtrair o Cursor aos Pontos SeleccionadosAtrair Cursor à Origem da CenaAtrair curvas a superfíciesAtrair ChavesAtrair SelecçãoAtrair Selecção ao ActivoAtrair a Selecção para o CursorAtrair Selecção à GrelhaAtrair as FaixasAtrair faixas aos Fotograma ActualAtrair a Superfície DeformadaAtrair a Superfície Mais PróximaAtrair à SimetriaSolidificarSolucionar câmaraSolucionar movimento da câmaraSolucionar movimento do objectoOrdenar elementos da malhaOrdenar paletaOrdenar grupos de vérticesClassificar por hierarquia de ossosOrdenar por nomeOrdenar da colunaSomSom em AmostrasAlto-falanteControlo de velocidadeEsferaProjeção esféricaGirarTela de aberturaDividirDividir a áreaDividir as faces côncavasSeparar Multi-CâmaraDividir as faces não planaresSeparar NormaisDividir faixasSeparar ao Mover CursorSeparar traçoRastreadores de Rotação para EstabilizaçãoRastreadores de EstabilizaçãoIniciar a edição da acção armazenadaArmazenar açãoEstatísticasControlo do pincel estêncilCosturarInterromper a edição da acção armazenadaParar de Ajustar Acções de FaixasArmazenar ponto de retrocesso para edições de catálogo de recursosEsticarTransformar Faixa Ajustar TamanhoTraçoEscultura de curva de traçosModo de TraçoAlternar Modo de Pintura de TraçosAlternar Modo de Escultura de TraçosSelector de Modo de Vértices de TraçoTroca de Mode de de Peso de TraçoSubdividirSubdividir anel de arestasSubdividir traçosSubdividir e SuavizarAjuste de subdivisãoAcoplamento de Deformação de SuperfícieSuavização de SuperfícieTrocarTrocar as áreasTrocar CoresTrocar Grupo VazioTrocar entradasTrocar ConexõesTrocar NóTrocar Recurso de Grupo de NósTrocar faixasTrocar faixasTrocar ZonaTrocar direcçãoSimetrizarSincronizar comprimento da açãoSincronizar ConectoresAfunilarAlternar Tipo de Pincel TemporárioTestar Inserção de Nós de SombreamentoTestar definição de teclas para verificar por conflitosTextoCompletar texto automaticamenteTextura de GradienteModo de Pintura de TexturaInclinaçãoDeslocar Temporalmente Fotogramas ChaveDicasPara objecto 3DPara o último fotograma chave (tornar cíclico(a))Para o próximo fotograma chavePara esferaAlternar negritoAlternar capitalizaçãoAlternar editabilidade de canalMudar definição de canalAlternar ComentáriosAlternar cíclico(a)Alternar Utilizador FalsoAlternar o campo de forçaAlternar ocultação dos conectores dos nósAlternar a ocultação de ficheiros pontoAlternar itálicoAlternar Editável por Revogação de BibliotecaAlternar Selecção BloqueadaAlternar a maximização de áreaAlternar faixa metaAlternar para mudo(a)Alternar Desactivação de NóAlternar visualização das opções dos nósAlternar pré-visualização de nóAlternar a camada de saídaAlternar substituiçãoAlternar FixaçãoAlternar Fixar IDAlternar para o modo de poseAlternar para visualização em quatro vistasAlternar RegiãoAlternar seleccionadosAlternar Tipo de SombreamentoAlternar versaleteAlternar estiloAlternar a linha de comando do sistemaAlternar pelo tipo activoAlternar sublinhadoAlternar Sessão RVAlternar um Nó de VisualizaçãoAlternar a janela para tela cheiaAlternar Raio-XFerramentaBarra de FerramentasDica de Barra de FerramentasTopoObjecto toroidalVectorizar Imagem para Grease PencilRastrear marcadoresCaminho do RastreadorDefinições de Rastreamento como PadrãoBola de traçãoTransferir Animação FK para IKTransferir Animação IK para FKTransferir dados de malhaTransferir esquema de dados de malhaModo de TransferênciaTransferir Formas ChaveTransferir mapas UVTransferir pesosTransformaçõesTransformar Conjunto de ManipuladoresTransformar ao Mover Cursortransformar do ManipuladorTransformações para deltasTriângulos em QuadriláterosTriangular facesApararGesto Rectângulo de ApararGesto de Laço de ApararGesto de Linha de ApararGesto de poli-linha de apararAjustarTorçãoTipoRasgar UVRasgar e Mover UVModo de Selecção UVEsfera UV(De-)SubdividirReverter Isolamento a TodasReverter para faixa não meta Remover CompartimentoDesfazerDesfazer Edições de CatálogoHistórico para desfazer açõesForçar desfazerDesfazer e refazerDesagruparDesagrupar canaisRevelar TudoComprimento unificadoDesindentarDesinstalarDesinstalar Luz de EstúdioDesvincularDesvincular açãoDesvincular ColecçãoDesconectar Bloco-de-DadosDesconectar Selector de PainelDesbloquear Todos os MateriaisDesbloquear Todos os Repositórios (Testando)Destrancar FaixasDestrancar RastreadoresActivar FaixasExtrairExtrair Pré-Cálculo de Nó de GeometriaExtrair imagemExtrair itemExtrair Bibliotecas VinculadasExtrair RecursosExtrair SomDesafixarLimpar Valor de PropriedadeDessubdividirDesdobrarActualizar Todos os Caminhos de ObjectoActualizar as restrições de transformações de animaçãoActualizar animaçãoActualizar cache de animaçãoActualizar Repositório BlenderActualizar caminhos dos ossosActualizar Marco RV PersonalizadoActualizar DestaqueActualizar adição I18nActualizar Repositório Blender i18nActualizar as estatísticas l18nActualizar Repositório de Trabalho i18nActualizar Imagem do Marcador de PlanoActualizar caminhos de objectoActualizar Intervalo da CenaActualizar mostrador de relatóriosActualizar Intervalo de Fotogramas a CenaActualizar Repositório de TrabalhoActualizar dos ObjectosActualizar Rig de CaraUsar nósValidar propriedades de texto .blendValidar Referências de ColecçõesVersionar Propriedade de Esconder do OssoVérticesCor de Vértices a Partir do PesoConectar os vérticesConectar o caminho dos vértices Vinco de VérticesNíveis de grupo de vérticesPintura de vérticesBrilho/Contraste da Pintura dos VérticesTonalidade/Saturação/Valor da Pintura dos VérticesInverter a pintura de vérticesNíveis de pintura de vérticesModo de pintura de vérticesAtribuição de Cor de Pintura de VérticesEsconder Selecção de VérticesDeslizar vérticesEixo de VisualizaçãoVisualizar CâmaraCentralizar visualizaçãoVer documentaçãoLargar em VistaEnquadramento de Vista nas MargensFiltro de VistaVer no Editor de GráficosTrancar a visualização no centroLimpar as travas de visualizaçãoTrancar visualização no activoVer manual do BlenderNavegação da Vista (Andar/Voar)Visualizar manual na internetVisualização em órbitaVista Perspectiva/OrtográficaRolar visualizaçãoRolar VistaVisualizar a selecçãoAmpliação da VistaRácio de Ampliação da VistaRegião de VisualizadorRenderizar Janela de VisualizaçãoFiltro de VisibilidadeGeometria Visual em MalhaReestruturar Malha por VoxelsNavegação em caminhadaSelecção Passo-a-PassoPassagear (de)seleccionando ficheirosParedeConformar em curvaPesoGradiente de pesos de influênciaPintura de pesosModo de pintura de pesos de influênciaGrupo de amostras de pintura de pesosAmostra de peso para pintura de pesosTroca de Direcção de Pintura de PesoConjunto de pesoPeso a partir dos ossosSoldarSoldar arestas criando facesVarreduraAramadoReordenar Espaço de Trabalho para o FimReordenar Espaço de Trabalho para o InícioEixo XVoar Navegação XRAgarrar de Navegação XRReposição e Navegação XRTrocar Mãos de Navegação XRTeleportação de Navegação XREixo YAmpliação 1:1Ampliação de Vista 2DAmpliar Câmara 1:1AmpliarReduzirAmpliar Região...Ampliar VistaAmpliar para CercaduraSaída de Material glTFOperador '%s' não possui registro activo, função chamada incorretamente.Operador '%s' não possui opção de desfazer activada, função chamada incorretamente.Elemento de lista de ficheiros de operadorFundo do Ícone de OperadorPrimeiro Plano do Ícone de OperadorOperadores de caminho de ratoNome do operadorOpções para operadoresPredefinições de operadoresPropriedades de operadorElemento de traço de operadorOperador foi activado usando um evento clicar-arrastarO operador está congelado, as alterações em suas definições não terão efeito até que você as descongele.Nome do operador (em Python como texto)Refazendo operador '%s': não possui registro activo, função chamada incorretamente.Refazendo operador '%s': contexto incorretoRegistos de operador.Operador que permite a encarregados de ficheiros receber ficheiros largadosOperador que consegue lidar com exportação de ficheiros com as extensões dadas por bl_file_extensionsOperador que consegue lidar com importação de ficheiros com as extensões dadas por bl_file_extensionsOperador a chamar na activação de um item com propriedades de referência a recursoOperador a chamar ao arrastar um item com propriedades de referência a recursoOperadoresOposto do valor de entradaOptiXDiagnostico Módulo OptixCentro óptico das lentes.Centro óptico das lentes em pixeisOtimizar exibiçãoOptimizar Tamanho da AnimaçãoOptimizar todos os núcleos. Renderização mais rápida, pode resultar em utilização de fundo de CPU extraOptimizar apenas núcleos de intersecção. Renderização mais rápida, utilização de fundo de CPU extra insignificanteAcesso optimizado a dados de pontos de formas chave, ao usar acessores foreach_get/foreach_set. Aiso: Não suporta formas chave de curvas de legado.OpçãoCores dos assistentes opcionaisOpções para deformação por curvas: usa as extremidades da malha como delimitação para as deformações.Opção para deformação por curvas: Fazer descendentes esticar ao longo do caminho inteiroOpção para caminhos e deformação por curvas: Aplicar o raio da curva a objectos que a seguem e objectos deformadosArgumento OpcionalLegenda OpcionalRetro compatibilidade opcional para motores de renderização não standard. Aplica-se a luzes.Legenda personalizada opcional para o nóFactor original para modular o componente que é transmitido para o interior do cabelo, reflectido na parte de trás do cabelo, e transmitido para o exterior do cabelo. Este componente está orientado aproximadamente com a direcção de incidência, e adopta a cor do pigmento no interior do cabelo. Manter a 1.0 para exactidão físicaIdentificador opcional do nó no qual operarCaminho opcional que define a localização sob qual colocar o novo catálogoRegião opcional com a qual o tipo de mapa de teclas está associado.Tipo de espaço com o qual o mapa de teclas opcional está associado.Legenda opcional para a quadrículaOpcional. Se especificado, este nome será utilizado para novas rigs, colecções de manipuladores e scripts gerados. Caso contrário, o nome é gerado com base no nome do objecto metarig, substituindo 'metarig' com 'rig'. 'META? com 'RIG', ou adicionando o prefixo 'RIG-'. O nome nunca será alterado quando actualizando uma rig existenteOpcionalmente revogar o contexto com um móduloOpçõesOpções para o tipo de prateleira deste recursoOpções para a operação de importação deste ficheiro blendOpções para este tipo de operadorOpções:OpusOu (Or)ÓrbitaOrbitar e EnquadrarOrbitar em Torno da SelecçãoOrbitar para baixoOrbitar para esquerdaMétodo de ÓrbitaOrbitar para direitaSensibilidade de órbitaOrbitar para cimaOrbitar e ampliar a vista usando o rato 3DMétodo de órbita na janela de visualizaçãoPermite a visualização em órbita.Rodar vista em orbita para a esquerdaRodar vista em orbita para a direitaRodar vista em orbita para a baixoRodar vista em orbita para a cimaOrbita a visualização usando o rato 3D.OrdemOrdem UOrdem VOrdem das ilhasOrientar rotação ao longo da direcção dadaOrientar uma rotação Euler ao longo da direcção dadaOrientar com actual definição de transformaçãoOrientar com Janela de VisualizaçãoOrientar com NormaisOrientar eixo Y paraOrientaçãoEixo de OrientaçãoOsso de OrientaçãoCompartimento de OrientaçãoPeso de orientaçãoOrientação do eixo para limitar o filtro de deslocamentoOrientação do eixo para limitar a força de filtroOrienta um vector A de modo a apontar na direcção oposta da superfície B conforme definido pela sua normal C. Retorna (dot(B, C) < 0) ? A : -AFPS OrigAltura originalLargura originalOrigemDeslocamento da origemOrigem da imagem para transformaçãoDistância de deslocamento da origem.Origem para o cursor 3DOrigem para o centro da massa (Superfície)Origem para o centro da massa (Volume)Origem para a geometriaOriginalBase OriginalCoordenadas originaisID OriginalSolucionador de cinemática inversa original.Comprimento originalNormais originaisPerlin originalPlano OriginalCaixa delimitadora originalFotogramas por Segundo OriginaisAltura original da imagem.Largura original da imagem.Cena original para a qual o grafo de dependências foi construidoLocalização original sem deformação usada para calcular a força do efeito de deformação (permite a edição e animação da localização deformada).Camada de visualização original para a qual o grafo de dependências foi construidoPara evitar perdas, foram adicionados na cena os objectos órfãos da biblioteca.OrtograficaEscala de câmara ortográfica (semelhante a ampliação).Escala ortográficaOutrosOutra InterpolaçãoOutras faixasOutros tipos de geometria como curvas, meta-esferas, etc. (convertida em malhas)Outras faixas afetadas pela que está activa, compartilhando algum tempo, que estejam abaixo desta ou com efeito atribuído.Para além de adicionar restrições de cola ao controlo, a rig age como uma cadeia de deformação de um segmento básicaSaídaErro - Sem memóriaExterno em XSaída em ZParte externaÂngulo do cone externoVolume de fora do coneCantos ExterioresVincos exterioresEsquina ExteriorEspessura externaEspessura da face externa.Formato exterior a ser usado para as ferramentas.EscoamentoContornoCor do ContornoMaterial de ContornoModificador ContornoContornar seleccionadosLargura dos contornosCor de contorno de ossos em pose activosCor de contorno de ossos em pose seleccionadosModificador de contorno dos traços a partir da vista de câmaraOrganizadorSincronização com OrganizadorDados do espaço do OrganizadorSaídaSaída ASaída BCaminho de Ficheiro de SaídaItem de RetornoItens de SaídaNome de saídaNós de saídaCaminho de saídaPropriedades de SaídaQualidade de SaídaAlternador de saídaGrupo de Vértices de SaídaPonto de Branco da SaídaProduz uma saída de superfície blocada sem suavização.Fornece um valor de cor escolhido com um selector de coresRetornar uma malha manifold mesmo que a malha base seja não manifold, onde arestas tem 3 ou mais faces adjacentes. Este método é mais lento.Produzir malha correspondente ao volume da malha originalFornece um valor aleatorizadoGerar uma selecção de camadas Grease PencilProduzir selecção de arestas seguindo caminhos através das arestas da malhaProduzir uma única collecçãoRetornar um material únicoGerar um objecto únicoProduz uma saída de superfície suavizada sem a detecção de funcionalidades de ressalto.Produzir uma versão solidificada da malha por extrusão simplesProduz uma saída de superfície que reproduz arestas ressaltadas e quinas a partir da malha de entrada.Definições de espaço de cor de saídaProduzir curvas que seguem caminhos através das arestas da malhaExtrair dados do interior de um Nó GrupoDados de saída para a zona de simulaçãoProduzir faces com sombreamento curvo em vez de planoFicheiro de contêiner de saída.Formato de saída para texturas. PNG não tem perdas e é geralmente preferido, mas JPEG pode ser vantajoso para aplicações web devido ao menor tamanho de ficheiro. Alternativamente podem ser omitidas se não forem necessárias.Formato de saída. Binário é mais eficiente, mas JSON pode ser mais fácil de editar mais tardeGuardar imagem em formato AVIFGuardar imagem em formato CineonGuardar imagem em formato DPXGuardar imagem em formato JPEG 2000Guardar imagem em formato JPEGGuardar imagem em formato OpenEXRGuardar imagem em formato PNGGuardar imagem em formato Radiance HDR.Guardar imagem em formato SGI IRISGuardar imagem em formato TIFFGuardar imagem em formato TargaGuardar imagem em formato WebPGuardar imagem em formato BitmapGuardar imagem em formato OpenEXR muti-camadaGuardar imagem em formato Targa sem compressãoA resolução da imagem de saída.Fornecer informação de cor da luz para o ambiente da cenaFornece informação de luz para um objecto de luzProduzir normais para o mapa de relevos - desactivar pode acelerar a performance se não for necessárioFornece caracteres de texto que não podem ser escritas directamente com o tecladoFornecer informação de material de superfície para utilização em renderizaçãoObter a pose do osso relativa à transformação do objecto armaçãoProduzir geometria relativa ao deslocamento da colecçãoGerar geometria relativa à transformação do objecto fornecido, e a posição, rotação e escala relativa à origem da cenaAtribuir os valores de normal e rotação que foram atribuídos antes do nó ter tido em consideração normais suavesObter o número de caracteres de um texto fornecidoSaídasInflarInfla para fora em vez de insertar.Lado externoFora da Área AnotadaDistância ExteriorFora da SuperfícieDistancia exterior em unidades de Interface do Utilizador a partir da fronteira da região dentro da qual parar enquadramentoExterior da esquina é um arcoExterior da esquina é pontiagudaExterior da esquina é um remendo quadradoVelocidade centrífugaSobre que parte dos itens da árvore aplicar a operaçãoSobre-DesfocagemQualidade geral de redução de ruído ao usar OpenImageDenoiseIntensidade mínima do efeito de névoa em geral.Sensibilidade geral do rato 3D para rotaçãoSensibilidade geral do rato 3D para translaçãoTransbordarSaliênciasSaliências - Valor máximoSaliências - Valor mínimoInterposiçõesModo de SobreposiçãoAjuste de sobreposiçãoTipos de Arestas SobrepostosCurvas sobrepostas com a mesma direcção de enrolamento são preenchidas como uma uniãoIlhas sobrepostas ficam fundidasSelecciona as faixas em que haja espaços de tempos interpostos.SobreposiçãoTrava de sobreposiçãoModo de sobreposiçãoSobrepor deslocamentoDefinições de SobreposiçãoLinhas Suaves para SobreposiçõesTipo de sobreposiçãoSobrepor uma imagem de primeiro plano sobre uma imagem de fundoSobrepor factor de mistura da máscara rasterizada.Cor sobreposta em cada outra linhaMétodo de exibição de sobreposiçõesSobrepõe as existentes com novas chaves.Modo de sobreposição da máscara rasterizada.SobreposiçõesRevogávelRevogadosRevogados SeleccionadosRevogarRevogar Imagem FundoRevogar ColecçãoRevogar RestriçãoSobreposição de fotogramaSobrepor o padrão de inserção de fotogramas chave - VisuaisSobrepor o padrão de inserção de fotogramas chave - Apenas necessáriosDesprezar interaçõesRevogar CamadasRevogar PosiçãoRevogar ModificadorRevogar Formato do NóRevogar NormaisOperações de RevogaçãoRevogar Comportamento de BaralhamentoDesprezar sobreposiçõesRevogar PropriedadesRevogar Definições de CenaDesprezar interações do solucionadorRevogar FaixaSobrepõe o padrão de inserção de fotogramas chave com base nas "transformações visuais".Sobrepõe as definições padrão para inserção de fotogramas chave, e os insere apenas onde estes são necessários nas curvas-f relevantes.Revogar valor de prioridade de intersecção de objecto e colecçãoRevogar a sequência de "posição" dada recalculando as posições em coordenadas do objecto a partir das posições fornecidas pelos "mouse_event"Despreza o número de interações do solucionador para esta restrição.Substituir o raio do ponto da spline com pelo raio de afunilamentoSubstituir a câmara activa da cenaRevogar o intervalo de fotogramas de simulação desta cenaSobrepõe algumas definições de pincel activas.Sobre-MargemTamanho de Sobre-MargemVisão geral dos gráficos de cena e todos os blocos-de-dados disponíveis.SobrescreverSobrescrever %sSobrescrever tudoSobrescrever a acção actualSobrescrever a faixa inteiraSubstituir MaterialModo SobrescreverSobrescrever AnteriorSobrescrever campoSubstituir TexturasSubstituir Malhas dos ManipuladoresSobrescreve todos os dados dos elementosSubstitui os caracteres durante a digitação em vez de inseri-los.Gravar por cima do pré-cálculo existente?Substituir ficheiros existentesSobrescreve ficheiros existentes durante exportaçãoSobrescreve os ficheiros existentes durante a renderização.Substituir material existente com o mesmo nomeSobrescreve os ficheiros existentes das aproximações durante as construções.Sobrescreve as chaves dentro da faixa colada.Sobrescreve as chaves na faixa colada, usando a faixa de todas as chaves copiadas.Sobrescreve a orientação previamente criada com o mesmo nome.ProprietárioEspaço do proprietárioOzonoP1P2PC2PCMRácio PIC/FLIP. Um valor de 1.0 resulta numa simulação totalmente baseada em FLIP. Usar valor inferior para simulações que devem produzir salpicos menores.PIZPNGPNG (.png)Imagem PNG (.png)Caminho de Ficheiro Ficheiro PO BlenderCaminho do ficheiro de trabalho POCaminho de ficheiro POTBase PPMFactor de misturaIncluirIncluir bitsIncluir ExternosIncluir ImagensArrumar IlhasQualidade de empacotamentoArrumar Ilhas UVCampo de Arrumar Ilhas UVArrumar todas as faces da malhaIncluir todas as imagens dentro do ficheiro .blendIncluir todos os ficheiros externos usados dentro deste ficheiro .blendEmpacota uma imagem como dados embutidos dentro do ficheiro Blender.Incluir dados pré calculados do disco dentro do ficheiro .blendEmpacota os deslocamentos a partir de um ficheiro externo.Acondicionar UVs de cada face dentro dos limites UVArrumar ilhas na quadrícula de imagem UDIM activa ou quadrícula da grelha UDIM onde o cursor 2D esteja posicionadoArrumar ilhas na UDIM mais próximaArrumar ilhas em região personalizadaArrumar apenas faces seleccionadasEmbalar os dados pré calculados dentro do ficheiro .blendEmpacota o som dentro do ficheiro .blend actual.Arrumar emArrumar em caixa delimitadora inicial das ilhasID do PacoteEmbalarFicheiro empacotadoFicheiros empacotadosFicheiros de multi-camadas empacotados não podem ser pintados.Ficheiros de multi-camadas empacotados não podem ser pintados: %sTecl. numérico *Tecl. numérico +Tecl. numérico -Tecl. numérico .Tecl. numérico /Tecl. numérico 0Tecl. numérico 1Tecl. numérico 2Tecl. numérico 3Tecl. numérico 4Tecl. numérico 5Tecl. numérico 6Tecl. numérico 7Tecl. numérico 8Tecl. numérico 9Tecl. numérico EnterPáginaPinturaPintura com alfaCor de pinturaGradiente de cor para pinturaCurva de pinturaCurvas de pinturaBloco-de-dados de Curvas de PinturaDiagnostico de PinturaPintar Traços Grease PencilMáscara de pinturaModo de PinturaFonte de pinturaPintura de superfícieLista de pintura de superfícieUmidade da pinturaPintar uma cor nos pontos do traçoPintura traço na camada de atributo de cor activaPermite a pintura de traços dentro dos pesos do grupo de vértices actual.Pintar um traço na imagem.Pinta sobre os pesos de todos os ossos seleccionados, mantendo a sua influência relativa.Permite pinturas com alfa.Pintar imagens em 2DPinta a maioria nas faces que apontam na direcção da vista.Executa a pintura com mais potência nas faces que apontam na direcção da visualização, de acordo com este ângulo.Ícone de compartimento de pinturaA lista de pintura de superfície.Pintar o material com atributo de corPintar usando a cor base de material activaPintar pesos no grupo de vértices activoUmidade da pintura, visível dentro do mapa de umidade (alguns efeitos afetam apenas a pintura úmida).Pintar com gradientePintar com uma cor únicaMapas de PinturaSaída EmparelhadaPaletaA paleta '%s' não contém a cor fornecida.Cor da paletaSplines de paletasBlocos-de-dados de PaletasA paleta actual. Clique com o BEM para obter mais amostras de cor.PaletasEixo de Rotação da PalmaPanoramaEnquadrar/ Ampliar Vista de CâmaraMover panorama para baixoMover panorama à esquerdaMover panorama à direitaSensibilidade para panoramaMover panorama para cimaRotaciona e move o panorama de visualização com o rato 3D.Permite alterar o panorama da visão.Enquadrar vista para baixoEnquadrar vista numa determinada direcçãoEnquadrar vista para a esquerdaEnquadrar vista para a direitaEnquadrar vista para cimaEnquadrar vista quando o cursor está perto das margensMove o panorama de visualização com o rato 3D.Enquadrar/Ampliar a posição da câmara em vez de sair da vista da câmara quando orbitarPainelPainel FundoPainel CabeçalhoIdentificador do PainelPainel ContornoArredondamento de PainéisTexto do PainelTítulo do PainelFonte de título do painelPainel contendo elementos do Interface do UtilizadorDescrição do PainelPainel a partir do qual adicionar conectores ao nó de entrada/saída de grupoPainel está fechado por defeito em novos nósO painel está seleccionado no interfaceNome do painelPainel que contém o itemForça das Sombras dos Menus/PainéisLargura das Sombras dos Menus/PainéisPainéisTipo de panoramaPanorâmicaPapelExibicionalParágrafoParalaxeRaio de ParalaxeVMM Ciente de ParalaxeParalelasNormais paralelasCâmaras paralelas sem convergência.Linhas paralelasParalelogramoEditor de ParâmetrosParâmetrosParâmetros e definições para o navegador de ficheiros.Parâmetros definindo como um Bloco-de-Dados de clipe de filme é usado por outros blocos de dados.Parâmetros definindo como um Bloco-de-Dados de imagem é usado por outros blocos de dados.Parâmetros definindo a duração da imagem, seu deslocamento e definições relacionadas.Parâmetros definindo o compartimento de renderização.Parâmetros definindo qual o fotograma do clipe de filme é mostrado.Parâmetros definindo qual a camada, passo e fotograma de imagem é exibido.Parâmetros para o solucionador de cinemática inversa.Parâmetros para Câmaras personalizadas (baseadas em OSL)Parâmetros para o solucionador de cinemática inversa de especificação instantânea de tarefas por restrições.ParamétricoPosição paramétrica ao longo do comprimento da curva que o objecto que a está seguindo deve estar (a posição é avaliada pela divisão do valor de "Comprimento de caminho").PaiBiblioteca de Arquivo OriginariaOsso parenteÍndice do AscendenteMatriz Inversa do AscendenteTransformação Inversa do AscendenteGrupo de Camada AscendenteObjecto parente para o gancho, também recalcula e limpa o deslocamento.Caminho AscendenteEtiquetas AscendentesTipo de parenteVértices parenteOsso parente (dentro da mesma armação).Colecção de ossos pai. Acesso requer varrer todas as colecções de ossos para encontrar ascendente.Osso de edição de parente (na mesma armação).Índice do ascendente no caminho de contextoPerfilhar objectos recentemente criados ao instanciador originalObjecto paiParente deste osso de pose.Matrix de transformação relativa a ascendente. Atenção: Apenas tem em conta ascendentes objectos, no caso do ascendente ser um osso, obtém a matriz relativa à ao objecto Armação, não ao osso em siParenteia os objectos seleccionados aos vértices seleccionados.Parente ao qual este nó está conectado.Torna parente da posição não distorcida do rastreamento 2D.Parente:Definições de parenteamento para elemento de mascaramento.ParentesErro de análise dentro de %sParte da geometria da qual mostrar dadosParte a malha que vai ser simulada quando o traço está activoParcialSobreposição parcial no topo do editor de sequências.PartículasLargura de banda (estreita de partículas (valor mais altos resulta em banda mais larga e mais partículas)Quantidade de PartículasPincel de partículasEdição de partículasChave de partículas de cabeloInformações de partículasInstância de partículasPeso de Objecto de Instanciação de PartículaChaves de partículasLocalização das partículasDeslocamento de PartículasPropriedades de PartículasRenderização de partículasDefinições de partículasDefinição de compartimento de textura de partículasEspeciais para partículasSistema de partículasNúmero do sistema de partículasSistema de partículas que este modificador controla.Sistemas de partículasAlvo de partículasFerramenta de PartículasPartículas UVVelocidade das partículasContagem de partículasBlocos-de-dados de PartículasPincel de edição de partículasOs efetores de partículas afetam a si mesmos.Partículas em um sistema de partículas.Nome do objecto de instanciação por partículasChave de partículas ou sistema de partículas de cabelo.Factor de número de partículas (valor mais alto resulta em mais partículas)Eixo de orientação das partículas (não afeta os resultados do modificador explodir).Tipo de física de partículasFactor do raio das partículas (valor mais alto resulta partículas em malha maiores). Necessita de ser ajustado após mudança de escala da malha.Factor do raio das partículas. Aumentar este valor se a simulação parece perder volume, diminuir se o volume parece aumentar.As rotações das partículas são afetadas por colisões e efetores.Escala de partículasModo de visualização e selecção de partículas.As definições de partículas, reutilizáveis por múltiplos sistemas de partículas.Tamanho das partículas em células de simulação.Sistema de partículas pode ser editado no modo de partículas.O sistema de partículas foi editado dentro do modo de partículas.O sistema de partículas possui múltiplos caches de ponto.Sistema de partículas em um objecto.Modificador para criar instâncias dos sistema de partículas predefinidos.Nome do sistema de partículasDefinições de sistema de partículas.Modificador para simulação de sistema de partículas.Sistema de partículas emitido a partir do objecto.Nome de alvo de partículasTipo de partículasModificador - Instância de partículasDefinições de partículasEixosEntrançarDescendentesCírculoCruzEncaracolarEmissãoTorção AngularNovo(a)NenhumNenhumaAscendentesExibição de PartículasPontoRadialRenderizadoRolagemRotaçãoRugosidadeEspiralOndaSistema de partículasModificador - Sistema de partículasPartículasDefinições de partículasPartículas morrem quando elas colidem com um objecto defletor.Partículas geradas pelo sistema de partículas.Partículas na FronteiraPartículas parte do objecto devem ser visíveis no renderPartículas foram criadas por uma simulação de fluidos.Partículas por faceSeparaçãoFactor de separaçãoSeparação máximaSeparação mínimaPassoFiltro de passosÍndice de passoDeixar PassarDeixar Passar Manípulos de FaixasPassagem contendo sombras e luz que deve ser multiplicada com o fundoPasso em uma imagem com múltiplas camadas.Ondas que passam através das arestas de malhas.Alfa do PassepartouPassosPassos para incluir nos passos activos de geração e gravação.Passagens usadas pelo redutor de ruído para distinguir entre ruído de detalhes de materiais e geométricosPassivo(a)ColarColar pontos Grease Pencil ou traços da área de transferência interna para a camada activaMétodo de ColagemColar NormalColar por CamadaCola o conteúdo a partir de ficheiro.Cola cópias dos traços armazenados na área de transferênciaColar blocos-de-dados da área de transferência internaColar controlador: sem controlador para colarCola os fotogramas chave a partir dos ossos espelhados caso existam.Colar os fotogramas chave a partir da área de transferência para os canais seleccionados, a começar do fotograma actualCola as chaves que terminam no fotograma actual.Cola as chaves a partir do tempo original.Colar chaves relativas à posição Y do cursorCola as chaves relativas ao fotograma actual quando estiver copiando.Colar chaves relativas ao valor da curva sob o cursorCola as chaves que iniciam no fotograma actual.Colar chaves com deslocamento de valorColar chaves com a primeira chave a corresponder com a chave à esquerda do cursorColar chaves com a última chave a corresponder com a chave à direita do cursorColar chaves com o mesmo valor que foram copiadasColar nova imagem da área de transferênciaColar nós da área de transferência interna na árvore de nós activaColar normal da área de transferência internaColar objectos da área de transferência internaColar no FundoColar em todos os fotogramas entre a primeiro e a última chave seleccionadas, criando novos fotogramas chave se necessárioColar em fotogramas que têm uma chave seleccionada, potencialmente criando novas chaves nesses fotogramasColar apenas os valores actuais, manipulado dados de animação apenas se auto-inserção de fotogramas estiver activadoColar vértices UV seleccionadosColar splines da área de transferência internaColar faixas da área de transferência internaCola o texto a partir da área de transferência.Cola o texto seleccionado noutro local diferente do copiado (Apenas X11/Wayland)Colar o recurso que foi anteriormente copiado usando Copiar como RecursoColar o controlador armazenado na área de transferência no botão realçadoColar conteúdo da área de transferência interna para o conjunto de linhas activoCola as definições de material e nós.Cola a pose guardada, invertida sobre a pose actual.Cola a pose guardada sobre a pose actual.Colar as definições de textura e nós.Cola o deslocamento de tempo das chavesColar no ActivoColar rastreadores da área de transferência internaCola a matriz da área de transferência no osso de pose ou objecto actualmente activo. Usa matrizes de espaço globalRemendoCaminhoCaminho '%s' não pode se tornar absolutoCaminho - ApósAnimação de caminhoCaminho - AntesComparar caminhosRestrição de caminhoDuração do CaminhoFim do caminhoGuia de CaminhoFotogramas Posteriores de CaminhoFotogramas Anteriores de CaminhoComprimento do caminhoMáscara de CaminhoModo de caminhoCaminho de SaídaCaminho RelativoSeparador de CaminhoInício do caminhoPassos de CaminhoModo de edição de caminhos.Caminho a partir do Bloco-de-Dados para a árvore de nós actual editada.Interpolação da curva neste pontoCaminho já está animado.Caminho está sendo editado.Caminho está vazio, não é possível guardar.Caminho do identificador que está sendo usado para gerar uma imagem para o controlo.Caminho de um objecto dentro de um ficheiro de cache do tipo Alembic.Caminho da propriedade para ser definida com a profundidadeCaminho da propriedade para seleccionar entre os caminhos de dados primário e secundário.Caminho da propriedade usada para rotacionar a amostragem de textura.Caminho da propriedade usada para definir a cor do controlo.Caminho da propriedade usada para preencher a cor do controlo.Caminho da propriedade usada para definir o nível de ampliação para o controloPonto do caminho está seleccionado para edição.Caminho relativo à pasta actualmente exibida no Navegador de Ficheiros (inclui o nome do ficheiro)Selecção de caminho requer que dois elementos que combinem sejam seleccionados.A temporização do caminho é feita em fotogramas absolutos.Caminho até um reprodutor personalizado para sequências de fotogramas ou animações.Caminho para a pasta com ficheiros .blend a usar como biblioteca de recursosCaminho para uma pasta para guardar as imagens externas geradas e gravadas.Caminho de uma definição para uso num Agrupamento de ChavesCaminho para um ficheiro de inicialização alternativoCaminho para um editor de imagens.Caminho para o ficheiro externo de deslocamento.Caminho para o ficheiroCaminho para o binário glTFpackCaminho para ficheiro de imagemCaminho no qual instalar pacotes de adições de legadoCaminho para a fonte da interface.Caminho para fonte mono espaçada do interfaceCaminho para a definição de propriedadeO caminho para o ficheiro Blender.Caminho para o arquivoCaminho até aos dados exibidosCaminho até aos dados actualmente exibidos na folha de cálculoCaminho da pasta para a qual as texturas importadas serão copiadasCaminho para a bibliotecaCaminho para o ficheiro de biblioteca Blender.O caminho para o objecto dentro do ficheiro de cache do tipo Alembic usado para a pesquisa de dados geométricos.Caminho para o objecto dentro do ficheiro do tipo Alembic usado para pesquisar pelas matrizes de transformações.O caminho para o ficheiro modelo tipo pot.O caminho do ficheiros po relevante no repositório de origem BlenderCaminho para o ficheiro po relevante no repositório de trabalhoCaminho para o ficheiro de definições guardado.Caminho para o sombreador que define a câmara personalizadaCaminho muito longo, não é possível guardar.CaminhosComparação de caminhosIntervalo dos CaminhosTipo de caminhosCaminhos dos objectos nos ficheiros do tipo Alembic.Caminhos:PadrãoÁrea Padrão:Caixa Delimitadora do PadrãoLaterais padrãoPadrões similaresModo de PadrãoTamanho padrãoCaixa delimitadora da área do padrão em coordenadas normalizadasPadrão a usar para interior das esquinasPadrão a usar para exterior da esquinaPadrão usado para conectar objectos.PadrõesPausar Pré-CálculoPausar pré-visualizaçãoPausa todas as previsões de renderização na janela de visualização.PataAguçamento para modelos 'JONSWAP' e 'TMA'Amendoins (descascados)Amendoins (com casca)Caneta RodadaA pressão da caneta faz com que a influência da textura seja menor.Inclinação da caneta de trás (-1.0) para a frente (+1.0)Inclinação da caneta da esquerda (-1.0) para a direita (+1.0)PentagonalPela DimensãoDeslocamento por VérticeFactor por componenteNúmero de amostras de renderização por camada de renderização. Sobrepõe as amostras de cena.Número de amostras por pixelDados de cobertura por vértice para usar com o modificador de cobertura.PercentualPercentagemFactor de PercentagemA percentagem para definir como as cores das faixas afetarão outras faixas.Percentagem do comprimento da faixa de entradaPercentagem da velocidade máxima.Percentagem das partículas para mostrar na janela de visualização 3D.Percentagem do tamanho de renderização acrescentado como sobre-margem à memória temporária de renderPercentagem do comprimento da faixa de entradaPercentagem de escala para a resolução de renderização.Valor percentual definindo a posição alvo ao longo do comprimento da curva.Sem Perdas PerceptíveisExecutar amostragem RIS a amostragem encaminhada com base no produto entre a distribuição da luz incidente e a BSDFEfectuar uma operação de comparação entre dois valores fornecidosEfectuar operações lógica sobre os booleanos fornecidosEfectuar a multiplicação de matriz em duas matrizes fornecidasPerfaz um fatiamento único (constante) do objecto de domínio.Efectuar operações bitwise em inteiros de 32bitsEfectuar chroma keying (para remover fundo) e redução de transbordo (para corrigir cor projectada do fundo)Efectuar adaptação cromática de um ponto de branco diferenteExecuta redução de ruído em dispositivos GPU configurados no separador de sistema das preferências do utilizador. Significativamente mais rápido que no CPu, mas rerquer memória gráfica adicional. Quando cenas grandes precisam de mais memória do GPU, esta opção pode ser desactivada.Executar operação externa em ficheiro ou pastaFazer correspondência difusa ou de múltiplas palavras. Aviso: Pode ser lentoEfectuar ajustes de nível em cada canal de cor de uma imagemEfectuar operações matemáticasEfectuar a actual acção de execução para o ficheiro sob o cursor (por exemplo abrir o ficheiro)Efectuar várias operações matemáticas nos valores inteiros fornecidosEfectuar operação de matemática vectorialPerformancePré definições de performancePeríodoPeríodo da OndaPeríodo do ruídoRuído tipo Perlin 1DRuído tipo Perlin 2DDeformação permanente.PermeabilidadePérsico - ﯽﺳﺭﺎﻓPersistenteDados persistentesDados persistentesIdentificador persistenteIdentificador PersistenteIdentificador Único PersistenteDados persistentes associados a uma coluna de folha de cálculoDados persistentes associados a uma tabelaDados persistentes para as tabelas mostradas neste editor de folha de cálculoIdentificador persistente para combinação de inter-fotogramas para objectos com desfoque de movimento.Senha de acesso pessoal, pode ser requerida por alguns repositóriosPerspectivaDistância Focal em Milímetros da Perspectiva da CâmaraMatriz de perspectivaPage downPage upFaseMultiplicador de FaseDeslocamento de faseDesfasamento da fase da ondaFunção de fase para luz dispersaFase do deslocamento senoidal.Simulação Física para têxteisCondutor FísicoPropriedades FísicasFontes de luz físicasModelo físico para simular forças de flexãoUnidades de iluminação glTF baseadas em física (cd, lx, nt)Sombreador fácil de usar para cabelo e pêlo com base físicaSombreador com base física, fácil de usar para renderizar materiais de superfície, baseado no modelo OpenPBRFísicasPropriedades de FísicaTipo de físicaSimulação física para fluídos, como água, óleo e fumoEscolherEscolher aleatoriamente Obtém uma propriedade para usar como alvo de um ou mais controladores.Escolher objectos da colecção aleatoriamenteMenus setorizadosCores do menu setorizadoMenus CircularesBotão de menu circular pressionado por um periodo maior que este valor, fecha o menu ao libertar (em 1/100 de segundo)Tamanho do menu setorizado em pixeis.Os menus setorizados irão utilizar a posição inicial do rato como o centro durante esta quantidade de tempo (em centésimos de segundo).AfixarAfixar a rigidez da mola (posição do vértice alvo).Afixar as adjacênciasAfixar ManipuladorAfixar identificadorAfixar MaterialMétodo de FixaçãoModo de FixaçãoAfixar CenaFixar os Limites de SimulaçãoRigidez de afixaçãoGrupo de Vértices de FixaçãoAfixar no Editor de GráficosFixar o modo ao pincelAfixar como ÚltimoBeliscarBeliscar UVsPing PongModo PingpongFixadaIlhas fixadas ficam composição trancadaIlhas fixadas apenas serão movidasIlhas fixadas não serão redimensionadasIlhas fixadas não serão rodadasPistãoCompasso de torçãoFactor de compasso para a calculação do efeito Doppler.PivôEixo PivôRestrição - PivôDeslocamento do pivôPontos de pivôPivô XPivô YPivô em torno do objecto activo.Usar centro da caixa delimitadora dos itens seleccionados como pivotPivô em torno das origens próprias dos objectos seleccionados.Pivotar em torno de cada ponto mediano de cada ilha seleccionadaPivô em torno do cursor 2D.Pivô em torno do cursor 3D.Pivô em torno do ponto mediano dos objectos seleccionados.Centro do pivô para rotação e escala.Pivô em termos do parâmetro de ponto do traço u (0 <= u <= 1).Localização do pivô está na posição do objecto activo.Localização do pivô está na posição do objecto seleccionado.Localização do pivô está entre os corpos rígidos restringidos.Pivô para operações de rotação e escala.PixeisProporção de aspecto de pixelAspecto de pixel XAspecto de pixel YCoordenadas de PixelsDensidade de PixeisPré Definições de Densidade de PixelsFiltro de pixeisTamanho do pixelA proporção para o aspecto de pixel.Tipo de filtro de pixelLargura de filtro de pixelTamanho de pixelTamanho de pixeis para renderização na janela de visualizaçãoPixelarEfeito PixelizarEfeito pixelizarPixelizar imagemPixeisPixeis movidos pelo rato por eixo durante o desenho de traços.Pixeis por Unidade BlenderPixeis por PolegadaPermite (re)posicionar o cursor.Posiciona os marcadores ao longo de todo o fotograma.Posicionar marcadores apenas dentro de áreas contornadas pela ferramenta de AnotaçãoPosicionar marcadores apenas fora de áreas contornadas pela ferramenta de AnotaçãoPosiciona um novo marcador na localização especificada.Posiciona um novo marcador nesta posição usando a referência obtida pelo clique do rato.Colocar o Nó Mesclar à mesma altura que o nó mais baixoColocar o Nó Mesclar entre os dois nósPosiciona o cursor no ponto mediano dos fotogramas chave seleccionados.Colocar o valor do cursor no valor médio dos fotogramas chave seleccionadosPosiciona o cursor sem o uso de saltos para a nova localização (quando a opção "Bloquear no cursor" está sendo usada).Colocar vértices na superfície que seria produzida com níveis infinitos de subdivisão (a forma mais suavizada possível)Manter lugarUsar substitutivosPosicionamentoPosicionamento para as funcionalidades detectadas.PlanoEixos planosEncadeamento plano.AplainarSonda PlanarPlanoAlfa para o planoÂngulo do PlanoEixos de PlanoNormais do planoDeslocamento de planoPressão de deslocamento de planoPonto planoRastreamento de planoDeformação de rastreamento de planoEspeciais de Imagem de Rastreamento PlanarRastreamento de PlanosAparar por planosO plano para a projeção dos traços.Plano para ser usado para a orientação.Plano de rastreamento está seleccionado.Transformação por deformação de um plano usando valores explícitos para as esquinasGesso ou rebocoPlásticoPlasticidadeReproduzirReproduzir AudioReproduzir Todos os FotogramasModo de ReproduçãoReproduz a animação.Reproduzir velocidade normal independentemente dos fotogramas por segundo da cenaReproduz áudio a partir do editor de sequências durante o posicionamento do cursor (como em gravadores analógicos).Reproduzir Audio do Editor de Sequências, caso contrário desactivar audioReproduz os fotogramas renderizados ou filmes usando um reprodutor externo.Reproduzir em reversoReproduzir este ficheiroReproduzirApenas ReproduçãoArrasto panorâmico ao reproduzir som (apenas para fontes monaurais).Valor de compasso para a reprodução dos sons.Volume para reproduzir o som.Cursor de ReproduçãoPor favor, edite as preferências da adição de tradução da interface de utilizador UI TranslatePor favor, seleccione duas faixas.AguçarPontosPonto 1Ponto 2Cache de pontosLista de cache de pontosCaches de pontosNuvem de PontosNuvem de Pontos a partir de Objecto MalhaNuvens de PontosPonto de densidadeÍndice do PontoInformação de PontoLuz PontualRastreamento de pontoCache de pontos para simulações físicas.Cache de pontos deve ser gerado e gravadoComponente de nuvem de pontos contendo apenas dados de pontosBloco-de-Dados de Nuvem de PontosBlocos-de-dados de nuvens de pontosCoordenadas dos pontos.Ponto numa nuvem de pontosPonto numa Forma ChavePonto numa Forma Chave para curvas BézierPonto numa Formas Chave para curvas.Ponto na grelha da treliça.O ponto não foi encontrado na Spline fornecida.Ponto de uma curva usada para mapeamento de curva.Ponto de um caminho usado para definir o perfilPonto na origem que irá aderir ao alvoModo de selecção de pontos.Ponto seleccionadoApontar normais personalizadas seleccionadas para alvo especificadoAponta para o alvo tomando o caminho mais curto de rotação.Aponta na direcção do alvo ao longo do eixo de rastreamento, enquanto bloqueia os outros eixos.Aponta na direcção do alvo através da realização da menor rotação necessária.Amostragem de cor pontual de uma faixa de corApontadorO ponteiro obtido para o caminho da variável de identificação de imagem (image_id) não é um identificador válido.Factor de incontabilidadePontosPontos (não suportado)Pontos UPontos VPontos definindo plumas.Grelha de pontos, actualmente não suportado por objectos volumePontos na direcção U (não pode ser alterado quando há Formas Chave)Pontos na direcção V (não pode ser alterado quando há Formas Chave)Pontos na direcção W (não pode ser alterado quando há Formas Chave)Pontos da CurvaPontos da treliça.Pontos por CurvaPontos em CurvaPontos em Grelha SDFPontos em VérticesPontos em VolumeDisco de PoissonRácio de Poisson para deformação elástica. Valores mais altos preservam mais o volume, mas causam mais empolamento.Centro do atiçamentoDeslocar atiçamentoCálculo do centro para picar facePolo 0 é XPolo 0 é YPolo ZXPolo ZYPoloÂngulo de poloContagem de PóloÂngulo final de Fusão dos PólosÂngulo inicial de Fusão dos PólosSub-alvo do poloPolo alvoEixo de polo para rotaçãoDeslocamento de rotação de polo.Polaco - PolskiPolígonosConstrutor Poli Face no CursorConstrutor Poli Dividir no CursorConstrutor Poli Transformar no CursorTipo de dados de polígonosPolígonoÁrea do polígonoCentro do polígonoNormais do polígonoNormais de PolígonosPolígonos em um Bloco-de-Dados de malha.PoligonizaçãoPoligonizaçãoResolução poligonização durante a renderização.Resolução de poligonização dentro da janela de visualização 3D.PolígonosPolígonos da malha.PolilinhaPolinômioOrdem polinomialPoliestirenoAbrir caixa de pesquisa para um menu no actual contextoAbrir caixa de pesquisa por todos os operadores no actual contextoAbrir uma caixa de pesquisa em todos os menus do contexto actualPortalPorção de itens a seleccionar aleatoriamentePortuguês (Brasil) - Português BrasileiroPortuguês (Portugal) - Português EuropeuPosiçãoPoseOsso de posePose nos ossosPosição da cabeça na posePosar Segmentos IKBiblioteca de posesMarcadores de poseMatriz de poseModo de poseNome da poseOpções de poseDeslocamento da Origem de PosePosição de poseEspaço de posePosição da base na poseBiblioteca de poses é apenas para armações no modo de pose.Restrições de poses de ossosPosiçãoFactor de PosiçãoModo de PosiçãoQuantização de PosiçãoBits de Quantização de PosiçãoPosição ao longo do caminho.Posição e contornoPosição do agrupamento reconstruido a partir desta faixaA posição da máscara de estêncil dentro da janela de visualização.Posição da chave de recronometragem na linha de tempoA posição do estêncil dentro da janela de visualização.Posição do item no painel ascendentePosição do controlo do meio, desactivado se zeroPosição do rato usada para modo "Superfície" e "Vértice Activo"Posição do fatiamento.Posição do controlo do tronco e ponto de pivotPosicionar a câmara da cena no marco seleccionadoPosição para a qual saltarPosição, contorno e intensidadePosição:Positivo(a)Eixo positivoLados positivosEixo X positivoEixo Y positivoEixo Z positivoSuavização de malha positivaPós processamentoPós ProcessamentoPosterizarAdiar execução até correr operador de ferramenta (quando usado com uma ferramenta)Raio de PotencialModo PotênciaPrecisãoÂngulo de precisão usado para incrementos de rotação em editores 2DÂngulo de precisão usado para incrementos de rotação em editores 3DPrecisão de convergência em caso de interações sucessivas.Precisão de amostragem de traço. Valores baixos significam resultados mais precisos, e zero desactiva amostragemPrecisão da ray marching de GI mais rápidaPrecisão do rastreamento em espaço de telaNós de cor predefinidos.Cor predefinida da faixaIntrínsecos de câmara de rastreamento predefinidos.Definições de rastreamento predefinidas.PredictarPrever movimento do alvoPreethamPreetham 1999 (Legado)Preferir perfilhamento DEFPreferir deslizar ao longo das arestas para igualar largurasDesliza ao longo das arestas preferencialmente para obter espaçamentos de larguras regulares.PreferênciasTipo de Exibição das PreferênciasNavegação das PreferênciasPreferências foram alteradasPreferências relacionadas a visualização de dados.Preferências que funcionam apenas para aplicaçõesDispositivo preferencial para escolher durante detecção (é necessário reiniciar o Blender para que as alterações tenham efeito)Prefere conectar componentes de fundoPrefere conectar componentes em primeiro planoPrefere conectar a cor que ocorre com menor frequência na vizinhança próxima da posição actualPrefere conectar a cor que ocorre com maior frequência na vizinhança próxima da posição actualCarregar Fotogramas PreviamenteCarrega previamente os fotogramas a partir do disco para rastreamentos ou reproduções mais rápidas.Pré-filtrar passagens guia de redução de ruído (albedo e normais) para melhorar qualidade de redução de ruído ao usar OpenImageDenoisePré-filtrar passagens guia de redução de ruído antes de reduzir ruído na cor. Melhora qualidade quando passagens guia são ruidosas usando tempo de processamento extra.PrefixoPré-multiplicadoPré-Multiplicar AlfaPrepara Animações ExtraPreparar Texturas Não UsadasPrepara a cena para a composição de objectos 3D dentro desta filmagem.Antecipação de passoModo pré-seleccionado ao usar este pincelPreservarPreservar AtributosPreservar DetalhesPreservar Limites da MalhaPreservar TomManter AnteriorPreservar Máscara AnteriorPreservar CosturasPreservar PontiagudasPreservar caracteres codificados com UTF-8 ao escrever nomes de prims USD e de propriedades (requer software que utilize USD 24.03 ou mais recente ao abrir os ficheiros resultantes)Preservar Formante VocalPreservar volumeManter linhas de contorno durante a filtragemManter esquinas com ângulos mais apertados que este limitePreservar caminhos de ficheiros de texturas de ficheiros USD já importados. Exportar restantes texturas para uma pasta 'textures' ao lado do ficheiro USD.Preservar alinhamento da ilhaPreservar ordem das ilhasManter costuras ao longo das arestas boleadasManter arestas agudas ao longo das arestas boleadasPreservar a máscara anterior e adicionar ou subtrair a nova gerada pelas coresPreservar o estado anterior dos dados alvoPreservar transformação global após perfilharPreserva o volume quando as rotações são usadas.Conserva a geometria existente ao longo do plano de corteNome da Pré DefiniçãoDefinições predefinidas para reprodutores de animação externos.Predefinições de ponto de visualização para usar.PredefiniçõesPressionarCarrega no botão activoPressãoMapeamento de Pressão em TremulaçãoAleatoriedade de PressãoEscala de PressãoMapeamento de Pressão em TamanhoMapeamento de Pressão em ForçaGrupo de Vértices de PressãoEvita as alterações nas definições para que o operador seja acionado novamente, útil para alterar muitos parâmetros em geometrias densas com um único passo.Impedir alterações à elevação do utilizadorImpedir alterações à posição do observadorImpedir alterações à rotação do observadorImpedir alterações à escala do observadorImpedir alterações à orientação para cima do observadorEvita que as plumas interajam entre si.Impedir inverter UVs, inversão pode distorcer dependendo da posição das fixaçõesImpede as edições dos marcadores.Evita que os vértices espelhados atravessem o objecto base do espelhamento durante as transformações.Impede o utilizador de modificar essa operação de revogação (NÃO UTILIZADO)PrevisãoPrevisão de plano de fundoDefinições de Sobreposição de Pré VisualizaçãoSobreposição de Pré-VisualizaçãoIntervalo de Pré VisualizaçãoFotograma final do intervalo de pré-visualizaçãoFotograma inicial do intervalo de pré-visualizaçãoForma de Pré-VisualizaçãoTamanho da Pré-VisualizaçãoAdesão de Pré-VisualizaçãoPré-visualizar AmbientePré visualizar todos os canais iguais ou menores que este valor. 0 mostra todos os canais, e valores negativos sobem esse valor em níveis de meta-faixas, mostrando quaisquer canais contidos.Imagem e ícone de pré-visualizaçãoImagem de previsualização e ícone deste data-block (sempre nulo caso não seja suportado por este tipo de dados)Pré visualizar materiais usando luzes ambiente pré definidasForma da previsualização usada pelas pré-visualizações de nósPré visualizar a cena final usando o motor de renderização activoPré-visualizar os planos de raspagem no cursor durante o traçadoPré visualizar este ficheiroAnteriorVelocidade angular préviaCaractere anteriorFalha anteriorFotograma chave anteriorLinha anteriorNó AnteriorPágina anteriorLocalização prévia das partículasVelocidade prévia das partículasRotação préviaPalavra anteriorAnterior tipo/operação de misturaFotograma anteriorAnterior ou selecçãoPrewittPrimárioEixo PrimárioEixo primário do ossoCor PrimáriaCamadas de Controlo PrimáriasCaminho primário de dadosEixo Primário de RotaçãoCor primária do padrão xadrez que indica áreas transparentesCaminho primário da propriedade a ser definida pelo controlo radial.PrimitivaBoleano PrimitivaFlutuante PrimitivaInteiro PrimitivaPrimitivasPonto principalPrincipledBSDF - Pré-fundamentadoPrincipled BSDF CabeloVolume PrincipledSombreador PrincipledImprimirImprimir a performance na linha de comandoImprime uma mensagem quando o terminal inicializar.Imprime estatísticas de memória na linha de comando.Imprimir este ficheiroPriorizar Cor ActivaPriorizar consistência para alterações de tom dinâmicasPriorizar processamento de tom de alta qualidadePriorizar velocidade em detrimento da qualidadePrioridadeProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQPerfil ProResExecuta um encerramento físico das amostras de iluminação quando a contribuição desta está abaixo deste ajuste (causa mais ruídos mas fornece uma renderização mais rápida). Um valor de zero desabilita os testes de encerramento e não ignora nenhuma das luzes na cena.ProbabilidadeSondaDistância máxima de corte da sonda, para além da qual objectos não aparecerão nos reflexosDistância mínima de corte da sonda, abaixo da qual objectos não aparecerão nos reflexosProblema ao gerar e gravar o objecto "%s"Problema ao guardar o mapa gerado e gravado em "%s"Problema ao guardar o mapa gerado e gravado internamente para o objecto "%s"Procedimental - Textura de cores baseadas em funções trigonométricas.Procedimental - Cria uma textura de ruído fractal parecida com uma nuvemProcedimental - Cria uma textura de ruído fractal, oferecendo diversos algoritmos de baseProcedimental - Cria uma textura a partir de uma gradienteProcedimental - Cria padrões em formato de células com base no ruído proposto por Steven WorleyTextura procedural - Gera um ruído fractal de alta flexibilidade, usando o algoritmo proposto por F. Kenton Musgrave.Textura procedural - Gera ruídos parecidos com os de mármores com faixas geradas por ondas.Procedimental - Gera ruídos distorcidos por dois algoritmos diferentesProcedimental - Gera um ruído aleatório, fornecendo resultados diferentes para cada fotograma e cada pixelProcedimental - Cria ondas geradas através de faixas ou anéis, com ruído opcionalTextura de gradiente de cor procedimentalTextura de distorção de ruído procedimentalTextura procedimental Musgrave.Textura de ruído procedimentalTextura procedimental Voronoi.Processar propriedades de ossosProcessar propriedades de dadosProcessar efeito de escorrimento (pingar pintura húmida na direcção da gravidade)Efeito de processo de encolhimento (encolhe as áreas de pintura).Efeito de processo de dispersão (espalha a tinta molhada em torno da superfície).Processa o resultado da renderização (e composição) através da linha de trabalho do editor de sequências de vídeo, caso a faixa exista.Processar o resultado da renderização através do processo de composição, caso um nó de composição esteja atribuído à cenaProduzir um factor de combinação dependendo do ângulo entre a normal da superfície e a direcção do ponto de vista usando equações Fresnel. Tipicamente usado para obter reflexos em ângulos rasantesProduzir um factor de combinação dependendo do ângulo entre a normal da superfície e a direcção do ponto de vista. Tipicamente usado para combinar camadas de sombreadores com um nó Misturar SombreadoresProduz um diagrama de referência usando traços de contorno circular, elíptico e quadrados.Produzir uma máscara que isola conteúdo de primeiro plano por comparação com uma imagem do fundo de referênciaProduzir menos polos e melhor fluidez de tiopologiaPerfilFactor de perfilEditor de Caminho de Perfil usado para construir um desenho de perfilPonto do PerfilTipo de PerfilPontos de controlo do perfilErro de programação: função clara de transformação ou nome de Agrupamento de Fotogramas em faltaProgressoBarras de ProgressoCores dos mostradores das barras de progressoProgressãoProjetarProjetar A em BEixo de projeçãoDistância de projeçãoProjetar elementos individuaisLimite do projetoModo de ProjecçãoProjectar Sobre SeleccionadosProjectar OpostoProjectar Pontoprojectar ponto usando uma matriz, usando posição, rotação, escala e divisão perspécticaProjeta uma renderização editada a partir da câmara activa de volta no objecto.Projectar linhas de contorno usando um objecto fonte de luzProjectar imagem editada sobre o objectoProjectar em ambas as direcções opostas e especificadasProjectar sobre a superfícieA projeção dos traços será bloqueada no eixo X do plano.A projeção dos traços será bloqueada no eixo Y do plano.A projeção dos traços será bloqueada no eixo Z do plano.Projectar as coordenadas de mapeamento UV a partir do eixo Z negativo de outro objectoProjeta os vértices UV da malha como vistos dentro da janela de visualização 3D actual.Projeta os vértices UV da malha sobre a superfície curvada de uma esfera.Projeta os vértices UV da malha sobre a parede curvada de um cilindro.Projeta os vértices UV da malha sobre as seis faces de um cubo.Projectar a malha extraída sobre a escultura original­Projectar a forma sobre outro objectoProjectar os traços sobre objectos seleccionadosProjectar Sobre EsculturaProjectadoProjeção (2D)Projeção de arestas interpoladasProjeções de faces interpoladasProjetado em XProjetado em YProjectado a partir da vistaProjecçãoMescla para projeçãoModo de ProjecçãoTipo de projeçãoProjeção a partir de uma foto ortográfica em forma de esfera espelhada.Projecção da imagem de entradaProjecção sobre um cilindro virtual desde o seu centro, semelhante a uma câmara panorâmica rotativaProjecção desembrulha as faces dos objectos malhaProjetoresProjecta a malha para preservar o volume e detalhes da malha originalTerminalSolicitar ConfirmaçãoPropriedades:PropagarPropagar EscalaPropagar para CotrolosPropagar TorçãoPropagar a montante todas mensagens de informação, erro e avisoPropagar atributos de instância para o domínio de pontos, em vez do domínio de curva. Esta propriedade existe para compatibilidade com 5.0 e anteriores.Propagar a montante penas mensagens de erro e avisoPropagar a montante penas mensagens de erroPropaga a pose para todos os fotogramas chave entre o fotograma actual e a propriedade Fotograma ou "Frame".Propaga a pose para todos os fotogramas chave a partir do fotograma actual até que não sejam mais encontrados.Propaga a pose para todos os fotogramas chave que ocorrem em fotogramas com marcadores de cena após o fotograma actual.Propaga as poses para todos os fotogramas chave seleccionadosPropaga a pose apenas para o primeiro fotograma chave seguinte ao fotograma actual.Propaga a pose apenas para o último fotograma chave (por exemplo, tornando a acção cíclica).Propagar a escala dos controlos principais pela cadeia completaPropagar torção dos controlos principais através da cadeiaPassos de PropagaçãoPropriedadesEspaço de propriedadesPropriedades agindo como as entradas para este controlador.Propriedades associadas com o exportador configuradoPropriedades da imagem e modo de pintura de textura.Propriedades do modo de pinturaPropriedades do modo de edição de partículas.Propriedades da quadrícula UDIMPropriedades de modo de pintura de vértices e pintura de pesos de influência.Espaço de dados de propriedades.Propriedades a definir quando o operador é chamadoPropriedadeDefinição de PropriedadeEdição de propriedadesEditores de propriedadesFundo do Ícone de PropriedadePrimeiro plano de ícone de PropriedadesNome das propriedadesPesos de PropriedadesPropriedade adicionada ao conjunto de inserção de chaves: '%s'A propriedade não pode ser booliana e ponto flutuante ao mesmo tempo.Edita a propriedade de caminho de dados ou "data_path".Propriedade a partir do caminho '%s' possui comprimento %d em vez de %dPropriedade a partir do caminho '%s' não está definida em ponto flutuante.A propriedade foi criada dinamicamente durante execuçãoPropriedade é um nome de ficheiro, caminho de ficheiro ou pasta de saídaPropriedade é um caminho que suporta o prefixo "//", que representa uma localização como relativa à pasta do ficheiro ".blend"Propriedade é um caminho que suporta sintaxe de expressão de variáveis "{variable_name}", que substitui o valor da variável referenciada no local da expressãoA propriedade é animável através do RNAA propriedade é editável a partir de instâncias vinculadas (alterações não guardadas)Propriedade é editável através da RNAPropriedade é opcionalmente registada como parte de um registo de tipoA propriedade é revogável através de RANPropriedade é registada como parte de registo de tipoA propriedade deve ser obtida a partir de um nulo, distância, factor, percentagem, ângulo ou pixel.A propriedade deve ser expressa em números inteiros ou em ponto flutuante.Nome da propriedade, especificado como uma variável de texto.Permite a edição do nome da propriedade.Propriedade nomeada '%s' não encontrada.Propriedade removida de Agrupamento de ChavesPropriedade que guarda arbitrariamente, propriedades definidas pelo utilizador.Valor de propriedade não está na enumeração.Proporção das linhas de pixel de fonte da imagem original para amostra.Edição proporcionalEdição proporcional para açõesEdição Proporcional de Curvas-FTipo de decaimento para edição proporcionalEdição proporcional de objectosEdição proporcional usando apenas a geometria conectada.Edição proporcional usando as localizações de espaço de tela.Tamanho do alcance proporcionalEdição proporcional em modo de ediçãoEdição proporcional no editor de curvas-fEdição proporcional no editor de ações.Edição proporcional no modo de máscara.Edição proporcional no modo de objectos.ProtegerProtege a camada de edições futuras e / ou alterações nos fotogramas.Protege a camada de edições futuras e / ou alterações nos fotogramas.Proteger a forma chave de edições acidentais por escultura ou ediçãoProteger nó da árvore de ediçãoProtótiposFornece um valor Verdadeiro/Falso que pode ser conectado a outros nós na árvoreFornecer um ID de grupo personalizado para cada camada, e todas as camadas com o mesmo ID de grupo serão fundidas numa sóFornece um valor de rotação que pode ser conectado a outros nós na árvoreFornece uma selecção baseada no tipo de manípulo dos pontos de controle de uma curva BézierFornece uma selecção arbitrária de pontos nas pontas de cada splineFornece uma selecção de faces que usam um determinado materialFornece um valor de texto que pode ser conectado a outros nós na árvoreFornece um valor vectorial que pode ser conectado a outros nós na árvoreFornece um valor inteiro que pode ser conectado a outros nós na árvoreFornecer informação sobre pontos de rastreamento de movimento, como valores x e yProximidadeDistância de proximidadeProximidade de geometriaModo de proximidadeDecaimento por proximidade é aplicado dentro do volume.Tipo de decaimento por proximidade.AproximaçãoDirectório personalizado para aproximaçõesFicheiro personalizado de aproximaçãoDirectório das aproximaçõesTamanho da Renderização do RepresentanteDefinições de SubstitutoConfiguração de SubstitutosPermite definir os parâmetros dos ficheiros usados como aproximações dos clipes de filme.Parâmetros das aproximações para uma faixa de sequência.Representante/Códigos de TempoPodar GrelhaModo de inflarVolume para inflarPuxarEmpurra os pontos na direcção dos pontos medianos do pincel.SuspensoCores dos assistentes suspensosPuxa as arestas soltas para que se juntem.Puxa o têxtil na direcção inicial do cursorCódigo de modulação de pulso (RAW)Luzes PontuaisPuramente aleatórioEmpurrarEmpurrar para ForaEmpurrar acção para baixo na pilha de Animação Não Linear como uma nova faixaEmpurrar para baixo como uma nova faixa, para o topo da pilha de Animação Não LinearRegistar um passo de desfazer a cada utilização do manipuladorEmpurrar partículas secundadas que abandonaram o domínio de volta para dentro do domíniosEmpurrar o terminador de sombra em direcção à luz para esconder artefactos em geometria com baixa contagem de polígonosEmpurrar/PuxarEmpurra ou puxa os itens seleccionados.Empurrar ou puxar: %.4f%s %sEmpurrar ou puxar: %s%s %sColocar em Plano de FundoColocar novos objectos na camada activaColocar objectos colados na camada activaColocar conteúdos da meta-faixa de volta no editor de sequênciasPxr24 (com perdas)PythonLinha de comando PythonScripting em PythonPasta de scripts PythonDirectório de scripts PythonDicas de ferramentas em PythonAdições Python a ser carregadas automaticamenteLinguagemPython desactivado nesta versãoExpressão Python para ser avaliada como a definição inicial do nó.Script Python para definir um módulo de estilo.Valor Python para tipos de propriedades personalizadas não suportadasQuadriláterosTipo de quinas para quadriláterosMétodo para converter quadriláterosDividir quadriláterosVista QuádruplaRegiões de visualização em quatro vistasA renderização em buffer quádruplo não é suportada pelo sistema actual.Janela com buffer quádruplo criada com sucesso.Quadrático(a)Bézier QuadráticaArrasto quadráticoEsfera QuadráticaFacilitação quadrática.QuadriláteroQualidadeQualidade para os formatos de imagem que suportam compressão com perdas.Qualidade da exportação JPEGQualidade da filtragem anisotrópicaQualidade de exportação de imagensQualidade dos representantes a criarQualidade da arrumação. Valores mais altos são mais lentos mas desperdiçam menos espaçoQualidade da alteração de tomQualidade da simulação em passos por fotograma (mais alto melhor qualidade, mas, mais lento).Opções de qualidade para a processo de rastreamento de raiosInvisibilidade QuantitativaBits de quantização para valores de cor (0 para não quantizar)Bits de quantização para valores genéricos como pesos ou articulações (0 = sem quantização)Bits de quantização para valores de normal (0 = sem quantização)Bits de quantização para valores de posição (0 = sem quantização)Bits de quantização para valores de coordenadas de textura (0 = sem quantização)Um quartoFacilitação quártica.QuaterniãoQuaternião (WXYZ)Atributo de QuaterniãoValor de Atributo QuaterniãoRotações do quaterniãoTipo de dados quaternião, afecta rotaçãoRotação QuaterniãoRotação por Quaterniões (afecta mistra NLA)Quaternião em RotaçãoTermo de pesquisa a inserir na caixaTamanho da filaEfeitos instantâneosConfiguração RápidaQuickTimeAnimação QuickTimeConfigurar rapidamente Line Art para a colecção activaConfigurar rapidamente Line Art para o objecto activoConfigurar rapidamente Line Art para a cena inteiraFacilitação quíntica.Encerra o Blender (fecha o software).Fotorreceptor retinóico ou directoRGBCurvas de coresRGB ParadeCanais de cores (RGB) em pixeis transparentes são multiplicados pelo canal alfa.Canais de cores (RGB) em pixeis transparentes não são afetados pelo canal alfa.Modificador de curvas de cores (RGB) para a faixa de sequência.Cores para preto e brancoRGB para XYZRGBAValores de cor RGBA em ponto flutuante de 32BitsCor RGBA em espaço de cor sRGBCor RGBA no espaço de cor linear de cenaO conector de cor RGBA de um nó.Cor RGBA com valores floating-point 32-bitsCor RGBA com valores inteiros positivos 8-bitsRK4RLEBDMÍndice de matriz RNACaminho RNACaminho RNA (a partir do identificador de bloco) para a propriedade utilizada.Caminho RNA para a propriedade afetada pela curva-f.Colecções RNA apenas de IDs, a referência a este item também usa apenas o indicador ID em si, não apenas o seu nomeCaminho RNA que leva à propriedade, desde o ID proprietárioDefinição de propriedade RNATipo de RNA usado para ponteiros de quaisquer dados possíveis.Boleano Envolvido por RNAFlutuante Envolvido por RNAInteiro envolvido por RNATexto envolvido por RNARVRadialPotência de decaimento radialContagem de Simetria RadialLadrilhar RadialmenteModelo de distorção radial que se encaixa em câmaras convencionais.Potência de decaimento radial (decaimento gravitacional real = 2).Campo radial apontando para o centro do objecto.Tangente radial em torno do eixo X, Y ou Z.Radiance HDR (.hdr)RadianosBotões de OpçãoCores dos mostradores tipo radioRaioRaio (parente)Raio 1Raio 2Decaimento do RaioInterpolação dos raiosRaio máximoRaio mínimoAfastamento de RaioEscala do raioRedimensionamento de RaioRaio em X:Raio em Y:Alteração de riao a aplicar aos traços actuaisRaio para boleadoRaio a partir da origem ao centro das seções cruzadas.Raio na grelha de amostragem onde procurar amostras válidas para copiar para amostras de grelha inválidasRaios do espaço pessoal das revoadas no ar (percentagem do tamanho das partículas).O raio do espaço pessoal das revoadas quando em solo (percentagem do tamanho das partículas).O raio das partículas crianças em torno dos parentes.Raio dos pontos de controlo da curva.Raio do pincel do Grease Pencil durante o funcionamento como apagador.Raio do efeito de incandescência.Raio da cabeça do osso (apenas para deformação por envelope).O raio do núcleo de espaçamento usado para suavizar ou ressaltar a nitidez, expresso em valores de pixeis.Raio da esfera de limitação.Raio das novas curvas adicionadas quando não interpolado de outras curvasRaio da base do osso (apenas para deformação por envelope).Raio de boleado de geometria, não incluindo extrusãoRaio do pincel em pixeis.Raio da coberturaRaio da esfera ou cilindro.Raio da secção do do toróideRaio do cilindro virtualRaio que será pintado solidamente.Raio para aplicarRaio para calcular actualização de posição para cada partícula (valores mais altos são mais lentos mas o movimento de partículas é menos caotico)Raio para computar potencial para cada célula (valores mais altos são mais lentos mas criam grelhas de potencial mais suaves)O raio a ser utilizado quando a pressão máxima estiver sendo aplicada (ou quando uma mesa de desenho não está sendo usada).Raio usado para calcular a normal da área no primeiro click, em percentagem do raio do pincelRaio:Elevar a escala do alvo à potência especificadaAlisarGradiente de coresAleatório(a)Ângulos aleatóriosEspinha dorsal aleatóriaRigidez de conformação aleatóriaCentro aleatórioTamanho aleatório para criançasCurva AleatóriaAmortecimento aleatórioFactor de Término AleatórioFricção aleatóriaComprimento aleatórioMáscara AleatóriaRuído de Afastamento AleatórioAfastamento AleatórioOrdem aleatóriaOrientação aleatóriaFase aleatóriaPosição aleatóriaRaio aleatórioAleatorizar a RotaçãoSemente aleatóriaDefinições de AleatoriedadeTamanho aleatórioFactor de Arranque AleatórioValor AleatórioPasseio AleatórioPercurso Aleatório (Pele)Definições do pincel de aleatoriedadeFactor aleatório para rotação UV gerada automaticamenteFactor aleatório para modificar tonalidade originalFactor aleatório para modificar a saturação originalFactor aleatório para modificar o valor originalDecaimento tipo aleatórioIdentificação aleatória para esta instância, geralmente para sombreamento aleatórioAleatório por Conjunto de FacesAleatório por Parte SeparadaAleatório por VérticePadrão de amostragem aleatório usado pelo integradorSemente aleatóriaSemente aleatória para usar com o solucionador. Sementes diferentes fazem o reestruturador de malha produzir diferentes configurações de quadriláteros na malhaRigidez aleatória dos cabelos.Variação aleatória do amortecimento.Variação aleatória de fricção.Variação aleatória da amplitude.Variação aleatória da orientação.Variação aleatória para o tamanho das partículas crianças.AleatorizarAleatorizar a localizaçãoAleatorizar a rotaçãoAleatorizar a escalaAleatoriza os valores de transformações delta em vez de usar a transformações regulares.Aleatorizar a cada número de fotogramasAleatorizar selecção actual ou criar uma nova selecção aleatóriaAleatorizar a posição, rotação e escala de objectosAleatorizar apenas nos fotogramas chaveAleatoriza a ordem dos elementos seleccionados.Torna aleatória a orientação das partículas.Torna aleatória a posição ao longo do caminho.Aleatorizar rotação em torno do caminhoTorna aleatória a rotação em torno do eixo de orientação escolhido.Aleatorizar o afastamento do traçoAleatorizar a posição, rotação e escala das ilhas UVTorna aleatória a escolha das arestas ou faces durante a construção.Torna aleatórios, os valores de localização.Alternar a ordem de elementos geométricos (por exemplo vértices) após algumas operações onde não há garantia dessa ordem. Evita depender acidentalmente de algo que pode mudar no futuroAleatorizar os valores de rotaçãoTorna aleatórios, os valores de rotação.Torna aleatórios, os valores de escala.Aleatorizar Posições de VérticesAleatoriza a posição dos vértices.Aleatorizar a actual selecção ou criar uma nova selecção aleatóriaSelecciona aleatoriamente pontos de controlo UVW.Seleccionar meta-elementos aleatoriamenteSelecciona alguns pontos de controlo de maneira aleatória.Selecciona vértices aleatoriamente.AleatorizaçãoFactor de aleatoriedade para amostragem de partículasFactor de aleatoriedade para pressão em novos traços.Factor de aleatoriedade para força em novos traçosProbabilidade aleatória do esticamento da espinha dorsal.Probabilidade aleatória do centro.Probabilidade aleatória do raio.AmplitudeAlcance máximoAlcance mínimoSelecção de IntervaloTaxaO controlo da taxa de amostragem através do tamanho do contingenciador (em kilobytes).Controlo de taxa: taxa máxima (kbit/s)Controlo de taxa: taxa mínima (kbit/s)ProporçãoRácio entre o raio do pincel e o raio que vai ser usado para amostrar a área centralRácio entre o raio do pincel e o raio que será usado para amostrar cores para misturar com tinta húmidaRácio entre raio do pincel e o raio usado para amostrar a normalRácio entre a velocidade mínima e máxima de vooRácio entre velocidade de viragem mínima e máximaRácio de impacto de superfícies frontais abaixo do qual uma amostra não será considerada para iluminaçãoRácio de impacto de superfícies frontais abaixo do qual uma amostra de grelha reusa a iluminação das grelhas vizinhasRácio de amostras num ciclo em que o pincel está activadoRácio entre normal esferificada e normal originalProporção de triângulos para a qual reduzir (apenas no modo "Recolher").Raw (Obsoleto)Armazenamento RawTamanho de Armazenamento RawImagens RawDados brutos (o conteúdo exato do ficheiro embutido, em bytes).Formato de ficheiro Raw (.raw)Valor de introdução de pressão bruto que é interpretado como 100% pelo BlenderNúmero de RaiosProfundidade dos raiosDirecção do raioComprimento dos raiosEspessura da Linha de RaioPortal de Raios BSDFRaio (largura) para os raiosVisibilidade dos raios projetadosDirecção do raio para usar para projeção (caso um objecto de pincel esteja localizado nesta direcção, ele será pintado).Lançar RaioRayleighFunção de fase Rayleigh, usado para partículas menores que o comprimento de onda da luz, tal como dispersão da luz na atmosfera terrestreRugosidade Máxima de Rastreamento de RaiosRastrear Raios de TransmissãoRastrear sobre a memória temporária de profundidade. Recair para sondas de luz para raios inválidos.Rastreamento de RaiosPredefinições de Rastreamento de RaiosReutilizar Dados LocaisRe-anexar curvas a uma malha deformada usando informação de anexação existente. Funciona apenas quando a topologia da malha superfície não foi alteradaRedesenhar o traços com segmentos de comprimento especificadoAmostragem de Múltipla Importância Re-amostradaReagir emReage múltiplas vezes.ReatorObjecto reator alvoAlvo reator para sistema de partículasLerLer DadosApenas LeituraLer Primvars USD como atributos de malhaLê todas as camadas de renderização de todas as cenas usadas.Ler todas das camadas de renderização da cena actual a partir do armazenamento, conforme necessárioExecuta a leitura do cache a partir de uma localização externa.Ler atributos UV de malhasLer atributos de cor de malhasÁrea deste face apenas de leituraLer tributos de dados volumétricos de grelhas de volumeVector Apenas LeituraInteiro Apenas de LeituraReferência apenas de leitura a um bloco-de-dados vinculado e o seu ficheiro bibliotecaEtiqueta só de leitura que indica que há pelo menos uma colecção de ossos marcada como 'solo'Indicações apenas de leitura das operações suportadasIndicações apenas de leitura de que operações de pincel são suportadas pela ferramenta de escultura actualRealizar InstânciasRealizar em Domínio de PontosTempo realActualizações em tempo realReordenar elementos geométricos, alterando os seus índicesReorganiza os canais de animação seleccionados.Executa um rearranjo de algumas faces para tentar conseguir uma geometria menos degenerada.Reatribui as entradas para a faixa de efeito.Reconstruir um nível de subdivisão inferior da actual malha baseReconstruir todas os representantes seleccionadas e os índices de códigos de tempoReconstrói todas os representantes seleccionadas e os índices de código de tempo em plano de fundoReconstruir as revogações locais seleccionadas a partir das suas referências vinculadas, bem como as hierarquias de dependênciasReconstruir as revogações locais seleccionadas a partir das suas referências vinculadas, bem como as hierarquias de dependências, forçando que estas hierarquias correspondem aos dados vinculados (ou seja ignorando revogações existentes em propriedades de apontador de blocos-de-dados)Reconstruir todas as subdivisões possíveis para gerar uma malha base de menor resoluçãoGravar durante execuçãoRec.1886Rec.2020Rec.2100-HLGExibição máxima de 1000 nits Rec.2100-HLG com referência a 100 nitsRec.2100-PQExibição máxima de 10000 nits Rec.2100-PQ com branco de referência a 100 nitsRecalcular todos os caminhos de movimento visíveis para objectos e posesRecalcula e limpa as transformações de deslocamento.Recalcula os dados da animação nos pontos seleccionados para os fotogramas seleccionados na tabela de animação.Recalcula o comprimento do manípulo.Recalcular caminhos para os objectos seleccionadosRecalcula os caminhos para ossos que já os tenham.Recalcula a direcção das hastes seleccionadas.Recalcula a hierarquia de volume circundante da escultura para melhorar a performance.Projetar novamenteReceber Cáusticas de SombrasReceber cáusticas aproximadas de materiais refractivos em sombras sobre este objecto. Emissores de luz e receptores devem ter opções de cáusticas de sombras activas para obter resultados.Colecção ReceptoraRecenteFicheiros recentesPastas recentesEspeciais de Itens RecentesPesquisas RecentesTempo limite para centralizaçãoRecomendada para codificação rápidaRecomendado se dispõe de muito tempo e pretende a melhor eficiência de compressãoRecomputar Contagem de Utilizadores de ID ao GuardarRecomputar todas as contagem de utilizadores de ID antes de guardar o ficheiro blend. Permite contornar contagem de utilizadores inválida pelo código, que pode levar a perdas de dados devido a incorrecta detecção de blocos-de-dados não utilizadosRecomputar acoplamento dinamicamente por cima dos outros deformadores (mais lento e consome mais memória)ReconstruídoCâmaras reconstruídasReconstruçãoGravar execuçãoGravar execução sem espaçosRecuperarRecria o ficheiroRetânguloRecursivamenteRecursãoApagar RecursivamenteVerificar recursivamente se existem blocos-de-dados não usados indirectamente, assegurando que não ficam blocos-de-dados órfãos após operaçãoDuplicar recursivamente a colecção, todos os seus descendentes e objectos, com dados-de-objecto vinculadosDuplicar recursivamente a colecção, todos os seus descendentes, objectos e dados-de-objectoVermelhoVermelho, verde e azulVermelho - CianoRedefinir gráficos do equalizadorRedistribuir Pontos da CurvaRedistribuir a alteração em volume copiada igualmente por entre os três eixos do donoRefaz a última ação.Refazer as últimas edições desfeitas aos catálogos de recursosReduzir MovimentoReduz o esticamento de UVs pelo relaxamento de ângulos.Reduz a espessura do pincel por este factor quando os traços fores perpendiculares a direcção do "Ângulo" definido.Reduzir detalhes de uma imagem tornando pixels individuais mais proeminentes, para aparência quadriculada ou em mosaicoReduzir tamanho de ficheiro exportado removendo fotogramas duplicadosReduz a velocidade extra que pode aumentar quando os objectos colidem (diminui a estabilidade da simulação um pouco, portanto, use apenas quando necessário).Reduzir número de cores numa imagem, convertendo gradientes suaves em transições abruptasReduzir aleatorização entre pixels para melhorar performance de renderização no GPU, em detrimento de possíveis artefactos se valor for muito baixoReduzir cisalhamento dentro de ilhasReduzir a densidade da geometriaReduzir ruído na superfície da malha com alterações mínimas à sua formaReduz a força do pincel onde ele se sobrepõe em desfoques simétricos.Reduzir o número final de faces simplificando a geometria onde detalhe não é necessárioReduzir o número de faces final simplificando a geometria onde o detalhe não é necessário. Um valor superior a 0 desactiva Arranjar Polos.Factor de redução para cada nível de circuitos secundários de bocaReferênciaDimensão de referênciaDistância de referênciaReferenciar ExistenteID de ReferênciaChave de referênciaTamanho da Esfera de ReferênciaValor de referênciaDistância de referência à qual o volume é 100%Referência de uma instrução RigifyParameters a uma colecção de ossos.Localização referencial na qual será feito o alinhamento.Número referencial de fotogramas antes que os fotogramas sejam retidos (use para manter padrões de retenção de "1-3" vs "5-7").O fotograma que serve como ponto de referência para o ancoramento da estabilização (outros fotogramas serão ajustados com relação a posição presente neste fotograma).AperfeiçoamentoAperfeiçoa o comprimento focalMétodo de AperfeiçoamentoAperfeiçoar Ponto PrincipalAperfeiçoar RadialAperfeiçoar TangencialAperfeiçoar a distância focal durante a resolução de câmaraAperfeiçoa o ponto principal durante a resolução de câmaraAperfeiçoar coeficientes radiais do modelo de distorção durante resolução da câmaraAperfeiçoar a posição dos marcadores seleccionados correndo o rastreador a partir da referência do rastreador até o fotograma actualAperfeiçoar coeficientes tangenciais do modelo de distorção durante resolução de cameraAperfeiçoar:ReajustesReflectir A em torno da normal B. B não precisa de ser normalizada.ReflexãoOpções de Rastreamento de ReflexosSombreadores de Reflexão e Transmissão optimizados para renderização de cabeloRelexão para materiais como têxteis. Tipicamente misturado com outros sombreadores (como um Sombreador Difuso), não é particularmente útil por si sóReflexão com distribuição de microfacetas, usado para materiais como metal ou espelhoCáustica reflexivaBSDF - RefraçãoProfundidade de RefracçãoCáustica refrativaActualizar controladoresActualiza os dados dentro do modificador explodir.Recarregar extensões e adições de legado, recarregando módulos e meta-dados (semelhante a reiniciar)Refrescar lista de acçõesActualizar a lista de objectos instância e seus pesosActualiza a lista de ficheiros.Actualizar a lista de extensões para todos os repositórios remotosActualiza o editor de sequências.Dados da RegiãoMáximo X da RegiãoMáximo Y da RegiãoMínimo X da RegiãoMínimo Y da RegiãoSobreposição de regiãoPosição X da RegiãoPosição Y da RegiãoAlternar RegiãoTipo de regiãoCoordenadas da amostragem da regiãoRegião flutua dentro do ecrã, não usa nenhum alinhamento fixoAltura da região.Região em uma área de tela subdividida.A região está dividida horizontalmente e verticalmenteRegião não encontrada dentro do tipo de espaço.Dados específicos da região (o tipo depende do tipo de região)Largura da região.RegiõesSelector de Visibilidade de RegiõesRegiões de acesso rápido a recursosRegiões em que esta área está subdividida.RegistarRegistar AscendenteRegistar Para Todos os UtilizadoresRegistar controlo como candidato a ascendente trocávelRegistadaRegistada OriginalmenteDefinições de tecla registada.Registrando id de classe de operador: '%s' é muito longo, comprimento máximo é %d.Registrando classe de conector de nó: '%s' é muito longo, comprimento máximo é %d.Crescer novamenteFaz com que os cabelos cresçam novamente para cada fotograma.RegularProcurar com Regular ExpressionSubstituir com Regular ExpressionCores regulares do assistenteTecla normal pressionada como modificadoraRe-interaçõesPosição da Linha de RelaçãoRelaçõesRelacionamentoLinhas de relacionamentoRelativo(a)Identificador de Recurso RelativoDetalhes relativosArestas relativasFaces relativasChave relativaEspelhamento relativoObjecto RelativoDeslocamento relativoAlteração de deslocamento relativoParenteamento relativoDirectórios relativosCaminhos relativosRelativo aRelativo ao PixelQuantidade de parentes virtuais relacionados.Força relativa do ganchoNúmero relativo de faces comparado com a malha actualDeslocamento relativo de partículas a usar para instanciação, para evitar sobreposição de múltiplas instânciasPosições de formato relativas ao novo método de formato.Tempo relativo da chave sobre o comprimento do cabelo.Método de RelaxamentoRelaxar UVsRelaxar malhaLiberarSoltar ConfirmaTempo de libertaçãoReconectar RestriçõesRecarregarRecarrega o Bloco-de-Dados de texto activo a partir de seu ficheiro.Recarrega todos os dados a partir desta biblioteca.Recarrega o clipeRecarrega a imagem actual a partir do disco.Recarrega a partir do disco.Recarrega a partir do disco (ignora as alterações locais).Recarregar scriptsRecarrega as faixas no editor de sequências.Recarrega a biblioteca fornecida.Recarrega o ficheiro guardado.Recarrega o histórico e os favoritos.RedireccionarRedireccionar ID vinculado, ou seja escolher ouro ID para vincular, e remapear as instâncias locais para novos blocos-de-dados vinculados. Actualmente apenas concebido como operador interno, não exposto ao utilizador.Redireccionar biblioteca fornecida para uma ou várias outrasRedirecciona a biblioteca sob cursorVértices restantes que separam pares de arestas são preservados se a seu ângulo de aresta excede este limite.Remapear caminhos relativosRemapear utilizadoresRemapear um valor de um intervalo para outro intervalo alvoRemapear caminhos relativos ao guardar em directório diferenteLembrar Definições de ExportaçãoLembrar a última cena usada para o actual Espaço de Trabalho e mudar para a mesma cada vez que o Espaço de Trabalho for activadoLembrar a última cena usada para o espaço de trabalho, e mudar para a mesma quando o espaço de trabalho for activado de novoReestruturar malhaModo de Reestruturação de MalhaModificador - Reestruturar malhaURL Remoto para o repositório de extensões, sistemas de ficheiros podem ser referenciado usando o esquema URI "file://"RemoverRemover VAS ActivaRemover Agrupamento de Luz ActivoRemover Adição: {!r}?Remover Objecto ArmaçãoRemover objecto armação se possível. Se a armação tem vários ossos raiz, o objecto não será removido.Remove o modificador-f cíclico da curvas-f, caso não seja mais necessário.Remover DesconectadoRemover duplicatasRemover Repositório de ExtensõesRemove os modificadores-f a partir das curvas-f para adicionar fotogramas chave.Remover FicheirosRemover IntervalosRemover grupo de camadas Grease pencil no objecto activoRemover Camada MáscaraRemover Atributo com NomeRemover fora do IntervaloRemover pacoteRemove os pontos de curva de pintura.Remove a restrição corpo rígido do objecto.Remove as definições de corpo rígido do objecto.Remove o ambiente de simulação de corpo rígido da cena actual.Apaga Osso SeleccionadosRemover Ossos do Conjunto de Selecção da selecção actualRemover as partículas alvoRemover cisalhamento do alvoAjuste de remoçãoRemover mapa UVRemover pesosRemover um Conjunto de Selecção desta ArmaçãoRemover a imagem de fundo da câmaraRemover uma configuração de teclas personalizada à lista de predefiniçõesRemover um tema personalizado à lista de predefiniçõesRemove um efeito do objecto Grease Pencil activoRemove o gancho do objecto activo.Remove um modificador do objecto activo.Remove um modificador da faixa.Remover um caminho para um ficheiro .blend, para que Navegador de Recursos não tente mais mostrá-loRemove uma peça do traço no início e no final da espinha dorsal do traço.Remover uma porção da malha para um lado de uma linhaRemover um filtro de linha das regrasRemover utilização deRemover camada de Anotação activaRemove o caminho activo do Agrupamento de Chaves activoRemove a cor activa da patela.Remover item activoRemove todas as restrições de cinemática inversa a partir dos ossos seleccionados.Remover Todos os Conjuntos de Selecção da ArmaçãoRemover todas as faces reversas para acelerar os cálculos, cria arestas em níveis de ocultação diferentes de quando está desactivadoRemover todas as colecções de ossos que não têm nem ossos nem descendentes. Executado recursivamente, logo colecções que apenas tenham descendentes não utilizados são também removidasRemover todas as restrições dos objectos/ossos com chaves. Para obter um pré cálculo correcto com esta definição, Inserção de Fotogramas Visual deve estar activa.Remove todas as animações de fotogramas chave para os objectos seleccionados.Remover todas as animações de fotogramas chave para os objectos seleccionadosRemove todas as ligações para os nós seleccionados, e tenta (re)conectar os nós avizinhados entre si.Remover todos os materiaisRemover todos os sistemas de partículas do objecto activoRemove todos os fotogramas chave seleccionados.Remover todas as Formas ChaveRemover todos os traços que foram criados pela ferramenta de preenchimento como guiasRemove todos os grupos de vértices desbloqueados.Remover todos os Agrupamentos de Luz não usadosRemove todos os grupos de vérticesRemover catálogo de recursos da biblioteca de recursos (recursos nele contidos não serão afectados e aparecerão como não atribuídos)Remover uma etiqueta com palavra chave existente do recurso activoRemover um repositório de extensõesRemover um item da troca de índiceRemover uma camada de revogação ao arquivoRemover operação de revogaçãoRemover animação dos objectos seleccionados?Remover qualquer fotograma que seja um duplicado do anteriorRemover atributo da geometriaRemover fotogramas de transição gerados ppr interpolação entre dois fotogramas Grease PencilRemover canais da selecção do recurso de poseRemover atributo de cor da geometriaRemover cores de fundos azuis ou verdes, reduzindo um dos canais RGB por comparação com os outrosRemover restrição da lista de restriçõesRemover a propriedade actualmente activa no interface de utilizador do actual Agrupamento de ChavesRemove curvas cujos pontos de raiz estão demasiado próximosRemove os itens duplicados no histórico.Remove elementos ao cancelar.Remover adições existentes com o mesmo identificadorRemove os modelos existentes com o mesmo identificador.Remove o ficheiro de tema existente caso haja algum.Remover exportador da listaRemover ficheiros de extensões ao remover repositórioRemover conjuntos funcionais externos (rigs, metarigs, modelos ui)Remove os campos a partir dos filmes em vídeo.Remove de todos os grupos.Remove da selecçãoRemove a partir da selecção.Remove a lacuna no fotograma actual até a primeira faixa a direita, independente da selecção ou estado das faixas como travadas.Remove a geometria atrás do plano.Remove a geometria em frente ao plano.Remove uma definição de teclas.Remove um item do mapa de teclas.Remove os fotogramas chave no fotograma actual para os objectos e ossos seleccionados.Remover fotogramas chave no fotograma actual para as faixas seleccionadasRemover camada de um nó CryptomatteRemover distorção de lente de filmagens usando definições de câmara de rastreamento de MovimentoRemove as arestas soltas.Remove as faces soltas.Remove pontos soltosRemove os vértices soltos.Remove a camada de máscara.Remover fotograma chave de forma de máscara para a camada de máscara activa no fotograma actualRemover nós e os reconecta-los como se a eliminação fosse suprimidaRemove o objecto usado para rastreamento.Remove o objecto de todas as cenas.Remover objecto ou material da máscara, escolhendo uma cor da Escolha de resultadoRemover ao cancelarRemover as faces originaisRemove a geometria originalRemover propriedades de operadores desactualizadas de predefinições que podem causar problemasRemove os sistemas de partículas nos objectos alvo.Remover caminho para excluir de execuções automáticasRemove as curvas-f seleccionadas de seus grupos atuais.Remover os ossos seleccionados do Conjunto de SelecçãoRemover ossos seleccionados da colecção de ossos activaRemove os ossos seleccionados da armação.Remover pontos de controlo ou curvas seleccionadosRemover elementos seleccionados da geometriaRemove os itens seleccionados (colunas cinza-azuladas) do conjunto de inserção de chaves activo.Remover Itens seleccionados do InterfaceRemover nós seleccionadosRemove os objectos seleccionados da simulação de corpo rígido.Remover objectos seleccionados de uma colecçãoRemover objectos seleccionados de todas as colecçõesRemover partículas seleccionadas suficientemente perto de outrasRemover pontos seleccionadosRemover o rastreador seleccionado da estabilização de rotaçãoRemove o rastreador seleccionado da estabilização de translaçãoRemove a Forma Chave do objectoRemover cisalhamento da transformação do alvo antes de combinarRemover rarefacção de uma grelha volumétrica tornando as quadrículas activas em voxelsRemover a camada Grease Pencil activaRemover a colecção de ossos activaRemove o Agrupamento de Chaves activoRemove o conjunto de linha activa a partir da lista de conjuntos de linha.Remover o objecto activo desta colecçãoRemover segmento activo de tracejado do modificador de tracejadoRemover segmento activo de tracejado do modificador de tempoRemover a cor por baixo deste traço usando-o como máscaraRemover o compartimento de renderização actualRemover a camada de normais personalizada, caso existaRemover os controladores para a propriedade conectada representada pelo botão realçadoRemover o item automaticamente ao ser desvinculadoRemove o modificador a partir da lista dos modificadores.Remover o objecto de uma colecção de objectos que contém o objecto activoRemove as relações hierárquicas de parentesco e afiliação que conectam os ossos seleccionados e seus parentes.Remover a pré visualização desde bloco-de-dadosRemover bloqueio do sistema de ficheiros do repositórioRemover os ossos seleccionados de todos os Conjuntos de SelecçãoRemover a entrada seleccionada da listaRemove o objecto de instância seleccionadoRemover compartimento de material seleccionadoRemove o sistema de partículas seleccionado.Remove o alvo de partículas seleccionado.Remove a visualização de renderização seleccionada.Remove o compartimento de superfície seleccionado.Remove os vértices seleccionados dos activos ou de todos os grupos de vértices.Remover a camada de visualização seleccionadaRemover módulo de estilo da listaRemover o alvo da restriçãoRemover caixa de textoRemover este contêiner de dados de animação.Remover a associação com ficheiros .blend desta instalaçãoRemover este objecto ou colecção da colecção de associação de luzesRemover esta linha da lista de referência de colecções de ossosRemover compartimentos de material não usadosRemove as definições não usadas para os editores invisíveis.Remove as atribuições de grupo de vértices que não são requeridas.Remover vértices de grupos que tenham peso zero antes da inversãoRemove os vértices cujos pesos estão iguais ou abaixo deste limite.Remove os vértices que estão com pesos abaixo deste ajuste do grupo de vértices.Montante de editores removidos: %dRemovidos: %d vértices, %d arestas, %d faces.Remove uma quadrícula da imagemRemove animações de transição de desvanecimento das sequências seleccionadasRemove fotogramas fora do intervalo dado, deixando apenas as recentemente pré-calculadasRenomearRenomear Item ActivoRenomear MarcadorRenomear Mapas UVRenomear mapa UV de renderização activo para "st" para respeitar convenções USDRenomeia o canal de animação sob o rato.Permite renomear um ficheiro ou directório de ficheiros.Renomeia o primeiro marcador de tempo seleccionado.Mudar nome a vários itens ao mesmo tempoMudar nome do elemento activoRenomear o item activo no conjunto de dadosMudar nome ao item activo, em vez do item sob o cursor do ratoRenderizarRenderizar Oclusão Ambiente nesta CamadaSuavização do RenderCaminho do cache de renderizaçãoDados de renderizaçãoTipo de Exibição de RenderizaçõesRenderizar Grease Pencil nesta camadaRenderizar InstanciadorRenderizar Apenas Fotogramas ChaveCamada de renderizaçãoLeveCamadas de renderizaçãoNíveis de renderizaçãoRenderizar Objectos FluidoMétodo de RenderizaçãoRenderizar opacidadeDirectório de saída de renderizaçãoPasso de renderizaçãoPassos de renderizaçãoPré-Visualização da RenderPropriedades e RenderizaçãoRegião de RenderizaçãoResolução de RenderizaçãoResolução de renderização UResolução de renderização VResultado da renderizaçãoAmostras de RenderizaçãoRenderizar Camada ÚnicaResolução de renderizaçãoRenderiza o céu nesta camada.Compartimento(s) de renderizaçãoCompartimentos de renderizaçãoRenderizar os objectos de fumoRenderiza as faces sólidas nesta camada.Passos de renderizaçãoRenderiza as vertentes nesta camada.Limite para texturas de renderizaçãoDuração da RenderizaçãoRenderizar URenderizar sem distorçõesVisualização da renderizaçãoVisualizações de renderizaçãoRenderizar um campo de simulação mapeando os valores dos voxel às cores de um gradiente ou usando um código de cores pré definidoRenderizar um subconjunto das amostras máximas especificadas. Tipicamente usado para distribuir renderizações por múltiplos dispositivosRenderizar uma região definida pelo utilizador, dentro do tamanho do enquadramentoRenderiza a cena activa.Renderiza alternando as imagens destinadas aos olhos (também conhecido como alternância de páginas. O suporte á buffer quádruplo na placa gráfica é requerido).Renderizar e mostra faces suavizadas, usando normais de vértices interpoladas.Renderizar e mostra as faces uniformemente, usando as normais das facesRenderizar a 12.5% da resoluçãoRenderizar a 25% da resoluçãoRenderizar a 50% da resoluçãoRenderizar a resolução totalRenderizar uma passagem Cryptomatte de recursos, para isolar grupos de objectos com o mesmo ascendenteRenderizar passagem Cryptomatte de materials , para isolar materiais durante composiçãoRenderizar passagem Cryptomatte de objectos, para isolar objectos durante composiçãoRenderiza a cena actual, quando o nó de camada de entrada for alterado.Renderizar curvas como geometria 3D, para resultados precisos em vistas de proximidadeRenderizar curvas como geometria circular 3D, com interpolação linear entre pontos de controlo, para renderização rápidaRenderizar curvas como fitas achatadas com normais arredondadas, para renderização rápidaErro de renderização (%s). Não foi possível guardar o ficheiro: '%s'Renderiza cada pixel rotacionando a câmara em torno do centro médio da distância interocular.Renderiza os ficheiros a partir da faixa de animação desta cena.Renderizar fotogramas adiante do fotograma actual em tarefa de fundo, para reprodução mais rápidaAltura da renderização deve ser de 480 pixeis para DV-NTSC !Altura da renderização dele ser de 576 pixeis para DV-PAL !Renderizar imagens de alta resolução em quadrículas, para reduzir utilização de memória. Quadrículas são armazenadas em disco durante renderização para poupar memóriaRepresentar imagens ou vídeos em falta com uma cor lisa magentaRenderizar desfoque de movimento nesta camada, se activo na cenaRenderizar várias camadas transparentes (pode introduzir problemas de ordenação de transparência)Renderizar várias camadas transparentes (pode introduzir problemas de ordenação de transparência) (Obsoleto: usar 'use_tranparency_overlap')Renderizar objectos como holdout ou cenografia, criando um buraco na imagem com alfa zero, para preencher em composição com filmagens reais ou outro renderRenderizar apenas fotogramas nos quais os objectos seleccionados têm chaves nos seus dados de animação. Apenas usado ao renderizar animaçãoRenderiza as partículas parentes.Índice de passagem de renderizaçãoPassagem de renderização para mostrar na janela de visualização 3DRenderiza os polígonos transparentes, dependendo do canal alfa da textura.Previsão de renderização usando uma aproximação não distorcida.Definições de RenderizaçãoNome do compartimento de renderização.Compartimentos de renderização da imagem.Renderiza os traços estilizados nesta camada.Renderizar superfície sem transparênciaRepresentar texto para posicionamento horizontal óptimoRenderizar ColecçãoRenderizar a cena do sequenciador em vez da cena activaRenderiza estampas contendo textos de informação na imagem renderizada.Renderizar este efeito a 12.5% da resolução de renderizaçãoRenderizar este efeito a 25% da resolução de renderizaçãoRenderizar este efeito a 50% da resolução de renderizaçãoRenderizar este efeito a 6.25% da resolução de renderizaçãoRenderizar superfícies transmissivas como transparentes, para composição de vidro sobre outro fundoRenderiza usando a visualização OpenGL do editor de sequências.Visualização de renderização '%s' não pode ser removida a partir da cena '%s'.Nome da visualização da renderizaçãoRenderiza o ponto de visão para a renderização estéreo 3D e múltipla visualização.Renderiza as visualizações para os olhos esquerdo e direito em modo de duas cores, que serão filtradas de maneira diferente, mas presentes em uma única imagem (óculos anaglíficos são requeridos).Renderiza as visualizações para os olhos esquerdo e direito em uma única imagem (Requer um ecrã pronto para 3D (com duplo escaneamento de linhas).Renderiza as visualizações para os olhos esquerdo e direito, uma sobre a outra.Renderiza as visualizações para os olhos esquerdo e direito lado a lado.Renderizar volumes nesta camadaLargura da renderização deve ser de 720 pixeis para DV !Visualização da renderizaçãoObjectos RenderizáveisRenderizarCrianças renderizadasDefinições de renderização para um Bloco-de-Dados de cena.Renderiza resultado Freestyle para uma passagem de render separada em vez de sobrepor na passagem CombinadaReordenar faces e vértices da malha com base na sua posição espacial para melhor performance na construção de BVH e esculturaReordenar a máscara activa de Grease Pencil para cima ou para baixo na listaReordenar Espaço de Trabalho para ser o primeiro na listaReordenar Espaço de Trabalho para ser o último na listaRepetirChamada RepetidaRepetir EntradaRepetir ItemRepetir espelhandoRepetir movimentoRepetir ResultadoRepetições em XRepetições em YZona de RepetiçãoRepete o intervalo dos fotogramas chave como são.Repete o intervalo dos fotogramas chave, mas com um deslocamento com base na gradiente entre os valores inicial e final.Repete a última açãoRepetir os fotogramas, invertendo a direcção de reprodução a cada cicloRepetir o fotograma inicial antes, e o fotograma final depois do intervalo de fotogramas especificadoRepete os valores das curvas-f modificadas.Repetir com deslocamentoInverter repetidamente a imagem horizontalmente e verticalmenteMultiplicador para repetições na direcção X.Multiplicador para repetições na direcção Y.Repetições da superfície gerada em X.Repetições da superfície gerada em Y.SubstituirSubstitui TodasSubstituição de corSubstituir existentesSubstituir manípulos livres com Alinhados e Alinhados com manípulos livresSubstituir Efeitos Grease PencilSubstituir ComprimentoSubstituir MaterialSubstituir ModificadoresSubstituir originalSobrepor selecçãoSubstituir TextoSubstituição de textoSubstituir Fontes do objecto TextoSubstitui os pesos de influência dos vértices no grupo A pelos do grupo B.Substituir um dado segmento de texto por outroSubstituir nó activo por um grupo vazioSubstitui todas as chavesSubstituir todas as ocorrênciasSubstituir dados de animação atribuídosSubstituir Instância de Colecção AtribuídaSubstituir Colecções atribuídasSubstituir materiais atribuídosSubstituir Dados de Objecto atribuídosSubstitui a cor do pincel pela gradiente de cor de velocidade.Substituir os valores dos componentesSubstitui a imagem actual por outra a partir do disco.Substituir faixa de efeito com outra que receba o mesmo número de entradasSubstitui os modificadores-f existentes, em vez de simplesmente anexá-las ao final da lista existente.Substitui as variáveis de controlador existentes, em vez de simplesmente anexá-las ao final da lista existente.Substituir superfícies planas na filmagem por outra imagem, detectadas por rastreamentos planares do rastreamento de movimentoSubstituir iluminação global com oclusão ambiente após um número especificado de reflexõesSubstitui os modificadores na destinação.Substitui os conectors de conexões com novas ligações.Substituir a geometria base do traço por uma aproximação dessa geometria usando uma curva BézierSubstituir texto no nomeSubstitui o texto com o texto especificado e definir como seleccionado.Substitui o texto com o texto especificado.Substituir o ID vinculado activo (e suas dependências, se as tiver) por outro, da mesma ou diferentes bibliotecasSubstituir cor dos pontos dos traços que já tenham cor aplicadaSubstituir a rotação original pela copiadaSubstituir a transformação original com a copiadaSubstituir a transformação original com canais de acçãoSubstituir a transformação original com a transformação do atributoSubstituir o ascendente por um osso diferente após todos os ossos serem criados. Usar simplesmente CTRL, DEF ou MCH irá substituir o prefixoSubstitui os nós seleccionados com o tipo especificadoSubstituir a opacidade do traço, em vez de modular cada pontoSubstituir a espessura do traçoSubstituir valor da referência pelo revogadorSubstitui coordenadas dos vértices com valores armazenadosSubstitui os grupos de vértices dos objectos seleccionados pelos grupos de vértices do objecto activo.Substituir porSubstituir com SelecçãoAcção SubstitutaRepetirReproduz novamente os relatórios seleccionados.Pasta de RepositórioÍndice do RepositórioRelatórioMostra um relatório com todos os ficheiros externos que faltam.Reportar tempo por pixel em milissegundos. Suportado apenas para dispositivos de renderização CPUReposicionar PivotReposicionar o pivot de transformação de escultura para o limite da área de expansão activaRepositóriosO repositório requer uma senha de acessoRepresentação do alfa no ficheiro de imagem, para converter de e para quando carregar e guardar a imagemRepresentação da informação de alfa dentro dos pixeis de cores e transparência (RGBA).Representa a "Escala Ortogonal" de uma câmara ortogonal. Se a câmara estiver posicionada na mesma localização da luz com esta escala, representa a cobertura da "câmara" sombra.Reprojectar atributos sobre nova malhaReprojeta os traços seleccionados a partir da janela de visualização actual como se eles fossem recém desenhados (por exemplo, para consertos de problemas gerados por movimentos acidentais do cursor 3D ou alterações acidentais da janela de visualização, ou para combinação com geometrias deformantes)Reprojeta os traços dentro da geometria da cena, como se fossem desenhados usando o posicionamento na superfície.Reprojeta os trações para que sejam encerrados dentro do mesmo plano, como se fossem desenhados a partir da janela de visualização actual usando o posicionamento dos traços no cursor.Reprojectar os traços usando o plano X-YReprojectar os traços usando o plano X-ZReprojectar os traços usando o plano Y-ZReprojectar os traços usando a orientação do cursor 3DErro de re-projeçãoFactor de repulsãoRepulsão é um factor da rigidez.Exigir correspondência de todas as máscaras de intersecção, por oposição a apenas umasExigir correspondência de todas as máscaras de material, por oposição a apenas umasRequerer que os pontos que as molas internas conectam tenham normais com direcção opostasNecessárioRequer Senha de AcessoNecessário ao menos três vértices.Requer vértices seleccionados ou grupo de vértices activo.Reler recursos e catálogos de recursos da biblioteca de recursos em discoRedirecionarLegendas Automáticas RedireccionamentoRedefinir CurvaReservar fotogramas vazios para fotogramas em falta da sequência de imagensRedefinirRedefinir curvaRepor NormalRepor Ossos de Pose Entre AcçõesRepor Formas Chave entre AcçõesRedefine a projeção UV.Repor transformação UV para valores padrãoRepor os deltas de navegação RV relativos à pose base da sessãoRedefinir valoresRedefinir a visualizaçãoRepor etiqueta de corRedefine os pesos de pluma em todos os valores de pontos de animação seleccionados.Repor transformação da imagem para os valores pré definidosRedefine a distancia de limitação para a restrição "Limitar distância".Repor os Deltas de NavegaçãoRedefine a localização, rotação, e escala dos ossos seleccionados aos seus valores padrão.Redefine a localização dos ossos seleccionados aos seus valores padrão.Redefine o operador a seus padrões.Redefine o comprimento original do osso para a restrição "Esticar para".Repor transformações dos ossos em pose para o estado nos fotogramas chavesRepor ossos de pose entre casa acção exportada. Isto é necessário quando alguns ossos não têm fotogramas chave em algumas animaçõesRepor ficheiros recentesRepor deltas de rotaçãoRedefine a rotação dos ossos seleccionados aos seus valores padrão.Repor deltas de escalaRedefine a escala dos ossos seleccionados aos seus valores padrão.Redefine a escala das faixas seleccionadas.Repor as formas chave entre cada acção exportada. Necessário quando alguns canais forma chave não têm fotogramas em algumas animaçõesRepor ajustes de tempo da faixaRepor transformação de posição da faixaRepor transformação de posição, escala e rotação da faixaRepor transformação de rotação da faixaRepor transformação de escala da faixaRedefine a cópia da malha que está sendo esculpida.Redefine o peso da pluma para zero .Repor o campo de visão horizontal de modo a enquadrar o actual intervalo de fotogramas, tendo em conta o intervalo de pré-visualização, se activoRepor a área de transferência interna e/ou normal dos elementos seleccionadosRepor revogação local seleccionada para os seus valores de referênciaRepor as revogações locais seleccionadas para os seus valores de referência vinculadosRedefine a transformação do estêncil para o padrão.Redefine as correções de transformação aplicadas ao relacionamento de parentesco, mas não remove o parentesco em si.Redefine a visualização.Repor o peso de todas as formas chave para 0, ou o valor mais próximo que respeite os limitesRepor a ampliação e posição da imagem de fundoRedefine este valor de propriedade ao seu valor padrão.Repor para valores padrão todos os elementos da listaRedefine para as cores do tema padrão.Repor para o tema pré definido se este tema estiver activoRepor cor de vértices para todos os traços seleccionadosRedefine a área visível para mostrar o intervalo completo dos fotogramas chave (como definido para início e fim).Redefine a área visível para mostrar o intervalo completo das faixas.Redefine a área visível para mostrar a faixa de fotogramas chave seleccionada.Redefine a área visível para mostrar o intervalo de fotogramas chave seleccionado.Redefine a área visível para mostrar o intervalo de faixas seleccionada.Repor a área visível para mostrar o canal sob o cursorRepor área visível para mostrar os canais seleccionadosRepõe as temporizações para as Formas Chave absolutasRemodelar valores das Curvas-f, por exemplo alterando a amplitude dos movimentosA reformatação só pode funcionar com níveis mais altos de subdivisões.Resistência do objecto ao movimento.RedimensionarRedimensionar as áreas da visualização de quatro vistasRedimensiona um nó.Redimensionar uma coluna da folha de cálculoRedimensionar uma coluna da folha de cálculo à largura dos dadosRedimensionar editores arrastando a partir das margensRedimensionar grelha para caberem os objectos deformáveisRedimensionar a imagemRedimensionar os objectos de modo a manter a caixa delimitadora abaixo deste valor. Valor 0 desactiva a limitaçãoRedimensionar para um máximo de 1024 pixelsRedimensionar para um máximo de 2048 pixelsRedimensionar para um máximo de 256 pixelsRedimensionar para um máximo de 4096 pixelsRedimensionar para um máximo de 512 pixelsRe-escalona a vista de maneira que você possa ver todos os nós.Re-escalona a vista de maneira que você possa ver os nós seleccionados.ResoluçãoModo de ResoluçãoEscala da ResoluçãoResolução UResolução VResolução XResolução YResolução ZResolução não combina.Resolução dos traços geradosResolução da superfície gerada para renderização e pré-cálculoResolução para a árvore de octetos, valores mais altos fornecem detalhes mais refinados.Percentagem de Resolução dos mapas de sombrasPercentagem de resolução de objectos volume na janela de visualizaçãoResolução para pré visualização de nós de sombreamento (deve ser ajustado por questões de performance)Resolução usada para o domínio do fluido. O valor corresponde ao lado mais longo do domínio (a resolução para os lados do domínio são calculados automaticamente).Resolução quando pré-calculado para uma texturaDensidade de descansoComprimento de descansoPosição de descansoForma Chave de DescansoFonte de descansoComprimento de descanso da força harmônica.RestituiçãoRestaurar fotogramaRepor Selecção de ManípulosRestaura todos os mapas de teclas ao padrão.Restaurar todos os blocos-de-dados vinculados para as suas localizações originaisRepor selecção de manípulos após ajustesRestaura um item de mapa de teclas.Restaura o mapas de teclas.Restaura o fotograma para o momento que a animação foi inicializada.RestringirRestringir intervalo de fotogramasRestringir a renderizaçãoRestringir a selecçãoRestringir a visualizaçãoRestringir Pontos VisíveisRestringe os valores mínimos e máximos da curva-f.Restringe o modificador para agir apenas após o seu fotograma "Inicial".Restringe o modificador para agir apenas antes de seu fotograma "Final".Restringe o movimento ao longo de cada eixo, dentro dos limites determinados.Restringe os movimentos para o posicionamento ao longo de uma curva, pelo remapeamento da localização ao longo do eixo mais comprido da curva.Restringe os movimentos para a superfície da malha alvo.Restringe os movimentos para um perímetro a partir de uma certa distância de um alvo (apenas durante a avaliação da restrição).Restringe visibilidade de objectos para esta sonda (Obsoleto)Restringe a pintura aos vértices dentro do grupo.Restringe a visibilidade para a renderização.Restringe a rotação de corpo rígido para um eixo.Restringe a movimentação e rotação de corpo rígido para um eixo.Restringe a movimentação de corpo rígido para um eixo.Restringe a rotação ao longo de cada eixo dentro dos limites determinados.Restringe o escalonamento ao longo de cada eixo dentro dos limites determinados.Restringe a a selecção a janela de visualização.Restringir selecção a objectos que usem o mesmo modo que o activo, para prevenir troca de modo acidental ao seleccionarRestringir alguma optimização para manter nós com nome e malhas acopladas a nós com nome, de modo a que nós com nome possam ser transformados externamenteRestringir a rig a um conjunto personalizado específico de funcionalidadesRestringe a movimentação e rotação para eixos específicos.Restringe a movimentação e rotação para eixos específicos com molas.Restringe a visibilidade na janela de visualização .Resultados da iteração do solucionador de tecidosResultado da renderização, incluindo todas as camadas e passos.ResumívelResincronizarForçar ResincronizaçãoRecronometrarChave de RecronometragemEstado de Selecção de Chave de RetemporizaçãoChaves de RecronometragemReposicionar os fotogramas finais e movê-los para o início da animação para manter circularObter um mapa UV da geometria, ou um substituto pré-definido se nenhum for especificadoObter um item de agrupamento por caminho.Obter um atributo de cor, ou o valor de reserva pré definido se nenhum for especificadoObter o índice do ponto numa curvaObter um identificador aleatório estável a partir do atributo "ID" no domínio dos pontos, ou o índice se o atributo não existirObter um vector de comprimento unitário indicando a direcção oposta à geometria a cada elementoObter uma valor de uma listaObter um vector indicando a posição de cada elementoObter um valor inteiro indicando a posição de cada elemento na lista, começando no zeroObter atributos associados com objectos ou geometriaObter esquinas na mesma face que a outraObter cantos que formam uma faceObter dados de um ponto numa curva a uma determinada distância do inícioObter dados de outros elementos na geometria do contextoObter cantos das faces conectados a arestasObter cantos das faces conectados aos vérticesObter informação geométrica sobre o actuam ponto de sombreamentoAdquirir instâncias de geometria a partir de uma colecçãoObter informação sobre curvas de cabeloObter a que distância ao longo da spline um ponto estáObter informação sobre uma grelha de volumeObter informação sobre uma imagemObter informação sobre pontos numa nuvem de pontosObter informação acerca de regiões conectadas separadas de uma malhaObter informação sobre a câmara e como se relaciona com a actual posição do actual ponto a sombrearObter informação sobre a instância de objectoObter informação sobre um objecto câmaraObter informação sobre um objectoObter informação acerca de ossos de armaçãoObter vários tipos de coordenadas de textura. Tipicamente usado como entrada para nós de texturaObter o ângulo a cada ponto de controlo usado para torcer a normal da curva em torno da sua tangenteObter o tempo actual na animação da cena em unidades de segundos ou fotogramasObter a curva da qual um ponto faz parteObter informação de um atributo especificadoObter informação sobre partículas que originaram a instância do objecto, por exemplo para dar variação a várias instâncias de um objectoObter a direcção das curvas em cada ponto de controloObter as arestas conectadas a cada vérticeObter as arestas de um objecto conforme apresentadas ao Cycles. Nota: Como as malhas são trianguladas antes de serem processadas pelo Cycles, a topologia aparecerá sempre trianguladaObter as arestas de ambos os lados da esquina de uma faceObter a face da qual cada esquina de face faz parteObter a transformação completa de cada instância na geometriaObter o índice do material usado para cada elemento na lista de materiais da geometriaObter as coordenadas inteiras dos voxels nos quais a instrução é avaliadaObter o comprimento total de todas as splines juntasObter o número de elementos numa geometria para cada domínio de tributosObter a o número de pontos avaliados que serão gerados para cada ponto de controlo da curvaObter o número de faces que usam cada aresta como um dos seus ladosObter o objecto que contem o modificador de nós de geometria a ser actualmente executadoObter a posição de cada um dos manípulos dos pontos da curva BezierObter a posição do cursor do ratoObter os componentes de quaterniões representando uma rotaçãoObter o raio a cada ponto em geometria de curva ou nuvem de pontosObter a rotação de cada instância na geometriaObter a escala de cada instância na geometriaObter a câmara activa da cenaObter o comprimento total de cada spline, como distância ou número de pontosObter o tipo de raio incidente para o qual o sombreador está a ser executado. Tipicamente usado para truques não baseados em físicaObter o vértice a que cada esquina de uma face está associadoObter a direcção do ponto de vista e posição da Janela de Visualização 3DObter informação de topologia relacionada com aresta de uma malhaObter informação de topologia relacionada com cada face de uma malhaObter informação de topologia relacionada com cada vértice de uma malhaObter transformação dos dados de atributos da geometria alvoObter valores de um campo num domínio diferente do domínio de contextoObter valores de elementos da geometria específicosObter valores de uma grelha volumétrica fornecidaObter valores de grelha de volume em voxels específicosAvaliar se todos triângulos numa face estão no mesmo plano, ou seja se têm a mesma normalVerificar se cada aresta está marcada como suave ou com normais divididasObter informação sobre se a face está marcada para normais suaves ou pontiagudasObter informação se o ponto final de cada spline se liga ao primeiroObter informação sobre se os nós estão a ser avaliados para a janela de visualização, e não para renderização finalResultadoRetorna o sinal de A, sign(A)Regressar ao Modo AnteriorRegressar ao modo anteriorReporta se esta é uma acção em camadas. De momento todas as acções são convertidas em camadas através de versionamento e esta função reporta sempre como verdadeiro.Reporta se esta é uma Acção de legado. Acções de Legado não têm camadas ou compartimentos. Desde o Blender 4.4 acções são automaticamente actualizadas para ter camadas. Esta função só reporta Verdadeiro para acções vazias.Devolve um valor onde apenas um bit de A e B está atribuídoDevolve um valor onde os bits de A e B estão ambos atribuídosDevolve um valor onde os bits de A ou B estão atribuídosDevolve informação sobre uma imagemReporta informação acerca do modificador de faixa activoReporta as coordenadas dos pixeis de uma imagemDevolve o valor de bit oposto de A, em decimal é equivalente a A = -A - 1Retorna o sinal de AID Local ReutilizávelReutilizar raios dos pixeis adjacentesRevelar todos os ossos escondidos em Modo de EdiçãoRevelar todos os ossos escondidos no Modo de PoseRevela todos os vértices UV ocultos.Revelar todos os meta-elementos ocultosRevela todos os vértices, arestas e faces ocultas.Revela todos os objectos renderizáveis definindo a bandeira de ocultação da renderização.Revelar pontos de controlo escondidosRevelar faces e vértices ocultosRevelar camadas de máscara temporariamente escondidasRevelar objectos temporariamente escondidosReversoInverter CurvaReverter fotogramasReverter o ratoOrdem InversaTransferência reversaReverte a ordem actual dos elementos seleccionados.Reverte a rolagem do histórico.Inverter ordem dos fotogramasReverte a ordem.Inverter a direcção das curvas seleccionadasInverter ordem dos itens mostradosInverter a ordem dos vértices e arestas das faces seleccionadas, invertendo a direcção das normaisReverte o efeito de ordenamentoReverte as transformações entre este objecto e seus alvos.Reverte o movimento vertical do rato.RevertidoReverte o esquema de tela de volta ao original, antes da sobreposição de área em tela cheia.Reverter nós ao estado padrão, mas manter conexõesRepor as definições do pincel activo para os valores predefinidos na biblioteca de recursosRevolver as arestasSimples sigma racionalCumes e valesMulti-fractal estriadoCumes e ValesRig dona do objecto que pode apagá-lo ou substituir-lo em caso de re-geraçãoTipo de rig para este ossoArranjo de animaçãoDireitaOlho direitoManípulo direitoDeslocamento do Manípulo DireitoManípulo direito seleccionadoTipo do manípulo direitoChave DireitaVizinho DireitoO olho direito deve ver a imagem esquerda e vice-versaStatus de selecção de manípulo direito.A lateral direita da área de pesquisa em coordenadas normalizadas, relativas a posição do marcador.Deslocamento direito de fotograma do manípulo esquerdo desde o início do conteúdo da faixaCorpo rígidoRestrição - Corpo rígidoRestrição tipo - Corpo rígidoObjecto de corpo rígidoDefinições de corpos rígidosFormato de corpo rígidoTipo de corpo rígidoAmbiente para corpos rígidosAmbiente (mundo) de corpo rígido não possui dados de física associados para exportar.O corpo rígido participa activamente para a simulação.Corpo rígido se deforma durante a simulação.Ambiente de corpo rígido não foi inicializado corretamente, é necessário acionar a simulação primeiro.RigifyColecção Activa de RigifyTipo Activo de RigifyFerramentas de Animação RigifyEspeciais de Conjuntos de Cores RigifyFerramentas de Desenvolvimento RigifyMeta-Rigs RigifyRig Proprietária do RigifyNome da rig RigifyRig Alvo RigifyInterface do Utilizador do Alvo RigifyTipo de RigifyArosCor da OrlaVincos dos arosEfeito de OrlaDeslocamento de material para os arosGrupo de Vértices do AroEfeito de orlaAnéisDirecção dos anéisAnéis ao longo do ao eixo XAnéis ao longo do ao eixo YAnéis ao longo do ao eixo ZAnéis ao longo da distância esféricaRomperRompe os polígonos e permite mover o resultado.Rasgar vértices seleccionados ou região seleccionadaFunção do objecto na simulação de corpo rígidoRolagemÂngulo de rolagemFonte do ângulo de rolagemRolagem internaRolar à esquerdaRolagem externaRolar à direitaO afastamento da rolagem para o final do B-Bone, ajusta a torçãoO afastamento da rolagem para o início do B-Bone, ajusta a torçãoRolagem da visualização.Rolar vista para a esquerdaRolar vista para a direitaExecuta a rolagem da visualização usando um valor angular.Rolagem: %.2fRolar: %sDuração das laminações do obturadorRomeno - RomânRaizDiâmetro da RaizNós de RaizPrim RaizCoordenadas de textura das raízesMover apenas as raízesDecaimento tipo raiz.Caminho de raiz para todos os ficheiros listados na colecção ``files``RotacionarRodar 180 graus na direcção dos ponteiros do relógioRodar 270 graus na direcção dos ponteiros do relógioRodar 90 graus na direcção dos ponteiros do relógioRodar EulerRodar InstânciasRodar RotaçãoRotacionar fonteRotaciona as coordenadas UV dentro das faces.Rodar VectorRodar um ponto usando o eixo XRodar um ponto usado ordem XYZRodar um ponto usando o eixo YRodar um ponto usando o eixo ZRodar um ponto usando ângulos de eixoRodar um vector em trono de um pivot (centro)Rotaciona em torno de um ponto diferente.Rodar em torno de um eixo por ânguloRodar em torno do centro da imagemRodar em torno do X local, depois ZRodar em torno do Z local, depois XRodar em torno dos eixos X, Y e ZRotaciona em torno do eixo Z do espaço do modificador.Rodar em torno do eixo X localRodar em torno do eixo Y localRodar em torno do eixo Z localRotaciona ao longo do eixo especificado ("bloqueado") para apontar em direcção ao alvo.Rodar normais personalizadas dos itens seleccionadosRodar atributo de cores da esquina da face dentro das facesRodar instâncias de geometria local ou globalmenteRodar imagem por um ângulo especificadoRotaciona a selecção inicial dando a ela um formato melhor.Rodar instância de acordo com as normais dos vérticesRotação é afectada pelas definições de atracçãoRotaciona as ilhas para um melhor ajuste.Rodar ilhas para ficarem alinhadas horizontalmenteRodar ilhas para ficarem alinhadas verticalmenteRodar ilhas para melhorar organizaçãoRodar escala não-uniforme do ascendente para alinhar com descendente, aplicando a escala X do pai ao eixo X do filho, repetindo os outros eixosRotaciona os pontos em torno dos pontos medianos do pincel.Rodar relativamente à orientação actualRotaciona a aresta seleccionada ou as faces adjacentes.Rotaciona os itens seleccionados.Rodar a imagemRodar o valor de entrada em coordenadas globaisRodar a rotação de entrada em espaço localRodar a rotação de entrada em coordenadas locais do objectoRotaciona a tangente da superfície.Rotaciona a visualização.Rodar/TorcerCâmaras rodadas, apontando para ponto em comum à distância de convergênciaRodar para rectângulo mínimo, vertical ou horizontalmenteRodar os valores de bits de A pela quantidade de Deslocamento especificada. Valores positivos rodam para a esquerda, negativos para a direita.RotaçãoRotação e escalaÂngulo de rotaçãoEixo de RotaçãoIncremento de RotaçãoInfluência de rotaçãoMatriz de RotaçãoMétodo de RotaçãoModo de mistura de rotaçãoModo de rotaçãoConector de Nó de RotaçãoInterface de Conector de Nó de RotaçãoOrigens da RotaçãoCaminho de rotaçãoIncremento de Precisão de RotaçãoEspeciais para rastreamento de rotaçãoRastreamentos de rotaçãoUnidades de rotaçãoRotação em XRotação em YRotação em ZQuantidade de rotação por pixel para controlar quão rápido roda a janela de visualizaçãoRotação e EscalaO ângulo de rotaçãoRotação em torno do centro ou objectoRotação em torno do caminhoRotação em torno do eixo de orientação escolhido.Conversão de rotaçãoErro de rotaçãoRotação para cada passo.Rotação para a imagem de plano de fundo (apenas em projeção ortográfica).Rotação para o novo objecto adicionado.A rotação em Eulers.Rotação em quaterniõesRotação em quaterniões (mantenha valores normalizados).Rotação das lâminas na abertura.Rotação do sol em relação ao ZéniteRotação do efeitoApenas a rotaçãoPivô de rotação ou escalaRotação presente na tomada de cena original, para ser compensado. Usado por exemplo para inclinações deliberadas.Intervalo de rotação no qual o pivotamento deve ocorrer.Passo de rotação para as teclas 2, 4, 6 e 8 do teclado numérico.Rotação em Ângulo de EixoRotações para deltasRotação em EulerRotação em QuaterniãoValor de rotação em atributo de geometriaConector de rotação de um nóPivô de rotação e escalonamentoDiferença rotacionalRotaçõesRugosidadeFactor de rugosidadeRugosidadeRugosidade 1Rugosidade 2Curva de rugosidadeFinal da rugosidadeIrregularidade nas terminaçõesRugosidade do MaterialRugosidadeRugosidade URugosidade VArredondadasArredondar A ao maior inteiro múltiplo de B menor ou igual a AArredondar A ao inteiro mais próximo. Arredondar para cima se a parte fraccionária for 0.5Modo ArredondamentoArredondar UVs aos pixeis durante ediçãoTerminações arredondadas (meio-círculo).Arredondar as esquinas gerando arcos circulares em cada ponto de controleArredondar cantos internos côncavos de uma função de distância com sinal. Afecta apenas áreas com curvatura principal negativa, criando transições suaves entre superfícies.Formas perimétrica aberta arredondadaArredondar o flutuante ao inteiro menor mais próximoArredondar o flutuante (float) ao inteiro mais próximo em direcção ao zero (menor se positivo, maior se negativo)Arredondar o flutuante ao inteiro mais próximo para cima ou para baixoArredondar o flutuante ao inteiro maior mais próximoArredondar aos PixelsArredondar aos centros dos pixelsArredondar aos cantos dos pixelsArredondadoFita ArredondadaCircularidadeCircularidade das crianças em torno do parente.Redondeza da ponta do pincelArredondamento dos cantos dos painéis e sub painéisArredondadosLinhaFiltros de LinhaAltura da colunaIntercalado nas linhasBorrachaAvaliação de regraRegra de nebulosidadeRéguaRegras são seguidas de cima para baixo (apenas a primeira regra cujo efeito está acima do limite de imprecisão é avaliada)Correr como UtilizadorExecuta um ficheiro Python.Executar Python durante a ediçãoCorrer uma operação de arrastar conectar nó de testeExecuta o script activo.Executar como tarefa em plano de fundoCorrer como um utilizador específicoCorrer no Editor Geometry NodesCorrer este script após geração, para aplicar alterações específicas do utilizadorCorrer este texto como script de Python ao carregarExecuçãoDados de ExecuçãoOpções para usar durante a execuçãoInformação acerca do estado de execução da sessão VRRusso - РусскийSBooleano de Grelha SDFBolear Grelha SDFLaplaciano de Grelha SDFMédia de Grelha SDFCurvatura Média Grelha SDFGrelha Mediana SDFDeslocamento Grelha SDFSDLSLimite SMAA de RenderizaçãoLimite SMAA de Janela de VisualizaçãoSMPTE (compacto)SMPTE (completo)Código de Tempo SMTPE mostrando apenas minutos, segundos e fotogramas - horas também são mostradas caso necessário, mas não por defeitoDefinições de fluidos SPHSolucionador HPSDefinições SSAOSSE42SVGs como CurvasÁreas de segurançaÁreas de segurança para o enquadramento dos elementos em geral.Áreas de segurança de enquadramento para os elementos em geral, durante o uso de uma proporção de aspecto diferente.Permite definir uma área de segurança para o enquadramento de textos e gráficos.Área de segurança para enquadramento de textos e gráficos em uma proporção de aspecto diferente.Áreas de segurança usadas na janela de visualização 3D e no editor de sequências de vídeoMesmos canais Mesmo objectoO mesmo que frame_end, excepto permitir atribuir qualquer valor, mesmo que criem estado inválidoO mesmo que frame_start, excepto permitir atribuir qualquer valor, mesmo que criem estado inválidoMesmo osso seleccionado...Mesmas colecções que o osso activoMesmas cores que o osso activoMesma direcção de entrada ou saída de conectores.AmostrarNúmero de AmostrasAmostrar CurvaAmostrar Distâncias ConstantesFormato de amostragemAmostrar GrelhaAmostrar Índice da GrelhaAmostrar ÍndiceAmostrar ComprimentoLinha de exemploAmostras mescladasAmostrar Mais próximoAmostrar Superfície Mais PróximaTaxa de amostragemTamanho da AmostraAmostrar Arestas DireitasSubconjunto de AmostragemAmostrar ComprimentoDeslocamento de Subconjunto de AmostragemAmostrar Superfície UVEscolher osso na Janela de Visualização 3D ou Organizador para guardar numa propriedadeObter cores ao longo de uma linhaAmostrar uma cor da janela Blender e criar um material Grease PencilPermite obter uma amostra de Bloco-de-Dados a partir da janela do Blender para guardar em uma propriedade.Permite obter uma amostra de Bloco-de-Dados a partir da janela de visualização 3D para guardar em uma propriedade.Amostrar uma linha e mostrá-la nos painéis de gráficosPrecisão das amostras, importante para os dados de animação (quanto mais baixo o valor, mais preciso).Amostrar um ficheiro de imagem como texturaAmostrar um ficheiro de imagem como textura ambiente. Tipicamente usado para iluminar a cena com o nó de FundoAmostragem de cor para %s.Permite obter uma amostra na janela de visualização 3D usando uma profundidade.Amostrar detalhe de topologia dinâmicaAmostrar a spline especificada distribuindo um número especificado de pontosAmostrar cada spline dividindo-a em segmentos de comprimento especificadoAmostrar arestas com comprimentos iguaisAmostrar arestas com manípulos vectorObtém amostras de cada pixel da imagem.Formato de amostragemMedir comprimentos baseados no comprimento total de todas as curvas, em vez de usar um comprimento por cada curva seleccionadaAmostrar tamanho de voxel da malhaAmostrar múltiplas luzes mais eficientemente com base na contribuição estimada a cada ponto de sombreamentoLer valores de pixeis sob o cursorPonto de amostra para curva-f.Taxa de amostras em amostras/sTaxa de amostragem do áudio em HzObtém uma amostra dos detalhes da malha no ponto clicado.Amostras das cores de exibição de saída.Amostra na qual iniciar redução de ruído da pré visualizaçãoAmostrar valores de uma textura de imagemPontos de amostraDados de animação amostrados.Cores amostradas ao longo da linha.AmostrasAmostras por FotogramaAmostragemReserva de Amostragem de InterpolaçãoMétodo de AmostragemAmostragem padrãoPredefinições de amostragemTaxa de amostragemMétodo de amostragem para usar para volumes.Estratégia de amostragem para superfícies emissivasSaturaçãoTremulação de SaturaçãoModo SaturaçãoSaturação dos ícones no interfaceSaturação, Valor, TonalidadeGuardarGuardar e CarregarGuardar como renderizaçãoGuardar cópias de segurançaGuardar cópiaModo para guardarGuardar PNGs como PNGs, JPEGs como JPEGs, WebPs como WebPs. Para outros formatos, usar PNG.Guardar PreferênciasConfirmar GravaçãoVersões guardadasGuarda um ficheiro de captura de movimentos de hierarquias de volume circundante a partir de uma armação.Guardar uma cópia do recurso de pincel activo na biblioteca de recursos pré definida, e torná-lo no pincel activoGuarda uma cópia do estado actual de trabalho mas não torna o ficheiro guardado activo.Guardar um tema personalizado à lista de predefiniçõesGuarda uma sequência de imagens.Guarda o Bloco-de-Dados de texto activo.Guarda o ficheiro de texto activo com opções.Guardar todas as images modificadasGuarda uma imagem empacotada dentro do ficheiro .blend para o disco.Guardar como RenderizaçãoGuarda os ficheiros de cache para o disco (o ficheiro Blender deve ser guardado primeiro).Guardar luz de estúdio personalizada a partir do editor de luzes de estúdioGuarda os deslocamentos para um ficheiro externo.Guardar imagem com gestão de cor de renderização. Para formatos de imagem de exibição como PNG, aplicar transformação de visualização e monitor. Para formatos de imagem intermédios como OpenEXR, usar o espaço de cor de renderização pré definido.Guardar imagens como JPEG (Imagens que precisem de alfa são guardadas como PNG). Tenha atenção a possíveis perdas de qualidade.Guardar imagens como WebPs como imagem principal (sem reserva)Guardar canais luminância-chrominância-chrominância em vez de cores RGBGuardar ao SairGuardar preferências ao sair quando modificadas (a não ser que tenham sido carregadas preferências de fábrica)Guarda o cache de renderização em ficheiros EXR (Útil para composições pesadas. Nota: afeta as cenas renderizadas indiretamente).Guarda o mapa gerado e gravado em um ficheiro externo.Guarda o mapa de pré-cálculo num bloco-de-dados de imagem internoGuarda o ficheiro Blender actual.Guardar o actual ficheiro Blender com um nome e incremento numérico que não substitui ficheiros existentesGuarda o ficheiro actual na localização desejada.Guardar o Nó de Visualização actual numa imagemGuarda a imagem com outro nome e / ou definições.Guarda a imagem com o nome e as definições atuais.Guardar a imagem renderizada no caminho de saída (usada apenas quando animação está desactivada)Guardar cena num ficheiro PLYGuardar cena num ficheiro Wavefront OBJGuardar a cena num ficheiro STLGuarda este Bloco-de-Dados mesmo que não haja utilizadores.Guarda esta camada de saída.Guarda para o disco (ignora alterações externas).Guardar definições de tradução num ficheiro persistente JSONGuardado %sGuardar ficheiro empacotado para: %sSerrilhadaGráficos vectoriais escalonáveis (.svg)EscalonarEscalaEscalona (redimensiona) os itens seleccionados.Base da EscalaRedimensionar SuavizaçãoRedimensionar ElementosAlterar uniformemente a escalaRedimensionar FPSFactor de escalaFactor de Escala para a TexturaRedimensionamento de EntradaInfluência da escalaRedimensionar InstânciasMatriz de escalaModo de mistura de escalaModo de EscalaAfastamento de EscalaRedimensionamento de SaídaRedimensionar RigidezRedimensionar Espessura dos TraçosRedimensionar U e V independentementeEscalona as coordenadas UV para as margens após o desdobramento.Redimensionar UniformementeEscala em XEscalonando X: %s Y: %s Z: %s%s %sEscalonando X: %s Y: %s%s %sEscala em YEscala em ZEscalona um valor de contexto de ponto flutuante.Escalona todos os dados (alguns importadores não suportam armações de ossos escalonadas !).Redimensionar todas as quadrículas UDIMRedimensionar ao longo do eixo XRedimensionar ao longo do eixo YEscalona um valor de contexto inteiro.Escala com base em pixeis por unidade BlenderEscala com base em pixeis por polegadaRedimensionar por Tamanho da FaceReduzir o texto para caber dentro das caixas de textoRedimensionar uniformemente cada curva para atingir o comprimento alvoFactor de escala que determina a "velocidade" da função.Factor de escala que determina os valores máximos e mínimos.Factor de escala para ajuste da altura dos fotograma chave (referente a amplitude).Factor de escala para formas dos ossosO factor de escala para o final do B-Bone, ajusta a espessura (para efeitos de afunilamento)Factores de escala para o início do B-Bone, ajusta a espessura (para efeitos de afunilamento)Método de ajuste de dimensãoEscala para a intensidade de luzes importadasEscala para novo objecto adicionadoRedimensionar instâncias de geometria em espaço local ou globalRedimensionar grupos de arestas e faces conectadosRedimensionar arestas individuais ou ilhas de arestas vizinhasRedimensionar faces individuais ou ilhas de faces vizinhasRedimensionar instâncias com base no tamanho das facesRedimensionamento é afectado por definições de atracçãoRedimensionar ilhas de um mapa UV e movê-las de modo a preencher o máximo de espaço UV possívelRedimensionar ilhas para caberem dentro do quadrado unitárioRedimensionar malhaEscala do ruído (valo mais alto resulta em vórtices maiores)Escala da solução de objecto dentro do espaço de câmara.Escala para as maiúsculas em versalete.A escala dos eixos X e Z são ajustadas para preservar o volume dos ossos.Escala dos eixos X e Z é o inverso da escala Y.Escala da ponta do pincel no eixo XPermite escalonar o efeito de deslocamento.Escala dos traços finaisEscala da camadaEscala da sombraEscala do ruído espacialApenas a escalaEscalona a área seleccionada.Redimensionar tamanho e exibição dos bendy-bonesRedimensionar valores chave seleccionados pela sua média combinadaEscalona o raio de cobertura dos vértices seleccionados.Redimensionar rigidez em vez do raioEscalona as hierarquias de volume circundante por este valorEscalona a entrada Z quando não estiver usando um buffer Z, controla o desfoque máximo projetado pela cor branca ou o valor de entrada equivalente a 1.Escala da imagem de fundoRedimensionar os ossos para ocupar o comprimento total da curvaAjustar a intensidade de contribuição da luz directaAjustar a intensidade de contribuição da luz indirectaEscalona os objectos personalizados de acordo com o comprimento dos ossos.Redimensionar a distância entre amostras de sombreadores volumétrico ao renderizar um volume (valores mais baixos dão resultados mais precisos e detalhados, mas aumentam o tempo de renderização)Redimensiona objectos de duplicação por facesRedimensionar a taxa de fotogramas do ficheiro BVH para a da cena actual, caso contrário, cada fotograma BVH será mapeado directamente para um fotograma BlenderEscalona o movimento do rato por este valor antes de aplicar o delta.Redimensionar a frequência do ruídoEscalona o deslocamento pela geometria circundante.Redimensionar a matriz de afastamento (usar para aplicar afastamento em contexto do ecrã)Escalona o deslocamento para fornecer uma espessura mais uniforme.Redimensionar os objectos da cena pelo valor de metros por unidade da cena USD. Esta escala é aplicada em adição ao valor especificado na opção EscalaRedimensionar espessura das linhas quando transformar traçosRedimensionar a textura para caber no comprimento de cada traçoEscalona os valores da curva-f modificada.Redimensionar para Comprimento do OssoEscalonar para as margensRedimensionar para Enquadramento da CâmaraEscalas para deltasRedimensionar com Tamanho das FacesRedimensionar para PreencherRedimensionar para CaberRedimensionar para caber ou preencher o enquadramento da câmaraRedimensionar para respeitar ampliação (caso contrário tamanho de exibição independente do nível de ampliação)Escala a usar ao converter entre unidades Blender e dimensões. Quando trabalhando com escala microscópica ou astronómica, uma escala de unidades pequena ou grande respectivamente, pode ser usada para evitar problemas de precisão numéricaAjustar sensibilidade de rotação trackballVectores de escala com as suas magnitudesRedimensionar, posicionar e rodar uma imagemRedimensionar/MoverEscalonando: %s : %s : %s%s %sEscalonando: %s : %s%s %sEscalonando: %s%s %sEscalonando ossos: X: %s Y: %s Z: %s%s %sEscalonando ossos: %s : %s : %s%s %sEscalonando ossos: %s%s %sEscala X: %sRedimensionadoPerfaz um escalonamento para a intensidade do ruído.Redimensiona a malha como um corpo mole usando a origem do objecto como escalaAltera a potência da luz exponencialmente, multiplicando a intensidade por 2^exposiçãoEscala (em tempo) do ruído.Factor de escala para a ação.Factor de escala que é aplicada ao longo do eixo X.Factor de escala que é aplicada ao longo do eixo Y.Escala para a entrada de ruído.Altera o escalonamento do objecto.Procurar novos módulos em pastas de adiçõesO tempo de "exposição" da renderização por escaneamento de linhas para o efeito de obturador laminado.Dispersar luz à medida que passa por um volume, usado frequentemente para adicionar neblina a uma cenaModelo de DispersãoCenaCopiar DefiniçõesCópia CompletaCopia VinculadaNovo(a)Índice de ObjectoEspaçoTipoCâmara da CenaColecções da CenaExibição de CenaIntervalo de fotogramas da cenaHydra CenaDefinições de cena de motor de renderização HydraInstanciação de CenaConector de Nó de CenaInterface de Conectores do Nó de CenaObjectos da cenaOperações de cenaOrigem da cenaTema - Janela de propriedadesVisualização da renderização da cenaConfiguração de CenaEstatísticas da CenaFaixa de cenaExibição de Faixa de CenaIntervalo de Faixa de CenaTempo de CenaUnidades da cenaCena no seu estado avaliadoBloco de dados de cena, consistindo em objectos e definindo o tempo e definições relacionadas a renderização.Blocos-de-dados de CenaConfigurações de exibição da cena para a janela de visualização 3DCena a partir da qual seleccionar a câmara activa. Caso não esteja definida, usa a cena actual renderizada.A cena não possui uma câmara definida.Agrupamento de Chaves daCenaMetros de cena por unidade para 0.001Metros de cena por unidade para 0.01Metros de cena por unidade para 0.0254Metros de cena por unidade para 0.3048Metros de cena por unidade para 0.9144Metros da cena por unidade 1.0Metros de cena por unidade para 1000.0Cena não encontrada.Colecção Raiz da cena que contém todos os objectos e outras colecções instanciadas na cenaTamanho da cenaConector de cena de um nóCena que esta sequência usaCena para renderizar, cena actual caso não especificado.A cena será renderizada usando 11 amostras de suavizaçãoA cena será renderizada usando 16 amostras de suavizaçãoA cena será renderizada usando 32 amostras de suavizaçãoA cena será renderizada usando 5 amostras de suavizaçãoA cena será renderizada usando 8 amostras de suavizaçãoA cena será renderizada usando método de suavização de uma passagem (FXAA)A cena será renderizada sem suavizaçãoCenasEsquema = Catmull-Clark, quando possível. Exporta a malha subdividida para o tipo de subdivisão SimplesEsquema = Nenhum. Exportar malha base sem subdivisãoEsquema = Nenhum. Exportar malha subdivididaFundo da Região GráficosGráficosGráficos para visualização estatística de um clip de filmeGráficos para visualização estatística de uma imagemGráficos para visualizar estatísticas de imagemGráficos para visualizar estatísticas do clips de filmeDistância de AleatorizaçãoDistância de Aleatorização da Janela de VisualizaçãoTelaNovo(a)Tamanho de Ecrã de AgarrarModo ScreenUnidades de EcrãRastreamento de TelaCoordenadas de ecrã de amostragemBlocos de dados de tela, definindo o esquema de áreas em uma janela.Blocos-de-dados de EcrãDisposições de Ecrã de um espaço de trabalhoAtracção de ângulos em coordenadas de ecrãRastreamento de TelaPrecisão de Rastreamento de TelaEspessura do Rastreamento de TelaTelasCaptura de EcrãRevolverModificador RevolverEixo de RevoluçãoScriptPastas de ScriptsNós de scriptsFonte de scriptExpressão em formato de scriptBarras de RolagemCores dos assistentes de rolagemRolagem e ampliação para uma região 2DDirecção de Rolagem (Apenas Wayland)Rolar para baixo uma página.Rola a página para cima ou para baixo.Rolar até ficheiros seleccionados ficarem visíveisRola a visualização para baixo.Rola a visualização para a esquerda.Rola a visualização para a direita.Rola a visualização para cima.Rola para cima uma páginaRola a visualização clicando e arrastando com o rato.Deslocar vista actual de modo a que o fotograma actual esteja centradoHistórico ScrollbackDefinições de Região de Varrimento e MarcadoresVarrer/MarcadoresEsculturaEsculpir todas as ilhasEsculpir Malha BaseCapacidades de esculturaEsculpir Traços Grease PencilNíveis de esculturaModo de esculturaCor de sobreposição de esculturaPlano de esculturaDefinir Pivot de EsculturaPintura de Textura em EsculturaPermite a escultura de traços na geometria.Esculpir curvas usando um pincelEsculpe em uma camada persistente da malha.Esculpir traços no objecto activo Grease PencilCor para sobreposição de esculturas e pinturasCosturasMargem da CosturaAs arestas de costuras para o desdobramento das UVs.CosturasPesquisarProcurar AdiçõesÁrea de pesquisa:Distância das ProcuraCorrespondência de PesquisaExtensão máxima de pesquisaExtensão mínima de pesquisaTamanho de pesquisaPesquisa novamente a partir do início do ficheiro quando atingir o final.Procurar um nó por nome, foca-lo e selecciona-loProcurar ficheiros deste tipoProcurar por este item nesta pastaPesquisa por marcadores que estão deformados por afinidade (t, r, k, e retorcidos) entre os fotogramas.Pesquisa por marcadores que estão deformados em sua perspectiva (por homografia) entre os fotogramas.Pesquisa por marcadores que estão movidos e rotacionados entre os fotogramas.Pesquisa por marcadores que estão movidos e escalonados entre os fotogramas.Pesquisa por marcadores que estão movidos entre os fotogramas.Pesquisa por marcadores que estão movidos, rotacionados ou escalonados entre os fotogramas.Pesquisa em todos os blocos de dados de texto, em vez de apenas no que está activo.A variável de texto para pesquisa é sensível a letras maiúsculas e minúsculas.Pesquisa os sub-directórios por quaisquer imagens associadas (ATENÇÃO: pode ser lento).Termo de pesquisa para filtragem na interface de utilizador.SegundoTipo do Segundo ManípuloSegundo objecto de corpo rígido para ser restringido.Atracção a SegundosSegundo coeficiente de distorção radial de quarta ordem Brown-ConradySegundo coeficiente de distorção tangencial de segunda ordem Brown-ConradySegundo coeficiente de distorção Nuke de segunda ordemSegundo coeficiente de distorção de divisão de segunda ordemSegundo coeficiente de distorção tangencial NukeSegundo coeficiente da terceira ordem polinomial de distorção radial.Segunda cor usada para o efeitoSegundo ponto de controle de spline cúbica entre velocidades min/maxSegunda entrada para a faixa de efeito.Segundo fotograma chave usada para inicialização da reconstrução.Segundo ponto da captura de ecrã em coordenadas de ecrãSegundo objecto de malha seleccionado a partir qual copiar o formato é requerido.Nome do segundo grupo de vértices.SecundárioEixo SecundárioEixo secundário do ossoCor secundáriaCamadas de Controlo SecundáriasCaminho secundário de dadosDecaimento de Influência SecundáriaTextura secundáriaCor secundário do padrão xadrez que indica áreas transparentesCaminho secundário da propriedade a ser definida pelo controlo radial.SegundosQuantidade de segundos à volta do cursor em torno dos quais enquadrar ampliaçãoSegundos nos quais executar o teste (despreza as interações).SegredoSecção a activar nas PreferênciasVeja '%s' dentro do editor de textos.Verifique o painel de modificadores abaixo.SementeSemente para aleatorização caso usado.Semente para geração de números aleatórios (caso negativo, então o tempo será usado como semente).Valor de semente para base das operações aleatórias.Semente para geração do ruído.Semente para o gerador aleatório de números.A semente do ruído.Semente do gerador aleatório.Valor de semente para que o integrador obtenha diferentes padrões de ruído.Valor de semente para o gerador aleatório.Procurar com base em marcas temporais calculadasSegmentoInfluência de SegmentoSegmentos entre ambos os fotogramas chaveSegmentosSegmentos para aresta curvadaSegmentos amostrados dos pontos de controleSegmentos a uma distância de imagem inferior a este valor serão encadeadosSeleccionarPermite seleccionar o tipo de curva - 2D ou 3D.Seleccionar Manípulo Alinhado IndividualSeleccionar tudoSeleccionar todos por características...Seleccionar âncoraSeleccionar FundoSeleccionar DesvioSeleccionar regiões maioresSeleccionar CanalSeleccionar criançaSeleccionar DescendentesSeleccionar apenas as criançasCor de Selecção por coresSeleccionar Ponto de ControloSeleccionar CurvasÍndice da linha final seleccionadaSelecciona faces conectadas à a selecção actualSeleccionar agrupadosSeleccionar ManípulosSeleccionar ManípulosSeleccionar toda a hierarquiaSeleccionar Objectos ImportadosSeleccionar camadaSeleccionar Manípulo EsquerdoSeleccionar vinculados(as)Seleccionar CircuitosModo de SelecçãoSeleccionar mais ou menosSeleccionar infladosSeleccionar parenteSeleccionar passoSeleccionar padrãoSeleccionar PontoSeleccionar Manípulo DireitoSeleccionar anelSeleccionar pesquisaSeleccionar Conjunto de SelecçãoSeleccionar por similaridadesSeleccionar compartimentoSeleccionar TextoSeleccionar vértices UVSeleccionar vértices UV usando rectângulo de selecçãoPermite seleccionar os vértices UV usando um círculo para a pintura de abrangência.Seleccionar UVs na quadrícula especificadaSelecciona as UVs que estão na mesma localização e compartilham um vértice de malha.Seleccionar UVs que partilham um vértice de malha, quer estejam na mesma posição ou não.Selecciona as UVs usando selecção através de laço.Selecciona vértices conectados a selecção existenteSeleccionar visualizaçãoSeleccionar um osso na rig gerada que impele esta acçãoSelecciona um directório marcado como preferencial.Selecciona uma cadeia de faixas vinculadas mais próximas do ponteiro do rato.Selecciona uma aresta de funcionalidade caso ambas as faces adjacentes estejam marcadas.Selecciona uma aresta de funcionalidade caso quaisquer de suas faces adjacentes estejam marcadas.Selecciona um circuito de vértices UV conectadosSeleccionar circuito de arestas conectadasSeleccionar um eixo para espelhar (X, Y)Seleccionar um eixo para espelhar (X, Y, Z)Selecciona um novo caminho para esta biblioteca, e recarrega novamente todos os seus dados.Selecciona um novo ponto de curva de pintura.Seleccionar um ponto ou os seus manípulosSelecciona o conjunto de pontos ou cabelos distribuídos de forma aleatória.Seleccionar um intervalo do elemento activoSeleccionar uma linha de pontos de pontos de controle incluindo o activo. Utilização sucessiva no mesmo ponto alterna entre direcções U/V.Selecciona uma faixa (a última seleccionada se torna a "faixa activa").Selecciona os vértices afetados na malha.Seleccionar faces UV que estão sobrepostas com outrasSelecciona todos os vértices de UV conectados ao mapa de UV activo.Selecciona todos os vértices UV conectados abaixo do rato.Selecciona rodos os canais de animação dentro de uma região especificada.Seleccionar todos entre item activo e item clicadoSeleccionar todos os ossos ligados por relações ascendente/descendente à selecção actualSeleccionar todos os ossos conectados à selecção actual por relações ascendente/descendenteSeleccionar os ossos que têm os mesmos ascendentes que os ossos actualmente seleccionadosSeleccionar Todos os CaracteresSeleccionar todos os descendentes dos ossos actualmente seleccionadosSelecciona todos os pontos de controlo conectados aos já seleccionados.Seleccionar todos os pontos de controlo conectados à actual selecçãoSelecciona todos os pontos de curva conectados aos já seleccionados.Seleccionar todas as curvas num preenchimentoSelecciona todos os dados dentro da malha em um único eixo.Seleccionar todos os rastreadores desactivadosSelecciona todos os elementos.Seleccionar todos os rastreadores estimadosSelecciona todos caso seja verdade, caso contrário, de-selecione todos.Seleccionar todos os rastreadores com fotogramas chaveSelecciona todos os fotogramas chave do canal sob o ponteiro do rato.Selecciona todos os fotogramas chave no enquadramento especificado.Selecciona todos os fotogramas chave que ocorrem no mesmo fotograma como este abaixo do rato.Selecciona todos os fotogramas chave dentro da região especificada.Selecciona todas as chaves conectadas às já seleccionadasSeleccionar todos os rastreadores trancadosSelecciona todos os vértices ou arestas não contíguos.Seleccionar todos os objectos na colecçãoSeleccionar todos os objectos que bloqueiam luz deste emissorSeleccionar todos os objectos que recebem luz deste emissorSelecciona todos os caminhos entre os elementos de fonte e destinação.Selecciona todos os vértices UV afixados.Seleccionar todos os pontos em curvas com qualquer ponto seleccionadoSeleccionar todos os pontos na curva sob do cursor do ratoSeleccionar todas as arestas suficientemente pontiagudasSelecciona todas as faixas adjacentes a selecção actual.Selecciona todas as faixas agrupadas por diversas propriedades.Seleccionar faixas do mesmo lado do cursor do rato em relação ao fotograma actualSeleccionar todos os pontos do traçoSeleccionar todos os pontos de traço entre outros traçosSelecciona todos os traços com características similares.Selecciona todo o texto.Selecciona todos os fotogramas chave dentro do canal abaixo do rato.Selecciona todos os fotogramas chave dentro da curva.Seleccionar o texto todoSelecciona todos os vértices atribuídos para o grupo de vértices activo.Seleccionar todos os marcadores usando rectângulo de selecçãoSeleccionar todos os rastreadores rastreadosSeleccionar todos os rastreadores do grupo especificadoSeleccionar todos os rastreadores que falharam ser reconstruidosSeleccionar todos os rastreadores com a mesma cor que o rastreador activoSeleccionar todos os vértices conectados a selecção actualSelecciona todos os ossos visíveis agrupados por propriedades similares.Selecciona todos os objectos visíveis agrupados por diversas propriedades .Selecciona todos os objectos visíveis que estejam vinculados.Selecciona todos os objectos visíveis que sejam de um tipo.Seleccionar pontos alternados nos traços com pontos já seleccionadosSelecciona um anel de arestas.Selecciona um anel de arestas de UV conectadasSeleccionar um número.Seleccionar primeiro uma Faixa de Animação Não Linear existente ou uma linha de acção vaziaSeleccionar e activar itensSelecciona e permite deslizar o ponto de curva de pintura.Seleccionar linhas anti-silhuetaSeleccionar ao menos dois circuitos de arestas.Selecciona as regiões maiores ao invés das menores.Seleccionar ossos na Colecção de Ossos activaSeleccionar todos os ossos ligados por relações ascendente/descendente sob o cursorSelecciona os ossos que são parentes dos ossos actualmente seleccionados.Selecciona os ossos usados como alvos para os ossos actualmente seleccionados.Selecciona as arestas nas margens (arestas de malha aberta).Selecciona as arestas das extremidades em torno das faces seleccionadas.Seleccionar pela Força das FacesSeleccionar por compartimento de material activoSelecciona os objectos conectados por relações entre parentes e crianças.Seleccionar contorno ou silhuetaSelecciona os contornos representados pelas silhuetas externas de cada objecto.Seleccionar pontos de controlo nas margens de cada região da selecçãoSelecciona os pontos de controlo seguintes aos já seleccionados ao longo das curvas.Selecciona os pontos de controlo que precedem os já seleccionados ao longo das curvas.Selecciona as arestas dos vincos (aquelas que estão entre duas faces que formam um ângulo menor do que o ângulo de vinco definido).Seleccionar objectos criados no fim da importaçãoSeleccionar pontos de curva usando rectângulo de selecçãoPermite seleccionar os pontos de curva usando um círculo para a pintura de abrangência.Selecciona os pontos de curva usando a selecção por laço.Seleccionar curvas que estão perto de curvas já que estão seleccionadasSeleccionar o tipo de dados do atributoSeleccionar descendentes directos dos ossos actualmente seleccionadosPermite seleccionar o objecto de domínio da simulação de fumo.Selecciona as arestas marcadas (arestas marcadas para ser arestas de funcionalidade Freestyle).Selecciona as arestas nas margens dos materiais.Seleccionar arestas o pares de faces em torno dos quais rodar circuitos de arestasSelecione ou 1 ou 3 vértices para os quais parentear.Permite seleccionar ou pontos ou cabelos.Seleccionar elementoSeleccionar elementos com base no atributo booleano activoSeleccionar os pontos nos extremos das curvasSeleccionar as pontas dos traçosSelecciona qualquer coisa que comece com a última selecção.Seleccionar tudo excepto linhas da colecção especificadaSelecciona os contornos externos (silhuetas externas dos objectos oclusores e oclusos).Selecciona circuito de faces sob do cursorSelecciona as faces onde todas as arestas possuem mais que dois utilizadores de face.Selecciona arestas de características com base numa colecções de objectosSelecciona as arestas de funcionalidade com base nos tipos de aresta.Selecciona as arestas de funcionalidade com base na visibilidade.Selecciona as arestas de funcionalidade que pertencem a algum objecto dentro do grupo.Selecciona as arestas de funcionalidade pelas marcações de faces.Selecciona as arestas de funcionalidade pelas margens da imagem (menos consumo de memória).Selecciona as arestas de funcionalidade que não pertencem a quaisquer objectos dentro do grupo.Selecciona as arestas de funcionalidade que não satisfazem as condições de tipos de aresta fornecidas.Selecciona as arestas de funcionalidade que não satisfazem as condições de marcações de faces fornecidas.Selecciona as arestas de funcionalidade satisfazendo as condições de tipos de aresta.Selecciona as arestas de funcionalidade satisfazendo ao menos uma das condições de tipos de aresta.Selecciona as arestas de funcionalidade satisfazendo as condições de tipos de aresta fornecidas.Selecciona as arestas de funcionalidade satisfazendo as condições de marca de face fornecidas.Selecciona as arestas de funcionalidade de acordo com um intervalo de alcance para a invisibilidade quantitativa.Seleccionar linhas de feição que vêm de zonas iluminadas ou em sombra. Não afecta sombras projectadas e contornos luminosos, uma vez que estes estão na periferia.Seleccionar moldura contendo os nós seleccionadosSeleccionar entre modelo Chiang ou HuangSeleccionar de entre várias entradas por nomeSelecciona manipulador em ambos os lados da faixa seleccionadaSelecciona curvas de gráficoSelecciona as hastes próximas a faixa activa.Selecciona as arestas de funcionalidade ocultas.Seleccionar como restringir o objecto à superfície alvoSeleccionar como os vértices são restringidos à superfície alvoSeleccionar se o repositório está num directório gerido pelo utilizador, ou fornecido pelo sistemaSelecciona os parentes ou as crianças mais imediatas dos ossos seleccionados.Seleccionar intersectante com o fotograma actualSeleccionar itens usando rectângulo de selecçãoPermite seleccionar os itens usando um círculo para a pintura de abrangência.Permite seleccionar os itens usando o desenho de um laço com formato de abrangência livre.Permite a selecção dos pontos dos fotogramas chave usando um círculo para a pintura de abrangência.Selecciona os pontos de fotogramas chave usando a selecção por laço.Selecciona os fotogramas chave ao redor dos já seleccionados.Selecciona os fotogramas chave clicando sobre eles.Selecciona os fotogramas chave que ocorrem dentro das mesmas curvas-f que os seleccionados.Selecciona os fotogramas chave à esquerda ou à direita do fotograma actual.Selecciona as chaves vinculadas as chaves seleccionadas pelas extremidades de cada partícula.Seleccionar tipo de linha para traçosSelecciona as faces conectadasSelecciona faces conectadas por ângulo.Selecciona as faces vinculadas abaixo do cursor.Seleccionar vértices conectadosSeleccionar vértices conectados sob o cursorSeleccionar circuitos de arestas conectadas a partir de cada aresta seleccionadaSelecciona geometrias desconectadas com base no modo de selecção.Seleccionar marcadores à esquerda ou à direita do fotograma actualSeleccionar marcadores usado rectângulo de selecçãoPermite a selecção dos marcadores usando um círculo para a pintura de abrangência.Selecciona os marcadores usando a selecção por laço.Seleccionar membros da moldura seleccionadaSelecciona os itens de malha em localizações espelhadas.Selecciona os pontos de treliça espelhados.Selecciona mais vértices UV conectados a selecção inicial.Selecciona mais pontos de Splines conectadas a selecção inicial.Selecciona mais faixas adjacentes a selecção actual.Selecciona mais vértices, arestas ou faces conectados a selecção inicial.Selecciona o canal de rastreamento de filmeSelecciona as partículas mais próximas a partir do ponteiro do rato.Selecciona novos objectos.Selecciona o nó e o conecta a um nó de visualização.Selecciona os nós conectados a partir dos seleccionados.Selecciona os nós conectados aos já seleccionados.Selecciona os nós usando a selecção em laço.Selecciona os nós com propriedades similares.Seleccionar objectos na mesma colecçãoSelecciona o objecto com relação a posição do objecto activo dentro da hierarquia.Seleccionar objectos na colecçãoSelecciona os objectos que coincidam com um padrão de nome fornecido.Seleccionar objectos recursivamente a partir do elemento activoSelecione um dos grupos de vértices disponíveis abaixo da posição actual do rato.Selecciona apenas as faces que foram inteiramente seleccionadas.Seleccionar apenas pontosSelecciona ou desseleciona todas as faixas de animação não linear.Selecciona ou desseleciona todos os ficheiros.Selecciona ou desseleciona todas as faixas.Seleccionar ou desseleccionar objectos visíveis aleatóriosSelecciona a orientação logo após a sua criação.Seleccionar outras faixas ou manípulos ao mesmo tempo, ou todas as chaves de recronometragem após o actual modo de recronometragemSelecciona os objectos recém colados.Selecciona região de faces dentro do circuito de arestas seleccionadoSelecciona os relatórios por índice.Seleccionar objectos reveladosSelecciona cumes e vales (as linhas nas extremidades entre as áreas côncavas e convexas das superfícies).Seleccionar anéis de arestas conectadas a partir de cada aresta seleccionadaSelecciona as raízes de todas as partículas visíveis.Selecciona o caminho mais curto entre dois ossos.Selecciona o caminho mais curto entre as duas seleções.Seleccionar o caminho mais curto entre dois vértices/arestas/facesSelecciona as silhuetas (arestas nas extremidades das faces visíveis e ocultas).Seleccionar UVs similares por tipos de propriedadesSelecciona os ossos similares pelos tipos de propriedades.Selecciona os pontos similares das curvas pelos tipos de propriedades.Selecciona regiões de face similares as da selecção actual.Selecciona as esferas-meta pelos tipos de propriedades.Selecciona vértices, arestas ou faces similares por tipo de propriedade.Selecciona pontos da SplineSeleccionar manípulo da faixaSeleccionar faixas individualmente, quer estejam conectadas quer nãoSeleccionar faixas do lado denominado das faixas seleccionadasSeleccionar faixas relativas ao fotograma actualSelecciona as faixas à esquerda ou à direita do fotograma actual.Seleccionar faixas usando rectângulo de selecçãoSeleccionar faixas usando selecção em círculoSeleccionar faixas usando selecção laçoEstilo seleccionado usado para desenhar traçosEstilo seleccionado usado para preencher traçosSelecciona os contornos sugestivos (a maioria das arestas de contorno ou silhuetas).Selecciona o texto por linha.Seleccionar texto durante movimentação do cursorPermite seleccionar o modo de controlo para o renderizador Freestyle.Selecciona a câmara activa.Selecciona o eixo no qual comparar cada vértice.Seleccionar os ossos deste Conjunto de SelecçãoSeleccionar a câmaraSeleccionar op eixo mais próximo ao posicionar objectos (superfície revoga)Seleccionar o manipulador actualmente destacadoSeleccionar o formato de ficheiros para ser usado para armazenar informação de ruídoSeleccionar o formato de ficheiros para ser usado para armazenar informação de partículasSeleccionar o formato de ficheiros para ser usado para armazenar informação de superfícieSeleccionar o formato de ficheiros a usar para armazenar dados volumétricosSelecciona o ficheiro relativo ao ficheiro Blender.Selecione o tipo de mapeamentoSeleccionar os objectos espelho do objecto seleccionado por exemplo "L.espada" e "R.espada"Selecciona as novas faces insertadas.Selecciona os próximos elementos (usando a ordem de selecção).Selecciona o nó abaixo do cursor.Seleccionar os ascendentes dos ossos actualmente seleccionadosSeleccionar os elementos anteriores (usando a ordem de selecção)Selecciona o painel de propriedades a ser mostrado.Seleccionar a parametrização de cor do sombreadorPermite a selecção do formato dos traços de contorno dos diagramas de referência.Permite seleccionar o formato de ambas as terminações dos traços.Seleccionar a chave de ordenamento para determinar a ordem de empilhamento do encadeamentoSelecciona a ordem de classificação.Permite seleccionar a fonte das posições de descanso.Seleccionar as faixas e os seus manípulosSeleccionar API de mesa digitalizadora a usar para sensibilidade a pressão (pode ser necessário reiniciar o lender para que as alterações tomem efeito)O método de rastreamento usado para encontrar intersecções entre raios de cenaSelecciona a maneira com a qual as arestas de funcionalidade são conectadas para formar encadeamentos.Permite seleccionar a maneira com a qual a chave para ordenamento é computada para cada encadeamento.Selecciona aqueles ossos que estão conectados a selecção inicial.Seleccionar os ossos usados nesta posePermite a selecção de marcadores de tempo.Selecciona as pontas de todas as partículas visíveis.Seleccionar à esquerda do fotograma actualSeleccionar à direita do fotograma actualSelecciona os marcadores de rastreamento.Seleccionar trilhas por grupoSeleccionar rastreadores que são usadas para estabilização de rotaçãoSeleccionar os rastreadores que são usadas para estabilização da translaçãoSelecciona a orientação de transformação.Seleccionar o tipo de gradiente usado para preencher os traçosSelecciona o tipo de algoritmo de envelopamento para a posição do alvo.Permite a selecção do tipo de algoritmo de subdivisão.Seleccionar rastreadores não limposSeleccionar circuito de vértices sob do cursorSeleccionar vértices nos pólos por número de arestas conectadas. Em modo de selecção de arestas e faces a geometria conectada ao vértice será seleccionada.Seleccionar vértices directamente conectados aos já seleccionadosSeleccionar vértices ou faces pelo número de lados da faceSelecciona vértices sem um grupo.Selecciona as arestas de funcionalidade visíveis.Seleccionar que ponto é o princípio da curvaSelecciona a palavra localizada na posição do cursor.Selecciona a palavra abaixo do cursor.Seleccionar/Desseleccionar todos os traços Grease Pencil usando o material activoSeleccionar/Desseleccionar todos os traços e preenchimentosSeleccionar/Desseleccionar elementos nesta direcçãoPermite (de)seleccionar ficheiros delineando-os através da navegação.Selectividade e VisibilidadeSelecionávelApenas SeleccionávelSeleccionadosSeleccionados e ConteúdoFaixa de Clip de Acção SeleccionadaSeleccionado NegritoCanal SeleccionadoCanais Seleccionados Sob o CursorTotal de arestas seleccionadasTotal de faces seleccionadasSeleccionar facesFicheiro seleccionadoRealce da selecçãoSeleccionado ItálicoItem Seleccionado força o que centro de órbita tenha em conta apenas os objectos actualmente seleccionados.Itens SeleccionadoChaves SeleccionadasMarco SeleccionadoSelecção de linha em plano de fundoCor de Texto de Linha SeleccionadaMarcador - SeleccionadoFaixa Meta Seleccionada (para agrupar faixas relacionadas)Grupo de Nós SeleccionadoObjecto SeleccionadoObjectos seleccionadosApenas os objectos seleccionadosObjectos e dados seleccionadosObjectos seleccionados, dados e materiaisApenas SeleccionadosPontos SeleccionadosOssos de pose seleccionadosSeleccionado Maiúsculas PequenasFaixa de Som Seleccionada (para temporizar sons de altifalante)Faixas SeleccionadasTexto seleccionadoFaixa de Transição SeleccionadaSeleccionar elemento UVOs vértices UV seleccionados que estão dentro de um raio entre si são fundidos.Seleccionado SublinhadoTotal de Vértices SeleccionadosContagem de arestas seleccionadas no modo de edição.A selecção de arestas ou faces é requerida.Contagem de faces seleccionadas no modo de edição.Requer faces seleccionadas.Circuitos seleccionados devem possuir número igual de arestasSeleccionados para activosContagem de vértices seleccionados no modo de edição.Seleccionados ou não seleccionadosSeleccionar linhas de regiões iluminadas, e fazer a combinação de contornos, contornos iluminado e linhas de sombra em formas contidasSelecçãoDomínio da SelecçãoCaractere final da selecçãoLinha final da selecçãoMáscara de selecçãoModo de selecçãoApenas a selecçãoSelecçãoÍndice do Conjunto de SelecçãoConjuntos de SelecçãoEspeciais de Conjunto de SelecçãoTipo de SelecçãoAção de selecção para executar.Selecção por ColecçãoSelecção pelos tipos de arestaSelecção pelas marcações de facesSelecção pelas margens da imagemSelecção por visibilidadeA selecção segue a trás do rato, descrevendo uma trajectória mais suaveSelecção não suportada dentro do modo de objectos.Selecção do solucionador de cinemática inversa para a cadeia de ossosSelecção do canal activo para cana clicadoEstado de selecção do ponto de curva.Estado de selecção do ponto de curvaEstado de selecção do compartimentoStatus da selecção .Estado de selecção do Manípulo Alinhado individualEstado de selecção do ponto de controloSeleccionar estado do ponto de controlo. (Obsoleto: usar Seleccionar Ponto de Controlo)Estado de selecção do manípulo esquerdoEstado de seleção do manípulo direitoSelecção para Fotograma ActualSelecção para Valor do CursorSelecção para o Fotograma Mais PróximoSelecção para o Marcador Mais PróximoSelecção para o Segundo Mais PróximoSeletivamente amortecida por mínimos quadrados.Selecciona como o manípulo de fim do B-Bone é computadoSelecciona como o manípulo de início do B-Bone é computadoSelecciona como os vértices são mapeados para segmentos B-Bone baseado na sua posiçãoSeleccionar pontos aleatórios da actual selecção de traçosSeleccionar o algoritmo de ajuste das fronteirasSeleccionar o algoritmo usadoSeleccionar o algoritmo de espessura usadoColisões consigoAuto-ColisõesEfeito em si mesmoFricção internaIntersecção internaAuto IntersecçãoVerificação de intersecção internaDistância mínima consigoPróprio ObjectoAuto-SobreposiçãoSelecção de faces que se interseccionam (entrecruzamentos).Definições e ambiente de simulação de corpo rígidos auto-contidas.Grupo de vértices de colisão internaInterpretação semântica da propriedadeSemitonsEnviar para trásEnviar para o fundoSensibilidadeSensorEncaixar no sensorAltura do sensorLargura do sensorO sensor será escaneado do topo para a base.SepararSeparar AgrupamentoItem de Agrupamento SeparadoSeparar CoresSeparar ComponentesSeparar GeometriaDedo do Pé IK SeparadoSeparar MatrizModo de separaçãoSeparar TransformaçõesSeparação em unidadesSeparar XYZSepara toda a geometria a partir das intersecções.Separar por camadaSeparar por materialSepara as faixas que são mantidas pelas faixas meta seleccionadas.Separar projecções por ilhas isoladas por costurasSeparar geometria seleccionadaSepara a geometria seleccionada em uma nova malha.Separar geometria seleccionada para novo objectoSeparar geometria seleccionada para nova nuvem de pontosSepara os nós seleccionados do grupo de nós.Separa os pontos seleccionados dos pontos conectados que não estão seleccionados em um novo objecto.Separar geometria seleccionada num novo objecto Grease PencilSeparar os traços seleccionados do preenchimento actualOssos separados.SépiaSequênciasAdicionarCamada de ajusteAlfa por cimaAlfa por baixoCaixaBrilho/ContrasteClipeRelógioCorBalanço de corMisturar CorCompositorTransição de DesvanecimentoCurvasDirecçãoDuploEcoTransição de Desvanecimento GamaDesfoque gaussianoBrilhoCorrecção de TonalidadeImagemEntradaÍrisMáscaraMetaFilmeSeletor multi-câmaraMultiplicarSaídaPor FaixaTomProjetarArmazenamento de RepresentantesCenaÚnicoSomEqualizador de SomVelocidadeSubtrairTextosMapear TonalidadesMapa de tonalidadesTipo de TransiçãoTipoBalanço dos tons brancosVarreduraEditor de sequênciaDeslizar sequênciaDados de edição de sequências para os blocos de dados de cena.Espaço de dados do editor de sequências.Modo de reprodução da sequênciaFaixas de sequência aplicando efeitos nas imagens criadas por outras faixas.Faixa de sequência criando um desfoque gaussiano.Faixa de sequência criando um efeito de incandescência.Faixa de sequência criando uma transição de varredura.Faixa de sequência criando uma imagem preenchida com uma cor única.Faixa de sequência criando textos.Dados de faixa de sequência para um único fotograma.Faixa de sequência definindo um som para ser reproduzido sobre um período de tempo.Faixa de sequência para controlar a velocidade de outras faixas.Faixa de sequência para agrupar outras faixas como uma única faixa de sequência.Faixa de sequência para carregar um vídeo.Faixa de sequencia para carregar um vídeo a partir de uma máscara.Faixa de sequência para carregar um vídeo a partir do editor de clipes.Faixa de sequência para carregar uma ou mais imagens.Faixas de sequência para executar ajustes de filtro para as camadas abaixo.Faixa de sequência para executar uma edição de multi-câmaras.Faixa de sequência que usa imagens renderizada de uma cenaEditor de sequênciasSequenciador e Pré VisualizaçãoDefinições do espaço de cor do editor de sequênciasEditores de sequênciasSobreposições de SequenciadorPré Visualização do Editor de SequênciasPrevisão de sombreamento no editor de sequênciasCena do SequenciadorAdesão de SequenciadorInformação de Faixa de SequênciaFaixas de SequenciadorDefinições do espaço de cor do editor de sequênciasTipos de efeito para o editor de sequências.Faixa activa do editor de sequências.Servo (Cirílico) - СрпскиSérvio (Latim) - Srpski latinicaUID da SessãoIdentificador Único de sessão da colecção à qual vincularIdentificador Único de sessão da colecção para a qual moverUID do bloco-de-dados da sessão a usar pelo operadorUID de sessão da colecção vinculada directamente contendo o objecto seleccionado, da qual fazer uma revogaçãoUID de sessão do grupo de nós de geometria introduzidoUUID de SessãoIdentificador universal único do objecto (usa o objecto activo quando este valor e 'nome' não estão definidos)DefinirAtribuir "Utilizador Virtual" para itens apostos (excepto objectos e colecções)Define o local do cursor 2DColocar cursor 2D na posição do centro da vistaDefinir açãoDefinir Índice do Compartimento de Acção ActivoFazer Todas as Animações glTF a Começar no 0Definir alfaAtribuir Etiqueta de CorDefinir Normal da CurvaDefinir Raio da CurvaDefinir Inclinação da CurvaDefinir Ícone PadrãoAtribuir Conjuntos de FacesDefinir Força das FacesAtribuir Utilizador VirtualDefinir ReservaDefinir intervalo de fotogramasAtribuir Agrupamento de GeometriaDefinir nome da GeometriaAtribuir Cor de Grease PencilDefinir Profundidade de Grease PencilDefinir Suavidade Grease PencilDefinir Fundo da GrelhaDefinir Transformação da GrelhaDefinir Posições dos ManípulosDefinir o Tipo de ManípuloDefinir IDDefinir Transformações de InstânciaDefinir Inversa PendenteAtribuir MaterialDefinir Modo de Mistura do MaterialAtribuir Índice de MaterialAtribuir Normais de MalhaDefine a variável Minkowsky para 0.5.Define a variável Minkowsky para 4.Atribuir NomeDefinir parente paraDefinir Raio do PontoDefinir PosiçãoDefine o campo de pré-visualização com base nas extensões dos fotogramas chave seleccionados.Definir intervalo de pré-visualização com base na extensão das faixas seleccionadasDefinir o Intervalo de Pré Visualização com base na extensão dos fotogramas chave seleccionadosDefinir Taxa de Fotogramas da CenaDefinir SelecçãoAtribuir Sombreamento CurvoDefinir tamanhoDefinir Spline CíclicaDefinir Resolução da SplineDefinir Tipo de SplineAjusta os pontos de controlo UVW em uma distância que seja uniforme entre si.Definir localização do observador VR como posição de contacto do lançamento de raioAtribuir ValorDefinir Transformação de VisualizaçãoDefinir a etiqueta de cor para as colecções seleccionadosSeleccionar etiqueta de cor para as faixas seleccionadasDefine um valor para matriz de contexto (útil para reciclagem do modo de edição da malha activa).Permite definir um valor de contexto.Definir um valor de contexto (útil para percorrer material activo, formas chave, grupos, etc.)Define um valor de contexto para um identificador de Bloco-de-Dados.Definir um Factor de Taxa Constante (CRF) pesonalizadoDefinir um número fixo de fotogramas para todas as animações de contruçãoDefinir uma percentagem manual para construçãoPermite definir um número máximo de fotogramas-b. Definir novo Agrupamento de Chaves activoAtribuir novo nome ou adicionar prefixo/sufixo a existenteDefinir nova selecçãoAtribuir cor activa a todos os vértices seleccionadosDefine o marcador activo como a origem movimentando a câmara (ou o seu parente caso presente) no espaço 3D.Definir material activoDefinir todas as animações glTF a começar aos 0.0s. Pode sr útil para animações cíclicas.Atribuir a mesma opacidade a todos os pontosAtribuir a mesma espessura a todos os pontosAtribuir todas as normais de vértices por ângulo da esquinaAtribuir todas as normais de vértices por área das facesPermite definir o alfa para a referência de cor seleccionada.Define a quantidade de opacidade para o esquema de UV exportado.Definir visibilidade de anotaçõesDefinir transformação colorimétrica de visualização apropriada com base no espaço colorimétrico da mediaDefine como o grupo de vértices activo.Definir arredondado como padrãoAjusta os canais de áudio para 4 canais.Ajustar os canais de áudio para 5.1 envolvente.Ajusta os canais de áudio para 7.1 envolvente.Ajusta os canais de áudio para monaural.Ajusta os canais de áudio para estéreo.Define o contingenciador de mixagem de áudio para 1024 amostras.Define o contingenciador de mixagem de áudio para 16384 amostras.Define o contingenciador de mixagem de áudio para 2048 amostras.Define o contingenciador de mixagem de áudio para 256 amostras.Define o contingenciador de mixagem de áudio para 32768 amostras.Define o contingenciador de mixagem de áudio para 4096 amostras.Define o contingenciador de mixagem de áudio para 512 amostras.Define o contingenciador de mixagem de áudio para 8192 amostras.Definir o formato de amostra áudio para inteiros de 16 bits com sinalDefinir formato de amostra áudio para inteiros de 24 bits com sinalDefinir formato de amostra áudio para 32 bits flutuanteDefinir formato de amostra áudio para inteiros de 32 bits com sinalDefinir formato de amostra áudio para 64 bits flutuanteDefinir o formato de amostra áudio para inteiros de 8 bits sem sinal.Define a taxa de amostragem de áudio para 192000 amostras por segundo.Define a taxa de amostragem de áudio para 44100 amostras por segundo.Define a taxa de amostragem de áudio para 48000 amostras por segundo.Define a taxa de amostragem de áudio para 96000 amostras por segundo.Define ponto preto ou ponto branco para curvas.Define os valores booleanos para uma colecção de itens.Define a visão de câmara para a vista activa.Definir a colecção para contribuir apenas indirectamente (através de sombras e reflexos) na camada de visualizaçãoDefine a visibilidade das cores.Definir atributos de cor e opacidade em geometria Grease pencilTornar completamente opaca, em vez de reutilizar o alfa existentePermite definir a interpolação de cores.Define o modo de cor para ser usado na interpolação.Permite definir uma cor para a referência de cor seleccionada.Definir o clipe de filme como imagem de fundo da câmara na janela de visualização 3D (funciona apenas quando uma janela de visualização 3D está visível)Define a posição do cursor.Definir posição do cursor no textoDefinir posição do cursor como o afastamento usado para instâncias de colecçãoDefinir selecção do cursorDefinir atributo de cor pré-definido para renderizaçãoDefinir distância entre planosDefine o tipo de facilitação para os segmentos de curva-f, iniciando a partir dos fotogramas chave seleccionadosDefinir a acuidade com base no ângulo entre faces vizinhasDefinir expansão do efeito no interface do utilizadorDefine o modo de extrapolação para as curvas-f seleccionadas.Definir força em todas as facesAtribuir força de faces apenas em faces novas e afectadasAtribuir força de faces apenas em faces novas ou modificadasDefinir força apenas nas faces novasAtribuir utilizador falso a IDs apostosDefine o plano do piso.Permite definir a capitalização da fonte.Permite a escolha do estilo da fonte.Definir a taxa de fotogramas da cena conforme a taxa do filmeDefine o centro do gancho para a posição do cursor.Como a composição é executadaDefinir se este bloco-de-dados de revogação de biblioteca pode ser editadoPermite definir a imagem para pintura de textura diretamente.Define o tipo de interpolação entre os pontos de referência das cores.Permite definir o modo de interpolação para os segmentos de curva-f iniciando a partir dos fotogramas chave seleccionados.Atribuir correcção inversa para a restrição Descendente DeAtribuir correcção inversa para a restrição Solucionador de ObjectoDefine o fotograma chave usado pelo solucionador.Definir visibilidade de máscaraDefine a máscara para o nível especificado pela propriedade "valor"Definir a máscara para o nível especificado pela propriedade de "valor" invertido.Define as costuras de malha de acordo com o esquema de ilhas dentro do editor UV.Define o objecto esfera-meta como negativo.Define o modificador como expandido na interface de utilizador.Define texturas em cores (RGB) e valores de intensidade negativos para zero. Para algumas utilizações como deslocamento, esta opção pode ser desativada para obtenção de espectros completos dos valores.Definir a escala de solução do objecto usando a distância entre as dois rastreadores seleccionadosO conjunto de propriedades que são afetadas.Definir o deslocamento para instâncias de colecção com base na posição do cursorDefinir o deslocamento para instâncias de colecção com base na posição do objecto activoDefine a origem do ponto mediano dos feixes.Define o tamanho das partículas em células de simulação ou usa as células mais próximas.Define um raio por ponto que é usado para o afilamento de perfilamento da curva.Define o plano com base nos 3 feixes seleccionados pela movimentação da câmara (ou seu parente, caso presente) dentro do espaço 3D.Permite definir a posição da referência de cor seleccionada.Definir tamanho de renderização e o proporções a partir da sequência activaDefinir resolução das curvas seleccionadasDefine a escala da cena escalonando a câmara (ou seu parente, caso presente).Define a escala para os tamanhos de textura X, Y e Z.Define o início da cena e o fotograma final para combinar com o fotograma inicial do clipe e seu comprimento.Atribuir valores de conjuntos de faces de escultura às facesDefine os vértices seleccionados como não soltosDefinir selecção da geometria em edição, para execução da ferramentaDefine o sombreamento como achatado.Define o sombreamento como suavizado.Permite definir uma curva para o obturador.Atribuir pesos de influência do corpo mole para os pontos seleccionadosDefinir atributo de suavidade em geometria Grease PencilDefinir algumas propriedade de tamanho (ex. tamanho de pincel) com a roda do ratoDefinir tempo do segmento recronometradoDefinir fotograma de início e fim a partir da cenaDefinir selecção de textoDefinir o ordenamento de profundidade de Grease Pencil a usarDefinir os metros por unidade do USD Stage para a medida escolhida, ou para um valor personalizadoDefinir o mapa UV como o activo para renderizaçãoDefinir a descrição de acessibilidade para a prim pré definida do palco exportadoDefinir a legenda de acessibilidade para a prim pré definida do palco exportadoDefinir a camada Grease Pencil activaDefine o osso activo como o parente dos ossos seleccionados.Define o objecto activo como a câmara activa para esta vista ou cena.Define o operador activo aos seus valores padrão.Definir a cena activa e o tempo com base na actual faixa de cenaDefine o grupo de vértices activosDefinir o valor de fundo usado por voxels e agrupamentos inactivosDefinir margens para as operações de no de visualização (Não implementado)Permite definir os limites para as margens de renderização e activa as margens de renderização.Definir limites das margens usadas no deslocamento da visualizaçãoDefinir as margens da região de renderização e activar a renderização de regiãoDefinir as margens da região do utilizadorAtribuir o agrupamento de uma geometriaDefine o modo de interação de clipe.Definir cor e opacidade para pontos do traçoDefinir cor e opacidade para preenchimento do traçoDefine a selecção na linha de comando.Seleccionar tipo de esquina dos pontos seleccionadosDefinir o fotograma actual como o fotograma final de pré visualização ou da cenaDefinir o fotograma actual como fotograma inicial de pré-visualização ou cenaDefine o fotograma actual para o fotograma em média dos fotogramas chave seleccionados.Define a linguagem actual para esta linha de comando.Definir o actual manipulador de transformaçãoDefinir posição do Cursor, arrastar para transformarDefinir normais personalizadas a partir das normais das faces seleccionadasDefinir a direcção de um eixo da cena rodando a câmara (ou o seu ascendente, caso presente). Assume que o rastreador seleccionado fica sobre um eixo real ligando-o à origemDefinir o tamanho dos pontos das nuvem de pontosDefine a distância entre os olhos. O valor da distância do plano de convergência estéreo dividida por 30 representa um valor otimizado.Definir o modo de avaliação das normais das curvasDefinir ferramenta de reserva em vez da principalDefinir ferramenta de reserva em vez da ferramenta principalDefinir o caminho como relativo em relação ao ficheiro blend, quando possívelDefinir intervalo de fotogramas como início e fim das faixas seleccionadasDefinir o tipo de manípulo para curvas BézierDefinir o tipo de manípulo para curvas tipo bezierDefinir o tipo de manípulo para os pontos de controlo de uma curva bezierDeterminar atributo ID da geometria fornecida, usado internamente principalmente para aleatorizaçãoDefinir intervalo de fotogramas da imagem igual à duração do vídeoDefinir a influência desta restrição como zero tentando manter a transformação do objecto. Outras restrições activas podem ainda influenciar a transformação finalDefinir a posição de cada pontoDefine a localização do cursor 3D.Define o mapa como o activo para clonagem.Define o mapa como activo para amostra e edição.Define a camada de máscara a partir dos botões de mapa UV.Permite definir o parentesco da máscara.Atribuir o índice de material para cada elemento da geometria seleccionadoAtribuir material a novas faces com base na ordem da lista de compartimentos para materiais. Se um material não existir no objecto do modificador, a face usará o mesmo compartimento de material, ou o primeiro se o objecto não tiver compartimentos suficientes.Definir o nome de uma geometria para mais fácil diagnósticoPermite (re)definir a origem do objecto, movendo a referência com relação a seus dados, (re)definindo a origem para o centro dos dados, ou usando o cursor 3D como referência.Define o parentesco do objectoDefine o parentesco do objecto sem definir a correcção inversa do parente.Definir as normais da malha produzida como suavizadasDefinir as posições para os manípulos de curvas BézierDefinir Intervalo de Pré-VisualizaçãoAtribuir raio da curva a cada ponto de controleDefine a representação da rotação usada pelos ossos seleccionados.Definir taxa de fotogramas da cena conforme a do ficheiro BVH (atenção que isto anula o efeito da opção de "Redimensionar FPS", uma vez que a escala será de 1:1)Definir o material de traço seleccionado como material activoDefinir acuidade de arestas da malha com base no ângulo entre faces adjacentesDefinir o tipo de espaço ou percorrer subtipoAtribuir o tipo dos traços seleccionados (traço, preenchimento ou ambos)Atribuir ângulo de inclinação a cada ponto de controleDefinir ferramenta por índice (para mapeamentos de teclas)Definir ferramenta por nome (para mapeamentos de teclas)Definir a transformação da grelha do espaço de índice para espaço de objecto.Definir a matriz de transformação para cada instânciaDefinir o valor de todas as etiquetasDefinir os pesos de grupos de vértices usando a distância de outro objecto alvoDefinir região de RecorteDefine o peso das chaves seleccionadasDefinir o peso da ferramenta da Desenho como o peso do vértice sob o cursor do ratoDefine os pesos dos grupos que combinem com os ossos da armação conectada, usando a distância entre os vértices e os ossos.Define os pesos de influência dos vértices em um grupo a partir da distância de um objecto alvo.Definir a largura com base no nó de grupo ascendente no actual contextoDefine o rácio de ampliação (com base no tamanho de corte)Definir esta Acção de Pose como acção activa no objecto ActivoDefinir valor actual desta propriedade como nova pré-definiçãoDefinir raio da ponta para zero.Defina para zero para usar uma estimativa a partir da imagem de entrada.Define para verdadeiro caso o cache seja dividido em múltiplos ficheiros separados.Definir como verdadeiro para solicitar recalculo da matriz inversaDefinir Visibilidade do Nó na ÁrvoreDefine o tipo de Spline activa.Define o tipo de manípulos para os fotogramas chave seleccionados.Define os tipos de hastes dos manípulos para os pontos de controlo seleccionados.Define o tipo de fotogramas chave para os fotogramas chave seleccionados.Definir tipo de curvas seleccionadasConfigurar manualmenteAtribuir valor das facesDefine os valores dos fotogramas chave seleccionados para valor do cursor (componente horizontal / Y).Definir valores do atributo activo para elementos seleccionadosDefine plano de muro.Definir pesos para um número fixo de passos.Definir rácio de ampliação da vistaAtribuir/Obter força de faces (usadas no modificador Normais Ponderadas)Define ou limpa os vértices UV seleccionados como ancorados (fixos) entre múltiplas operações de desdobramento.Atribui um Nível de Subdivisão de Superfície (1 a 5)Define a camada como activa para amostragem e edição.Define a camada como activa para renderização.Define o modo de interação com o objecto.Coloca a posição do pivot na posição do vértice activoColoca o pivot na posição média dos vértices sem máscaraColoca a posição do pivot no centro do limite da máscaraColoca a posição do pivot na superfície sob o cursorColoca o pivot na origem da esculturaDefine a origem de rotação automaticamente usando a topologia e forma da malha como guiaDefine a posição do pivot de esculturaDefiniçõesDefinições estão localizadas nos painéis do contexto de físicas.Definições para pincel Grease PencilDefinições para as ferramentas de interpolação de Grease Pencil.Definições para física de revoada.Definições para representação de sobreposiçõesDefinições para exibição de sobreposições na janela de visualização 3DDefinições para representação de sobreposições no editor de Clips e VídeoDefinições para exibição de sobreposições o Editor de NósDefinições para exibição de sobreposições no Editor de Imagens/UVDefinições para extensõesDefinições para funcionalidades que ainda se encontram nas primeiras etapas de desenvolvimentoDefinições para filtragem de dados de animação.Definições para a filtragem de canais mostrados dentro dos editores de animação.Definições para formatos de imagem.Definições para dispositivos de entrada.Preferências para a interação com os dados do Blender.Definições para a navegação em XRDefinições para objecto participando em uma simulação de corpo rígido.Definições para a física de partículas de fluido.Definições para simulação de corpos rígidos.Definições para sombreamento na janela de visualização 3DDefinições para simulação de corpos molesDefinições para espaçosDefinições para 3D estéreoDefinições para o mostrador 3D estéreo.Definições para 3D estéreo.Definições para a saída estéreo.Definições para as ferramentas de escultura de traços e pincéis.Definições para selecção de ficheiros no modo de Navegação de RecursosAs definições para a visualização do movimento.Definições para o uso do objecto como um colisor dentro da simulação física.Definições para o uso do objecto como um campo dentro da simulação física.Definições para a navegação em modo de caminhada.As definições de espaço de cor na qual o editor de sequências está funcionando.Definições nas quais a imagem guardada no dispositivo deverão ser mostradas.Definições que devem ter chaves de interpolação de fotogramas inseridas em conjunto.Definições a ser aplicadas no nó recentemente criado.Definições para definir uma biblioteca navegadores de Recursos usaremDefinições para definir um repositório de extensõesDefinições usadas para fluidos.Definições e informações sobre uma tradução.Definições para o modo estéreoCosturar tecidoForça máxima das costurasSombrear a baseSombrear CurvoSombrear o topoTom para ossos correspondendo a grupo de pesos trancado durante pinturaSombreamentoSem SombrasSombreadorVAS de SombreadoresMétodo de Compilação de SombreadoresTrabalhadores de Compilação de SombreadoresGrupo Sombreador PersonalizadoEditor de SombreadoresAdições do Editor de SombreadoresEfeitos de SombreadoresNós de sombreamentoPré-Visualizações de Nós de SombreamentoConector de nó de sombreadorInterface de conector de nó de sombreadorÁrvore de nós de sombreadorEsfera iluminadaSombreador que define a câmara personalizadaNós de sombreamento.Caminho de script de sombreador.O conector de nó de sombreador.Sombreador em RGBSombreamentoDefinições de SombreamentoDefinições de sombreamento para o motor de renderização OpenGLTipo de sombreamento a alternarSombrasSombras - AlfaÂngulo da SombraOmissão de Sombras de Reverso de FacesDesfoque da SombraSombras - BrilhoLimite inicial das sombras contingenciadasCâmara de Sombra AfastadaCâmara de Sombra PróxmiaTamanho do Câmara SombraCapturador de SombrasCausticas de SombrasCor de sombrasEfeito de SombraRaio do Filtro de SombrasFoco da SombraTremulação de SombraSobre-Desfocagem de Tremulação de SombraConexão de SombraEspeciais de Conexão de SombrasDeslocamento da SombraTamanho de Acumulação de SombrasNúmero de Raios de SombraDefinições de SombraDeslocamento de SombraSombras - TamanhoTamanho de suavização das sombrasNúmero de Passos de SombraTerminador de SombraDeslocamento de Geometria para Terminador de SombraAfastamento de Normal do Terminador de SombraAfastamento de Sombreamento do Terminador de SombraVisibilidade de SombrasSombras - Deslocamento em XSombras - Deslocamento em YA cor das sombras em valores de cinza.Efeito de sombraDureza do factor de sombraO limite inicial do mapa de sombras (distância), abaixo do qual os objectos não irão gerar sombras.O deslocamento das sombras em pixeis.Ângulo de limite da sombraTipo de sombra (0 nenhum, 3, 5 desfocado, 6 contorno)SombrasLimite de Resolução de SombrasEscala de Resolução de SombrasÁgua RasaFormatoForma ChaveAnimações de Formas ChavePonto Bézier de Forma ChavePonto de curva de Forma ChaveModo de edição de Forma ChaveEditor de Formas ChaveNormais das Formas ChavePonto de Formas ChaveEspeciais Forma ChaveTangentes das Formas ChaveMenu de Contexto de Formas ChaveBlocos-de-dados de Forma ChaveForma ChaveMétodo de FormaObjecto de formatoOrientações da FormaPreservação de FormaO limite angular do formato.Formas Chave num Bloco-de-Dados de Formas ChaveEstado de selecção da forma chaveForma Chave a usar na mesclagemForma chave da qual usar comprimento de molas de descansoFormas ChaveBlocos de dados de Forma Chave contendo diferentes formas de blocos de dados geométricosFormato do aglomerado (concentrado nas raízes ou nas pontas).Forma da irregularidade de ponto finalForma da lâmpada de áreaO formato do perfilForma usado como chave relativaForma usada no pincel para aplicar força no têxtilShapeKeyShapeKey não encontradaFormatosPartilhar Espaço de TexturasAcessores PartilhadosLocalização compartilhadaPropriedades de Região PartilhadasVértices compartilhadosPropriedades de animação partilhadasColecção PartilhadaPropriedades partilhadas de curvasFaixas que possuam dados compartilhados (cenas, imagens, sons, etc.)Faixas que possuam efeitos compartilhadosTipos de objectos compartilhados.Ascendente partilhadosSelecciona faixas que compartilhem o mesmo efeito (caso a faixa activa não seja do tipo efeito, selecciona todas as faixas que não são referentes a efeitos).Tipo de faixa partilhadoPontiagudaArestas PontiagudasLimite de NitidezAresta pontiagudas para sombreamentoDecaimento tipo acentuado, criando ressaltos.AguçarAguçar EsquinaNitidez da MáscaraAguçar CumeAguçar as cavidades da malhaAcuidadeAgudeza MaxAgudeza MinApararFactor de CisalhamentoAmortecimento de Mola de CisalhamentoRigidez para cisalharMáximo de rigidez de cisalhamentoGrupo de Vértices de Rigidez de CisalhamentoCisalhar itens seleccionados ao longo do eixo dadoCisalhar chaves usando a chave esquerda como referênciaCisalhar chaves usando a chave direita como referênciaAparando: %s %sRelumbre BSDFModelo de sombreamento do relumbreGrupo de Vértices da CascaShiftAlterar Tom do ÁudioDeslocar Textura no plano 2DAlterar em XAlterar em YTecla Shift pressionadaTecla Shift pressionada, -1 para qualquer estadoAlterar tom usando o rácio directoAlterar tom usando semitons e cêntimosMover as chaves seleccionadas para o valor das chaves vizinhas como um blocoMoldar a forma a uma primitiva pré definidaDesviar conteúdo da faixa sem afectar manípulosShift esquerdoShift direitoDesloca os valores de bits de A por quantidade de Deslocamento especificada. Valores positivos deslocam para a esquerda, negativos para a direita.Deslizar o valor das chaves seleccionadas no tempoLista curtaConfiguração de atalhos para teclados e outros dispositivos de introduçãoEncurtar curvas removendo porções do início ou fimDiagonal mais curtaCaminhos de Arestas Mais CurtosMenor rotaçãoComprimento de onda mais curto permitido.MostrarMostra os ficheiros Blender (com extensão .blend)Mostra os itens dos ficheiros Blender (tais como objectos, materiais, texturas, etc.).Mostra os ficheiros das cópias de segurança do Blender com extensões ".blend1", ".blend2", ".blend*", etc.Mostra o cursor 2DMostrar os nomes dos marcadores 3DMostrar Ficheiros de Volume 3DMostrar Data-Blocks de AcçãoMostrar ActivoMostrar Conjunto de Faces ActivoMostrar Pixels ActivosMostrar TudoMostrar Todas as Camadas de VisualizaçãoMostrar alfaMostra o alfa dentro da pré-visualização de renderização.Mostrar AnotaçãoMostrar Blocos-de-Dados de AnotaçãoMostrar anotações nas pré-visualizações OpenGLMostrar Data-Blocks de ArmaçõesMostra a armação em seu estado de acoplamento de poses (não é possível alterá-las).Mostrar ArmaçõesMostrar avisos de inserção automáticaMostrar Extensões DisponíveisMostrar Nós BVHMostrar Reverso de FacesMostrar imagem de plano de fundoMostrar Ficheiros Blender no Navegador de FicheirosMostrar utilização de memória do BlenderMostrar versão do BlenderMostrar canal azulMostrar pincelMostrar pincel na superfícieMostrar Data-Blocks de PincéisMostrar embutidosMostrar o cacheMostrar Data-Blocks de Ficheiros de CacheMostrar Distância de Foco da CâmaraMostrar Lente da CâmaraMostrar o caminho da câmaraMostrar Data-Blocks de CâmarasMostrar CâmarasMostrar Áreas de Segurança de Corte CentralMostrar Data-Blocks de ColecçõesMostrar ColecçõesMostra Etiquetas de CorMostrar coneMostrar as curvas-f de controloMostrar o cursorMostrar Pré-Visualização do CursorMostrar Extremos de CurvasMostrar Data-Blocks de CurvasMostrar filtros de blocos-de-dadosMostrar depuraçãoMostrar desactivadoMostrar DuraçãoMostrar VaziosMostrar Vazio de Campo de ForçasMostrar Vazio de ImagemMostrar errosMostrar expandidaMostrar Contagem de Actualizações de ExtensõesMostrar ExtrapolaçãoMostrar Curvas-FMostrar PreenchimentoMostrar filtrosMostrar filtrosMostrar Data-Blocks de FontesMostrar número dos fotogramasMostrar fotogramasMostrar Data-Blocks de FreestyleMostrar utilização da memória da placa gráficaMostrar ManipuladorMostrar Grease PencilMostrar Blocos-de-Dados de Grease PencilMostrar objectos grease pencilMostrar canal verdeMostrar grelhaMostrar hastesMostrar Manípulos e InterpolaçãoMostrar ocultosMostrar Ficheiros/Blocos-de-Dados EscondidosMostra Lista de Atalhos de TecladoMostrar ao PairarMostrar Data-Blocks de ImagemMostrar à FrenteMostrar informaçõesMostrar Extensões InstaladasMostrar Atributos InternosMostrar Curva de TremulaçãoMostrar números dos fotogramas chaveMostrar LaçoMostrar Data-Blocks de TreliçaMostrar Alvo de LuzMostrar Data-Blocks de Sondas de LuzMostrar Tamanho da LuzMostrar Data-Blocks de LuzMostrar pesosMostrar limitesMostrar linhaMostrar Grease Pencil de Line Art à frente de tudoMostrar LinhasMostrar marcadores locaisMostrar Painel de GestãoMostrar margemMostrar os marcadores padrãoMostrar os marcadores de pesquisaMostrar MarcadoresMostrar o editor de máscaraMostrar máscara de sobreposiçãoMostrar Splines de MáscaraMostrar Data-Blocks de MáscaraMostra as propriedades relacionadas a edição de máscara.Mostrar Data-Blocks de MateriaisMostrar MemóriaMostrar menusMostrar Data-Blocks de MalhaMostrar MalhasMostrar Data-Blocks de Meta-EsferasMostrar os metadadosMostrar Media em FaltaMostrar névoaMostrar Todos dos ModaisMostrar Coluna ModoMostrar data-blocks de clipes de filmeMostrar nomeMostrar Atributos com NomeMostrar nomesMostrar Grupos de NósMostrar Pré-Visualizações de NósMostrar Data-Blocks de Árvores de NósMostrar Setas de Introdução NuméricaMostrar propriedades do Sistema Operativo para este itemMostrar Descendentes do ObjectoMostrar Conteúdos de ObjectosMostrar Posição do ObjectoMostrar Rotação do ObjectoMostrar Escala de ObjectoMostrar Data-Blocks de ObjectosMostrar deslocamentosMostrar em plano frontalMostrar Apenas SeleccionadosMostrar operadoresMostrar opçõesMostrar Guia de Eixo de ÓrbitaMostrar Guia de Centro de ÓrbitaMostrar Outros ObjectosMostrar super-exposiçõesMostrar SobreposiçãoMostrar SobreposiçõesMostrar pinturaMostrar data-blocks de Traços de PinturaMostrar data-blocks de PaletasMostrar data-blocks de Definições de PartículasMostrar partículasMostrar moldura na visão da câmaraMostrar marcadores de poseMostrar Mostrar Etiquetas de Nomes PrincipledMostra as referências Python dentro das dicas de ferramenta.Mostrar Locais RecentesMostrar lista de localizações recentes no Navegador de FicheirosMostrar reconstruçãoMostrar canal vermelhoMostrar renderizaçãoMostrar Legendas Automáticas de RedireccionamentoMostrar Chaves de RecronometragemMostrar áreas segurasMostrar os dados que possuem o mesmo materialDuração da CenaMostrar intervalo de faixas da cenaMostrar data-blocks de CenaMostrar-seMostrar tamanho do sensorMostrar Cena de SequenciadorMostrar DefiniçõesMostrar Curva de TamanhoMostrar deslizadoresMostrar data-blocks de SomMostrar OrigemMostrar data-blocks de AltifalantesMostrar tela de aberturaMostrar estabilizaçãoMostrar Fotograma InicialMostrar EstatísticasMostrar Barra de EstadoMostrar estéreo 3DMostrar Curva de ForçaMostrar TraçoMostrar sub-fotogramasMostra Locais de SistemaMostrar Revogações de SistemaMostra locais de sistema no navegador de ficheirosMostra as áreas de segurança para títulos em TVs e áreas de segurança para foco de acção na visão da câmara.Mostra as áreas de segurança para títulos em TVs e áreas de segurança para foco de acção na pré-visualização.Mostrar Valores de Diagnóstico de Mesas DigitalizadorasMostrar EtiquetasMostrar data-blocks de TextoMostrar texturaMostrar data-blocks de TexturaMostrar MiniaturasMostrar TemporizaçãoMostrar marcadores pequenosMostrar Caminho da RastreadorMostrar FaixasMostrar Erro em RastreamentosMostrar Movimento dos RastreamentosMostrar Caminho na ÁrvoreMostrar Configuração de Teclas de Interface do UtilizadorMostra a lista no interface de utilizador de rastreadores participantes na estabilizaçãoMostrar o editor de UVMostra as propriedades relacionadas a edição UV.Mostrar VRAMMostrar ValorMostrar VersãoMostrar VisualizadorMostrar avisosMostrar pesosMostrar Cores das LigaçõesMostrar Blocos de Dados de AmbienteMostrar componente-X da Grelha MACMostrar componente-Y da Grelha MACMostrar componente-Z da Grelha MACMostrar uma coluna listando a data e hora de modificação de cada ficheiroMostrar uma coluna listando o tamanho de cada ficheiroMostra uma sobreposição escurecida fora da área de imagem que está na visão da câmara.Mostrar um manipulador circular na janela de visualização para um valorMostrar um manipulador linear na janela de visualizçãoMostra uma lista de textos usados no documento aberto.Mostrar uma pré visualização do fotograma de início e fim de uma faixa ao transformar o manípulo respectivoMostrar um manipulador de transformação na janela de visualizaçãoMostra os marcadores de acções locais nas faixas, útil durante a sincronização de temporizações entre as faixas.Mostrar preferências da adiçãoMostrar todas as camadas de Grease PencilMostrar todas as colecções de ossosMostrar todos excepto este grupo durante interacçãoMostrar todos os tipos de extensõesMostrar todos os objectos na camada de visualizaçãoMostrar todos os objectos e colecções dentro da colecçãoMostrar todas as camadas de visualizaçãoMostrar todos durante interacção, assim como este grupo durante interacção com outroMostra o canal alfa da máscara.Mostrar um indicador para o valor actual enquanto arrastaMostra dados de animaçãoMostra os blocos de dados de anotação que pertencem ao rastreador activoMostrar o bloco de dados de anotação que pertencem ao clip de filmeMostrar anotações para esta vistaMostra a armação em seu estado de acoplamento de poses ou estado de pose final.Mostra a armação no estado de pose final (segundo suas animações).Mostrar objectos armaçãoMostrar ArmaçõesMostrar recursos de todas as bibliotecas de recursos listadasMostrar recursos das bibliotecas de recursos configuradas nas PreferênciasMostra o canal azul no fotograma.Mostrar distâncias e ângulosMostrar objectos câmaraMostrar câmarasMostrar DescendentesMostrar colecçõesMostrar lista compacta de cores em vez de miniaturasMostra apenas o fotograma actual.Mostra o cursor na janela de visualização.Mostra o erro médio de curva por-fotograma (o movimento da câmara deve ser resolvido primeiro).Mostrar curvasMostrar curvas, treliças, sondas de luz, texto, ...Mostrar cortes escondidos por geometriaMostra linhas tracejadas indicando os relacionamentos de parente ou restrição.Mostrar blocos-de-dados com nomes começados por ponto nos menus de pesquisaMostra os rastreadores da filmagem desactivadosMostrar editor de controladores em janela separadaMostra uma pré-visualização do clipe que está sendo editado.Mostrar vaziosMostrar objectos vazioMostrar extensões por tipoMostrar ficheiros e blocos-de-dados que estariam normalmente escondidosMostra as opções de filtros.Mostra os filtros para o editor gráfico.Mostra as pastas.Mostrar Pastas no Navegador de FicheirosMostra os ficheiros de fonte.Exibe os números dos fotogramas que contém fotogramas chave nos caminhos de movimento.Mostra os números dos fotogramas nos caminhos de movimento.Mostrar lado frontal/traseiroMostrar fantasmas dos fotogramas chave antes e depois do fotograma actualMostrar manipuladores de todos os tiposMostra a visualização de gráfico para o elemento activo.Mostra o canal verde no fotograma.Mostra uma grelha demonstrando a distorção de lentes.Mostrar linha da grelhaMostra as guias para o funcionamento dos cabelos.Mostrar curvas de cabeloMostra a grelha de simulação de cabelos.Mostra manípulos dos pontos de controlo BézierMostrar linhas auxiliares de preenchimento para ver os limitesMostra linhas auxiliares para extensão de traçosExibe os ficheiros ocultos, que iniciam com ponto.Mostra as partículas ocultasMostra os ficheiros de imagem.Mostrar imagens, clipes de vídeo, sons e máscarasMostrar nos fantasmasMostra as curvas-f de influência nas faixas.Mostrar registo de informação numa janela separadaMostra instâncias quando as partículas estão vivas.Mostra instâncias quando as partículas estão mortas.Mostra instâncias quando as partículas ainda não nasceram.Mostrar apenas medições de ânguloMostrar apenas medições de distânciaMostra o mapa de teclas e detalhes da propriedade na interface de utilizadorMostrar treliçasMostrar objectos luzMostra sondas de luzMostrar luzesMostra os números de linha próximos ao texto.Mostra os marcadores pertencentes à acção activa em vez de marcadores de cena (Apenas para Editores de Acção e Formas Chave)Mostra os marcadores de uma maneira mais compacta.Mostra as ferramentas de edição de máscara.Mostrar materiais, árvores de nós, texturas e estilos de linha FreestyleMostra menus no cabeçalho.Mostrar objectos malhaMostra a malha quando as partículas estão vivas.Mostra a malha quando as partículas estão mortas.Mostra a malha quando as partículas ainda não nasceram.Mostrar malhas, curvas, treliças, armações e meta-esferasMostrar metaesferasMostrar os metadados do clipe.Mostrar os metadados da primeira faixa visível.Mostra os ficheiros de filme.Mostrar nomes para os objectos reconstruidos por rastreamentoMostrar controlos de navegação em vistas 2D e 3D que não tenham barras de deslocamentoNão mostrar mediçõesMostrar objectosMostrar objectos e colecçõesMostrar objectos nesta colecção no lugar de partículasMostrar apenas blocos-de-dados de um tipoMostrar apenas atalhos de teclado que tenham este texto no nomeMostrar apenas objectos na colecção (Shift para expandir)Mostrar apenas objecto seleccionáveisMostra apenas o objecto activoMostrar apenas esta colecção de ossos, e outras marcadas como 'solo'Mostrar opções para o editor de propriedadesMostra as opções para definir a inclusão ou exclusão de canais relacionados a certos tipos de dados.Mostrar outros tipos de dadosMostra as áreas super-expostas com faixas zebra.Mostra as propriedades relacionadas a pintura.Mostra os números das partículas.Mostra o tamanho das partículas.Mostra a velocidade das partículas.Mostra as partículas após estarem mortas.Mostra as partículas antes que elas sejam emitidas.Mostra o caminho percorrido pelo rastreadorMostra o padrão de caixa delimitadora para os marcadores.Mostrar nuvens de pontosMostrar pontos na ordem em que ocorrem em cada traço (para animar linhas a ser desenhadas)Mostrar valores de pressão ao usar um operador de pinturaMostra a projeção de marcadores 3D dentro da filmagem.Mostra o caminho reconstruído da câmara.Mostra um retângulo de área de sobreposição.Mostra o canal vermelho no fotograma.Mostra apenas o fotograma de referência.Mostra as propriedades relacionadas a renderização.Mostrar chaves de ajuste de tempo nas faixas seleccionadasMostrar chaves de retemporização, de modo a que possam ser movidasMostra a margem direita.Mostra as áreas de segurança que enquadram o conteúdo durante o uso de uma proporção de aspecto diferente.Mostrar duração da cenaMostrar estatísticas da cenaMostra cenasMostra os ficheiros de script.Mostra a caixa delimitadora de pesquisa para os marcadores.Mostrar objectos seleccionadosMostra o tamanho do sensor (a janela de exposição) na visão da câmara.Mostra os deslizadores ao lado dos canais de curvas-f.Mostrar pequenos eixos 3D rotativos no canto superior direito da janela de visualização 3DMostra os ficheiros de som.Mostrar altifalantesMostra a filmagem estabilizada no editor (caso a estabilização esteja activada).Mostrar a barra de estadoMostrar miniaturas da faixaMostra a direcção do desenho dos traços usando um grande ponto verde para marcar os pontos iniciais e pontos menores em vermelho para marcar os pontos finais.Mostrar preenchimentos do traço deste materialMostrar linhas do traço deste materialMostrar SuperfíciesMostrar o painel de "Rede" das preferências do sistema para permitir acesso à internetMostra os ficheiros de texto.Mostrar objectos textoMostrar as texturas em abas de texturas.Mostra a textura na janela de visualização.Mostrar a passagem de renderização Oclusão AmbienteMostrar a passagem de renderização de pano de fundoMostrar a passagem de renderização CombinadaMostrar a passagem de renderização Cor DifusaMostrar a passagem de renderização DifusaMostrar a passagem de renderização Difusa IndirectaMostrar a passagem de renderização de EmissãoMostrar a passagem de renderização Cor LustrosaMostrar a passagem de renderização Lustrosa DirectaMostrar a passagem de renderização Lustrosa indirectaMostrar a passagem de renderização de NevoeiroMostrar a passagem de renderização de NormalMostrarMostrar a passagem de renderização de PosiçãoMostrar a passagem de renderização de Captura de SombrasMostrar a passagem de renderização Cor de TransmissãoMostrar a passagem de renderização Transmissão DirectaMostrar a passagem de renderização Transmissão IndirectaMostrar a passagem de renderização de UVMostrar a passagem de renderização Volume DirectaMostrar a passagem de renderização Volume IndirectaMostra o nome da câmara activa dentro da visão da câmara.Mostrar o conjunto de faces activoMostra o cache de pontos do objecto activo de pintura dinâmica.Mostra o cache de pontos do objecto activo de corpo rígido.Mostra o cache de pontos do objecto activo de tecido.Mostra o cache de pontos do objecto activo de partículas.Mostrar armazenamento e dados pré calculados de nós de simulação do objecto activoMostra o cache de pontos do objecto activo de fumo.Mostra o armazenamento de pontos de corpo mole do objecto activoMostrar o nome do recurso junto com a pré-visualização. Caso contrário apenas a pré-visualização será visível.Mostrar os recursos actualmente disponíveis nesta sessão BlenderMostrar o painel de extensões disponíveisMostrar os elementos de construção básicos e utilidades que vêm com o BlenderMostrar os limites de distância na janela de visualizaçãoMostrar a colecção nesta camada de visualizaçãoMostrar o selector de blocos-de-dados no modificadorMostra o selector de bloco-de-dados no editor de nósMostrar detalhes no interface do utilizadorMostra apenas o contingenciamento de incandescência.Mostrar o fundo de grelha e margensMostrar a grelha sobre a imagemMostrar o volume de influência na janela de visualização 3DMostrar o painel de extensões instaladasMostra as câmaras esquerda e direita.Mostrar a coluna de modo para alternar modo e activaçãoMostra o ponto da origem do centro dos objectos em todos os objectos (seleccionados e não seleccionados).Mostra o painel para as opções de transparência alfa.Mostra o painel para as opções de cor de linha.Mostra o painel para as opções de espessura de linha.Mostra o painel para a construção do traço.Mostra o painel para as opções de geometria de traço.Mostra o painel para as opções de textura de traço.Mostrar o volume de correcção de paralaxe na janela de visualizaçãoMostra o status dos fotogramas em cache dentro da linha do tempo.Mostrar o plano de convergência 3D estéreoMostra o volume do tronco cónico 3D estéreoMostrar os nós BVH subjacentes como faces de diferentes coresMostrar este ficheiroMostra esta imagem como plano de fundo.Mostra esta imagem na frente de objectos na janela de visualização.Mostra este objecto no lugar das partículasMostrar cronometragem como código de tempo em fez de fotogramasMostrar os nomes e estado dos rastreadoresMostra as ferramentas de rastreamento e solução.Mostrar linhas transparentes para usar como limite de preenchimentoMostrar linhas de grelha verticaisMostra os vérticesMostra os vértices sem pesos em quaisquer dos grupos.Mostra os vértices sem pesos no grupo activo.Mostrar cantos manipuláveis de manutenção de área visíveisMostrar objectos visíveisMostra volumesMostrar indicadores de aviso durante transformação de objectos e ossos se inserção de chaves automática estever activaMostrar o que está contido nos elementos do objectoMostrar quando nós estiverem a usar atributos com nomesMostrar ao ArrstarMostrar Data-Blocks de Área de TrabalhoMostrar ambientes, lâmpadas, câmaras e altifalantesMostrar ou ocultarMostrar ou ocultar facesMostrar/Ocultar Data-Blocks de CurvasMostrar/ocultar data-blocks de Nuvens de PontosMostrar/ocultar data-blocks de VolumeEncolherEncolher Conjuntos de FacesFactor de encolhimentoFactor máximo de encolhimentoEncolher MáscaraDiminuir velocidadeEncolher grupo de vérticesEncolher VisibilidadeEncolhe a selecção actual de faixas adjacentes seleccionadas.Encolhe o fotograma para a caixa delimitadora mínimaEncolhe a localização para as superfícies mais próximas do alvo.Encolhe a localização para as superfícies mais próximas do alvo, ao longo do(s) um eixo(s) determinado(s).Encolher a localização até à superfície alvo mais próxima ao longo das normais interpoladas do alvoEncolhe a localização para os vértices mais próximos do alvo.Encolhe a malha para a superfície alvo mais próxima.Encolhe a malha da superfície do alvo mais próximo ao longo de um dado eixo.Encolher a malha até à superfície alvo mais próxima na direcção das normais de vértices interpoladas do alvoEncolhe a malha para o vértice alvo mais próximo.Encolher a selecção por um pontoEncolher a visibilidade por uma face com base na topologiaModificador de Película Aderente para projectar um objecto sobre um alvoModificador de envelopamento para envolver e abraçar o objecto actual em um alvo.Encolher ou estufarEncolher ou estufar: %3fEncolher ou estufar: %sEncolhe ou estufa os vértices seleccionados ao longo das normais.Encolhe o limite do conjunto de faces por uma face com base na topologia da malhaEnveloparRestrição - EnveloparModificador - EnveloparTipo de envelopamentoReordenarObturadorObturador fechadoCurva do obturadorObturador abertoTipo de obturadorSimilaresLadoLado (Y-Z)Lado a Lado para a EsquerdaLado a Lado para a DireitaLado a Lado para a BaixoLado a Lado para a CimaLado do FotogramaLateral do objecto a ser usado para alinhamento.Lado dos manípulos Bézier dos fotogramas chave a afectarLado da faixa para trocar.Lado a seleccionarLado a lado Barra LateralDefinições de Região de Barra Lateral e Barra de FerramentasLadosSigmaModo SinalSinal do vector bitangente deste vértice para esta face (deve ser computado antecipadamente usando calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))SilhuetaFiltragem de SilhuetaSilhuetas e arestas das margens são centralizadas ao longo da geometria do traço.Silhuetas e arestas das margens são desenhadas dentro da geometria do traço.Silhuetas e arestas das margens são desenhadas fora da geometria do traço.Silhuetas e arestas das margens são alternadas por uma taxa definida pelo utilizador.PrataSemelhante a Multi Fractal Híbrido, cria terreno heterogéneo, mas com diferente aparência para sulcos dos riosSemelhante a SMPTE (Compacto), excepto que a parte decimal dos segundos é mostrada em vez de fotogramasSimilar a maioria das lentes modernas tipo olho de peixe, leva em consideração as dimensões do sensor.Similar ao multi-fractal, com controlo de intensidade.Semelhante ao Principled BSDF mas usa um princípio especular em vez de metálico, que funciona especificando a cor de reflexão na direcção do ponto de vista (ao longo da normal). Energia não é conservada, logo o resultado não é fisicamente correctoSimplesEixos SimplesMesclagem simplesDeformação simplesExpressão simplesEstrelas simplesModificador de deformação simples para aplicar efeitos como giro e torção.Interpolação simples entre os pixeis adjacentes.Nome simples do catálogo de recursos, para efeitos de resolução de problemas e recuperação de dadosTemporizador simples de redesenho para testar a velocidade de actualização da interface.Algoritmo simples com boa performance, sem suporte para geometria sobrepostaVista de linha de tempo simples controlos de reprodução no cabeçalho, sem lista de canais, painel lateral ou rodapéModificador - Simples deformaçãoSimplificaçãoSimplificarSimplificação de partículas criançasSimplifica as curvas-f pela remoção de fotogramas chave muito próximos.Simplificar Representação de Grease PencilSimplificar Grease Pencil apenas durante reproduçãoModificador SimplificarSimplificar TraçoModificador Simplificar TraçosSimplificação de SubdivisõesSimplificar VolumesSimplifica a geometria pelo encolhimento das arestas.Simplificar malhas até atingir rácio de número de triângulosSimplificar curvas seleccionadasSimplificar traços seleccionadosSimplificar traço reduzindo número de pontosSimplificar traço fundindo vértices mais próximos que distância dadaSimplifica o conjunto de traços.Simular uma estrutura de volume intdrns criando molas que ligam lados opostos da malhaModificador para simular uma superfície de oceano.Simular distorção e dispersão para lentes de câmarasSimular fluidos com alta viscosidade usando um solucionadorSimular pressão dentro de uma malha de têxtil fechadaSimular objectos moles deformáveisFotogramas SimuladosSimula uma deformação FK usando o conjunto de faces sob o cursor como controloSimula apenas uma área específica em torno do pincel limitada por um raio fixoSimula a malha inteiraSimulaçãoPincelTelaAlteração de ProfundidadeDissolverForçaObstáculoApenas ReflectirTipoTipo de OndaÁrea de SimulaçãoPasta de Pré-Cálculo da SimulaçãoDecaimento de SimulaçãoFotograma final da simulaçãoFotograma de Início da SimulaçãoEntrada de SimulaçãoItem de SimulaçãoLimite de SimulaçãoMétodo de SimulaçãoNós de SimulaçãoSaída de SimulaçãoZona de SimulaçãoFotograma final da simulação.Um espaço de simulação convertido em mapa de cores.Campo de simulação para mapear cores na grelhaFotograma inicial da simulação.Simulação será avaliada.SenoidalSenoideModo SenoÚnicoSeta únicaEixo ÚnicoCor ÚnicaÚnica imagemSuavização de Uma PassagemPropriedade únicaDispersão ÚnicaLado únicoLado ÚnicoValor ÚnicoCanal Audio IndividualFace única de mapa cúbico equirectagularFicheiro único com todas as vistasUm único ficheiro com um par de imagens codificado em estéreo.Único a partir do alvoÚnico ficheiro de imagem.Camada única usada para mascarar pixeis.Ponto único dentro do segmento da Spline que define a pluma.Ponto único dentro da Spline usada para definição da máscara.Flutuante de precisão singularCamada de renderização única, para re-renderizar (usada apenas quando a animação está desativada).Modelo de céu de dispersão únicaÚnica Spline usada para definição do formato de máscara.Sistema unificado para a câmara estéreo, ajuste as definições estéreo dentro dos painéis de câmara.Um rastreador com agregado deve ser seleccionado para definir eixoValor singular sob o qual o amortecimento é progressivamente aplicado (valores mais altos produzem resultados com mais estabilidade, menos reactividade)Deslocamento senoidalFacilitação senoidal (mais fraca, quase linear mas com uma leve curvatura).SítioTamanhoTamanho 1Tamanho 2Deflexão por tamanhoFactor de tamanhoModo de TamanhoTamanho da pressãoTamanho da fonteUnidade de TamanhoTamanho XTamanho YTamanho ZTamanho a partir do RaioMultiplicador de tamanho a usar para mostrar elementos de interface do utilizador, de modo a terem escala correcta em ecrãs com diferentes DPI. Este valor tem base nas definições DPI e escala de ecrã Blender.Tamanho do padrão xadrez que indica áreas transparentesTamanho do ruído nos feixes.Tamanho do deslocamento derivativo usado para calcular as normais.Tamanho para mostrar os objectos do tipo vazio na janela de visualização.Tamanho do elemento, o uso dos componentes depende do tipo do elemento.Tamanho de todos os mapas cúbicosTamanho final do armazenamento de imagens renderizadas em megabytesTamanho da irregularidade dependente de localizaçãoTamanho de nova primitivaTamanho do ficheiro empacotado em bytes.Tamanho das partículas na janela de visualizaçãoTamanho da área de padrão para rastreadores criados de novoTamanho do formato de projeção. Valor zero significa automático.Tamanho de comprimento aleatório adicionado ao final de cada traçoTamanho do comprimento aleatório adicionado ao início de cada traçoTamanho da irregularidade aleatóriaTamanho final do armazenamento de imagens de origem raw renderizadas em megabytesTamanho da área de procura para novos rastreadores criadosTamanho do círculo do solTamanho do mapeamento de textura.Tamanho de área da lâmpada de área na direcção Y para formas rectangularesTamanho de área da lâmpada de área, direcção X para formas rectangularesTamanho da miniatura de pré-visualização do recurso em pixelsTamanho do desfoque ao longo do eixo X.Tamanho do desfoque ao longo do eixo Y.Tamanho do cubo no qual projetar.Tamanho do efeitoTamanho da fonte usada durante a renderização dos textos de estampa.Tamanho da acumulação de irradiância, um tamanho maior permite mais grelha de irradiância na cena, mas pode não caber na memória do GPU e reduzir performanceTamanho da margem como uma divisão da UV.Tamanho do enchimento em torno de cada editorTamanho do mapa de sombras aplicado a cada amostra de irradiânciaTamanho da acumulação de sombras, um tamanho maior permite mais sombras na cena, mas pode não caber na memória do GPUTamanho do domínio de simulação (em metros), e da geometria gerada, em unidades Blender.Tamanho do texto.Tamanho da turbulência.Permite definir o tamanho das células da grelha de voxels para os efeitos de interação.Tamanho do voxel em unidades do objecto para avaliação do volume. Valores mais baixos preservam mais detalhes.Tamanho para capturar a imagem para re-projeção.Tamanho:Rascunhos para esta camada em fotogramas diferentes.EsboçadoEncadeamento esboçado com um toque múltiplo.CoberturaModificador - CoberturaRedimensionar coberturaRaízes das coberturasVértices de coberturaVértices de coberturaAplicação de PeleSaltar PressionadoIgnorar Canais Trancados ou DesactivadosPular a geração de POTPula a etapa geração de ficheiro POT.Evitar Pré DefiniçõesEvitar GravarSaltar SegmentosNão calcular normais personalizadas nem normais de cantos de faces para exibição de malhas na janela de visualizaçãoEvitar representar arestas interiores subdivididasDespreza parcialmente o desenho ou renderização das arestas subdivididas no interior dos objectos.Salta (despreza) os triângulos do casco que são cobertos por uma face pré-existente.Impedir item de aparecer na listaSaltando edição dos dados na biblioteca de objectos.Saltando fotograma existente "%s"Saltando objecto '%s', os dados '%s' já foram processados com um objecto anterior.Saltando caminho no Agrupamento de Chaves, pois este não possui ID (KS = '%s', path = '%s[%d]')CéuTextura de céuTipo de céuChapaFatiarFatias por VoxelCortar TextoFatia ao longo do eixo X.Fatia ao longo do eixo Y.Fatia ao longo do eixo Z.Cortar para Novo ObjectoCorta a máscara de pintura da malhaDeslizarDirecção de DeslizeDeslizar plumasDeslizar novos pontosDeslizar ponto de curva de pinturaDeslizar pontoDeslizar um ponto na Spline para definir a sua curvaturaDesliza uma faixa de sequência dentro do tempo.Permite deslizar um vértice ao longo de uma malha.Deslizar um circuito de arestas ao longo de uma malhaDeslizar animação para iniciar no fotograma 0Pontos de controlo deslizantesPermite deslizar as áreas do marcador.Desliza as áreas de marcadores de planos.DeslizadorMáximo do deslizadorMínimo do deslizadorCores dos assistentes deslizantesLigeiroDeslizar Fotogramas ChaveDeslizar faixas sob o cursor em vez de todas as faixas seleccionadasDeslizar conteúdos das faixas seleccionadasInclinaçãoCompartimentosNúm. %dNome de Exibição do CompartimentoIdentificador do CompartimentoIdentificador do compartimentoTipo de compartimentoCompartimento tem uma imagem e mapa UV válidosCompartimento da Acção a usar para as Restrições de AcçãoCompartimento que contém informações sobre a pintura de texturas.CompartimentosEslovaco - SlovenčinaEsloveno - SlovenščinaLogarítmicaMapeamento mais lento que dá melhores resultados de deformação para B-Bones que têm forma curva na pose de descansoAlgoritmo com melhores resultados em faces coplanaresMais LentaPequenoVersaletesMenorInteiro menor no intervalo entre -128 a 127Valores mais baixos dão resultados com maior resoluçãoValores menores resultam em melhor performance, mas podem interromper o volumeMenores ondasMenor para MaiorInteligenteBesuntarEspalhar pesos no grupo de vértices activoFumoFumo e FogoCor do fumoGrelha de resolução do fumoEstilo de fumoDefinições de colisão de fumo.A grelha de cores para o fumo.Grelha de densidade do fumo.A grelha de chamas do fumo.Grelha calorífica para fumo.Grelha de temperatura do fumo. Intervalo de 0 a 1 representa 0 a 1000KGrelha de velocidade para o domínio do fumo.SuavizarSuavizar CorrectivamenteSuavizar PontasPontas SuavesModificador-F SuavizarF1 SuavizadoFactor de SuavizaçãoSuavizar traços de Grease PencilGrupos suavizadosInterpolação Hermite suave entre valore De Min e De MaxIterações de SuavizaçãoSuavizar LaplacianoSuavizar MáscaraModo Máximo SuaveModo Mínimo SuaveModificador - SuavizarNormais SuavizadasSuavizar raioRácio de SuavizaçãoSuavização de sombreamentoPasso SuaveSuavizar os traçosFactor de suavização de traçoRaio de suavização de traçoTolerância SuaveTipo de suavizaçãoSuavizar visualizaçãoSuavizar eixo XSuavizar eixo YSuavizar eixo ZSuaviza ao longo do eixo XSuaviza ao longo do eixo YSuaviza ao longo do eixo ZSuavizar uma Curva-F mantendo a forma geral da curvaSuavizar áreas de uma imagem nas quais ruído é visível, deixando áreas complexas inalteradasSuavizar arestas serrilhadasSuavizar limites, mas manter esquinas agudasSuavizar limites incluindo esquinasSuavizar por ÂnguloSuavizar coresSuaviza as cores ao longo dos vértices.Suaviza a geometria complexa em torno das ramificações conectadas aos vértices.Suavizar curva usando suavização gaussianaSuavizar normais personalizadas com base nas normais de vértices adjacentesFactor de efeito de suavizaçãoModificador de efeito de suavizaçãoPontas dos traços suavesDecaimento tipo suavizado.Decaimento suave adicionado após o raio sólido.Suavizar cabelosInterpolação suave entre A e B, com algum controlo sobre o formato da curva.Suavizar iterações aplicadas após cálculo de factor de pose de cada vérticeIterações de suavização aplicadas na malha extraídaSuavizar arestas serrilhadas dos textos do interface do utilizadorSuavizar malhaSuaviza o objecto ao longo do eixo X.Suaviza o objecto ao longo do eixo Y.Suaviza o objecto ao longo do eixo Z.Suavizar apenas pontos seleccionados do traçoSuavizar a cores com cor média sob o pincelSuavizar a cor de pontos do traço adjacentesSuaviza a rolagem para tornar o ficheiro editável visível.Suavizar traços seleccionadosSuaviza os pontos dos traços.Suavizar a curva usando um filtro GaussianoSuavizar detalhes mas manter a forma geralSuavizar as arestas de todos os conjuntos de facesSuavizar malha através de achatamento dos ângulos entre faces adjacentesSuavizar malha preservando volumeSuaviza as normais da superfície ou curva perfilada.Suavizar a superfície da malha, preservando o volumeSuavizar os pesos do grupo de vértices activoSuaviza os pesos de influência para os vértices seleccionados.Interpolação de alta qualidade suavizada, mas é mais lenta.Versão suavizada do F1. Soma ponderada das células Voronoi vizinhas.Suavização NegSuavização PosInterpolação de aresta Hermite mais suave de valores Min a MaxPasso mais SuaveInterpolação de irradiância mais suave mas introduz manchas de luzSuavizaçãoGrupos de SuavizaçãoModificador de efeito de suavização.Factor de suavizaçãoInterações de suavização para as tangentes das curvas.Afastar o valor aleatório de cada traço suavementeSuavidadeFactor de suavidadeSuaviza as arestas dos traçosSuavizar a superfície e o columeSuaviza a superfície da malha, preservando o volumeSujarPotência para esfumaçarBorrar cores agarrando-as e arrastandoForça do efeito de esfumaçamento.AtrairAtrai o cursor 3D ao item activoAtrai o cursor para o centro dos itens seleccionadosAtrai cursor 3D à divisão da grelha mais próximaAtrai cursor 3D à origem do cenaBase de AtracçãoAtrair Fotograma Actual às FaixasDistância de AtracçãoAtrair a ElementoAtrair IlhasModo de AtracçãoAtrair Nó durante a transformaçãoAtrair a Objecto CascaLado de AtracçãoAlvo de AtracçãoAtrair aAtrair Limite de RotaçãoAtrair Elemento UVAtrair UV durante transformaçãoAtrair VérticesAtrai activo para o alvoAtrair no Ponto CentralAtrair usando projecção sobre facesAtrair o ponto mais próximo ao alvoAtrai fotograma actual ao início ou final da faixaAtrai o cursor para o centro dos pontos seleccionadosAtrai o cursor ao tipo alvoAtrair durante transformaçãoAtrair as ilhas entre si (no modo de costura de arestas, também roda as ilhas)Atrair pontos medianos em para o alvoAtrai os vértices do meio ao centro do eixoAtrair apenas a objectos que são seleccionáveisAtrair apenas ao alvo perto do qual a origem estava inicialmente (Apenas "Face mais Próxima")Atrair para ActivoAtrair para EditadoAtrair a não editadosAtrair Apenas a SeleccionáveisAtrai para si mesmo apenas se activo (apenas Modo de Edição)Atrair a objectos não activos em Modo de Edição (apenas Modo de Edição)Atrair a objectos que não estão em Modo de Edição (Apenas em Modo de Edição)Atrair Cursor de reprodução ao varrerAtrair os vértices UV seleccionados ao tipo de alvoAtrai os itens seleccionados ao cursor 3DAtrair Item(s) Seleccionados ao Item ActivoAtrai os itens seleccionados à posição do ratoAtrair itens seleccionados à divisão de grelha mais próximaAtrair os fotogramas chave seleccionados aos valores/tempos escolhidosAtrair os fotogramas chave seleccionados ao fotograma actualAtrai os fotogramas chave seleccionados ao fotograma (inteiro) mais próximo (usar para corrigir deslocamentos acidentais de sub-fotograma)Atrair os fotogramas chave seleccionados ao marcador mais próximoAtrair os fotogramas chave seleccionados ao segundo mais próximoAtrair os fotogramas chave seleccionados aos tempos especificadosAtrai pontos seleccionados aos pontos mais próximos da grelhaAtrair os pontos/traços seleccionados ao cursorAtrair durante transformaçãoAtrair faixas ao fotograma actual, usando a faixa activa como âncora, e a posição do cursor do rato relativa ao cursor de reprodução para determinar o lado ao qual atrairAtrair a raiz de cada curva ao ponto da superfície mais próximoAtrair aAtrair a ElementosAtrair ao Mesmo AlvoAtrair a FaixasAtrai à SuperfícieAtrair a toda a geometriaAtrair a todos os pontosAtrair a margens e origens de faixas desseleccionadas visíveisAtrair a fotograma actualAtrai às arestasAtrair ao primeiro e últimos pontos e interpolarAtrair ao prieiro pontoAtrair a fotogramaAtrair a incrementos de fotogramasAtrair a valores totaisAtrair à GrelhaAtrair a incremento, atrair (A,B)Atrair a IncrementosAtrai a incrementos da grelhaAtrair a FotogramasAtrai a marcadoresAtrai ao marcador mais próximoAtrair ao ponto mais próximo nas facesAtrair a margens de pré visualizaçãoAtrair a centro de pré visualizaçãoAderir a pré visualização ou fotograma de início e fim de cenaAtrair a chaves de recronometragemAtrair a incrementos de segundosAtrai a segundosAtrair ao meio da arestasAtrair ao meio das facesAtrair ao ponto mais próximo de uma arestaAtrair ao início e fim do conteúdo subjacente da faixa em casos onde a faixa se estende para além deste limite, produzindo esperasAtrai aos vérticesAtrai ao volumeAtrair o centro da transformação para o alvoAtrair valores ao passo da grelha mais próximo, por exemplo, para aparência stop-motionAtrai os pares de vértices às suas localizações espelhadasAtracçãoDistância de AtracçãoAtrai membro FK em IKAtrai membro FK a membro IK no fotograma actualAtrai membro IK em FKAtrai membro IK em membro FK no fotograma actualSobelConectorIdentificador do ConectorSeleccionar ConectorModelo de conectorTipo de conexãoNome de Tipo de ConectorConector pode trabalhar com diferentes estruturasDescrição de ConectorConector espera uma instruçãoConector espera uma grelhaConector espera uma listaConector espera um valor únicoConector é representado como ícone interactivo no editor de nósO conector está desvanecido porque se detectou que não tem efeito no resultadoConector está seleccionado no interfaceAs ligações entre os conectors de conexão são expandidas na interface de utilizador.Nome do conectorFormato de ConectorConector a incluir no nó de entrada/saída de grupo adicionadoDica de ConectorSuavizarCorpo MoleModificador de Corpo MolePlasticidade de Corpo MoleArmazenamento de Pontos de Corpo MoleDefinições de Corpos MolesDecaimento SuaveLuz suaveModo Iluminar SuaveLimites SuavesMáximo FlexívelMínimo SuaveModificador para simulação de corpos molesDefinições de simulação de corpo mole para um objectoCorpo MoleCorpo Mole e TêxtilPeso objectivo de corpo moleAtenuarSuavizar detalhes ao longo dos eixosSuavidadeSólidosLâmpada para sólidosLuzes sólidasRaio sólidoSolidificarModificador - SolidificarSoloSolo ActivoIsolar Forma Chave ActivaSolucionarSolucionar o movimento de câmara para as faixasSolucionadorInterações do solucionadorResultados do SolucionadorResoluçãoSelecção de método de solução: amortecimento automático ou amortecimento manual.Alguns dados falharam na reconstrução (veja a linha de comando para detalhes).Alguns fotogramas foram saltados ao pré calcular/guardar armazenamentoOrdenarOrdenar alfabeticamenteOrdenar Descendentes por NomeOrdenar blocos de dadosOrdenar ElementosChave para ordenamentoOrdem de classificaçãoOrdenar Cores da PaletaTipo de OrdenamentoOrdenar por nomeClassificar pelo comprimento curvilíneo 2D (linhas mais compridas recaem sobre as linhas mais curtas).Classificar pela distância a partir da câmara (linhas mais próximas recaem sobre as linhas subsequentes).Ordena pelo valor projetado em X no sistema de coordenadas da imagem.Ordena pelo valor projetado em Y no sistema de coordenadas da imagem.Ordenar canais pela média do erro de re-projecção dos rastreadores após a resoluçãoOrdenar canais por número de primeiro fotogramaOrdenar canais por número de último fotogramaOrdenar canais pelo segmento mais longo rastreado.Ordenar canais pelo montante geral de segmentos rastreados.Ordenar canais pelos seus nomesOrdena a lista de ficheiros por data de modificação.Ordena a lista de ficheiros por tamanho.Ordenar ilhas da maior para a menorOrdenar ilhas da menor para a maiorOrdena os itens pelos seus nomes.Ordenar itens por ordem descendente, do valor mais alto para o mais baixoOrdena os elementos seleccionados a partir do mais longínquo a aquele mais próximo na visualização actual.Ordena elementos seleccionados da esquerda para a direita na visualização actual.Ordena os elementos seleccionados a partir do mais próximo ao mais distante a partir do cursor 3D.Ordenar faces seleccionadas do menor para o maior índice de materiaisOrdenar a lista de recursos de forma que recursos no mesmo catálogo apareçam juntos. Dentro de um único catálogo, os recursos são ordenados por nome. Os catálogos são mostrados por ordem expandida da hierarquia de catálogos.Ordenar os descendentes de cada osso alfabeticamenteOrdena a lista de ficheiros alfabeticamente.Ordena a lista de ficheiros pelo tipo ou extensão.Ordenar itens recentemente procurados no inícioTipo de ordenamentoOrdena os grupos de vértices.OrdenamentoSomDesactivarNovo(a)EnquadrarCompassoDeslocamento de SomVolumeNome do somConector de Nó de SomInterface de conector de nó de SomFaixa de SomFaixas de somSom - Faixas de som seleccionadasNome do Bloco-de-Dados de som para extrairBlocos de dados de som referenciando ficheiros de sons externos ou empacotados.Blocos de dados de som usados por este alto-falante.Blocos-de-dados de som usados por esta faixaBloco de dados de SomSom não empacotadoFicheiros de amostras de sons usados por este Bloco-de-Dados de som.Conector de som de um nóFaixas de somFaixa de SomSonsDirectório de sonsFonteCanal de fonteImagem clone da fonteCompartimento de fonte do cloneMapa UV clone da fonteColecção de OrigemImagem FonteSelecção de camadas das fontesBibliotecas de OrigemBiblioteca de OrigemFonte das listasDefinições de Região de Lista de OrigemObjecto fonteRaiz de OrigemConector Fonte!Tipo de OrigemGrupo de Vértices de OrigemFonte e destinação para o operador de simetrização.A cor fonteOs elementos de fonte devem estar mais próximos do que a distância fornecida a partir da destinação.Ficheiro fonte está no caminho de adições {!r}Biblioteca de origem da qual este arquivo de Ids incluídos foi geradaLocalização de origemFonte dos valores de entrada para as variáveis de controlador.Origem do nome da legendaFonte da aleatorizaçãoOrigem da direcção dos raios de reflexãoFonte da malha usada para criar formatos de colisão.As malhas de fonte ou destinação não possuem quaisquer arestas, não é possível transferir os dados de arestas.As malhas de fonte ou destinação não possuem quaisquer faces, não é possível transferir os dados das quinas.As malhas de fonte ou destinação não possuem quaisquer faces, não é possível transferir os dados das faces.As malhas de fonte ou destinação não possuem quaisquer vértices, não é possível transferir os dados de vértices.Origem da qual seleccionar telaFontes de dados de entrada para avaliação desta variável.SulSudesteSudoesteEspaçoEspaço do editor de clipesEspaço da linha de comandoEspaço do editor da tabela de animaçãoEspaço do navegador de ficheirosEspaço do editor gráfico Espaço do editor de imagens e UVsEspaço de informaçõesMatriz de EspaçoEspaço do editor de animação não linearEspaço de editor de nósEspaço do OrganizadorEspaço de PreferênciasEspaço do editor de sequênciasEspaço de Folha de CálculoEspaço do editor de textoTipo de espaçoEspaço do editor UVFaz um espaçamento das UVs de maneira uniformeEspaço entre ilhas.O espaço sendo mostrado actualmente nesta área.Espaço de dados para uma área de tela.Espaço de tipos de dados.Divide o espaço entre as crostas de acordo com a orientação de superfície ao invés do espaço de tela.Espaço para o eixo de projeção.Espaço no qual as transformações são usadas.Espaço das altura de entradaEspaço das normais de entrada.Espaço no qual a restrição para o proprietário é avaliada.O espaço de coordenadas através do qual o alvo será avaliado.Espaço a partir do qual converter.Espaço para o qual converter.Espaço de coordenadas para copiar dados da malhaEspaço de transformação para a cópia de um objecto para o outro.EspaçoEspaçosEspaços contidos nesta área, sendo o primeiro, o espaço activo (isso é útil, por exemplo, para restaurar um espaço da janela de visualização 3D usado anteriormente numa certa área para obter a orientação de uma vista antiga).EspaçamentoEspaçamento ao longo do traçoDistância de EspaçamentoPressão de espaçamentoO espaçamento definido antes a gradiente se torne um círculo completo.Espaçamento entre rabiscos de pincel como uma percentagem do diâmetro do pincel.Espaçamento entre caracteresEspaçamento entre palavras.Espaçamento para as texturas ao longo do comprimento do traço.Inter-espaçosEspanhol - EspañolAcoplamento EsparsoRuído espacialReutilização EspacialTamanho espacialGerar partículas a partir da formaAlto-falanteNovo(a)Blocos de dados de auto-falante para objectos de áudio 3D.Bloco de dados de Alto-FalanteAlto-falantesCaracteres especiaisEspecificam como os ossos herdam a escala do osso paiEspecificar como o osso cola fica acoplado à rig do controlo na posição da cabeça do ossoEspecifica o nó de entrada usado pela zona criadaEspecifica o nó de saída usado pela zona criadaEspecifica a força para redução de transbordoEspecifica o valor da opção Posição Local dos controlos IK, que decide se os canais de posição estão alinhados com a orientação de controlo local ou com a cenaEspecifica o peso de suavização em relação à normal originalEspecifica se a geometria revelada deve ficar seleccionadaEspecificar um valor personalizado de metros de cena por unidadeEspecificar tamanho personalizadoEspecifica uma condição de aresta de funcionalidade com base em marcações de faces.Especifica uma combinação lógica para as condições de selecção nos tipos de arestas de funcionalidade.Especifica um novo valor de amostragem que determina a resolução das poli-linhas do traço.Especificar um caminho no qual os dados pré calculados devem ser guardadosEspecificar uma fracção específica do resultado final da UVEspecifica tanto a inclusão como a exclusão das arestas de características pertencentes a colecções de objectosEspecifica tanto a inclusão como a exclusão das arestas de funcionalidade seleccionadas por tipos de arestas.Especifica tanto a inclusão como a exclusão das arestas de funcionalidade seleccionadas por marcações de faces.Especificar distância focal em milímetrosEspecifica como transformações existentes e os canais de acção são combinadosEspecificar como as rotações copiadas e existentes são combinadasEspecificar como as transformações copiadas e existentes são combinadasPermite a especificação de como o valor do modificador é mesclado no valor de baseEspecificar como combinar a nova posição com a originalEspecificar como misturar a nova rotação com a originalEspecificar como combinar a nova escala com a originalPermite especificar a orientação e escala, em vez de usar os dados embutidos no ficheiro FBX.Especificar origem da forma da grelhaEspecificar o número alvo de faces relativo à malha actualEspecificar a distância entre vérticesEspecifica as lentes como o ângulo do campo de visão.Especificar o ponto inicial e final da linhaEspecificar o afastamento entre um vértice e o próximoEspecificar o número total de vérticesEspecificar que tipo de canais de rotação usarPermite especificar unidades de espessura de linha em pixeis.Permite a especificação de qual atributo de material é usado.Especificar que partes do recurso de pose são sobrescritasEspectroEspectro usarEspecularBSDF EspecularCor especularCor especular - azulCor especular - verdeCor especular - vermelhoFactor especularDureza especularNível de IOR especularA cor especular do material.Multiplicador de reflexão especularVelocidadeControlo de VelocidadeFactor de velocidadeInterpolação de Velocidade 0Interpolação de Velocidade 1Rampa de AceleraçãoVectores de VelocidadeMétodo de controlo de velocidadeFactor de velocidade durante a observação, valores mais altos significam um movimento do rato mais rápido.Velocidade do somVelocidade do som para a calculação do efeito Doppler.Velocidade da reação de combustão (valores mais altos resultam em chamas menores)Velocidade da onda, na direcção do ponto de início quando negativa.Faixa Controlo de VelocidadeCache de ortografiaEsferaRaio da esferaRaio da esfera para a computação de curvaturas.EsféricoDecaimento EsféricoSonda EsféricaEstereoscopia esféricaCâmara esférica para mapas ambiente, também conhecido como Panorama lat LongDecaimento tipo esférico.Campo de força esférico com base na carga das partículas, apenas influencia a carga de outros campos de força.EsferificarForça de EsferificaçãoEspiralForça rotacional para as torções no eixo local Z do objecto que irão gerar as espirais.AberturaSplinePontos de Spline BézierCinemática por curvasRestrição - Cinemática por curvasComprimento da SplineParâmetro da SplinePontos de splineResolução da SplineA spline fecha ao libertar se não for arrastadaPonto de Spline sem hastes.Tipo de SplineSplinesDividirÂngulo de divisãoSepara Animação por ObjectoDivide as primitivas de hierarquias de volume circundante (BVH) por este número de passos de tempo para acelerar o tempo de renderização ao custo de mais consumo de memória.Separar por GrupoDividir por Objecto1° Divisão do tracejamento2° Divisão do tracejamento3° Divisão do tracejamentoSepara ArestasSeparar Arestas e FacesSeparar Controlos Deslizantes Pálpebras Seguem1° Vão da divisão do tracejamento2° Vão da divisão do tracejamento3° Vão da divisão do tracejamentoDividir impulsoDividir comprimentoDividir linhasSeparar materiaisPadrão de DivisãoDividir uma matrix 4x4 em valores individuaisSeparar agrupamento em vários conectoresSeparar uma cor nos seus componentes individuais usando múltiplos modelosSeparar uma cor em canais separados, com base num modelo de cor particularDivide as faces em aletas triangulares.Separar geometria em diferentes saídas para cada tipo de dados na geometriaSeparar uma geometria em duas saídas de geometrias com base numa selecçãoSeparar uma matriz de transformação num vector de translação, uma rotação e um vector de escalaSeparar um vector nos seus componentes X, Y e ZSeparar todos os pontos por curva pelo seu ID de grupo e reordenar por pesoSeparar uma imagem nos seus canais de cor compósitosSepara e CopiarSeparar e juntar editores arrastando a partir dos cantosSeparar pela posição do cursor em vez do fotograma actualSeparar faces unidas pelas arestasSepara os mapas gerados e gravados por material, usando o nome do material no ficheiro de saída (apenas externamente).Separa os encadeamentos em pontos com ângulos maiores que o ângulo 2D máximo.Divide ou separa os encadeamentos em pontos com ângulos menores que o ângulo 2D mínimo.Dividir canaisDividir faces côncavas conectando vértices para as tornar convexasSepara normais dos vértices seleccionadosDividir as arestas marcadas como pontiagudasDivide as arestas com ângulos agudos entre as faces.Divide as imagens externas por material (apenas externamente).Separar faces ao longo de arestas seleccionadasSeparar faces e arestas conectadas com vértices seleccionadosSeparar faixas multi-câmaras e seleccionar câmaraDivide as faces não planares que excedem um determinado ajuste angular.Separa (dividindo) as junções (quinas) das faces em vez de fazer uma fusão.Divide as laterais das faces para manter a geometria circundante.Divide os ossos seleccionados e os separa, a partir dos ossos conectados não seleccionados.Separa para fora a geometria seleccionada a partir da geometria conectada não seleccionada.Separa os pontos seleccionados para fora, a partir dos pontos conectados não seleccionados.Dividir área seleccionada em vistas de câmara, frontal, lateral direita e topoDivide a área seleccionada em uma nova janela.Divide as arestas seleccionadas de maneira que cada face vizinha tenha a sua própria cópia.Separar pontos seleccionadosSeparar pontos do traço seleccionados para novo traçoDivide as faixas seleccionadas em seus pontos medianos.Separa ou divide a curva até que a tolerância seja atingida (rápido)Dividir as faces em partes mais pequenas, dando-lhes uma aparência mais suaveDivide os polígonos com um algoritmo de cortes das dobras.Dividir quadriláteros pela diagonal mais longaDividir quadriláteros pela diagonal mais curtaDivide os quadriláteros em triângulos bonitos, método mais lento.Dividir os quadriláteros no segundo e quarto vértices.Divide os quadriláteros no primeiro e terceiro vértices.Separar o ponto seleccionado para novo traçoDividir as faixas seleccionadas em doisSeparar em InstânciasDivisãoDesvanecimento para o focoProjectorPulverizaçãoAspersão + BolhasAspersão + EspumaAspersão + Espuma + BolhasMapa de PulverizaçãoPartículas de aspersão e bolhas são gravadas no mesmo sistema de partículasPartículas de aspersão e espuma são gravadas no mesmo sistema de partículasEspalharForça de DispersãoVelocidade de dispersãoDistância de propagação para arcos de esquinas internasFolha de CálculoColuna de Folha de CálculoID de Culuna De Folha De CálculoEditores de Folha de CálculoFiltro de Linha da Folha De CálculoTabela de Folha De CálculoID de Tabela de Folha De CálculoTabelas de Folhas De CálculoDados de espaço de folha de cálculoMolaForça da molaFotogramas de molasComprimento da MolaTipo de MolaGrupo de vértices de molasA força da molaForça da mola que empurra o nível da água de volta a zero.Implementação de mola usada no Blender 2.7. Amortecimento está limitado a 1.0Comprimento de descanso de mola (factor de raio de partículas).O comprimento de descanso da mola é um factor de 2 vezes o tamanho das partículas.MolasLimite de SpritesQuadrados(as)Quadrado (MS + V)Quadrado (MV + S)Quadrado (VS + M)Raiz quadradaModo Raiz QuadradaAjuste de quadradoTerminações quadradas (achatadas e prolongadas).Apenas quadrados: todos os valores com uma amplitude absoluta menor que esta resultam em zero.Raiz Quadrada de AQuadrado com ponto interiorQuadradosApertar/EsticarMontante de prensagemFrequência de esmagamentoEsmagar a cada N colunas.Valor de Aperto (Legado)Fotograma encolhidoInfluência da estabilizaçãoEstabilizaçãoEstabilizar 2DEstabilizar o clipe 2DEstabilizar CentroEstabilizar NormalEstabilizar rotaçãoEscalonar a estabilizaçãoEstabilizar TraçoEstabiliza a rotação detectada em torno do centro da molduraEstabilizar filmagem usando definições de estabilização 2D de rastreamento de movimentoFactor de Estabilização de TraçoRaio de Estabilização de TraçoEmpilhados AcimaEmpilhados AbaixoEstampar câmara Estampar dataNome de ficheiro de estampaEstampar fotogramaEstampar HostnameLegendas de CarimboEstampar lentesMarcador de estampaEstampar NotaEstampar nota de textoEstampar as saídasEstampar os picos de memóriaEstampar o tempo de renderizaçãoEstampar cenaEstampar faixa de sequênciaEstampar tempoPadrãoEstrelaInícioMapeamento de Início e FimEstilo de Seta de InícioComeçar no Fotograma ActualTerminação inicialIniciar desactivadoInício de Redução de RuídoFactor de ArranqueFotograma inicialFotograma Inicial (manipulado do interface do utilizador)Fotograma de Início (valor bruto)Fotograma de Inicial quando Restrição de Intervalo de Fotogramas está activa)Suavização do Manípulo InicialEscala do Manípulo InicialTipo de mapeamento inicialDeslocamento inicialObjecto de posição inicialPosição inicial XPosição inicial YDistância de início do efeito volumétricoComeçar a editar o campo do directórioIntroduzir texto de filtroIntroduzir texto de filtro para o conjunto de dados em focoIntroduzir texto para filtragem da lista em focoIntroduzir texto que filtra o conjunto de canais mostrado para incluir apenas canais com nomes correspondentesFotograma inicial mostrado dentro do editor de sequências após os deslocamentos estarem aplicados, definir isto é equivalente a mover o manipulador, não o fotograma inicial actual.Fotograma inicial para geração.Fotograma inicial da faixa do Editor Não Linear. Tenha em atenção que alterar este valor do fotograma final da faixa. Se apenas o fotograma inicial deve ser alterado, veja a propriedade "frame_start".Fotograma inicial do efeito.O fotograma inicial da exportação, use o valor padrão para tomar como base o fotograma inicial da cena actual.O fotograma inicial para geração de oceano.Fotograma inicial da faixaIniciar no fotogramaComeçar a posicionamento usando um ponto projectado no eixo de orientação na posição do cursorComeçar a posicionamento usando um ponto projectado no plano da vista na posição do cursorComeçar a posicionar na superfície, usando o cursor como reservaIniciar posicionamento pelo centroIniciar posicionamento pelas arestasPonto de início.Inicia a pesquisa de texto.Inicia o operador de transformação após a inserção do nó.Início e finalIniciandoPosição Inicial do RatoDistância inicial da névoa, medida a partir da câmara.Fotograma inicial para a animação.Fotograma inicial do intervalo de fotogramas dos caminhos para exibir/calcular (não usado para o método de criação de fantasmas "Em Torno do Fotograma").Fotograma inicial da faixa de intervalo guardada.Fotograma inicial para exportar.Tempo de início do caminhoEstadoCores de estadoEstado de todos os painéis definidos pelo grupo de nósEstado da associação de luzesEstado da associação de sombrasSolucionador de estado pleno funcionando em contexto de tempo-real e ignorando as acções e restrições que não sejam do tipo cinemática inversa.Solucionador sem estado computando a pose que inicia a partir da acção actual e restrições que não são de cinemática inversa.BVH EstáticaIlha estáticaTipo estáticoVisualização estatística dos níveis de cor em uma imagem.StatusBarra de EstadoEtiquetas de EstadoEstado da iteração do solucionadorAçoEstêncilCor de estêncilDimensões do estêncilImagem estêncilCamada em estêncilMáscara StencilPosição do estêncilA cor do estêncil na janela de visualização.PassosNúmero de PassosTaxa de PassosTamanho dos passosPasso entre fotogramas geradosTamanho de passo ao fazer raymarching em volumeTamanho de passo ao fazer raymarching em volume para computação de iluminaçãoPermite navegar pela animação por posições.Interpolação em passos para os modificadores-fLinear EscalonadaInterpolação linear por escalões entre valore De Min e De MaxPassosEstéreo3D estéreoMostrador estéreo 3DFormato 3D estéreoO modo 3D estéreo requer que a janela seja executada em tela cheia.Olho estéreoEfeitos EstéreoEfeitos de Baixa Frequência EstéreoModo estéreoSaída estéreoCanais Audio EstereofónicosEstéreo com canal LFEEstereoscopiaDefinições de estereoscopia para o blocos-de-dados de câmaraBastãoMantém os traços como referências para outros traços.Mantém os traços atrelados às posições das superfícies.Fixar traço à imagemFixar traço à vistaAderênciaModo de selecção adesivoModo adesivo de selecção de vértices desactivado.Quadriláteros rígidosViscosidade RígidaA rigidez da viscosidade é um factor da viscosidade normal.RigidezA rigidez define quanto preencher do elemento.A rigidez no eixo XA rigidez no eixo rotacional X.A rigidez no eixo YA rigidez no eixo rotacional Y.A rigidez no eixo ZA rigidez no eixo rotacional Z.FotogramaPré Visualização de Costura de Ilha ActivaPré-Visualização de Costura em ArestaPré-Visualização de Costura em FacePré-Visualização de Costura CosturávelPré-Visualização de Costura Não CosturávelPré-Visualização de Costura em VérticeCostura as UVs dentro de uma distância limite especificada.Estica os vértices UV pela proximidade.PedraPedra (esmagada)Interrompe a reprodução da animação.Parar selecção de fronteira em n-ágonosParar selecção de fronteira em vértices com mais de três arestasParar selecção de fronteira em vértices com duas arestas quando partilham uma face que não é um n-ágonoInterromper subdivisão quando este nível for alcançado, mesmo que a taxa de subdivisão ainda possa produzir uma tesselação mais refinada.Interrompe esta tarefa.Faz com que os vértices parem de ser projetados em uma face do alvo quando estiverem faceando na direcção do alvo ou para longe dele.ArmazenamentoModo de armazenamento para dados de normal personalizadaArmazenamento de um operador a ser executado, ou registado após execuçãoArmazenamento onde guardar temporariamente o compartimento de acção principal durante o modo de ajusteArmazenamento onde guardar temporariamente a acção principal durante o modo de ajusteArmazenar Item de AgrupamentoArmazenar Passos de Redução de RuídosArmazenar Catálogos Activos nas PreferênciasArmazenar Atributo com NomeArmazenar Grelha com NomeArmazenar canais RGB e alfa separadamente com o alfa a servir de máscara, também conhecido como alfa não-associado. Tipicamente usado por programas de edição de imagem e formatos de ficheiro como o PNG.Armazenar canais RGB multiplicados pelo alfa, também conhecido como alfa associado. É o formato natural para renders e é usado em formatos de ficheiro como o OpenEXR.Armazenar um item de agrupamento por caminho ou tipo de dados.Armazenar um vector de normal para cada elemento de malhaArmazenar um valor único para todo o domínioArmazenar um valor para cada elementoArmazenar todos os blocos-de-dados de outros ficheiros .blend no ficheiro .blend actual. As referências a bibliotecas são preservadas, de modo a que blocos-de-dados vinculados possam ser desempacotados outra vez.Armazenar normais personalizadas como vectores simples em coordenadas locais da malha. Or valores não são necessariamente actualizados automaticamente posteriormente à medida que a malha é deformada.Guardar propriedades personalizadas e valores de enumeração como texto (strings)Guarda os valores de enumeração como textos (strings)Armazenar valores de selecção em ponto flutuante. Para geometrias de malha, armazenado de forma inversa como máscaras de modo de esculturaGuardar definições de exportação glTF no ficheiro BlenderArmazenar dados de grelha numa geometria de volume com nome especificadoGuarda os deslocamentos de multirresolução fora do ficheiro .blend, para economizar memória.Armazenar normais num espaço de transformação personalizado dependente da deformação. Este método é mais lento, mas pode ser melhor quando operações subsequentes alteram a malha sem calcular normais especificamente.Armazena as aproximações usando definições por faixa.Armazena as aproximações usando o directório do projeto.Armazenar os dados pré calculados numa pasta no discoArmazenar o actual estado do catálogo de recursos na memória temporáriaArmazenar os passos da funcionalidade de redução de ruídos e a imagem com ruído. As passagens adaptam-se ao redutor de ruído escolhido para renderizaçãoArmazenar as transformações estimadas nas definições de corpo moleArmazenar o resultado de um campo numa geometria e expor resultado como uma conexão de um nó. Permite lembrar ou interpolar dados à medida que a geometria altera, tal como posições antes de deformaçãoArmazenar o resultado de um campo na geometria como um atributo com o nome especificadoArmazenar a acuidade de cada face ou aresta. Semelhante aos operadores "Sombrear Curvo" e Sombrear Plano".Armazenar os catálogos activos das prateleira nas preferências, em vez das definições locais da prateleira de recursosGuardar esta acção na pilha de Animação Não Linear como uma faixa não contributiva, para posterior usoGuarda acção na pilha de Animação Não Linear como uma faixa não contributiva para uso posterior, e cria uma nova acçãoArmazenar valores de selecção verdadeiro ou falso em modo de ediçãoModo de operação guardadoArmazena e aplica diferença entre valor de referência e valor local (NÃO USADO)Armazena e aplica factor de multiplição entre valor de referência e valor local (NÃO USADO)Guarda o estilo de cada caractere.Direto(a)Cortes retosInterpolação em linha-reta entre A e B (ex: sem facilitação de entrada ou saída)Inclinação em linha recta dos segmentos extremos será prolongada para lá dos fotogramas chave dos pontos extremosEndireitarEndireitar XEndireitar YVertentesRenderização de vertentesFormato das vertentesLargura do diâmetro do fio na raizLargura do diâmetro do fio na pontaParâmetros de formato das vertentes.Factor de saída para o esmaecimento das listras.EstriasÍndice de fluxosLinhas encadeadasForçaFactor de ForçaForça de pressãoAleatoriedade da ForçaIntensidade do SolPotência do deslocamento quando aplicado a malha.Força da emissãoPotência do campo de força.Força das deformações do modificadorForça do efeito do modificador.Força de ruído.Força de suavização aplicada nas cadeias serrilhadasForça do DeslocamentoO potencial de limitação de esticamento do volume (por factor de corte).Força a usar para atribuir ou seleccionar influência de faces para o modificador de Normais PonderadasForçasEsticarOpacidade de AlongamentoEsticar paraRestrição - Esticar paraEsticar para CaberEsticar UEsticar VEstica ao longo do eixo Y para apontar em direcção a um alvo.Esticar ou encolher traçosEsticar coordenadas U entre 0 e 1 quando UVs estiverem presentesEsticar coordenadas V entre 0 e 1 quando UVs estiverem presentesEstica o início e o final da espinha dorsal do traço.Estica o objecto ao longo do eixo Z do espaço modificado.Esticar para PreencherEstica o proprietário da restrição para encontrar o objecto alvo.Estica os limites da imagem para preencher a tela, sem preservar proporçãoEstritoPasso ao qual traços ladrilhados são copiados.Variável de textoAtributo de TextoValor de Atributo e TextoComprimento do TextoConector de nó de variável textoInterface de conector de nó de variável textoValor de TextoO conector de variável texto de um nó.Texto em CurvasTexto em ValorTexto a inserir na posição do cursorValor de texto em atributo de geometriaFaixaEliminar CaracteresCor da faixaEquilíbrio de Cor da FaixaDados de Equilíbrio de Cor de SequênciaEtiquetas de Cores de FaixasRecorte de FaixaDuração da FaixaElemento de FaixaModificador de FaixasPropriedades de Modificadores de FaixaModificadores de faixasNenhuma faixaNúmeros de FaixaEliminar PartePré-Visualização de FaixaPropriedade de FaixasRepresentante de FaixaRepresentante e Marca de Tempo da FaixaTempo da faixaTransformação de FaixaTipo de Efeito da FaixaA faixa não exerce nenhuma influência após a sua extensão.Eliminar texto inicial/final do nomeO tempo da faixa é controlado por uma curva-f em vez de determinado automaticamente.Propriedade de transformação da faixa a ser repostaFaixa usada como entrada de máscara para o modificador.Faixa com um conjunto de Curvas-F para cada compartimento de acçãoFaixasFaixas seleccionadasFaixas devem possuir o mesmo comprimento.Faixas devem possuir o mesmo número de entradas.Faixas contidas na meta faixaFaixas não são compatíveis.EstroboscópioTraçosTraço & PreenchimentoCentro do traçoAfastamento de Profundidade do TraçoOrdem de Profundidade de TraçosFinal do traçoComprimento do TraçoAfastamento de TraçoOpacidade do TraçoPosicionamento de TraçosPosicionamento dos traços (Visão 2D)Posicionamento dos traços (Visão 3D)Posicionamento dos traços:Parâmetro de ponto de traçoPontos de traçoTraço AleatórioAtracção ao TraçoInício do traçoEspessura dos TraçosOs dados dos pontos de traço.Estilo de traço de términoDeslocamento de traço para modificador Line ArtEstilo de Traço de InícioTraçosColisões de TraçosOs traços aparecem/desaparecem um após o outro, mas apenas um se transforma de cada vezExtensão do fim dos traços para fechar aberturas, utilizar zero para desactivarForteDefinição de Struct usada para propriedades atribuídas a este itemLista agregado todos os dados requeridos por ID vinculadosEstruturasRigidez estruturalGrupo de vértices de rigidez estruturalEstruturaTipo de EstruturaEstucoTextura tipo estucoEstúdioLuz de EstúdioLuzes de StudioLuz de estúdioA luz de estúdio tem passagens "difusa" e "especular" separadasEstiloMódulo de estiloMódulos de estiloO modificador de estilo '%s' não pode ser removido.Definição de módulo de estilo para especificação de um módulo de estilo.O módulo de estilo não pode ser removidoEstilo da mistura de corEstilo no qual definir a selecção.EstilosSubtrairNível inferiorAtraso de abertura de menu de subnívelSub-parenteAbas - Plano de fundoSub-passosSub-alvoSun-CanaisSubdividirSubdividir encolhendoSubdividir CurvaSubdividir arestasSubdividir MalhaSubdividir TraçoModificador Subdividir TraçosSubdivide entre os pontos contínuos seleccionados dos traços adicionando pontos medianos de caminhos entre eles.Subdividir faces sem alterar formaSubdivide as arestas mais longas para adicionar detalhes de malha onde necessário.Subdividir arestas perpendiculares ao anel de arestas seleccionadoSubdividir polígonos para atingir tamanho em pixeis no ecrã especificadoSubdividir segmentos de curva seleccionadosSubdivide as arestas seleccionadas.Subdivide os segmentos das partículas seleccionadas (adicionar chaves).Subdivide os segmentos seleccionados.Subdividir traços e suavizá-losSubdividir a malha de modo a permitir editar os níveis de subdivisão mais altaSubdividir para atingir um comprimento de aresta especificado em coordenadas do objecto. É requisito para usar subdivisão adaptativa em malhas instanciadasSubdivisãoSubdivisão de VincosDados de SubdivisãoNíveis de SubdivisãoModo de SubdivisãoModificador SubdivisãoPassos de subdivisãoSubdivisão de superfícieModificador para subdivisão de superfíciesModificador de subdivisão de superfície precisa ser o primeiro para funcionar com desdobramento.Tipo de subdivisãoModificador para subdivisão de superfícies.SubdivisõesDeslocamento sub-fotograma do início da origem de som em segundosSub-fotogramasSub-fotogramas para simular para uma estabilidade melhorada e simulações de granularidade mais refinada (fórmula = passo de tempo / (sub-fotogramas + 1 )).ID Local de SubitemÍndice Local de Sub ItemNome Local de SubitemID de Referência de SubitemÍndice de Referência de SubitemNome de Referência de SubitemSubprocessoSub-conjuntoSubconjunto de sondas a actualizarSubconjunto de etiquetas (definidas num Struct ascendente) que são atribuídas a esta propriedadeSubpassos for fotogramaCor para sub-superfícieSub-superfície diretaSub-superfície indiretaMétodo SubsuperficialRaio para subdivisão de superfícieEspalhamento de sub-superfícieTranslucidez SubsuperfícieSombreador dispersão múltipla para simular luz que entra na superfície e ressalta internamente. Tipicamente usado para materiais como pele, cera, mármore ou leiteSubtrairCor para subtraçãoModo SubtracçãoFaixa de SubtraçãoSubtrai os pesos de influência dos vértices no grupo B dos presentes no grupo A.Subtrair o efeito do pincelSubtrair da selecção existenteSubtrair a cor de uma faixa da outraSubtrai os valores da fonte dos presentes na destinação, usando um determinado ajuste como factor.Subtraído do fotograma actual para usar na procura de dados no ficheiro de armazenamento, ou determinar que ficheiro usar numa sequência de ficheirosSubtraído da texturaSubtipoLegenda de SubtipoSubtipo do valor pré definidoSucessoSucesso ao adicionar %d fotogramas chave para o Agrupamento de Chaves '%s'Removidos com sucesso %d fotogramas chave para o Agrupamento de Chaves '%s'SufixoSufixo adicionado para as imagens renderizadas para esta visualização.O sufixo para identificar as câmaras que serão utilizadas, e adicionadas ás imagens de renderização para esta visualização.Espessura de linha e tamanho de ponto em pixels, sugerida para adições que exibam elementos personalizados de interface, com base nas definições do sistema operativo e escala da interface de utilizador do BlenderContornos sugestivosContornos sugestivosSomar valoresSumárioSolÂngulo do SolFachos de luz do solDirecção so SolCículo do SolElevação do SolIntensidade do SolLuz do SolRotação do SolTamanho do SolLimite do SolÂngulo do sol em relação ao horizonteForça da luz do sol em watts por metro quadrado (W/m²)SuperelipseSuporteSuporta EmulaçãoSuportar Redimensionamento UniformeSuporta extremidades das faces.Suportar armazenar agrupamentos personalizados numa geometria em Geometry NodesSuportar redimensionar uniformemente o membro através do controlo de engrenagem na baseSuporta Pré VisualizaçõesSuportar qualquer combinação simultânea de agarrar, rodar e redimensionarSuporta profundidade omissa por outros objectos no campo de visãoSuportar selecçãoSuprimir ControloSuperfícieSuperfícieSuperfície de curvaDeformação de superfícieEmissão da SuperfícieFormato de superfícieEncaminhamento em SuperfícieProbabilidade de Encaminhamento por SuperfícieModificador - SuperfícieAfastamento de SuperfícieProjectar em SuperfícieModo de Renderização de SuperfícieResposta da SuperfícieTipo de superfícieMapa UV da SuperfícieModificador de superfícies definindo a posição na lista de modificadores usada para campos de superfícieNome da superfícieResolução da superfície na direcção U, usada durante a renderização (valor zero usa a resolução de pré-visualização).Resolução da superfície na direcção V, usada durante a renderização (valor zero usa a resolução de pré-visualização).Factor de escalonamento da superfície (não afeta a altura das ondas).O número de subdivisões de superfície por segmento.Tensão superficial do líquido (valor mais alto resulta em comportamento hidrofóbico mais acentuado)Espessura de superfície usada para detectar intersecções ao usar rastreamento de telaModificador - Deformação de superfícieResolução de SurfelSuaíli - KiswahiliTrocarTroca as posições de duas faixas seleccionadas no editor de sequências.Trocar Altura e ProfundidadeTrocar esquerdo e direitoTrocar controlos de navegação RV entre comandos esquerdo/direitoTroca a faixa activa com a faixa à esquerda ou à direita.Trocar todos os utilizadores de uma acção para uma nova acção. Ignora o Editor Não linear e Restrições de AcçãoTrocar todos os utilizadores de uma acção para outra. Aplicam-se as regras normais de atribuição de compartimentos. Isto ignora e Editor Não Linear e as Restrições de AcçãoTroca os canais estéreo esquerdo e direito.Trocar um material com outroTroca a ordem das faixas seleccionadas dentro das pistasTrocar cores primária e secundáriaTroca as posições de tela das áreas seleccionadas.Trocar nós seleccionados por recurso grupo de nósTroca a direcção de ampliação da roda do ratoTrocar as conexões de saída dos dois nós seleccionados, ou duas entradas semelhantes de um único nóTrocar o papel da Altura e ProfundidadeqTrocar as duas entradas da faixa de efeitosSueco - SvenskaLinha de VarrimentoVarrer uma linha de transição ao longo da telaOscilarOscilação e Torção XOscilação e Torção YOscilação e Torção em ZEfeito RemoinhoEfeito remoinhoAlternarAlternar VistaVoltar à Acção anterior, após criar recurso de poseAlternar entre um atributo e um valor único para definir os dados para cada elementoTrocar entre o pincel actual e o atribuído em usos consecutivos.Alternar entre duas imagens usando uma caixa de verificaçãoAlternar entre duas entradasInverte a direcção das Splines seleccionadas.Alterna a vista actual entre as projeções perspectiva e ortográfica.Alternar para pincel de apagar pela duração do traçoMudar o pincel de máscara pela duração do traçoAlternar para pincel de suavizar pela duração do traçoIr para o objecto ou osso alvoMudar para este mode de objecto quando activar o espaço de trabalhoAscendente ComutávelTroca o objecto activo, e atribui o mesmo modo a um novo sob o cursor do rato, deixando o modo activo no actualSimétricoSimetriza as modificações da topologia.SimetrizarSimetrizar plumagemSimetrizar em XSimetrizar em YSimetrizar em ZSincronismoSincronizar comprimento da açãoSincronizar comprimentoSincronizar marcadoresSincroniza os marcadores com as edições de fotograma chave.Modo de sincronizaçãoSincronizar Selecção do OrganizadorSincronizar Tempo de CenaSincronizar Intervalo VisívelSincronizar Ampliação/EnquadramentoSincronizar selecção no Organizador com outros editoresSincronizar com AudioSincroniza com o áudio reproduzido, descartando fotogramas.Sincroniza a posição de visualização entre as vistas laterais.Sincroniza o comprimento da acção referenciada com o comprimento usado na faixa.Sincronizar a perspectiva do observador de sessões de realidade virtual com esta janela de visualização 3DSincronizar o intervalo de linha de tempo visível com outros editores baseados em tempoSintaxe IntegradaSintaxe - ComentáriosRealce de sintaxeSintaxe - NúmerosPré-processador de SintaxeSintaxe - ReservadoSintaxe - EspeciaisSintaxe - Variáveis de textoSintaxe - SímbolosRealça a sintaxe durante a escrita de scripts.SistemaSistema e OpenGLFavoritos do sistemaPastas de sistemaMáximo do SistemaMemória do SistemaFavoritos do sistemaPastas de sistema (usualmente a raiz, discos rígidos disponíveis, etc...).TARGATEMA01TEMA02TEMA03TEMA04TEMA05TEMA06TEMA07TEMA08TEMA09TEMA10TEMA11TEMA12TEMA13TEMA14TEMA15TEMA16TEMA17TEMA18TEMA19TEMA20TIFFTIFF (.tif)DICA: Tente usar as curvas-f para a animação procedural em vez desse método.DICA: Use variáveis em vez de caminhos bpy.data (veja abaixo).DICA: bpy.context não é uma função segura para utilização em fazendas de renderização.SeparadorCores de SeparadoresResultados de Pesquisa do SeparadorLargura da tabulaçãoTabela contém dados de geometriaTabelasMesa DigitalizadoraAPI de Mesa DigitalizadoraLimite de Arraste da Mesa DigitalizadoraPressão de mesa de desenho.Tabulações como espaçosEtiquetarRotular chanfrosRotular vincosRotular marcações de aresta FreestyleRotular costurasMarcar PontiagudaMarca os ossos seleccionados para não estarem visíveis dentro do modo de edição.Etiquetar os ossos seleccionados para que não sejam visíveis no modo de pose.EtiquetasBasePosição da CaudaSeleccionar a baseBasesReceber a camada Grease pencil ou Grupo de Camadas como campo de selecçãoCapturar vista da janela de visualização activaLer velocidades médias do fotograma anterior e velocidades novas do fotograma actualObter média das normais dos vérticesLeva em conta as suavizações de faces dentro dos cálculos do mapa de visualização.Ter o tipo de manípulo em conta durante conversãoTer em conta a proporção da imagemLeva em consideração as definições atuais das unidades Blender (caso não definido, as unidades Blender serão usadas de maneira direta, como estão)Ligar conexão do grupo de nós directamente ao nó de saída da árvore raizTamil - தமிழ்TangenteModo TangenteTangente das normaisEspaço tangenteTangente a partir do mapa UVO espaço da tangente apenas pode ser computado para triângulos ou quadriláteros, abortando.Mapeamento das normais no espaço de tangente.Mapeamento de deslocamento vectorial em espaço de coordenadas de tangenteTangente à SuperfícieTangentesLimite de Tempo de TeclaObjecto afiladorRaio de AfunilamentoO factor de afilamento para os raios de cada um dos pontos ao longo da curva.Targa (.tga)Targa Raw (.tga)DestinoOssos AlvoObjecto Curva alvoDensidade do alvoDensidade de Resistência AlvoFotogramas AlvoGeometria AlvoGrease Pencil AlvoCamada Grease Pencil AlvoLocal de Destino com AscendentesObjecto Malha alvoProjecção Normal do AlvoObjecto alvoObjecto alvo (apenas curvas)Objecto alvo, definindo a posição do pivô quando definido.Sistema de partículas alvoCaminho alvoEspaço do alvoTransformação AlvoVelocidade alvoVolume AlvoAlvo ZAlvo ao longo do comprimento do osso: 0 na Cabeça, 1 na BaseAlvo de velocidade angular do motorArmadura alvoOsso da armadura alvoOsso alvo para restrições com múltiplos alvosComprimento de arestas alvo na nova malhaObjecto de Geometria AlvoComprimento alvo para a operaçãoAlvo de velocidade do motor linearLocalização de destinoPosição alvo para a qual as normais vão apontarO objecto alvo definido pelo utilizadorObjecto alvo para restrições com múltiplos alvos.Objecto alvo a partir do qual a distância é medida.O formato do objecto alvo da projeção.Comprimento alvo de aresta em espaço de coordenadas do objecto para subdivisão adaptativaObjecto alvo para definir o início do traçoObjecto alvo para afetar as normais.Sistema de partículas alvo.Sistemas de partículas alvo.Tamanho alvo em pixeis do polígono para subdivisão adaptativaA cena alvo possui marcadores bloqueadosModo de escultora alvo que vai usar o tamanho amostradoAlvo ao qual atrair as UVs seleccionadasEixo Z do alvo, não o eixo Z da cena, irá restringir na direcção para cimaAlvo: Excluir Não SeleccionáveisAlvo: Incluir ActivosAlvo: Incluir EditadosAlvo: Incluir Não EditadosAlvosApontar todos os eixos Y dos controlos para eixo definido (espaço global)Apontar WGTs personalizados para eixo (espaço global)Romper extremidadesDuração do teleporteTemperança (média)TemperaturaCor de TemperaturaDiferença de TemperaturaGrelha de TemperaturaUnidade de TemperaturaDiferença de temperatura para a temperatura ambiente.ModelosAcumulação TemporalDesativar temporariamente a avaliação da pilha de Animação Não Linear (exemplo: apenas acção activa é avaliada)Esconder temporariamente na janela de visualizaçãoEsconder temporariamente camadas máscaraEsconder temporariamente objectos do viewportTemporárioDirectório temporárioEditores TemporáriosTendência do objecto para quicar após a colisão com outro (valor zero significa permanecer imóvel, valor um significa perfeitamente elástico).TensãoAmortecimento das molas de temRigidez de TensãoRigidez Máxima de TensãoModo de encerramentoTesselarTriângulo tesselado num bloco-de-dados de malhaTesselar polígonos da malha em triângulosVerificar existência de conflitos na configuração de teclasBits de Quantização de Coordenadas de TexturaTextoCaixa da LetraDígitosRecuoLinhaLinhasCaixa BaixaModificadoNovo(a)PadrãoPontuaçãoEspaçosEliminar CaracteresTabulaçõesCaixa AltaSuavização de TextosInício do TextoCaixa de textoCaixas de textoFormato de caractere de textoCor de TextoCursor de TextoCurva de textoEditor de textoArgumentos do Editor de TextoPré Definições de Editor de TextoFim do TextoTexto - RealceHinting de TextoInformação de TextoEntrada de textoLinha de textoConector de Nó de TextoInterface de Conector de Nó de SomRepresentação de TextoTexto seleccionadoFaixa de textoCursor de Faixa de TextoEstilo de textoSuavização de Textos SubpixelValor de TextoCores dos assistentes de textoCaixa delimitadora do texto para posicionamentoDefinições de formatação de caracteres de texto.Cor de textoCor de texto da linha seleccionadaBlocos de dados de texto referenciando textos empacotados ou ficheiros externos.Bloco de dados de texto.Texto mostrado e editado dentro deste espaço.Espaço de dados do editor de texto.O ficheiro de texto foi editado desde a última vez que foi guardado.Ficheiro de texto está na memória, sem um ficheiro correspondente no disco.O ficheiro de texto no disco é diferente do que está na memória.Alinhamento horizontal do texto a partir do centro do objecto ou caixa de textoTexto dentro da linhaTexto não encontrado: %sTexto em curvaConector de texto de um nóSequência de textoCursor de edição de faixa de textoSelecção de Edição de Faixa de TextoO texto que será mostrado.Texto em Objecto 3DTexto a SubstituirTexto para mostrar no cabeçalho durante o escalonamento.Texto para inserir na posição do cursor.Texto com o qual substituir o texto seleccionado usando a ferramenta de substituição.Texto para pesquisar com a ferramenta de pesquisa.Texto a usar no botão do painel do interface do utilizador (não altera o nome da colecção)Título a ser usado no botão do interface do utilizador em vez do nome da colecçãoTexto muito grande.Alinhamento vertical do texto a partir do centro do objectoTexto: ExternoTexto: InternoAltura da Caixa de TextoTransbordo de Caixas de TextoLargura da Caixa de TextoDeslocamento X da Caixa de TextoDeslocamento Y da Caixa de TextoCaixas de TextoTextosTexturasAo longo do traçoRuído de FaixasFaixasDimensõesGeradoGlobalMapeamentoNovo(a)ObjectoPadrãoPlásticoRuído de AnéisAnéisNítidoMais NítidoSuaveFio/PartículaCoordenadas de TexturaUVEstampadoRepuxadoJanelaFrequência de coleta de texturasCoordenadas de texturaOsso de Coordenada de TexturaObjecto de coordenadas de texturaQuantização de Coordenadas de TexturaCoordenadas de texturaQualidade de Codificação de TexturasCampos de texturasMapeamento de texturaModo de Mapeamento de TexturaMáscara de texturaMalha de texturaNível Médio da TexturaModo de texturaNós de texturaEditor de Nós de TexturaConector de Nó de TexturaInterface de Conector de Nó de TexturaÁrvore de nós de texturaÂngulo de Orientação da TexturaTextura de sobreposição de alfaPintura de texturaCompartimento de pintura de texturaUVs de Pintura de Textura/Modificadores UVsFactor de Tamanho de Pixel da Textura ao longo do traçoPropriedades de TexturaAjuste fino para amostra de texturaRaio de Amostragem de TexturaCompartimentos de texturaCompartimentos de imagens de texturaCompartimentos de texturaEspaço de texturaLocalização do espaço de texturaEspaço de textura de malhaTamanho do espaço de texturaEspaçamento de TexturaEspeciais para texturaLimite de tempo para texturasDefinições de mapeamento de coordenada de textura.As coordenadas de textura a partir da localização das raízes das partículas.Coordenadas de textura usadas para mapear a textura no plano de fundo.Blocos de Dados de textura usados por materiais, luzes, ambientes (mundos) e pincéisBlocos de dados de textura usado por este compartimento de textura.Blocos-de-dados de texturaPeso de influência do efetor textura.Qualidade de codificação de texturasMétodo de Exportação de TexturaTipo de filtragem de texturaImagens de textura utilizadas para a pintura de texturas.Interpolação de texturaTipo de mapeamento de texturaNós de textura.Compartimento de textura definindo o mapeamento e influência de uma textura.Compartimento de textura para texturas em um Bloco-de-Dados de pincel.Compartimento de textura para texturas em um Bloco-de-Dados de estilo de linha.Compartimento de textura para texturas em um Bloco-de-Dados de definições de partículas.Nome de compartimento de textura.Compartimentos de textura definindo o mapeamento e influência das texturas.Conector de textura de um nóA localização do espaço de textura.O tamanho do espaço de textura.Textura que controla a força da emissão.Textura para ser usada como força.TexturasTexturasDirectório de texturasTailandês - ภาษาไทยEsse item representa um ID também usado como dependência de revogação de biblioteca (ou directamente, como referência de revogação de biblioteca, ou indirectamente como dados usados por referência de revogação de biblioteca). Nunca deve ser directamente tornado local. Mutuamente exclusivo com`LIBOVERRIDE_DEPENDENCY_ONLY`.Esse item representa um ID apenas usado como dependência de revogação de biblioteca (directamente ou indirectamente, ver `LIBOVERRIDE_DEPENDENCY` para detalhes). Não deve ser considerado durante o processo de 'tornar local' (apor), e permanece puramente como dados vinculados. Mutuamente exclusivo com `LIBOVERRIDE_DEPENDENCY`.Este item foi adicionado a partir de um ID importado indirectamente, como dependência de outro Bloco-de-DadosO atributo "id" se disponível, caso contrário o índiceA direcção fendida da normal de cada esquina da face, influenciada pelas normais de vértices, faces pontiagudas, arestas pontiagudas, e normais personalizadas. Pode ser vazio.A posição na vista 2D para o centro dos novos nós, ou inalterada e não definidaO ficheiro de hierarquias de volume circundante não contém a duração de fotogramas na sua seção de movimento. O Blender está assumindo que a cena do Blender e esta hierarquia possuem a mesma taxa de fotogramas por segundo.O caminho da raiz de ficheiros fonte do BlenderA versão do Blender em que se espera que isto seja removidoA versão do Blender em que isto foi descontinuadoAs Colecções de Ossos desta ArmaçãoAs Colecções de Ossos que contém este OssoOs controladores/expressões para este bloco-de-dadosA biblioteca Fribidi C compilada (.so em sistemas Linux, .dll em sistemas Windows...), você provavelmente terá de editá-la se estiver no Windows, ex. usando as incluídas no repositórios de bibliotecas BlenderO indicador de ID revogado por esta operação espera-se que corresponda à hierarquia de referênciaO conjunto de chaves inseridas para usarO tamanho do manipulador de navegaçãoLimite de erro para o solucionador Runge-Kutta ODE, valores mais baixos dão mais precisão, mais altos, velocidade.O Compartimento para o qual o a animação do Saco do Canal éO UUID do catálogo exibido no navegadorComponente Voronoi que o nó irá computarA acção foi feita para ser usada como um ciclo, repetindo o seu intervalo definido manualmente (activar não torna a animação circular automaticamente)A acção quando arrastar o botão do meio do rato na janela de visualização. Shift + Botão do Meio do Rato para outra acção. Também se aplica aoA face activa para esta malhaO conjunto de linha activa não possui um estilo de linha (indicando a corrupção de dados).O modificador activo na listaA área de simulação activa move-se com o pincelO modificador de faixa activo na listaO alinhamento do novo objectoO ID local já existente que pode ser reutilizado no caso de aposição e reutilização. Nenhum até ter sido encontrado.Quantidade de cisalhamento a aplicarA quantidade de espaço entre nósA amplitude do deslocamento.As amplitudes do invólucro são sumarizadas (ou, quando Acumular está activo, ambas as diferenças positivas e negativas são acumuladas)O ângulo entre normais de faces manifold conectadasO ângulo entre planos muda durante o traçado para adaptar à superfície sob o cursorO incremento de atracção de ângulos em modo de ângulo restringidoO caminho de catálogo de recursosO domínio de atributos que dá informação suficiente para representar as normais da malhaO atributo está associado com a Camada de Visualização, Cena, ou Ambiente que está a ser renderizadoO atributo está associado com o instanciador, sistema de partículas ou objecto, recaindo para o modo Objecto se o atributo não for encontrado, ou se o objecto não for uma instânciaO atributo está associado com a geometria do objecto, e o seu valor varia de vértice para vértice, ou dentro do volume do objectoO atributo está associado com o objecto ou os dados de malha em si, e o seu valor é uniformeO atributo é para uso interno do BlenderO nome do atributo usado por defeito quando um grupo de nós é usado por um modificador Geometry NodesO tamanho do ícone que mostra os eixos na lateral inferior esquerda da janela de visualização 3D.O eixo ao longo do qual a curva se deformará.O eixo usado para posicionar a região baseO nome base do ficheiro. Podem ser incluídas outras informações no nome do ficheiro, dependendo das opções do nóA unidade base para pixeis por metro.O repositório de tradução da fundação BlenderO factor de mistura com 0 sendo o fotograma actualO pincel afecta a rotação UV do pontoO pincel afeta a força das cores dos pontos.O pincel afeta a posição dos pontos.O pincel afeta a espessura dos pontos.O pincel é do tipo usado para desenhar traçosO pincel é do tipo usado para preencher áreasO pincel é usado para tingir traçosO pincel é usado para apagar traçosO armazenamento está pré-calculadoO armazenamento está a ser pré-calculadoO código de "hidrodinâmicas de partículas suavizadas" usado para calcular as forças internas em partículas.A colecção à qual adicionar outros objectos seleccionadosColecção da qual remover outros objectos seleccionadosA colecção da qual remover este objectoCor para elementos após o fotograma actual (paraCor para elementos após o fotograma actual (para criação de fantasmas, caminhos de movimento, etc.)A cor que é mapeada para branco (automaticamente convertida de/para temperatura e tonalidade)A cor para a qual o branco é mapeado (automaticamente convertida de/para temperatura e tonalidade)O intervalo combinado de fotogramas de todas as curvas-f dentro desta acçãoA condição de activação do fecho das splinesA acção de restrição.A restrição é aplicada no espaço de pose, as transformações do objecto são ignoradas.A restrição é aplicada no espaço local de um objecto/osso/grupo de vértices personalizadoA restrição é aplicada em relação ao sistema de coordenadas locais do objecto.A restrição é aplicada relativa ao sistema de coordenadas locais do osso em pose de descanso, incluindo assim as transformações induzidas pelos paisA restrição é aplicada com relação ao sistema de coordenadas do ambiente (mundo).O contraste da máscara de cavidadeO ponto de convergência para as câmaras em estéreo ( algumas vezes referido como a distância entre o projetor e a tela de projeção).A categoria de painel actualmente activa, pode ser Null se a região não suportar este tipo de funcionalidade (ATENÇÃO: Estas categorias são geradas durante a execução, como tal poderão estar vazias durante a inicialização, antes de qualquer representação tomar lugar)O número da linha actual.A posição actual (desvio) da vista para esta Árvore de NósO número actual de faces na malha decimada.O tempo da simulação actual em tamanhos de passo, como uma fração de fotograma.A caixa de texto actual.O valor da normal da curva a cada um dos pontos de controloO tipo de curva para o qual alterar as curvas seleccionadasAs cores personalizadas de ossos; utilizado quando a paleta é 'CUSTOM'O intervalo personalizado no qual criar novas chaves. Usado apenas quando não usando o intervalo de cenaO caminho de dados de cada parte de interação para o valor (inteiro ou flutuante).O caminho de dados relativo ao contexto, deve apontar para um que possa interagir.O tipo de dados da coluna correspondente visível na folha de cálculoO tipo de dados em que o atributo é convertido antes de calcular resultadosO tipo de dados usado para ler valores dos atributosO alinhamento pré definido para objectos adicionados a partir do menu da janela de visualização 3DA pré definição e recomendada para a maioria das aplicaçõesO directório padrão para a saída de renderização, para novas cenas.O directório padrão para pesquisar por fontes de carregamento.O directório padrão para pesquisar por sons.O directório padrão para pesquisar por texturas.O atraso dos efeitos em segundosO dispositivo a usar para processar os nós de redução de ruído no compositorOs descendentes directos deste grupo de camadas. Ordenado por ordem de lista, o que significa que o primeiro descendente é o descendente mais abaixo na lista de camadas.A direcção (só se aplica a eventos de arrasto)A direcção dos pontos do plano.A pasta na qual guardar ficheiros temporários. O caminho deve apontar para uma pasta existente ou será ignoradoA pasta na qual a imagem vai ser escritaA transformação de ecrã e visualização suportam emulação automática para outro dispositivo de exibição, usando o mecanismo de espaços de cor de exibição nas configurações OpenColorIO v2O monitor e transformação de visualização suportam cores HDR de elevado alcance dinâmicoA distância na qual as partículas são afetadas completamente.A métrica de distância usada para computar a texturaA distância a que os pontos resultantes se permite que estejamMarca as bandeiras de rótulos das arestas a ser etiquetadas durante a selecção dos caminhos mais curtos.O objecto editado.O fotograma final da animaçãoO fotograma final do intervalo de reprodução pretendido definido manualmenteA energia que esta luz emitira sobre a totalidade da sua área se não estivesse limitada pelo ângulo de projecção, em unidades de potência radiante (w)A cena inteira / Intervalo de pré-visualizaçãoAs definições de enumeração podem agora ser acedidas directamente no nó. Apenas para retro compatibilidade.O evento de partículas alvo ao qual reagir.O modo de extensão aplicado ao eixo do XO modo de extensão aplicado ao eixo do YO índice de face para cada circuito triangularO factor a aplicar à opacidade original do ponto para novos pontosO factor a aplicar o raio do ponto original para os novos pontosO factor para redimensionar as chavesO retorno do efeitoA extensão de ficheiro usada para guardar renderizações.Legenda do encarregado de ficheirosO caminho usado para exportaçãoO primeiro fotograma a ser exportadoO pé roda em torno da base do dedo do péO pé roda em torno do tornozeloO pé roda em torno do tornozelo, com pivot extra no dedo do péO deslocamento do fractal.A parte fracionária de AA parte fraccionária de A por entradaO número do fotograma na cenaO fotograma no qual o marcador de linha do tempo aparece.O fotograma no qual este rascunho aparece.O fotograma para avaliar (iniciando em zero).O eixo livre de escalonamento do objecto.A frequência do deslocamento (valor de 1 dividido pelo comprimento total).O multiplicador de ganho.O numero aleatório gerado é o mesmo para cada ponto de controloA direcção da normal da geometriaOs Gizmos são feitos para usar com sessões de realidade virtual e requerem gestão especial de representaçãoO formato glTF requer que normais descontínuas, UVs e outros atributos de vértices sejam armazenados como vértices separados. Como é requerido para renderização em hardware gráfico. Esta opção tenta combinar vértices coincidentes. Não consegue de momento combinar vértices com normais diferentes.O osso cola torna-se descendente do osso de controloO osso cola torna-se irmão do osso de controlo com Copiar TransformaçãoO osso cola mantém o seu ascendente, mas usa Copiar Transformações para agrupar tanto transformações locais do controlo como induzidas pelo ascendente no espaço localO tamanho da grelha para acoplamentoO manípulo pode ser movido livremente, e não influencia o outro manípulo do pontoA potência mais alta de "x" para este polinômio (número de coeficientes -1).O identificador do compartimento mais recentemente atribuído. O compartimento identifica que sub conjunto da acção se considera ser para esta restrição, e o identificador é usado para encontrar o compartimento certo ao atribuir uma Acção.O identificador do compartimento mais recentemente atribuído. O compartimento identifica que sub conjunto da Acção é considerado pertencer a este bloco-de-dados, e o seu identificador é usado para encontrar o compartimento ao atribuir uma Acção.Identificador do compartimento de acção mais recentemente atribuído. O compartimento identifica que sub conjunto da Acção se considera ser para esta faixa, e o seu identificador é usado para encontrar o compartimento certo ao atribuir a Acção.O identificador que representa esta etiquetaO ID Importado. Nenhum até ter sido vinculado ou aposto. Pode ser o mesmo que ``reusable_local_id`` quando aposto.O índice do contextoO índice de sistema de partículas no objecto alvo.Índice da colecção de ossos activa da Armação; -1 se não houver colecção activa. Tenha em atenção que este valor indexa a sequência de colecções de ossos subjacente, que pode não estar na ordem esperada. Colecções de ossos raiz são listadas primeiro, e irmãos são sempre sequenciais. Fora isso colecções de ossos podem estar em qualquer ordem, e incrementar ou reduzir este índice pode fazer a colecção de ossos activa saltar de forma inesperada. Para resultados mais previsíveis, use ``active`` ou ``active_name``.O índice do atributo de cor utilizado como reserva para renderizaçãoO índice do cursorO índice do primeiro ponto de controle desta curvaO Índice para o qual mover a restriçãoÍndice para o qual moverO índice para o qual mover o modificadorAs Curvas-F individuais que animam a acçãoDefinição da proporção inicialA profundidade inicial ao posicionar o cursorUsar posição inicial para posicionamentoAs entradas são inválidas, ou o algoritmo foi chamado de maneira inapropriada.A parte inteira de A, removendo dígitos fraccionáriosO intervalo de fotogramas de reprodução pretendido para esta acção, usando o intervalo definido manualmente se disponível, ou o intervalo de fotogramas de reprodução combinado de todas as Curvas-F dentro desta acção se indisponível (aplicar define o intervalo manual)Define o tipo de interpolação para este elemento de curva.A linha de intersecção será incluída no objecto com o mais alto valor de prioridadeO tipo de repositório a adicionarO tipo de rotação a aplicar, valores de outros modos de rotação não são usadosO tipo de traços ou preenchimentos a apagarO tipo de mensagens que deve ser propagado deste nó para o nó de grupo ascendenteO inteiro maior ou igual a AO maior inteiro positivo que divide ambos os valores A e B, ex. GCD(8,12) = 4O último osso da cadeia é controlado directamente, como a mão num braço IK, e o meio estica para alcançá-loO último fotograma a ser exportadoO grupo de camadas está expandido no interface do utilizadorO nó de árvore de camadas após (acima) desteO nó de árvore de camadas após (abaixo) desteO manípulo esquerdo do ponto de controlo Bézier do contextoO comprimento dos conteúdos desta faixa após as hastes serem aplicadas.O comprimento dos conteúdos desta faixa antes das hastes serem aplicadas.O comprimento da distância nas direções axiais.O comprimento da jornada axial mais longa.A revogação de biblioteca do ID vinculado. Nenhum até ter sido criado.A luz que reflecte da superfície do cabeloA luz que passa através do cabelo e sai do outro ladoA cor da linha definida com uma prioridade mais alta é usada nas margens dos materiais.O ID vinculado tinha outras utilizações não relacionadas, como tal foi duplicado como cópia localA lista de compartimentos de acção adequados para esta faixa NLALista de camadas que compõe esta AcçãoA lista de compartimentos nesta AcçãoA lista de compartimentos neste bloco-de-dados de animaçãoA lista de faixas que estão nesta camada de animaçãoO bloco-de-dados local que este recurso representa; apenas válido se for um bloco-de-dados neste ficheiroA pasta local que contém extensõesA posição e orientação do osso de Transformação de Forma Personalizada serão utilizados para manipuladores de transformação e outros operadores de transformação na janela de visualização 3D. Quando desactivado, a janela de visualização 3D continuará a usar a própria transformação do osso para os mesmos, mesmo quando a transformação de forma personalizada de osso é revogada.A posição é calculada automaticamente para ser suaveA posição é calculada de modo a apontar para o ponto anterior/seguinteA posição é calculada restringida de modo a apontar na direcção oposta ao outro manípuloA massa de cada vértice no material de têxtilMaterial a usar para novos traçosA distância máxima que um vértice pode ser deslocado. Deslocamentos acima deste valor podem causar problemas de visibilidade.A distância máxima acima do plano para vértices afectados. Aumentar a altura afecta vértices a maior distância acima do plano.A distância máxima abaixo do plano para vértices afectados. Aumentar a profundidade afecta vértices a maior distância abaixo do plano.O máximo entre A e BO máximo entre A e B com suavização CO intervalo máximo entre traços em segundosO comprimento máximo que uma mola pode ter durante a criação. Se a distância entre dois pontos for maior que este valor não será criada uma mola entre eles. Um comprimento de zero significa que não há limite.O número máximo de amostras usadas para treinar o encaminhamento de caminho. Valores mais altos fornecem encaminhamento mais preciso, podem no entanto tornar renderização mais lenta após atingir encaminhamento suficientemente preciso. Um valor de 0 continua a treinar até à última amostra.A distância máxima dos raios para corresponder pontos entre o objecto activo e objectos seleccionados. Se zero, não há limiteA distância máxima dos raios para corresponder pontos entre o objecto activo e objectos seleccionados. Se for zero, não há limite.O valor máximo entre A e B, min(A,B)A malha não possui materiais.A escala da simulação de malha é aumentada por este factor (comparada com a resolução base do domínio). Para melhor criação de malha, recomenda-se ajustar o raio da malha de partícula em conjunto com este valor.O volume da malha onde a pressão interior/exterior será igual. Se for zero a mudança de volume não afectará a pressão.O método para determinar o tamanho do boleadoMétodo usado para criar malhas nas intersecçõesO método usado para criar a malha nas intersecçõesO método usado para calcular o deslocamento da pluma.O valor mínimo de rugosidade de um material para aplicar encaminhamentoO mínimo entre A e BO mínimo entre A e B com suavização CO valor mínimo entre A e B, min(A,B)O modificador afecta o factor de rotação UV do pontoO pincel afecta a força das cores do pontoEste modificador afecta a posição do pontoModificador afecta a espessura do pontoO modificador usado não suporta localizações deformadas.O nome do ficheiro json guardando estas definições (infelizmente, o sistema do Blender não funciona aqui).O nome da colecção de ossos activa da Armação; vazio quando não há colecção activaNome do objecto curva que define o formato do perfil boleadoO nome do atributo de cor activo para exibição e ediçãoO nome da definição de chave activa.O nome do atributo na malha superficial usado para definir a fixação da cada curvaO nome do atributo de cor utilizado como reserva para renderizaçãoO nome do nó da árvoreO ID recentemente vinculado foi tornado localO grupo de nós é usado como um modificador de geometriaO grupo de nós é usado como uma ferramentaO grupo de nós é usado para Grease PencilO grupo de nós é usado para curvasO grupo de nós é usado para malhasO grupo de nós é usado para nuvens de pontosO grupo de nós é usado em modo de ediçãoO grupo de nós é usado em modo de objectoO grupo de nós é usado em modo de pinturaO grupo de nós é usado em modo de esculturaA legenda do nóO valor padrão do conector do nóA legenda da árvore de nósA escala da simulação do ruído é aumentada por este factor (comparada com a resolução base do domínio)A direcção da normal de cada face, definida pela ordem de desbobinagem e posição dos seus vérticesA direcção da normal de cada vértice, definida como a média das normais das faces vizinhasDirecção da normal da esquina da face, tendo em conta faces pontiagudas, arestas pontiagudas, e dados de normais personalizadasO número de pontos computados na direcção V entre cada par de pontos de controleO número de pontos consecutivos do traço original a incluir neste segmentoO número de fotogramas que são necessários para percorrer o caminho, definindo o valor máximo para a definição de "Tempo de avaliação".O número de fotogramas a incluir na média em torno de cada fotograma chave. Valores mais altos permitem mais suavização, mas reduzem performance.O número de fotogramas usados para calcular os FPS médios. Zero para calcular automaticamente, onde o numero de amostras corresponde aos FPS alvo.Número de segmentos gerados a saltar, para reduzir complexidadeO número de fotogramas chave em que este desenho é usadoO número de versões antigas a ser mantidas dentro do directório actual, quando os ficheiros são guardados manualmente.O número de pontos ingnorados após este segmentoNúmero de pontos a saltar gerados a saltar para cria segmentos direitosO número de amostras para renderizar neste subconjuntoNúmero de segmentos em cada quarto de círculo do boleadoNúmero de vezes que a máscara de cavidade é desfocadaO número de vezes que este objecto é repetido com respeito a outros objectos.A geometria do próprio objecto deve ser visível no renderO objecto é restrito dentro de uma esfera virtual em torno do objecto alvo, com um raio definido pela distância limite.O objecto é restrito na superfície de uma esfera virtual em torno do objecto alvo, com um raio definido pela distância limite.O objecto é restrito fora de uma esfera virtual em torno do objecto alvo, com um raio definido pela distância limite.O objecto está parenteado a um osso.O objecto está parenteado a uma treliça.O objecto está parenteado a um vértice.O objecto está parenteado a um objecto.O objecto que possui o sistema de partículas alvo (vazio caso seja o mesmo objecto).Objecto o qual o ponteiro de dados se refere não é um modificador válido.A opacidade de Curvas-F não seleccionadas sobre o fundo do Editor de GráficosA ordem dos vértices, arestas ou faces seleccionadas é modificada com base em um método fornecido.A saída é uma curva quadrada (valores negativos sempre resultam em -1, e positivos em 1).O proprietário desta restrição.O grupo ascendente deste nó de árvore de camadasA simulação de partículas é aumentada por este factor de escala (comparado com a resolução base do domínio)O sistema de partículas com o qual pintar.O caminho para o perfil personalizado da curvaO caminho para o perfil personalizadoO caminho para o directório de "/branches" de sua cópia local de tradução-svn, para permitir que sejam feitas traduções a partir da interface de utilizador (atenção: traduções de utilizador locais e não oficiais).O caminho para a pré definição carregada neste tema (se houver alguma)Os metdadados de densidade de pixeis guardado em formatos de imagem suportados. Este valor é multiplicado pela base PPM que define a unidade (tipicamente polegadas ou metros).O ponto está restringido a estar dentro do objecto alvoO ponto está restringido a estar fora do objecto alvoO ponto está restringido à superfície do objecto alvo, com distância de afastamento sempre em para o exterior, aproximando ou afastando-se da posição da origemO ponto está restringido à superfície do objecto alvo, com distância de afastamento aplicada exactamente ao longo da normal do alvoO ponto está restringido à superfície do objecto alvo, com distância de afastamento à posição original do pontoA posição para os eixos no osso. Aumentar o valor move-o para mais próximo da ponta; diminuir move para mais próximo da raiz.A posição do contextoA posição do cursor do rato no início da operaçãoA precisão do resultado imediato do compositorProbabilidade de encaminhar uma direcção dentro de um volumeA probabilidade de encaminhar uma direcção numa superfícieO perfil pode ser uma curva côncava ou convexaO perfil pode ser qualquer caminho arbitrário entre pontasO formato do perfil. Valor de 0.5 significa arredondado.A propriedade foi descontinuadaOs dados providos não satisfazem os pré-requisitos.A qualidade usada por nós de redução de ruído durante a composição dos renders finais se a opção de qualidade dos nós estiver definida como "Seguir Cena"A qualidade usada por nós de redução de ruído na janela de visualização e composição interactiva, se a opção de qualidade dos nós estiver definida como "Seguir Cena"A espessura para os traços geradosO intervalo de ângulos que será afectadoO rácio de remoção de fotogramasA proporção da mais larga dimensão do modelo sobre o tamanho da grelha.A região em que o painel vai ser usadoA distância relativa que uma partículas podem mover-se antes de requerer mais sub-fotogramas (próximo do número "Courant"); intervalo recomendado entre 0.01 e 0.3Resto de divisão da parte inteiraO resto da divisão truncada usando fmod(A,B)O identificador único de sessão da acção substituta para o qual remapear todos os utilizadores da acção seleccionadosA resolução da grelha de partículas.A resolução a usar para cada segmento de curvaO manípulo direito do ponto de controlo Bézier do contextoOs nós de raiz da árvore de camadas. Ordenada por ordem de lista, o que significa que o primeiro nó é o nó mais abaixo na árvore de camadas.O tipo de rotação e a ordem de eixos a usarO factor de escala aplicado aos segmentos de curvaA posição e rotação do cursor 3D da cenaA expressão de script pode ser avaliada sem usar o interpretador Python completoA colecção de rig seleccionadaO tipo de rig seleccionadaAs definições para o navegador de ficheiros carregar ficheiros Blender, bibliotecas ou ficheiros especiais.A forma da distribuição gaussiana em fotogramas. Valores mais baixos aumentam a agudeza ao longo da Largura de Filtro.A forma da distribuição gaussiana, valores mais baixos tornam a curva mais pontiagudaA forma do início e do fim do traçoO obturador fecha no fotograma actualO obturador estará aberto durante o fotograma actual.O obturador abre no fotograma actual.O tamanho do manipulador que está seleccionado.O lado que permanece seleccionado após o corteO lado para o qual a selecção é aplicadaArctan(A / B) do ângulo com sinalO passo de tempo da simulação por fotograma (segundos por fotograma).O tamanho da geometria irá determinar a distância entre os itens dispostosO tamanho das partículas.O compartimento identifica que sub conjunto da Acção se considera ser para este bloco-de-dados, e o sue nome é usado para encontrar o compartimento certo ao atribuir a acçãoO compartimento identifica que sub conjunto da Acção se considera ser para esta faixa, e o seu nome é usado para encontrar o compartimento certo ao atribuir outra AcçãoO menor inteiro maior ou igual a AO menor inteiro positivo que é divisível por A e B, ex LCM(6,10 = 30A suavidade das arestas da iluminação da lâmpada focal.O solucionador não realimenta, nem mesmo no primeiro fotograma (inicia a partir da posição de descanso).O solucionador reitera (converge) em todos os fotogramas.O solucionador reitera (converge) no primeiro fotograma mas não no fotograma subsequente.O ficheiro de som está decodificado e carregado na memória RAM.O eixo fonte que o eixo X restringido do objecto usa.O eixo fonte que o eixo Y restringido do objecto usa.O eixo fonte que o eixo Z restringido do objecto usa.A cor de origem contem componente alfaA cor original tem correcção de gamaA fonte deste campo de força é o ponto zero de um oscilador harmônico.O espaço em que a prateleira de recursos vai aparecer. Ignorado para prateleiras de recursos flutuantes que podem aparecer sobre em qualquer espaço.O espaço no qual o painel vai ser usadoA textura de ruído Perlin standardOs manípulos iniciais e finais tem posições fixasOs manípulos de início e de fim estão afastados em relação aos pontos de controlo da splineO fotograma inicialO fotograma de início do intervalo de reprodução definido manualmenteA posição de início das linhas de relações dos ossos ascendentes para descendentesO valor de força para os traços geradosO conteúdo de texto a largar no botãoOs valores da faixa são combinados com os resultados acumulados por correcta escolha de adição, multiplicação, ou matemática de quaterniões, dependendo do tipo de canalOs valores da faixa substituem os resultados acumulados pela quantidade especificada pela influênciaO nível de subdivisão visível durante a renderização.O modo de rotação alvoO alvo a usar durante atraçãoA escala do tentáculo é controlada manualmente pelos controlos de torção.Esticar tentáculo para caber sobre a curvaA textura afeta a cor básica do traço.A textura afeta o valor do alfa (afetando a transparência, caso activada).O tempo (em minutos) entre gravações automáticas temporárias.Tempo em segundos a esperar por operações online antes da conexão poder falhar com erro de timeout. Zero usa o padrão de sistema.O tempo a ser usado para a pesquisa dos dados nos ficheiros de cache, ou para determinar qual ficheiro será utilizado em uma sequência de ficheiros.A transformação das instâncias resultantes. Não afecta a geometria internaA transformação do osso alvo é avaliada relativamente ao seu sistema de coordenadas local, seguido de uma correcção para a diferença de orientação entre a pose de descanso do alvo e do dono. Quando aplicada como transformação local ao dono, produz o mesmo movimento global que o alvo se os pais ainda não estiverem em pose de descanso.A transformação do osso alvo é avaliada em relação a seu sistema de coordenadas locais, com as transformações do parente superior adicionadas.A transformação do alvo é avaliadas relativas a um objecto/osso/grupo de vértices personalizadoAs transformações do alvo são avaliadas em relação ao seu sistema de coordenadas locais.As transformações do alvo são avaliadas em relação ao sistema de coordenadas do ambiente (global).As transformações do alvo apenas são avaliadas no espaço de pose, as transformações do objecto de armação alvo são ignoradas.A base de referência das saídas de vectores e geometriaO tipo de transformação a afectar no objecto restringidoO tipo de transformação para usar a partir do alvo.A translação deste evento de movimento. O intervalo em cada eixo é [-1 a 1], antes de multiplicar pela preferência de sensibilidade. É tipicamente redimensionado pelo delta de tempo antes de uso.O tipo de ruído Gabor a avaliarO tipo de dadosO tipo de licença sobre a qual é distribuído o recurso. Um nome de licença ausente não indica obrigatoriamente que o recurso é livre de termos de licenças. Contacte o autor se for necessária clarificação.O tipo de media a gravarTipo de interpolação para raio das curvas BézierO tipo de perfil usado para reconstruir a secção boleadaO tipo de operação de corte a efectuar nas faixasO tipo de estratégia usado para amostragem de contribuição de luz directaO tipo de bloco-de-dados, se o recurso representar um (caso contrário 'NONE')O tipo do identificador de tabelaO tipo de cálculos usados nas inclinações das curvas 3D.O tipo de interpolação de inclinações para curvas Bézier 3DO tipo de operador de transformação a usarDefine o tipo de interpolação das influências para a Spline.A pressão uniforme que é constantemente aplicada à malha, em unidades de Escala de Pressão. Pode ser negativa.O sistema de unidades usado para os controlos do interface do utilizadorFoi mostrado um diálogo "Acesso à Internet" ao utilizador, e ele fez uma escolhaO repositório do utilizador onde instalar extensõesO valor computado para o encadeamento é um máximo dos valores obtidos para os encadeamentos de vértices.O valor computado para o encadeamento é a média dos valores obtidos para os encadeamentos de vértices.O valor computado para o encadeamento é o mínimo dos valores obtidos para os encadeamentos de vértices.O valor computado para o encadeamento é o valor obtido para o primeiro encadeamento de vértices.O valor computado para o encadeamento é o valor obtido para o última encadeamento de vértices.O valor é relativo a cada uma das dimensões da imagem independentementeO valor é relativo à dimensão X da imagemO valor é relativo à dimensão Y da imagemO valor é relativo à diagonal da imagemO valor é relativo à dimensão maior da imagemO valor é relativo à dimensão menor da imagemO valor para o "Item de Filtro" do tipo reservado de bitflag (em valores de bandeira de filtro ou filter_flag).O valor no qual a média de luminância está mapeada.O valor no qual este evento se traduz dentro de um mapa de teclas modalValor a usar se o caminho de dados não poder ser resolvidoVisibilidade dos desenhos neste nó da árvore é afectada pelas camadas na lista de máscarasA forma como a restrição trata redimensionamento de eixos não livresA mistura seco/molhado do efeitoO nível de umidade quando as cores começam a se alterar para o plano de fundo.A largura para novos nós de grpo criadosA largura das colunas na vista de lista horizontalA localização horizontal relativa da área da janela.A localização horizontal relativa da região da janela.A localização vertical relativa da área da janela.A localização vertical relativa da região da janela.O volume ambiente costumava ser renderizado pelo EEVEE de legado. É necessária conversão para renderizar correctamente.TemaTema Janela de Visualização 3DTema - Cores do plano de fundoTema de cor de conjunto de ossosTema - Editor de clipes de filmeCor de Colecções do TemaTema - Linha de comando PythonTema - Tabela de animaçãoTema - Navegador de ficheirosTema - Editor gráficoTema - Editor de imagens e UVsTema - Janela de informaçõesTema - Editor de nósTema Animação Não LinearTema OrganizadorTema PreferênciasTema - Janela de propriedadesTema - Editor de sequênciasTema - EspaçosTema - Definições do espaçoTema Folha De CálculoTema Barra de EstadoTema Cor de FaixaTema - Editor de textoTema Barra SuperiorTema - Interface de utilizadorTema de conjunto de cores do assistenteTema de cor para o estado dos assistentesCor da paleta ou cor personalizada de um ossoPropriedades do tema para regiões comuns de editoresPropriedades do tema partilhadas por diferentes editoresTema - Definições para fontesDefinições de tema para a janela de informações.Definições de tema para prateleira de recursosDefinições de tema para as cores de plano de fundo e gradiente.Definições de tema para os conjuntos de cor dos ossos.Definições do tema para cores de colecçõesDefinições de tema para regiões que são comuns entre editoresDefinições de tema para cores de faixasDefinições de tema para conjuntos de estilo.Definições de tema para a janela de visualização 3DDefinições de tema para as Preferências do BlenderDefinições de tema para a linha de comando Python.Definições de tema para a tabela de animação.Definições de tema para o navegador de ficheiros.Definições de tema para o editor de imagens e UVs.Definições de tema para o editor de clipes de filme.Definições de tema para o editor de animação não linearDefinições de tema para o editor de nós.Definições de tema para o OrganizadorDefinições de tema para a janela de propriedades.Definições de tema para o editor de sequências.Definições de tema para folha de cálculoDefinições de tema para Barra de EstadoDefinições de tema para o editor de texto.Definições de tema para a Barra SuperiorDefinições de tema para o editor gráfico.Definições de tema para os elementos da interface.Definições de tema para os conjuntos de cor dos assistentes.Definições de tema para o estado de cor dos assistentes.TemasFormato Ogg TheoraEspessuraLinhas mais espessas que o padrão.EspessuraFactor de EspessuraEspessura a Partir da SombraEspessura máximaEspessura mínimaModo de EspessuraModificadores de espessuraPosição de espessuraProporção de espessuraForça de EspessuraAltera a espessura com base na direcção dos traços.Cálculo de espessura usando restrições, mais avançadoFactor de espessuraFactor de espessura para usar para a influência de grupos de vértices quando estão a zero.O modificador de espessura '%s' não pode ser removido.Tipo de modificador de espessura.Modificadores de espessura para alteração da espessura das linhas.Espessura dos traços de anotaçõesEspessura do desenho do fumo na janela de visualizaçãoEspessura do traço de contorno relativo à actual espessura do pincelEspessura do traço perimétricoEspessura do casco.A posição da espessura das silhuetas e margens das arestas (aplicável quando o encadeamento plano é usado com a opção "Mesmo objecto").ReduzirLinhas mais finas que o padrão.Terceiro coeficiente de distorção radial de quarta ordem Brown-ConradyTerceiro coeficiente da distorção polinomial radial de terceira ordem.TerçosA colecção de ossos está expandida na vista de árvore de colecções de ossosEsta colecção pertence a uma Armadura local, ou foi adicionada através de uma revogação no actual ficheiro blendEsta colecção foi adicionada via revogação de biblioteca no actual ficheiro blendEsta cor define a tonalidade do branco pleno na faixa.Estes dados não suportam a junção dentro do modo de edição.Este data-block é um substituto para dados vinculados em falta (por exemplo é [uma revogação de] dados vinculados que já não se conseguem encontrar)Este bloco-de-dados é editável no interface do utilizador. Blocos de dados vinculados não são editáveis, excepto se forem carregados como recursos editáveis.Este bloco-de-dados foi vinculado e está incluído dentro do ficheiro .blendEste data-block não é independente, consiste em sub-informação de outro ID (exemplos típicos: árvores de nós raiz, ou colecções mestre)Este bloco-de-dados contém dados de execução, ou seja, não serão guardados no ficheiro .blend. Tenha em atenção que IDs avaliados são sempre de execução, logo este valor só é editável para data-blocks na base de dados principal.Esta é uma cama especial de réguaDistância de uma costa sotavento, ou distância à qual o vento sopra com velocidade constante. Usado por modelos 'JONSWAP' e 'TMA'.Esta biblioteca é um armazém de 'arquivo' para Ids vinculados incluídos a partir da sua biblioteca 'arquivo de origem'.Este modo comporta-se como se segurasse o modelo na sua mão. Empurre a manete do rato para a esquerda e o modelo move-se para a esquerda. Empurre para a direita e o modelo move-se para a direita.Este modificador tem dados pré calculadaEste modificador está activoEsta nó define uma assinatura da agrupamento que devia ser usada por outros nósEste nó defini a assinatura de uma clausura que deve ser usada por outros nósEste operador requer um vértice activo (último seleccionado).Esta propriedade é usada apenas para armazenar os dados de área do objecto para futuros cálculosEsta região não suporta categorias de painéisEste conector é para ser usado como um selector no seu cabeçalho de painelEsta zona define a assinatura de uma clausura que deve ser usada por outros nósProcessosTarefasModo de tarefasTrês níveisTrês rastreadores com agregados são necessários para orientar o pisoLimiteAjuste acima do qual o preenchimento não é propagado.Limite abaixo do qual, nenhuma acentuação da nitidez é feitaDistância limite para Fusão AutomáticaDistância limite dentro da qual partículas são removidasLimite para verificação de geometria sobrepostaLimite para algoritmo de detecção de arestas (valores mais altos podem desfocar demasiado certas partes da imagem)Limite para algoritmo de detecção de arestas (valores mais altos podem desfocar demasiado certas partes da imagem). Aplica-se apenas a renderização finalLimite para intersecções de traçosLimite em unidades de ecrã usado pelo algoritmo simplificar. Pontos dentro deste limite são tratados como se fossem uma linha recta.O nível de ajuste para considerar a funcionalidade suficientemente boa para o rastreamento.Limiar de ramificação.Ajuste da distância próxima da superfície onde as colisões ainda são consideradas (melhores resultados quando não estiver com valor zero).Ajuste de movimento inicial necessário a partir da posição de descanso do dispositivo.Limite para considerar a cor transparente para preenchimentoValor limite para diferentes pesos serem considerados iguaisMiniaturasLadrilhoForma da grelha de quadrículaNúmero de QuadrículaDeslocamento da QuadrículaTamanho das quadrículasLadrilhar em XLadrilhar em YLadrilhar em ZLadrilhos ao longo do eixo X.Ladrilhos ao longo do eixo YLadrilhos ao longo do eixo ZQuadricula em imagem ladrilhadaLegenda da QuadriculaPosição da quadrícula para seleccionar UVsQuadriculadoTextura de Imagem UDIM quadriculadaQuadrículas da imagemLadrilhamentoO deslocamento dos ladrilhos para o eixo XInclinaçãoInterpolação das inclinaçõesForça da InclinaçãoInclinação XInclinação YInclinação na janela de visualização 3D.Inclinação dos pontos de controlo da curva.Inclina os vértices de controlo seleccionados da curva 3D.Inclinar:CaibroTempoAlinhamento de TempoCurva de TempoDelta de TempoProlongar TempoSalto TemporalDelta de Salto TemporalLimite de tempoModo de tempoSegmento do Modificador de TempoDeslocamento de tempoEscala de tempoTempo sequencial (3D estéreo)Deslizar TempoPasso de tempoEsticar TempoTranslação de TempoUnidade de TempoO tempo no qual o obturador estará fechado.O tempo no qual o obturador estará aberto.Tempo entre rebatimentos para uma facilitação elástica.Atraso de tempo em 1/10 segundos antes de abrir automaticamente os menus de subnível.Atraso de tempo em 1/10 de segundo antes de abrir automaticamente os menus de nível superior.Tempo em segundos que o modificador levou a ser avaliado. Apenas atribuído em objectos avaliados. Se múltiplos modificadores correm em paralelo, o tempo de execução não é uma métrica fiável.Tempo necessário para a animação plena da setorização para seu formato desdobrado (em centésimos de segundo).Tempo da chave sobre a simulação.Tempo da localização do rato.Deslocamento de tempo para o efeito de ruído.Tempo desde o último acesso de uma textura GL em segundos após o qual ela será liberada (definido em zero, mantém as texturas alocadas).Tempo desde o último acesso de um buffer de vértices de objecto GL em segundos após o qual é libertado (manter em 0 para manter VBO alocados)Tempo desde o último passo em segundos.Tempo desde último evento de movimento (em segundos)Tempo desde que o temporizador se iniciou em segunbdosTempo especificado em fotogramas, convertido em segundos com base na taxa de fotogramas da cenaTempo especificado em segundos, independentemente da cenaIntervalo de tempo que controla a parábola do arco de teleportaçãoTempo em fotogramas entre abertura e fecho do obturadorTempo para animar a vista em microssegundos, zero para desactivar.Tempo para olhar adiante em segundos.O tempo a ser usado para a animação da máscara.Tempo ou atraso (em ms) para um duplo clique.Tempo: %.3f %sTempo: %s %sTempo: +%.3f %sTempo: +%s %sDeslizar tempo: %sCódigo de TempoÍndice de Código de TempoEstilo de Código de TempoLinha do tempoFotograma da Linha de TempoMarcadores de linha do tempoDefinições de Sobreposição de Linha de TempoFotograma de linha de tempo do manípulo esquerdo e o fotograma de inicio da faixaFotograma da linha de tempo do manípulo direito, que é o primeiro fotograma onde a faixa já não contribui para o resultadoFotograma de linha de tempo em que a origem subjacente das faixas começaFotograma de linha de tempo em que a origem subjacente das faixas terminaMarcador de linha do tempo '%s' não encontrado na acção '%s'.Marcador de linha do tempo '%s' não encontrado na cena '%s'.TemporizadorEscala de tempoMarca de TempoPassos de tempoSaltar no tempo de faixas vídeo, modificando a velocidade de reproduçãoTemporizaçãoTingimentoCor de TingimentoFactor de TingimentoModo de TingimentoTingir a cor dos traçosDiminutoOmissão de Prims MinúsculosPontasControlo de PontaDiâmetro da PontaComprimento da pontaRemovedor de pontasRedondeza da PontaEscala da Ponta em XModo de selecção de pontas.TítuloPrimeiras MaiúsculasMargens de segurança para títulosTítulo para o navegador de ficheiros.TemporizadorTemporizador - 0Temporizador - 1Temporizador - 2Temporizador - TarefasTemporizador - RegiãoTemporizador - RelatórioTemporizador - GuardarParaA TodosPara todos os seleccionadosPara a baseAté Fotograma ActualModo Em GrausPara o último fotograma chaveA ConectadasA SoltasPara o máximo em XPara o máximo em YPara o máximo em ZPara o mínimo em XPara o mínimo em YPara o mínimo em ZPara o próximo fotograma chaveÀ OrdemModo Em RadianosConector de DestinoPara espaçosPara EsferaPara esfera: %.4f %sPara esfera: %s %sPara tabulaçõesPara o topoPara o nóPara o conectorDedo do PéInclinação da Ponta do Dedo do PéDirecionamento angularAlternarAlterna para o suporte em estéreo 3D para a janela actual (ou altera o modo de mostrar a janela).Alternar Adicionar/Subtrair para a ferramenta de pintura de pesosAlternar TudoAlternar opções de ossosAlternar ComentáriosAlternar fimAlternar entre livres ou alinhadosAlternar a opção Bloquear Selecção do actual editor de clipsAlternar Uso na Renderização.Alternar selecçãoAlternar selecçãoAlternar inícioAlterna a linha de comando do sistemaAlternar VectorAlternar Uso na Janela de VisualizaçãoAlternar VisibilidadeCores de alternância dos assistentesAlterna um valor de contexto.Alternar uma meta-faixa meta (para editar faixas nela contidas inclusas)Alternar um Nó de Visualização específico usando as teclas 1,2,..,9Alternar entre manípulos Vector e AutoAlternar rectângulo de selecçãoAlterna os nós encolhidos e oculta os conectores não usados.Alternar colapsar nós seleccionadosAlterna para operações com gradiente de cores.Alterna a opção cíclico(a) para as Splines seleccionadas.Alterna a bandeira desativada para os marcadores seleccionados.Alterna para uma visualização dos objectos seleccionados em separado e centralizados na visualização.Alterna a visualização da área seleccionada entre tela cheia ou maximizada.Alterna a editabilidade dos canais seleccionados.Alternar enumeradorPermite alternar a capitalização da fonte.Alterna o estilo da fonte.Alternar aleatorização de geometria para efeitos de depuramento de errosAlternar Etiqueta Acentuar NormaisAlterna a ocultação de ficheiros iniciados com ponto (incluindo as pastas).Alterna a selecção de fotogramas chave em vez de deixar apenas os novos fotogramas chave seleccionados.Alternar a marcação para trancar nos rastreadores seleccionadosAlternar Sombreamento de pré-visualização de materialAlternar silenciar nós seleccionadosAlternar modo de edição do objectoAlterna o campo de força do objecto.Alternar abrir/fechar hierarquiaAlterna a amostragem dos botões de opção para os nós seleccionados.Alterna a substituição de escrita durante a digitação.Alterna para o modo de edição de partículas.Alterna o mostrador de pré-visualização para os nós seleccionados.Alternar sombreamento renderizadoAlterna para o modo de escultura dentro da janela de visualização 3D.Alternar nó de visualização seleccionado no compositor e Geometry NodesAlterna a selecção de todos os elementos.Alterna a selecção de todos os canais animados.Alterna a selecção de todos os fotogramas chave.Alterna o status de selecção para todos os ossos.Alternar tipo de sombreamento na janela de visualização 3DAlterna entre mostrar e ocultar a visualização da renderização.Alternar Sombreamento SólidoAlterna a definição especificada em todos os canais seleccionados de animação.Alternar conexões das faixasAlternar edição de textoAlterna para a pintura de textura na janela de visualização 3D.Alternar selecção de itens do OrganizadorAlterna a vista da câmaraAlternar janela actual em ecrã inteiroAlterna o alinhamento da região (entre esquerda e direita ou entre o topo e a base).Permite alternar a selecçãoAlternar o modo de selecçãoAlterna para o modo de pintura de vértices na janela de visualização 3D.Alternar esta Forma ChaveAlterna entre a amostragem ou ocultação dos conectores de nós não usados.Alternar visibilidadeAlterna para o modo de pintura de pesos na janela de visualização 3D.Alterna se o tipo determinado está activo ou não.Alternar se o item sob o cursor está aberto ou fechadoAlterna se a superfície é processada ou ignorada.Alternar se o material activo é o única editável e/ou visívelAlterna se o material está vinculado ao objecto ou ao Bloco-de-Dados do objecto.Alternar Sombreamento em Vista de ArameAlterna cadeia IK entre rotação e alvo de varaTolerânciaTolerância para pesquisa de vértices duplicados.Tolerância para discrepâncias. Valores mais baixos filtram o ruído, valores mais altos irão reproduzir as arestas mais próximas aos dados de entrada da malha.TomAlgoritmo de mapeamento de tonalidade.Modificador de mapa de tonalidades.Tom da curvaMapa de tonalidadeTipo de mapa de tonalidadePoucas aglomerações de faixas seleccionadas na Faixa de Animação Não Linear (%s): necessita exactamente de duas estejam seleccionadasMuito poucas seleções para fusão.Demasiadas aglomerações de faixas seleccionadas na Faixa de Animação Não Linear (%s): necessita exactamente de duas estejam seleccionadasMuitos pontos seleccionados: %dFerramentasManipulador de FerramentaCabeçalho de FerramentasInicialização de FerramentaFerramentas de propriedadesIniciação de Propriedades de FerramentasDefinições de ferramentasCores dos assistentes de ferramentaBarra de FerramentasBarra de ferramentas/Barra LateralItem de Barra de FerramentasCores de Apetrechos de Itens da Barra de FerramentasEsquema de colunas na caixa de ferramentasFerramentasFerramentas podem usar isto para etiquetar dados para suas próprias finalidades (cujo estado inicial é indefinido).Dica de ferramentaCores das dicas de ferramentaEstilo de DicaDicasBSDF - CaricaturadoComponente Desenho Animado BSDF usarTopoTopo (X-Y)Barra SuperiorLinha Base SuperiorNível superiorAtraso na abertura do menu de topoLinhas de topoTopo DireitaAlinhado com o topo ao carregarLinhas de topo visíveis.Início da listaTopo do intervalo de destinação do movimento do eixo X.Topo do intervalo da fonte de movimento do eixo X.Topo do intervalo de destinação do movimento do eixo Y.Topo do intervalo da fonte de movimento do eixo Y.Topo do intervalo de destinação do movimento do eixo Z.Topo do intervalo da fonte de movimento do eixo Z.Do topo para a baseTopo esquerdo do editor 3DApenas as faixas de nível superior.Topo e baseTopologiaDiagonais de TopologiaUsar a distância da topologiaInfluência de TopologiaEspelhar topologiaAncinho TopológicoTotalRaio exterior total do objecto toroidalRaio interior total do objecto toroidalNíveis totaisFicheiros totais %d | Alterados %d | Falhos %dNúmero total de reflexõesNúmero total de partículas.Número total de pontos de curva ou superfície na direcção U.Número total de pontos para a superfície na direcção V.Tempo total que o efeito de construção requer.TouchpadDirecção de Rolagem do TouchpadVectorizar FotogramaVectorizar imagem começando no fotograma de imagem actualPrecisão de RastreamentoVectorizar sequência completaRastrear raios na direcção do interior do objectoVectorizar o fotograma actual da imagemTraçadorasMétodo de RastreamentoRastrearEixo de rastreamentoSeguir CâmaraÍndice da FaixaRastrear MovimentoPosição de rastreamentoRastrear sequênciaAjuste fino para rastreamentoRastrear paraRestrição - Rastrear paraRastreiar o mais rápido quanto possívelA rastreador está ocultoFaixa está bloqueadaO rastreador está trancado e todas as alterações estão desactivadasO rastreador está seleccionadoRastreia um marcador durante a sequência de imagem em vez de imagem única.Padrões de rastreamento a partir do fotograma actual para o próximo fotograma.Padrões de rastreamento a partir de um determinado fotograma durante o rastreamento do marcador para o próximo fotograma.Padrões de rastreamento a partir do fotograma chave até o próximo fotograma.Rastreia os marcadores seleccionados.Restrição Apontar ParaRastreia com o dobro da velocidade.Rastreia com metade da velocidade em tempo real.Rastreia com um quarto da velocidade de tempo real.Rastreia com velocidade em tempo real.Ponto de âncora da rastreador está seleccionadoÁrea padrão de rastreamento está seleccionada.Área de procura do rastreador está seleccionadaFaixa:Bola de traçãoTrackball permite inclinar a vista em qualquer ânguloRotação em estilo bola de tração dos itens seleccionados.Bola de tração: %.2f %.2f %sBola de tração: %s %s %sFotogramas rastreadosFaixas RastreadasRastreamentoObjecto de rastreamentoPredefinições de rastreamentoDefinições de rastreamentoExtra de Definições de RastreamentoExtras de Definições de RastreamentoPistasTipo de Visualização dos RastreadoresTamanho dos RastreadoresFaixas com Mesma CorEquilíbrio entre a velocidade de codificação e a taxa de compressão.TradicionalDirecção tradicional de rolagemContagem de rastrosAmostras de TreinoTransferirTransferir animação FK para ossos IKTransfere as marcações de arestas FreestyleTransfere as marcações de faces Freestyle.Transferir animação IK para ossos FKTransferir apenas seleccionadosTransfere os mapas UV a partir do activo para os objectos seleccionados (é necessário uma geometria combinante).Transfere as camadas UVTransfere as marcações das costuras das UVs.Transfere os grupos activos ou todos os grupos de vértices.Transferir todos os atributos para a nova malhaTransfere todas as camadas de dados.Transfere todos os grupos de vértices usados pelos ossos de deformação.Transfere todos os grupos de vértices usados pelos ossos de pose seleccionados.Transfere os pesos dos chanfros.Transfere os valores de corTransfere os valores dos vincos.Transfere as normais personalizadas.Transferir dados do objecto activo para os objectos seleccionadosTransferir camadas de dados (pesos, arestas pontiagudas, etc.) da malha activa para as seleccionadasTransfere as marcações de suavização ou achatamento.Transfere dos objectos seleccionados para o activo.Transfere o esquema das camadas de dados das malhas activas para as seleccionadas.Transfere apenas a localização das transformações.Transfere a localização, rotação e escala das transformações.Transferir materiais de espaços para materiais não vazios para a malha resultante, adicionando novos materiais conforme necessário. Para espaços vazios, recair para o mesmo índice de material que a malha operando.Transferir movimento de outra malhaTransfere apenas a rotação das transformações.Transfere apenas a escala das transformações.Transferir apenas ossos seleccionadosTransferir vários tipos de dados (grupos de vértices, mapas UV, cores de vértices, normais personalizadas) de uma malha para outraTransferir as marcações de pontiagudasTransfere os valores dos vincos de subdivisãoTransfere animação FK para IKTransformaçõesCache de transformaçõesRestrição - Cache de transformaçõesCanal de transformaçãoTransformar Sistema de Coordenadas para Ladrilhamento RadialTransformar CursorTransformações deltaTransformar DirecçãoTransformar GeometriaManipulador de TransformaçõesModo de TransformaçãoListagem de Orientações de TransformaçãoOrientações de transformaçãoTransformar OrigensTransformar AscendentesPonto Pivot de TransformaçãoTransformar PontoPré Visualização de TransformaçãoAmostras de transformaçõesEspaço de transformaçãoTransforma um vector de direcção.Transformar um vector de direcção (Posição é ignorada)Transforma o vector das normais com as unidades de comprimento.Transforma um ponto.Transforma uma textura através do mapeamento inverso das coordenadas da textura.Transformar um vector unitário de normal (Posição é ignorada)Transformar todas as ilhas de maneira a preencher o espaço UV o melhor possívelO eixo de transformação no qual restringir os efeitos.Canal de transformaçãoTransformar fotogramas chave duplicadosTransforma os marcadores tanto quanto as faixas.Transformar origens de objectos, deixando a forma no mesmo sítioTransforma parâmetros para uma faixa de sequência.Transforma os itens seleccionados por tipo de modo.Modificador de alteração das coordenadas de textura do traçoTransformar o mapa UV usando a diferença entre dois objectosTransformar osso como se fosse descendente de osso de Transformação de Forma Personalizada. Pode ser útil ao combinar deformações de armação e forma chave.Trasnformar o vector de entrada aplicando translação, rotação e escalaTransformar ascendentes, deixando descendentes no mesmo sítioFerramentas de transformação são também afectadas por esta restriçãoTransformações:TransformaçõesRestrição - TransformaçõesModo de transformaçõesCanal de transformação do alvo que é usado para inserir fotogramas chave na acçãoMatriz de transformação para aplicar antes.Transformar cada instância a partir do contexto da geometriaOrientações de transformação.TransformaçõesAs transformações também serão afetadas por esta restrição.Transformações não incluem o parentesco, as poses de descanso ou as restrições.Transformações incluem efeitos de restrições mas não de parentescos ou poses de descanso.Transformações incluem os efeitos de parentesco, poses de descanso e as restrições.TransiçãoFaixa de TransiçãoTransiçõesTransições - SeleccionadasMoverMover InstânciasTraduzir interfaceTraduzir nomes novosMover OrigemTraduzir RelatóriosMover RaízesTraduzir dicas de ferramentasMover em XMover em YTraduzir informação adicional, como mensagens de erroTraduzir todas as legendas em menus, botões e painéis (atenção que isso pode dificultar o acompanhamento de tutoriais ou do manual)Deslocar e rodar curvas com base nas alterações entre a superfície da malha original e avaliada do objectoMover origem em vez da selecçãoMover ossos raiz (sem ascendentes) para a origem da armaçãoTraduzir as descrições ao sobrepor o cursor a elementos do interface do utilizador (recomendado)Traduzir o nome de novos blocos-de-dados (objectos, materiais...)Move o conjunto de pontos inicialmente com o círculo do pincel.Posicionar, Orientar, RedimensionarTranslação, Rotação, EscalaMover, rodar ou redimensionar a geometriaMovimentoDirectório de ramos de traduçãoContexto de TraduçãoRaiz das traduçõesEspeciais para rastreamento de localizaçãoFaixas de TranslaçãoContexto de tradução para o nome da propriedeTranslação da CamadaBSDF - TransluzenteTransmissãoReflexões de TransmissãoCor de transmissãoProfundidade de transmissão Transmissão diretaFactor de TransmissãoTransmissão indiretaVisibilidade de TransmissãoMultiplicador de Luz TransmitidaTransparênciaTransparência dos ícones na interface, para reduzir contraste.Transparência sem refracção, passando pela superfície como se não houvesse geometriaTransparenteBSDF - TransparenteXadrez TransparenteProfundidade de transparênciaVidro TransparenteMáximo de reflexões de transparênciaLimite de Rugosidade da TransparênciaSombras transparentesVisualização transparente da cena. Permite seleccionar através de objectos.Transpor MatrizTrapezóideAmostragem de Ar RetidoAtravessa as faces conectadas (incluindo as diagonais e anéis de arestas).Tratar todas as linhas como sendo do mesmo tipo para que possam ser encadeadas juntamenteTratar curvas como curva cíclica (sem fixação à caixa delimitadora da curva)Tratar imagem como não sendo informação de cor sem gestão de cores, como mapas de normais ou deslocamentoTratar linhas de intersecção e contorno como se fossem do mesmo tipo, para que possam ser encadeadas em conjuntoTrata os materiais com alfa como decalques (sem projetar sombras).Tratar apenas as faces de trás como luz para amostragemTratar apenas a superfície frontal como luz, tipicamente para malhas fechadas cujo interior não é visívelTratar a superfície como luz para amostragem, emitindo luz de ambas as faces frontais e traseirasTratar este objecto como uma malha planar não fechada. O fluído só será emitido da superfície da malha e baseado no valor emissão superficial.Tratar este objecto como uma malha planar não fechadaNós de ÁrvoreTipo de árvoreNó de árvore está seleccionadoTriangularTriângulosÁrea do TriânguloFaces TriangularesAletas triangularesNormal do TriânguloTriângulosTriângulos com todos os vértices neste grupo não são usados durante colisões de objectosTriângulos com todos os vértices neste grupo não são usados durante colisões consigo mesmoTriângularTriangularTriangular facesTriangular malhaTriangular MalhasModificador - TriangularTriangular malhas durante exportaçãoTriangular apenas polígonos com número de vértices maior ou igual a este valorTorna as faces seleccionadas triangulares.Solucionador de preenchimento para preencher curvas 2DDesencadeador ADesencadeador BAparar CurvaAparar Curvas de CabeloModo de ApararAparar Finais dos TraçosCortar todas as arestas nas pontas da imagem (incluindo sobre-margem)Aparar curvas de cabelo aleatoriamente até certa quantidadeAparar pontas dos traços intersectantesAparar ou separar faixas para resolver sobreposiçãoAparar/AdicionarAparar ou redimensionar curvas de cabelo até certo comprimentoTriploTripéMovimento em tripésNormal verdadeiraVerdadeiro se a curva não contribui nenhuma animação por falta de fotogramas-chave, ou modificadores úteis, e deve ser apagadaVerdadeiro caso os dados da imagem estejam carregados na memória.Verdadeiro caso quaisquer dos painéis dos modificadores estejam expandidos.Verdadeiro se o conector consegue aceita várias ligações entrada ordenadasVerdadeiro caso o conector seja uma saída, o contrário para o conector de entrada.Verdadeiro caso o conector esteja conectado.Verdadeiro caso o conector está seleccionadoVerdadeiro caso o conector esta indisponívelVerdadeiro caso haja dados personalizados de de normais para esta malhaVerdadeiro caso esta imagem possua quaisquer camadas nomeadas.Verdadeiro caso esta imagem possua múltiplas visualizações.Verdadeiro se a imagem estiver guardada em memória temporária de ponto-flutuanteVerdadeiro se esta biblioteca contém revogações de biblioteca que estão vinculdas no actual ficheiro blend, e que tiveram de ser recursivamente re-sincronizadas ao carregar (é então recomendado abrir e re-gravar esse ficheiro blend biblioteca)Verdadeiro se este material contém dados Grease PencilVerdadeiro caso este nó seja usado como a saída do grupo activo.Verdadeiro caso este nó seja usado como a saída activa.Verdadeiro se este ícone de pré visualização tiver sido modificado por um script Python, e já não for gerado automaticamente pelo BlenderVerdadeiro se esta imagem de pré visualização tiver sido modificada por um script Python, e já não for gerada automaticamente pelo BlenderVerdadeiro se o rastreador tem agrupamento válidoVerdadeiro ou FalsoVerdadeiro a não ser que o primeiro valor de entrada seja verdadeiro e o segundo seja falsoVerdadeiro quando todos os ascendentes desta colecção de ossos estão marcados como visíveis; sempre Verdade para a coleccções de ossos raizVerdadeiro quando pelo menos um dos valores de entrada são falsosVerdadeiro quando pelo menos um dos valores de entrada é verdadeiroVerdadeiro quando os dois valores são aproximadamente iguaisVerdadeiro quando os dois valores de entrada são diferentesVerdadeiro quando os dois valores de entrada são iguaisVerdadeiro quando todos os valores de entrada são falsosVerdadeiro quando os dois valores não são aproximadamente iguaisVerdadeiro quando as dois valores de entrada são verdadeirosVerdadeiro quando invocado (mesmo no caso de apenas executar as chamadas de função disponíveis).Verdadeiro quando há enumerações múltiplasVerdadeiro quando a opacidade dos preenchimentos estão definidas em um valor suficientemente alto para estarem visíveis.Verdadeiro quando a opacidade dos traços estão definidas em um valor suficientemente alto para estarem visíveis.Verdadeiro quando corre a partir do painel "Ajustar Última Operação'Verdadeiro quando corre a partir do operador 'Repetir Último'Verdadeiro quando o cursor está agarrado.Verdadeiro quando o primeiro valor de entrada é mais claroVerdadeiro quando o primeiro valor de entrada é mais escuroVerdadeiro quando o primeiro valor de entrada é maior que o segundoVerdadeiro quando o primeiro valor de entrada é maior ou igual ao segundoVerdadeiro quando o primeiro valor de entrada é menor que o segundoVerdadeiro quando o primeiro valor de entrada é menor ou igual ao segundoVerdadeiro quando o primeiro valor de entrada é verdadeiro e o segundo é falsoVerdadeiro quando a propriedade está escondidaVerdadeiro quando a propriedade não for gravada em pré-definiçõesVerdadeiro quando a propriedade é opcional numa função Python que implemente uma função RNAVerdadeiro quando a propriedade usa valores fantasmaVerdadeiro enquanto o utilizador estiver a varrer a linha de tempoVerdadeiro quando a propriedade é o valor resultante de uma função RNAVerdadeiro quando este valor não pode ser Nenhum (None)Verdadeiro quando usado no modo de edição.TruncarModo TruncadoTruncar o texto que fique fora das caixasFicheiros Blender fiáveisFonte fiávelFonte Fiável [Caminho não garantido]Tenta alinhar o eixo maior do osso com o osso criança.Tenta localizar ficheiros externos que faltam.Tentar inverter nomes de ossos, se possível, em vez e adicionar uma extensão de númerosTentar adivinhar a pose de acoplamento original para malhas de pele a partir das matrizes de acoplamento inversas. Quando desligado, usar pose padrão/de descanso como pose de acoplamentoTentar manter forma globalTentar preservar normais personalizadas. Aviso: Dependendo do método de triangulação escolhido, o sombreamento pode não ser preservado totalmente, o método "Fixo" geralmente dá melhores resultadosTentar preservar limites da malhaTentar preservar zonas pontiagudas na malhaTentar reutilizar IDs correspondentes anteriormente apostos quando apondo outra vez, em vez de criar duplicados locaisTentar usar blocos-de-dados correspondentes importados anteriormente em vez de apor nova cópiaTentar remover o ponto-número mais à direita de nomes invertidos. Aviso: Pode resultar em nomes incoerentes em algumas situações.Tentar usar acessor esparso se poupar espaçoTentando recarregar a biblioteca '%s' a partir do caminho inválido '%s' .Tentando recarregar ou redireccionar a biblioteca '%s' para caminho inválido '%s'TuboTurbidezTurbulênciaPeso de influência do efetor turbulência.Turbulência de tipos de faixa de ruído e anéis de ruído.Turbulência do ruído.Oceano TurbulentoTurco - TürkçeRodar para a EsquerdaPolítica de DesambiguaçãoRodar para a DireitaFactor de Velocidade de ViragemRodar no sentido dos ponteiros do relógio em relação ao eixo superior de navegaçãoRodar no sentido contrário aos ponteiros do relógio em relação ao eixo superior de navegaçãoTransformar objectos em telas de pintura e pincéis, criando atributos de cor, sequencias de imagem, ou deslocamentoDesactivar esta adiçãoDesligar esta extensãoAtiva a saída das impressões de diagnóstico para corpos macios.Ligar ou desligar fixaçãoLigar a opção de mostrar o painel de gestão ao criar um modificadorActivar esta adiçãoLigar este temaVoltasMesa rotativaGira Discos mantém o eixo-Z vertical ao rodarAjustarAjustar bandeira para duplicatasArmazenamento de Compartimento de Acção do Modo de AjusteArmazenamento da acção durante ajusteAjusta um pincel secundário ou máscara de textura.Ajustar gesto a partir de espaço vazio para rectângulo de selecçãoAjustar o manipulador activoAjusta a temporização para as físicas para controlar a frequência e velocidade.TorçãoCurva de TorçãoFactor de TorçãoMétodo de torçãoSuavizar torçõesDeslocamento de torção para circuitos fechadosDois níveisDois ou mais canais são necessários abaixo desta faixa.Dois rastreadores com agregado devem ser seleccionados para definir escalaEntrada de textoTipoTipo 1Tipo 2Informação de tipoLegenda de TipoTipo e valor padrão de um conector de nó.Tipo desde data-blockO tipo de identificador de bloco que pode ser usado.Tipo de Fusão a usarTipo de faixa de animação não linearTipo de restrição corpo rígidoTipo de data-block dependente de contexto a partir do qual aceder à propriedadeTipo de introdução de ânguloTipo de fundo da janela de visualização 3DO tipo da função embutida a ser usada.Tipo de comparação a ser feitaPermite definir o tipo de curva a ser usado para os novos traços.Tipo de informação armazenado no atributoTipo de dados que são acumuladosTipo de dados do qual os resultados são calculadosTipo de dados a renomearTipo de dados dos quais obter o sombreador.Tipo de dados a partir dos quais obter as texturas.Tipo de dados para visualizar ou checar.Tipo de bloco-de-dados que este compartimento deve animar; pode ser atribuído quando for 'UNSPECIFIED', caso contrário é apenas de leituraTipo de elemento para os elementos transformados individualmente atraírem aTipo de elemento a atrair para o 'Base de Atracção'Tipo de elemento em que o atributo é armazenadoTipo de elemento ao qual atrairTipo de eventoTipo de mapeamento de eventoTipo de campoTipo de filtro a usar para transformação de imagemTipo de restrição gerada.Tipo de gerador para usar.Tipo de dados de grelhaTipo de volume de influênciaTipo de informação para mostrar.Tipo de dados de entrada usados para a máscara.Tipo de item de interfaceTipo de Fotograma ChaveTipo de fotograma chave (para filtrar)Tipo de fotogramas chave (apenas para finalidades visuais).Permite definir o tipo de fotogramas chave que serão criados durante as inserções de fotogramas chave.Tipo de luzTipo de sonda de luzTipo de material dos quais os objectos são feitos (determinam a densidade do material).Tipo do novo compartimento de pinturaTipo de objectoTipo de objecto para o qual converter.Tipo de volume de paralaxeTipo de relação de parentescoTipo de parentescoTipo de passo para gerar e gravarTipo de passo para gerar e gravar, alguns deles podem não ser suportados pelo motor de renderização actual.Tipo do deslocamento periódico na curva.Tipo de deslocamento periódico no caminho.Mostra o tipo de pré-visualização de renderização.Tipo de intervalo a calcular para Caminhos de MovimentoTipo de intervalo a exibir para os caminhos de movimento.Tipo de operação de reordenamento a aplicarO tipo de representação para a distribuição de encaminhamentoPermite definir o tipo da laminação do obturador para que os efeitos sejam compatíveis com os das câmaras construídas com base em CMOS.Tipo de formaTipo de conectorTipo de guia de sementeTipo de alongamento a mostrarTipo de vista do Editor de Ficheiros (navegação de ficheiros convencional ou navegador de recursos)Tipo da textura de RuídoTipo de visualização do editor de sequências (sequenciador, pré-visualização ou ambos).Tipo de visualização no editor de clipes.Tipo de amostragem direccional a usar para encaminhamentoTipo do manípulo extrudidoTipo de item a criarO tipo de modificadorTipo do modificador no qual trabalhar.Tipo de região a alternarTipo de conector gerado por este item de interfaceTipo desta região.Tipo de transição usada para esmaecer a névoa.Tipo de unidades para esta propriedadeTipo de vector que o mapeamento transforma.Tipo de espaço em branco para o qual converter.Tipo a usar para atributos de posição de vérticesTipo de extensão de traço para fechar aberturasUEixo (X) UDeslocamento em UCoordenada U do ponto ao longo do segmento de Spline.Eixo UQuadrícula UDIMQuadrículas UDIMNúmero da quadrícula UDIMEsquema de Interface do UtilizadorLargura das linhas na interface de utilizadorNome de interface de utilizadorLinha do Interface do utilizadorEscala da interface de utilizadorEtiqueta do Interface do UtilizadorEtiquetas IUTítulo no Interface do UtilizadorLista contendo os elementos de uma Colecção.",;=AÁrea ActionZoneActionZone Ecrã InteiroQuad ZonaAcçãoRegião ActionZoneAplicaçãoBRetrocederRato - Botão 4Rato - Botão 5Rato - Botão 6Rato - Botão 7CDDelSeta para baixoEEndApagadorEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9GAlt GrHHomeHiperIRato - Sub-movtos.InserirJKTecla modificadoraLAlt esquerdoSeta à esquerdaCtrl esquerdoRato - Botão esquerdoShift esquerdoLine FeedMMultimedia - PrimeiraMultimedia - ÚltimaMultimedia - Reproduzir ou pausarMultimedia - InterromperRato - Botão do meioRato - MoverPanorama via Rato/Painel TáctilRotação via Rato/Painel TáctilAmpliação Inteligente via Rato/Painel TáctilAmpliação via Rato/Painel TáctilNNDOF - TraseiroNDOF - BaseNDOF - Botão 1NDOF - Botão 10NDOF Botão 11NDOF Botão 12NDOF - Botão 2NDOF - Botão 3NDOF - Botão 4NDOF - Botão 5NDOF - Botão 6NDOF - Botão 7NDOF - Botão 8NDOF - Botão 9NDOF - DominanteNDOF - AjusteNDOF - FrontalNDOF - Isométrico 1NDOF - Isométrico 2NDOF - EsquerdaNDOF - MenuNDOF - MenosNDOF - MovimentoNDOF - Enquadrar/AmpliarNDOF - MaisNDOF - DireitaNDOF - Rolar no sentido anti-horárioNDOF - Rolar no sentido horárioNDOF - RotacionarNDOF Guardar Vista 1NDOF Guardar Vista 2NDOF Guardar Vista 3NDOF - Girar no sentido anti-horárioNDOF - Girar no sentido horárioNDOF - Inclinar no sentido anti-horárioNDOF - Inclinar no sentido horárioNDOF - TopoNDOF Vista 1NDOF Vista 2NDOF Vista 3Tecl. numérico *Tecl. numérico +Tecl. numérico -Tecl. numérico .Tecl. numérico /Tecl. numérico 0Tecl. numérico 1Tecl. numérico 2Tecl. numérico 3Tecl. numérico 4Tecl. numérico 5Tecl. numérico 6Tecl. numérico 7Tecl. numérico 8Tecl. numérico 9Tecl. numérico EnterOTecla do sistema operativoPPage downPage upPausarCanetaQREnterAlt direitoSeta à direitaCtrl direitoRato - Botão direitoShift direitoSBarra de EspaçosTTabEntrada de textoTemporizadorTemporizador - 0Temporizador - 1Temporizador - 2Temporizador - Guardar automaticamenteTemporizador - TarefasTemporizador - RegiãoTemporizador - RelatórioTipoUSeta para cimaVWRato - Rodar para trásRato - Rodar para frenteRoda EsquerdaRato - Rodar para trásRoda DireitaRato - Rodar para frenteDesativar janelaXAcção XRYZ[]`Correspondência de nomes de ficheiros tipo UNIX shell, suporta símbolos ('*') e padrões de lista separados por ';'CimaLocalizador padrão de recursos - URLA localização do tipo "URL" a ser abertaUSDGancho USDRede de Pré-Visualização de Superfície de USDFormas USDTamanho de redução USDZ personalizadoRedução de Amostragem de Textura USDZUVUV ao longo do traçoCentros das UVsCoordenadas UVRegião Personalizada UVOpacidade de Aresta UVEditor UVOpacidade das Faces UVFactor UVGrelha UVSelecção de Ilhas UVCamada UVVisualização local de UVCamadas de circuitos UVMapa UVCamadas de Mapa UVMapa UV para a tangente gerada a partir da UV.Mapa UV para mapas de espaço de tangente.Mapeamento UVMapas UVDeslocar UVOpacidade UVFixação UVUV FixadaProjeção UVModificador - Projeção UVUV AleatórioRasgar UVEscala UVEsculpir UVsEscultura de UVsCosturas das UVsModo de selecção de UVModo de selecção de UVSuavização UVEsfera UVEsticar UVSincronizar selecção com a UVTangente UVTeste de UVTextura UVDesdobrar UVVértices UVConformar UV (curvar)Coordenadas UV dentro do espaço do objecto parente.Coordenadas UV nas esquinas da faceCoordenadas UV que mapeiam uma textura ao longo do comprimento do traçoQuais coordenadas UV serão usadas para mapeamento.Dados do editor UV para o espaço do editor de imagens e UVs.Definições do editor UV.Camada UV para sobrepor a activaA camada de circuitos de UVs para ser usada como fonte da clonagem.Camada de circuito UV para mascarar a área pintadaO nome do mapa UV.Permite que o mapeamento UV seja alterado conforme a idade das partículas.O mapa UV para usar como referência de mapeamento para as coordenadas da textura UV.Estado de fixação da UV no Editor UVModificador de projeção UV para definir as UVs a partir de um projetor.Projetor UV usado pelo modificador de projeção UV.Tipo de selecção UV e modo de visualização.Editor de imagens e UVsMapa UVUVTILEModificador - Conformar UVUVsUVs e limites são suavizadosAs UVs ficam em leque nos polosUVs não são suavizadas, limites são mantidos pontiagudosAs UVs ficam repuxadas nos polosUVs são suavizadas, limites mantêm-se agudosUVs são suavizadas, esquinas em limites descontínuos e confluências de 3 ou mais regiões são mantidas pontiagudasUVs são suavizadas, esquinas em limites descontínuos são mantidas pontiagudasUVs são suavizadas, esquinas em limites descontínuos, confluências de 3 ou mais regiões e esquinas côncavas são mantidas agudasAs UVs são costuradas no ponto mediano em vez de no local da ilha estática.Ucraniano - УкраїнськаRemover ComentárioRemover o compartimento desta faixa NLA, efectivamente tornando-a não animadaRemover o compartimento de acção desta restriçãoRemover o compartimento, efectivamente tornando este bloco-de-dados não animadoRemover o Compartimento de Acção de uma Restrição de Acção. Note que determinar de _qual_ das Restrições se deve remover este compartimento deve ser definido no apontador de contexto 'restrição', usando: >>> layout.context_pointer_set("constraint", constraint)Remover o Compartimento de Acção atribuído a um ID. Note que determinar a _qual_ dos ID se deve remover este compartimento deve ser definido no apontador de contexto 'animated_id', usando: >>> layout.context_pointer_set("animated_id", animated_id)Remover o Compartimento de Acção atribuído a um ID. Note que determinar a _qual_ dos ID se deve remover este compartimento deve ser definido no apontador de contexto 'animated_id', usando: >>> layout.context_pointer_set("nla_strip", nla_strip)Des-Subdividir arestas e faces seleccionadosNão é possível obter acesso aos dados da janela de visualização 3D.Não é possível acessar o buffer de profundidade, o plano de visualização será usado como referência.Não é possível adicionar elemento para a gradiente de cores (limite %d).Impossível adicionar faixa (a pista não tem espaço para acomodar esta nova faixa)Não é possível criar o caminho das preferências de utilizador para os modelos de aplicação.Não é possível criar uma nova faixa.Não é possível de criar conectorNão é possível criar o caminho das configurações de utilizador.Não é possível criar caminho para as preferências de utilizador.Não é possível determinar o comprimento de sequência do ficheiro ABC (Alembic).Não é possível executar '%s', erro durante a mudança de modos.Não foi possível prolongar a duração da cena, pois o ficheiro BVH não contém o número de fotogramas na sua secção de movimento (MOTION)Não é possível localizar ligação na árvore de nósNão é ṕossível localizar o nó '%s' na árvore de nós.Não é possível localizar conector '%s' no nó.Não é possível fazer cópia de segurança de versãoNão é possível fazer cópia de segurança de versão: nome de ficheiro muito curto.Não foi possível abrir.Não é possível abrir '%s': %sNão foi possível abrir o ficheiro blend Não é possível incluir ficheiro, caminho de origem para '%s' não foi encontradoNão é possível incluir ficheiros com mais de 2Gb, caminho de origem '%s'Não foi possível analisar XML, %s:%s para ficheiro %rNão foi possível ler.Não é possível remover os pontos da curva.Impossível remover compartimento de material em Modo de EdiçãoNão é possível rotacionar %d aresta(s).Não é possível guardar '%s': %sNão é possível declarar '%s': %sNão foi possível actualizar a taxa de fotogramas da cena, pois o ficheiro de hierarquias de volume circundante contém uma duração de fotogramas de valor zero em sua seção de movimento (MOTION).Remover o osso com nome desta colecção de ossosIndisponívelNão nascidasIndefinidoTipo indefinidoTipo de nós indefinido (pode acontecer por exemplo quando uma árvore de nós vinculada está e falta)Localização não deformadaSublinhadoPosição sublinhadaEspessura do sublinhadoSem distorçõesClipe não distorcidoDesfazer de LegadoQuantidade de memória para desfazer açõesMensagem de desfazerPassos para desfazer açõesDesfaz todas as edições feitas no sistema de partículas.Desfazer e RefazerDesfaz e refaz as acções anteriores.Desfazer ou refazer acção específica no históricoDesfaz a última ação.Desfazer as últimas edições aos catálogos de recursosDesfazer ou refazerDesagrupa os nós seleccionados.Tipo de Gprim não processado: %s (%s)Revelar todos os materiais Grease Pencil ocultosRevelar todos os objectos e colecçõesRevelar a prateleira de recursos quando fica disponível pela primeira vez, caso contrário será escondidaAramazenamento UniFormato de ficheiro Uni (.uni)Definições unificadas de pinturaUniformizarDecaimento uniformeOpacidade UniformeEscala uniformeEspessura UniformeEspessura UniformeUniformidadeRemove a indentação do texto seleccionado.Imagem "%s" não inicializada a partir do objecto "%s"Imagem %s não foi inicializadaUniãoModo de UniãoÚnicoID ÚnicoNome único do data-block (dentro de um typo de amostra e biblioteca)Nome único do ID do bloco-de-dados, incluindo o da biblioteca se existirIdentificador único para espaços de cor comuns, como definido pelo Color Interop Forum. P+ode ser vazio se não houver ID Interop para o espaço de trabalho. Valores comuns são lin_rec709_scene, lin_rec2020_scene e lin_ap1_scene (para ACEScg)Identificador único para mapeamento de conectores.IdentificadorIdentificador único do dispositivoUm número inteiro único identificando a pré visualização deste ficheiro como um ícone (zero significa inválido)Um número inteiro único que identifica esta pré-visualização como um ícone (zero significa inválido).Identificador único de móduloNome único da camada.Nome único do objecto.Nome único da faixaNome único usado durante a fabricação dos códigos e scripts.Nome único usado no código e scripting, pode ser re-definido em sub classes Python se necessárioIdentificador do nó (nome único).Identificador único de operador para a ferramenta de nósNome único do repositórioIdentificador único de runtime para Id vinculado a redireccionarÚnico dentro da ArmaçãoIdentifica inequivocamente o modificador dentro da lista de que faz parteAceleraçãoÂnguloÁreaEixos-ÂnguloTexto ByteCâmaraDistância de CâmaraTemperatura de CorCoordenadasPadrãoDirecçãoCaminho de PastaDistânciaÂngulos EulerFactorNome de FicheiroCaminho de FicheiroFotogramaFotogramasFrequênciaFotogramas ChaveCamadaMembro de CamadaComprimentoCor LinearMarcadoresMassaMatrizMarcador Mais PróximoNenhumPalavra PassePercentagemPixelTamanho de PixelPotênciaQuaterniãoRotaçãoSegundosSegundosAtrair Elemento de AnimaçãoAtrair Cursor de Reprodução a ElementosFaixasSubtipoTemperaturaTempo (Absoluto)Tempo (Relativo à Cena)Unidade de Salto TemporalTranslaçãoUnidadeSem SinalVelocidadeUnidade de VelocidadeVolumeComprimento de OndaXYZComprimento XYZCor sRGBEscala das unidadesDefinições de unidadeSistema de unidadesAs definições das unidades de edição.Unidade de espessura de linha que é escalonada pela proporção da imagem vertical actual para 480 pixeis.Unidade que será usada para mostrar valores de comprimentoUnidade que será usada para mostrar valores de massaUnidade que será usada para mostrar valores de temperaturaUnidade que será usada para mostrar valores de tempoUnidade para editar lentes internas para a interface de utilizador.Unidade para usar ao mostrar ou editar os valores de rotação.Sem UnidadeUnidadesUnidades usadas para o comprimento focal da câmara.DesconhecidoAdições desconhecidasTipo de modificador de transparência alfa desconhecido.Tipo de modificador de cor de linha desconhecido.Tipo de modificador de espessura de linha desconhecido.Tipo de modificador de geometria de traço desconhecido.DesvincularDesvincular açãoDesvincular bloco-de-dados de Anotação activoDesvincula o Bloco-de-Dados da fonte activa.Desvincula o Bloco-de-Dados de texto activo.Desconectar faixas seleccionadas para poderem ser seleccionadas individualmenteDesvincular a colecção de todos os objectosDesvincula esta acção do compartimento de acção activo ( e / ou sai do modo de ajuste).DestrancarDesbloquear todos os materiais Grease Pencil para que possam ser editadosDestrancar todas as chaves de formatoDesbloqueia todos os grupos de vértices.Desbloqueia todos os grupos de vértices caso haja pelo menos um grupo bloqueado, bloquear todos em outro caso.Desbloquear repositórios - para testar destrancarDestrancar rastreadores seleccionadosDestrancar Faixas de maneira para que possam ser transformadasDesbloqueadoSem MáscaraActivar faixas (de)seleccionadasActivar as faixas não seleccionadas em vez das seleccionadasExtrairDesempacotar ficheiroDescompacta todos os ficheiros empacotados neste ficheiro .blend em ficheiros externos.Extrair dados pré-calculados do ficheiro .blend para o discoDesempacota o som para o nome de ficheiro de amostras.Descompacta este ficheiro para um ficheiro externo.Tamanho não projectadoDesseleccionar traçosOsso não seleccionável dentro da cadeia.Não seleccionadosFaixa de Clip de Acção Não SeleccionadaOpacidade de Curvas-F Não SeleccionadasFaixa Meta Não Seleccionada (para agrupar faixas relacionadas)Faixa de Som Não Seleccionada (para temporizar sons de altifalante)Faixa de Transição Não SeleccionadaLimpa o texto do botão activoDescoser UVs e mover o resultadoFormato de áudio não suportado.Tipo de dados não suportadoSem títuloDados não UsadosImagens Não usadasNão usado mas mantido por questões de compatibilidade. Usar limites para nós de visualização e pano de fundo de composiçãoDesembrulharDesdobra a malha do objecto que está sendo editado.Método de desdobramento (quando embasados em ângulos, usualmente fornecem melhores resultados do que os conformantes, mas são minimamente mais lentos).Para cimaEixo - Para cimaCima/BaixoActualizaçãoActualizar automaticamenteActualizar dependênciasActualizar existentesRaio SuperiorActualizar duração da cenaActualizar a taxa de fotogramas da cenaActualizar todos os nós de imagem para corresponderem ao ficheiros no discoActualiza as bandeiras de animação.Actualizar imagem actual usada pelo marcador de plano do Marcador de PlanoActualiza a câmara personalizada com novos parâmetros do sombreadorActualizar canais existentes no recurso de pose mas não adicionar ou remover quaisquer canaisActualiza os ficheiros .po existentes, caso existam, em vez de sobrescrevê-los.Actualizar formas chave existentes com posições de vértices dos objects seleccionados com nomes correspondentesActualizar Curvas-F/Controladores que afectam restrições de transformação (utilizar em ficheiros da versão 2.70 e anteriores)Actualizar intervalo de fotogramas para caminhos de movimento a partir do actual intervalo da cenaActualizar intervalo de fotogramas da faixa de cenaActualizar dados de tradução da adição determinada (encontrados como énuplo Python dentro do código fonte da adição)Actualizar dados i18n (ficheiros po) no repositório de código fonte do BlenderActualizar repositório de trabalho i18n (ficheiros po)Actualiza a lista de caminhos de objectos juntamente com seus dados a partir do(s) ficheiro(s).Actualiza outros espaços de janela afetados automaticamente para refletir as mudanças durante as operações interativas como as transformações.Actualiza o intervalo de fotogramas referenciado a partir das acções após o ajuste da faixa e dos seus fotogramas chave.Actualiza o nó de script de sombreador com novos conectores e opções a partir do script.Actualizar conectores para igualar o que é realmente utilizadoActualizar o recurso de pincel activo na biblioteca de recursos com as actuais definiçõesActualiza o cache de animação de áudio.Actualizar a transformação actual, fotogramas seleccionados, ou mesmo criar novas chavesActualiza a amostragem de relatórios na interface de utilizador do Blender (uso interno).Actualizar geometria quando entra em vista, permitindo navegação mais rápidaActualizar destaque de item com base na actual posição do ratoActualizar os fotogramas de início e fim da cena para corresponder com os do ficheiro USDActualizar o marco seleccionado a partir da actual pose do visualizador sessão Marco RVActualizar o recurso de pose da biblioteca a partir dos ossos seleccionadas. O mode define como o recuso é actualizadoActualizar utilizadores deste sombreador, tal como câmaras personalizadas e nós de script, com os seus novos conectores e opçõesBlocos-de-dados actualizadoActualizaçõesActualizações dos blocos-de-dadosActualizar extensões instaladas para as versões mais recentes dos repositórios remotosActualiza os tipos Rigify na armação metarig activaActualizar o tipo de rig de legado super_face para a nova face modularActualizar a metarig de camadas de ossos para colecções de ossosActualiza o tipo de super_face rig de legado para a nova face modular. Isto preserva a compatibilidade com pintura de pesos existente, mas não animaçõesActualiza a metarig de camadas de ossos para colecções de ossosSuperiorLimite máximo superior (inclusivo) para que os pesos dos vértices sejam removidos do grupo de vérticesLimite SuperiorMaiúsculaConcavidade SuperiorLimite de ângulo mais alto em XLimite mais alto em XLimite superior de ângulo XLimite de ângulo mais alto em YLimite mais alto em YLimite superior de ângulo YLimite de ângulo mais alto em ZLimite mais alto em ZLimite superior de ângulo ZLimite superior do envelope neste ponto de controlo.Limite superior da distância de realceLimite mais alto da entrada de campo na qual o mapeamento é aplicado.Limite de fixação superior para marcar células de fluido como cristas de onda (valor mais alto resulta em células menos marcadas)Limite de fixação superior para marcar células de fluido onde ar fica retido (valor mais alto resulta em células menos marcadas)Limite de fixação superior que indica a velocidade do fluido à qual as células já não emitem mais partículas (valor mais alto resulta em menos partículas na generalidade)Distância mais alta a partir do valor de referência para uma influência padrão de 1:1.Limite mais alto de rotação no eixo X.Limite mais alto de movimentação no eixo X.Limite mais alto de rotação no eixo Y.Limite mais alto de movimentação no eixo YLimite mais alto de rotação no eixo Z.Limite mais alto de movimentação no eixo ZLimite superior de concavidade da malha (valores altos tendem a suavizar e preencher regiões côncavas)Urdu - وُدرُاUtilizaçãoUtilizadorUsar %s (diferentes)Usar %s (idênticos)Usa o modo de transformação 'Time_Translate' em vez do modo 'Translation' para mover fotogramas chave no Plano de AnimaçãoUsa (importa) normais facetadas (note que isto ainda irá fornecer um sombreamento achatado).Usar 16 bits por canal para baixar o consumo de memória durante a renderizaçãoUsar Estabilização 2DUsa a estabilização 2D para a filmagem.Usar a janela de visualização 3DUsa a posição 3D do rastreamento no parente.Usa multi-amostragem 5× para suavizar limites de pinturaUsar APIC como método de simulação (comportamento mais energético e estável)Usar os dados activosUsar Amostragem AdaptativaUsar subdivisão adaptativaUsar o modo de mesclagem Adição durante pinturaUsar modo de desenho aditivoUsar Após CriaçãoUsar alfaUsar semente animadaUsar AnotaçõesUsar suavização para reduzir pixelização nos traçosUsar como PivotUsar Camada de RecursosUsar Auto-EmpacotamentoUsar divisões espaciais para a hierarquia de volume circundante BVH: tempo de construção mais mais longo, renderização mais rápidaUsar o canal azulUsar envelopes de ossosUsar as cabeças dos ossosUsar CPU para transformações de ecrã e desenhar imagens com textura 2DUsa a CPU para renderização.Usar cacheUsar Omissão de CâmaraUsar contagem de encadeamentosUsar Planos de CorteUsar curvas para formar feixesUsar ruído nos feixesUsar ColisõesUsar o modo de mesclagem Queimar Cor durante pinturaUsar o modo de mesclagem Sub-Exposição durante pinturaUsar Tremulação de CorUsar gradiente de coresUsar o modo de mesclagem Cor durante pinturaUsar BVH CompactaUsar ContornoUsar Acções de ControladorUsar coordenadasUsar contagemUsar VincosUsar VincosUsar passagens Cryptomatte de uma renderizaçãoUsar passagens Cryptomatte de uma imagemUsar Fotograma Actual como Transformação de Descanso do ObjectoUsar Posição ActualUsar sobreposição de cursorUsar Posição do CursorUsar Profundidade do CursorUsar CurvaturaUsar CurvaUsar os raios da curvaUsar curvasUsar BVH de CurvasUsar Câmara PersonalizadaUsar Cor PersonalizadaUsar Curva PersonalizadaUsar cores fantasma personalizadasUsar Normais PersonalizadasUsar Paralaxe PersonalizadaUsar Volume PersonalizadoUsar o modo de mesclagem Escurecer durante pinturaUsar esmaecimento padrãoUsar apenas deformaçãoUsar a deformação do movimentoUsar redução de ruídosUsar Profundidade de CampoUsar o modo de mesclagem Diferença durante pinturaUsar DifusãoUsar Árvore de Quadriláteros Direccionais como distribuição direccionalUsar Omissão por DistânciaUsar gotejamentoUsar DuplicadosUsar ângulo de arestasUsar Arestas MarcadasUsar arestasUsa as arestas como molas.Usar fotograma finalUsar EnvelopesUsar Tempo de AvaliaçãoUsar o modo de mesclagem Exclusão durante pinturaUsar ExistenteUsar as faces existentesUsar FLIP como método de simulação (comportamento com mais salpicos)Usar Conjuntos de Facesusar DesvanecimentoUsar ReservaUsar decaimentoUsar FiltroUsar Índices FinaisUsar FluxoUsar para cabelos que crescemUsar FreestyleUsar a face-frontalUsar Decaimento de Faces FrontaisUsa sombreadores GLSL para transformações de ecrã, e desenhar imagens com texturas 2DUsa o dispositivo de computação GPU para renderização, definido na aba sistema das preferências de utilizador.Usar relaxamento de geometria (co-tangente), fazendo UVs seguir geometria 3D subjacenteUsar Espaço da GeometriaUsar coordenadas globaisUsar GltfpackUsar objetivoUsar o canal verdeUaar Interface de GrupoUsar GuiasUsar GuiasUsa o método Classes de Humphrey para relaxamento.Usar processamento de cor HSL (Tonalidade, Saturação, Luminosidade)Usar processamento de cor HSV (Tonalidade, Saturação, Valor)Usar Escala do ManípuloUsar o modo de mesclagem Iluminação Forte durante pinturaUsar CabeçaUsar o modo de mistura Tonalidade durante pinturaUsar influênciaUsar instanciaçãoUsar IntersecçãoUsar Máscaras de IntersecçãoUsar Prioridade de IntersecçãoUsa o método laplaciano para relaxamento.Usar Passagem de CamadasUsar Contorno LuminosoUsar o modo de mesclagem Clarear durante pinturaUsar LuzesUsar limiteUsar Limite de SuperfícieUsar o modo de mesclagem Queima Linear durante pinturaUsar o modo de mesclagem Queima Linear durante pinturaUsar modificadores linearesUsar Câmara LocalUsar ficheiro localUsar Posição para Fixação de CâmaraUsar SoltasUsar MISUsar máscaraUsar MáscarasUsar Máscaras no RenderUsar MaterialUsar Máscara de MaterialUsar passagem de materialUsar Camada de MateriaisUsar máximoUsar o ângulo 2D máximoUsar comprimento 2D máximoUsa o máximo de Fotogramas-BUsar máximoUsar médiaUsar MalhaUsar Simetria de MalhaUsar Meta-DadosUsar backend MetalUsar mínimoUsar o ângulo 2D mínimoUsar comprimento 2D mínimo Usar mínimoUsar névoaUsar o modo de mesclagem Misturar durante pinturaUsar a Lista de ModificadoresUsar definições de renderização dos modificadoresUsar desfoque de movimentoUsar Posição do RatoUsar múltiplas visualizaçõesPermite a utilização de múltiplas visualizações (quando disponíveis).Usar o modo de mesclagem Multiplicar durante pinturaUsar quantização de N-bits para coresUsar quantização N-bits para normais e tangentesUsar quantização N-bits para posiçõesUsar quantização N-Bits para coordenadas de texturaUsa o modo de ajuste de animação não linearUsar Nome/Legenda do NóUsar nósUsar RuídoUsar Dados de NormaisUsar a normalizaçãoUsar ObjectoUsar Afastamento do ObjectoUm Camada de ObjetosUsar Intervalo de OcultaçãoUsar Open Shading LanguageUsar backend OpenGLUsar Pré Definição OpenJPEG CinemaUsar Pré Definição OpenJPEG Cinema (48fps)Usar ficheiro originalUsar Escala OriginalUsar tamanho originalUsar saídaUsar Nomes de SaídaUsar o modo de mesclagem Sobreposição durante pinturaUsar TintaUsar modelos von Mises-Fisher cientes de paralaxe como distribuição direccionalUsar raio das partículasUsar o raio das partículasUsa o ruído proposto por Ken Perlin como base.Usa o ruído proposto por Ken Perlin como base, com controlos estendidos.Usa o ruído proposto por Ken Perlin com inflexão como base.Usar o modo de Mesclagem afixar Luz durante pinturaUsar substitutivosUsar aparamento de planosUsar fusão dos pólosUsar Definições de Pós ProcessamentoUsar rotação prévia ou posteriorUsar pressãoUsar pressão tremuladaUsar a força conforme a pressãoUsar Pressão para DensidadeUsar Pressão para FluxoUsar pressão para DurezaUsar pressão para Mistura HúmidaUsar Pressão para Persistência HúmidaUsar pré-visualização de fotogramasUsar RepresentanteUsar Representante / Código de TempoUsar processamento de Cor RGB (Vermelho, Verde, Azul)Permite usar curvas RGB para transformações da pré-amostragem.Usar Rastreamento de RaiosUsar o canal vermelhoUsar deslocamento relativoUsar Colagem RelativaUsar definições de Renderização para visibilidade de objectos, definições modificadores, etcUsar repetiçõesUsar Armação em Pose de DescansoUsar rotaçõesUsar Rotação XUsar Rotação YUsar Rotação ZUsar rotação para Fixação de CâmaraUsar curva de rugosidadeUsar de Subconjunto de AmostragemUsar o modo de mesclagem Saturação durante pinturaUsar escalaUsar Escala XUsar Escala YUsar Escala ZUsar escala para fixação de câmaraUsar Intervalo de CenaUsar o pincel de Raspar ou Preencher quando inverter este pincel, em vez de inverter a direcção de deslocamentoUsar o modo de mesclagem Ecrã durante pinturaUsar para esculturaUsar Colisões EsculturaisUsar secundárioUsar SelecçãoUsar nomes própriosUsar Cena de SequenciadorUsar Definições paraUsar SombrasUsar Arestas PontiagudasUsar encolhimentoUsar simplificaçõesUsar Armazenamento de SimulaçãoUsar Atracção para RotaçãoUsar Atracção para EscalaUsar Atracção para MovimentaçãoUsar AtracçãoUsar Opções de AtracçãoUsar o modo de mesclagem Iluminação Suave durante pinturaUsar Transformação EspacialUsar Acessor Esparso se MelhorarUsar Divisões EspaciaisUsar estereoscopia esféricaUsar divisão de comprimentoUsar a divisão padrãoUsar dispersãoUsar estabilizadorUsar fotograma inicialUsar Centro da FaixaUsar esquema de subdivisãoUsar Subdivisão de SuperfícieUsar o modo de mesclagem Subtracção durante pinturaUsar a baseUsar Destino CaudaUsar para texturasUsar sobreposição de texturaUsar texturasUsar Código de TempoUsar temporizaçõesUsar as pontasUsar Dica de FerramentaUsar transformaçõesUsar Translação XUsar Translação YUsar Translação ZUsar Sobreposição de TransparênciaUsar curva de torçãoUsar detecção de UDIMUsar Etiquetas IUUsar Escultura UVUsa as coordenadas definidas no mapa UV para as coordenadas de textura. Caso não haja mapa definido, mapeia pelas coordenadas UV de cada face triangular. individual usada na construção do objecto.Usa as coordenadas UV para as coordenadas de textura.Usa a camada UV para as coordenadas de textura.Usar DesfazerUtilizar uma cor unificadaUsar Amostras de Entrada UnificadasUsar Tamanho UnificadoUsar forças unificadasUsar peso unificadoUsar o modo de mesclagem Valor durante pinturaUsar para vérticesUsar Cores de VérticesUsar grupos de vérticesUsar visãoUsar Redução de Ruído para Janela de VisualizaçãoUsar definições de Visualização para visibilidade de objectos, definições modificadores, etcUsar ViscosidadeUsar Inserção de Fotogramas Visual automaticamente para objectos restringidosUsar o modo de mesclagem Luz Vívida durante pinturaUsar a variação máxima de volumeUsar a variação mínima de volumeUsar backend VulkanUsar cores de eixos WXYZ para quaterniões/rotações eixo-ângulo, cores XYZ para outras transformações e propriedades de cor, e auto-arco-íris para as restantesUsar para pesosUsar a gradiente de cores para pesosUsar Peso como FactorUsar Equilíbrio de BrancosUsar coringaUsar driver Wintab para mesas digitalizadoras e versões Windows mais antigasUsa a localização em X do parente.Usa a rotação em X do parente.Usa a escala em X do parente.Usa a localização em Y do parente.Usa a rotação em Y do parente.Usa a escala em Y do parente.Usar processamento de cor YCbCr (Y - Luma, Cb - Chroma de diferença de Azul, Cr - Chroma de diferença de Vermelho)Usar processamento de cor YUV (Y - Luma, U V - Chroma)Usa a localização em Z do parente.Usa a rotação em Z do parente.Usa a escala em Z do parente.Usar buffer ZUsa o eixo Z para cima para calcular a torção da curva em cada ponto.Usa um dispositivo Rato 3D para mover/ampliar o ponto de vistaUsa um Bloco-de-Dados de Grease Pencil como máscara para usar apenas áreas especificadas de padrão durante rastreamentoUsar algoritmo Ramer-Douglas-Peucker para simplificar o traço preservando a forma geralUsar apenas movimentação de força-bruta pré-rastreio antes do aperfeiçoamentoUsa uma inicialização a bruta força através da mesclagem antecipada dos movimentos durante o rastreamento.Usar uma colecção de objectos malha como operando para a operação BooleanaUsa um esquema em colunas para a caixa de ferramentas.Permite usar uma curva para definir afilamentos em feixes.Permite usar uma curva para definir a rugosidade.Usar uma curva para definir a torçãoUsar curva personalizada para definir um factor ao longo dos traçosUsa um directório personalizado para guardar os dados.Usa um ficheiro personalizado a partir do qual ler os dados das aproximações.Usar um perfil personalizado para cada quarto da geometria boleada da curvaUsar operação booleana de diferençaUsar um formato diferente em vez de formato do nó para este ficheiroUsar proporção 1:1 fixaUsar domínio fluído como guia (o domínio precisa de já estar pré calculado para que se possam extrair velocidades). Domínio guia pode ser de qualquer tipo (gás ou líquido).Usar uma câmara local nesta vista, em vez da câmara activa de cenaUsa uma distância máxima para o funcionamento dos campos de força.Usa uma distância radial máxima para o funcionamento dos campos de força.Usar um objecto malha como operando para a operação BooleanaUsa uma distância mínima para o decaimento do campoUsa uma distância radial mínima paraUsar factor de percentagem para determinar pontos visíveisUsar uma percentagem para especificar que quantidade de fotogramas chave removerPermite o uso de um ponto de visualização predefinido.Usar uma aproximação de pré visualização e/ou um índice de código de tempo para esta faixaUsa uma aproximação para pré visualização e/ou índice de códigos de tempo para este clipUsar uma gradiente radial como fundo da janela de visualização 3DUsa uma região dentro do tamanho do enquadramento para a janela de visualização renderizada (quando não em vista de uma câmara)Usa uma onda serrilhada para produzir as faixas.Usa um perfil em padrão serrilhado.Usar uma gradiente vertical como fundo da janela de visualização 3DUsar intervalo de simulação que é diferente do intervalo da cena para nós de simulação que não revogam o intervalo de fotogramasUsa uma onda senoidal para produzir as faixas.Usar um factor único para todos os componentesUsar cor uniforme como fundo da janela de visualização 3DUsa um perfil em padrão senoidal.Permite usar uma textura para controlar a força da emissão.Usar perfil triangularUsa uma onda triangular para produzir as faixas.Usar operação booleana de uniãoUsar Unidades AbsolutasUtiliza uma transformação mais precisa.Usa a saída de nó de visualização activa como um pano de fundo para os nós de composição.Usa o clipe activo definido na cena.Usa o grupo de vértices activo como influência.Usar adição em vez de multiplicação para combinar a escala (Compatibilidade com 2.7)Usar passagem de albedo e normais para redução de ruídoUsar passagem de albedo para redução de ruídoUsar mistura de alfa em vez de teste de alfa (pode produzir artefactos de ordenação)Usar canal alfa para transparênciaUtilizar sempre modo Cor de VérticesUtilizar sempre modo materialUsar oclusão ambiente em vez de iluminação global completaUsar um intervalo de fotogramas de início/fim alternativo para reprodução de animação e renderização da vistaUsar um número automático de iterações com base no número de vértices da esculturaUsar uma margem de erro para especificar quanto se permite à curva desviar do caminho originalUsar um objecto existente para definir a posição e rotação base da vista RVUsar um objecto como secção da geometria boleada da curvaUsar proporção sem restriçõesUsar cores dos grupos de canais de animação; tipicamente usado para mostrar cores de grupos de ossosUsa outro conjunto de inserção de chaves, conforme o activo dependa de itens seleccionados ou não encontre quaisquer alvos devido a contextos inadequados.Permite usar outro conjunto de inserção de chaves, conforme o activo dependa de objectos seleccionados ou não encontre quaisquer outros alvos devido a contextos inadequados.Usa outro mapa UV como a fonte do clone, caso contrário, usa o cursor 3D como a fonte.Usa outra malha para os índices de textura (os índices de vértices devem ser alinhados).Usar outra forma para cortar, combinar ou efectuar outra operaçãoUsar como Profundidade de CampoUsa as cores dos eixos para as cores de transformações e propriedades, e um arco-iris automático para o restante.Usar omissão do reverso das faces para esconder o lado das costas das facesUsar omissão reverso de faces na projecção de sombrasUsar omissão do reverso das faces para esconder o lado das costas das facesUsar pré cálculo do directório actual (criar quando necessário)Pré-calcular na localização original (criar quando necessário)Usa as coordenadas dos vértices da malha base como a posição de descansoUsa a melhor divisão de triangulação.Usa os pesos de boleado para determinar que quantidade de boleado aplicar no mode de arestaUsa as coordenadas de acoplamento para posição de descansoUsar temperatura de corpo negro para definir a cor natural da luzUsa o canal azul da filmagem para rastreamento.Usar não só traços visíveis como também linhas de edição como fronteiras dos limites de preenchimentoUsa rectângulo de selecção para agarrar faixas de animação não linearUsar rectângulo de selecção para selecção dos nósUsar rectângulo de selecção para seleccionar elementos da árvoreUsar dados de cena armazenados pelo primeiro modificador de Desenho de Linhas na lista. Algumas definições ficarão indisponíveis.Usar círculo para secção da geometria de boleado da curvaUsa a selecção em círculo, através da pintura de abrangência para a selecção dos nós.Usar estilo de seta fechadaUsa a gradiente de cores para mapear a média preto e branco dentro das cores RGB.Usar estrutura BVH compacta (usa menos RAM mas renderiza mais devagar)Usar o descendente e filho conectados para computar o manípuloUsar controlo de redimensionamento para redimensionar B-BoneUsar coordenadas a partir de uma camada UVUsa as coordenadas a partir deste objecto (para a saída das coordenadas de textura dos objectos).Utilizar modo actualUsar posição do cursor como ponto de referênciaUsar posição e raio do cursor para dimensões e posição da forma de apararUsa um mapeamento em curva.Usar curva para definir espessura dos traços das primitivasPermite usar curvas de peso para influenciar a influência das partículas ao longo da curva.Usar distância de atenuação personalizada em vez de um limite de luz globalUsar câmara personalizada em vez da câmara activaPermite usar margens de colisão personalizadas (alguns formatos de colisão terão um espaço visível em torno de si).Usar uma cor personalizada para o nó.Usar uma cor personalizada para este caminho de movimento.Usar uma cor personalizada em vez de um tema definido.Usar cores personalizadas para fotogramas fantasma.Usar cores personalizadas para fotogramas fantasma em vez da cor do temaUaar curva personalizadaUsa uma cor personalizada escolhida manualmente em um seletor para a curva-f.Usar máscara de intersecção personalizada para faces nesta colecçãoUsar ponto de referência personalizadoUsar dados de objecto totalmente ou parcialmente avaliadoUsar dados de objecto original sem modificadores aplicadosUsa a deformação por desfoque de movimento para este objecto.Usa graus para as medidas de ângulos e rotações.Usar dispositivo para renderizaçãoPermite usar valores diferentes de semeadura (e portanto, diferentes padrões de ruído) em diferentes fotogramas.Usar BSDF DifusoUsar modo de exibição da armação (padrão)Usa as distâncias entre os objectos afetados e os alvos.Usa as distâncias entre os vértices dos objectos afetados e o objecto alvo, ou a geometria do objecto alvo.Usa uma amostragem de distância, melhor para volumes com alta densidade e luzes muito distantes.Usar velocidade de desenho, número de fotogramas, ou factor manual para construir traçosUsa o encolhimento de arestas.Usar linhas de edição como limites das fronteiras de preenchimentoUsar o efeito durante renderizaçãoUsa as coordenadas do efetor ou as globais para turbulência.Usa uma amostragem equiangular, melhor para volumes com baixa densidade com luzes dentro ou próximas do volume.Usa uma distribuição uniforme a partir das faces com base nas áreas de faces ou comprimentos de arestas.Usa o ficheiro existente (ao invés do empacotado): %sUsar materiais existentes com o mesmo nome em vez de criar novosUsar um ficheiro .ies externoUsa um ficheiro externo (com extensão .osl ou .oso).Usar ficheiro externoUsar mapeamento de teclas de reserva da ferramentaUsar efeito de decaimento quando editar em modo multi fotograma para computar efeito do pincel ao longo do tempoUsar técnica de iluminação global mais rápida para superfícies de rugosidade elevadaUsa a informação de emplumagem da máscaraUsar formato de ficheiro Blend usado antes da versão 5.0. Este formato é mais limitado, mas pode ter melhor compatibilidade com ferramentas que ainda não suportam o novo formatoUsa ficheiros do directório actual (criar quando necessário).Usa o ficheiro na localização original (cria quando necessário).Usa os ficheiros no directório actual (cria ficheiros quando necessário).Usa os ficheiros na localização original (cria ficheiros quando necessário).Usar atributos ponto flutuante para posiçõesUsa as dinâmicas de voo para navegar na cena.Usar para oceanos amplos estáveis (método Pierson-Moskowitz)Usar para oceanos estáveis (método 'JONSWAP', Pierson-Moskowitz) com cumes pontiagudosUsar para águas rasas (métodos 'JONSWAP', 'TMA' - Texel-Marsen-Arsloe)Usar para oceanos turbulentos com espumaUsa os campos de força enquanto faz crescer o cabelo.Usa calculações plenas de física para o crescimento de cabelos.Usar distância da geometria para encadeamento em vez de medir em unidades de imagemUsa as coordenadas globaisUsa as coordenadas globais como coordenadas da textura.Usa um valor de gravidade global para todas as dinâmicas.Usar BSDF LustroUsar Gltfpack para simplificar a malha e/ou comprimir texturasUsa o canal verde da filmagem para rastreamento.Usar objectos guia (efectores) para criar objectos guia de fluidos (objectos guia devem ser animados e pré calculados após configuração)Usar encaminhamento ao amostrar direcções dentro de um volumeUsar encaminhamento ao amostrar direcções sobre uma superfícieUsar manípulos durante a conversão de curvas Bézier em polígonosUsar um espaço de tangentes de alta qualidade à custa de performance mais baixaUsa valores de cores (RGB) para o mapeamento de normais.Gerador de nível de partículas melhorado (mais lento mas mais preciso e com opções de suavização de malha)Usar na janela de visualização 3DUsar influência das faces para ponderaçãoUsar introdução de controlador de jogos (Microsoft Xbox Controller) em vez de controladores de movimentoUsar Atributos inteiros para posiçõesUsar dados intermédios do nó de visualizaçãoUsa os blocos de dados de textos internos.Usa uma progressão quadrática inversa.Usa os tempos das chaves.Usar filtro de passagem de camadaUsar botão esquerdo do rato para selecção. O comportamento standard que funciona bem para rato, painel táctil e dispositivos tabletsUsar armazenamento intercalado de legado de vistas, camadas e passagens para compatibilidade com aplicações que não suportam ficheiros mais eficientes OpenEXE multi-parte.Utilizar operação desfazer de legado (mais lento que o novo pré definido, mas pode ser mais estável em alguns casos)Usar comprimento de curvas em proximidade imediataUsar sondas de luz para encontrar intersecção de cenaUsar luzes para este objecto Grease PencilUsa um mapeamento linear.Usa uma progressão linear.Usa as coordenadas vinculadas do objecto para as coordenadas de textura.Usa as coordenadas geradas localmente.Usa as coordenadas geradas localmente de outro objecto.Usa a dissolução logarítmica, tornando o esmaecimento progressivamente mais rápido com valores mais altos.Usa a secagem logarítmica, tornando a secagem progressivamente mais rápida com valores mais altos.Usa um formato de saída de fluxo de vídeo sem perdas.Usa o limite inferior para a variação de volume.Usa assistentes de calibração manual.Usa o identificador de máscara como entrada de máscara.Usar máscara de material para excluir da filtragem traços ocultosUsar filtro de passagem de materialUsar informação de vincos da malha para aguçar arestas ou esquinasUsar objects malha nesta colecção para operação BooleanaUsar medadados da cena actualUsa os metadados a partir das faixas no sequenciador.Usa milímetros para as unidades de comprimento focal.Usa o modificador durante a renderização.Usa um mármore bem definido.Usa o desfoque de movimento para este objecto.Permite usar o rato para obter uma amostra de cor na imagem actual.Permite usar o rato e obter amostras da imagem de plano de fundo.Usa o rato para obter uma amostra de cor no fotograma actual.Usar clipe de filme da câmara da cena activa.Usa o desfoque de movimento para a cena 3D com múltiplas amostras.Usa o desfoque de movimento por múltiplas amostragens para a máscara.Usar gestos multi-toque para navegação com touchpad, em vez de emulação de roda de rolagemUsar amostragem de importância múltipla para a lâmpada, reduz o ruído para lâmpadas tipo área e materiais brilhantes nítidosPermite utilizar múltiplas visualizações dentro da cena.Usar n–ágonosUsar a API nativa Windows Ink, para dispositivos de caneta e mesas digitalizadoras modernasUsar amostra mais próximaUsar ruído para pontilhar a visibilidade binária (funciona bem com múltiplas a mostras)Usar atributos normalizados para posiçõesUsa as coordenadas de texturas de fio (1D) normalizadas, ou idade das partículas (X) e as posições dos rastros (Y)Usar objecto como centro de rotaçãoUsar objecto como ponto de referênciaUsar objecto múltiplas vezes na mesma colecçãoUsar selecção de objectos (apenas em modo de edição)Usa a transformação do objecto para controlar o formato de projeção.Usa as coordenadas globais do objecto para duplicação.Usa a rotação do objecto para duplicação (o eixo X global é um eixo de rotação de partículas alinhado).Usa a escala do objecto para duplicação.Usa as coordenadas globais ou do objecto para a textura.Usar objectos como caracteres da fonte (dê aos objectos um nome comum seguido pelo caráctere que eles representam, ex: 'família-a', 'família-b', etc. Atribua a esta definição o valor 'família-', e active a Instanciação em vértices )Usar deslocamento do objecto partícula no objecto instânciaUsa uma propriedade de transformação a partir do alvo para controlar outro (ou a mesma) propriedade no detentor.Usa apenas modificadores de deformação (desactivar temporariamente todos os modificadores construtivos exceto multirresolução).Usar apenas traços seleccionados para interpolaçãoUsar estilo de seta abertaUsar ficheiros optimizados quando disponíveis para reprodução mais rápidaUsar localização original das texturasUsa a projeção ortográficaUsar os contornos e limites de outros objectos para projectar cortes de facaUsa o tamanho das partículas para calcular os estilhaços.Usa o tamanho das partículas para escalonar as instâncias.Usa o tamanho das partículas nas deflexões.Usar encaminhamento de rais para caminhos de amostragem. Encaminhamento de raios aprende incrementalmente a distribuição de luzes na cena e encaminha raios em direcções com alta contribuição de luz directa e indirecta.Usar estilo de segmento perpendicularUsa pixeis para as unidades de comprimento focal.Utilizar pixeis de faces adjacentes para além das costuras UVCria substitutivos para os fotogramas que faltam na faixa.Usa posição (e opcionalmente rotação) do alvo para definir uma "parede" ou "piso" que o proprietário não pode atravessarUsa a posição mais um contorno embasado em F2-F1.Usa uma rotação prévia ou posterior a partir das transformações FBX (será necessário desactivar esta funcionalidade em alguns casos).Usar movimento de precisão para linhas de extensãoUsar pressão para modular densidadeUsar pressão para modular fluxousar pressão para modular a durezaUsar a pressão para variar aleatoriedadeUsar pressão para modular mistura húmidaUsar pressão para modular persistência húmidausar um decaimento projectado ou esféricoUsa uma progressão quadrática.Usar o raio como o tamanho do formato de projeção. Valor zero significa automático.Usa o raio a partir das definições das partículas.Usar raio de curvas em proximidade imediataUsar valores aleatórios ao longo do tempoUtilizar aleatoriedade ao nível do traçoUsar rastreamento de raios para determinar a cor transmitida em vez de usar apenas sondas de luz. Isto impede a superfície de contribuir para a iluminação de superfícies que não usem esta definição.Usar rastreamento de raios para determinar a cor transmitida em vez de usar apenas sondas de luz. Isto impede a superfície de contribuir para a iluminação de superfícies que não usem esta definição. Obsoleto: usar 'use_raytrace_refraction'.Usar velocidade gravada multiplicada por um factorUsa o canal vermelho da filmagem para rastreamento.Usa cáustica reflexiva, resultando em uma imagem mais brilhante (mais realista, mas com mais ruido).Usa cáustica refrativa, resultando em uma imagem mais brilhante (mais realista, mas com mais ruido).Usar Regular Expression para texto de substituição (suportando grupos)Usar Regular Expression para encontrar texto no campo 'Encontrar'Usar caminhos de ficheiro relativosUsar caminho relativoUsar um caminho relativo ao vincular recursos desta biblioteca de recursosUsar caminhos relativos para referenciar ficheiros externos (por exemplo textures, volumes) no USD, caso contrário usar caminhos absolutosUsa apenas caminhos relativos com subpastasUtilizar definições de renderização durante a aplicação de modificadores a objectos malhaUsa repetições de valores do mapeamento.Usar resolução da grelha de volumeUsa esta regra quando a revoada estiver voando.Usa esta regra quando a revoada estiver aterrissada.Usa a mesma direcção para todas as normais, a partir da origem para o centro do alvo (Apenas no modo direcional).Usa as mesmas entradas que os modificadores anteriores, e mistura os resultados usando em geral, os mesmos grupos de vértices.Usar escala de UVs existentes para multiplicar margemUsar escala no cálculo da matrizUsar orientação da cena em vez de uma definição personalizadaUsar a actual câmara activa da cena para definir a posição e rotação base da vista RVUsa as coordenadas de tela como coordenadas de textura.Usa o tamanho em pixels de ecrã ao invés das unidades de cenaUsar objectos seleccionados como emissores de fumoUsar detecção de sequênciaUsa uma faixa do editor de sequências como entrada de máscara.Usar definição do modificadorUsar definições do pincelUsar estas definiçõesUsar definições das propriedades do operadorUsar definições da cenaUsar definições da colecção ascendenteUsa os nós de sombreamento para o estilo de linha.Usar nós de sombreamento para renderizar a lâmpadaUsa os nós de sombreamento para renderizar o material.Usar nós de sombreamento para renderizar O AMBIENTEUsar sombreadores para o motor CyclesUsa sombreadores para renderizador EEVEEUsar o sombreador para todos os motores de renderização e janelas de visualização, a não ser que haja uma saída mais específicaUsar a form de curvas em proximidade imediataUsar interpolação simples dos vértices da grelhaUsar cor única ou gradiente quando pintarUsar ponto individual como direcçãoUsar ponto individual para criar anéisUsar declive da curva de entrada e saída nos fotogramas chave dos extremosUsa um mármore suave.Usa um solucionador especial para rastrear uma câmara em uma posição estável, como um tripé.Usar um tipo especial de hierarquia de volume circundante (BVH) para curvas (usa mais RAM mas renderiza mais rapidamente)Usar objecto câmara especificado para gerar traços de Desenho de LinhasUsar estilo quadradoUsa o padrão de textura tipo estuco.Usa a textura padrão de onda em faixas.Usa a textura padrão de madeira em formato de faixas.Usar coordenadas estáticas (definidas por vários métodos)Usar linhas rectas entre pontos de fotogramas chaveUsa o comprimento do traço para as coordenadas de textura.Usar subprocessos para compilar sombreadoresUsa a pressão de mesa de desenho.Usa a pressão da mesa de desenho para a aplicação de força nas cores.Usa a pressão da mesa de desenho para a tremulação.Usar espaços ou tabulações para recuoUsar pintura de textura em modo de esculturaUsa os valores de escala de textura.Usa a versão 2D do clipe estabilizada.Usar vector 2D (X,Y) como entrada. O componente Z é ignorado.Usa o cursor 3D como referência de posição para que os objectos seleccionados sejam alinhados.Usar as coordenadas do cursor 3D para novos objectosUsar o vector 3D (X, Y, Z) como entradaUsar o vector 4D (X, Y, Z) como entradaUsar o CPU para processar o nó de redução de ruídoUsar o GPU para processar o nó de redução de ruído se disponível, caso contrário recair para CPUUsar o peso de MIS para ponderar a contribuição de fontes de luz directamente visíveis durante encaminhamentoUsa a função Minkowski para calcular a distância (o valor do exponente determina o formato de limites).Usar a câmara 3D da cena com entradaUsar a linha de tempo do Sequenciador como entradaUsar o parâmetro de Volume Alvo como volume inicial,em vez de calcula-lo da própria malhaUsar a colecção activa da actual Camada de Visualização para instanciar objectos e colecções importadosUsar a posição da câmara activa para projectar raiosUsar o objecto activo como superfície para curvas seleccionadas e defini-lo como ascendenteUsa o objecto activo como referência de posição para que os objectos seleccionados sejam alinhados.Permite usar o sistema de partículas activa a partir do contexto.Usa a informação de canal alfa dentro da imagem.Usar o limite de transparência para determinar visibilidade (visibilidade binária)Usa o ângulo entre dois ossos.Usa a média entre os vértices e arestas adjacentes.Usa a média entre os vértices e arestas adjacentes, influenciados pelo seu comprimento.Usa o esquema compacto, de única linha.Usa a janela de visualização 3D actual para renderização, caso contrário, use as definições de cena.Usar posição actual dos ossos para envelopes e escolher segmentos de B-Bones em vez de pose de descansoUsar actuas definições de atracçãoNome orientação de transformação actualUsa a visão actual ao invés do objecto activo para criar a nova orientação.Usar o actual fundo do ambiente para iluminar o render de pré-visualizaçãoUsar pré-visualizações planas predefinidasUsa o padrão, de múltiplas linhas.Usar a profundidade sob do ponteiro para melhorar a funcionalidade de enquadramento, rotação e ampliação de vistaUsar a distância entre objectos para criar a revoluçãoUsa o raio exterior e interior para definir as dimensões do objecto toroidal.Usar valor de reserva se o o caminho dos dados não poder ser resolvido, em vez de falhar avaliação do controladorUsar os índices finais avaliados, em vez dos índices originais da malhaUsar o eixo global para limitar o deslocamentoUsar o eixo global para limitar a força e definir a direcção da gravidadeUsa o sistema de coordenadas globais para as coordenadas de textura.Usar o modo de importação definido nas preferências para esta biblioteca de recursos, não revoga-lo para este Navegador de RecursosUsar o comprimento inicial como o comprimento de descanso da mola em vez de duas vezes o tamanho das partículas.Usa a torção mínima sobre a curva inteira.Usar os manípulos esquerdosUsar a forma de legado de gerar ruído. Tema desvantagem de poder gerar valores fora do intervalo -1/1.Usar introdução de comprimento para substituir completamente o comprimento originalUsa o sistema de coordenadas local vinculado ao objecto para as coordenadas de textura.Usar o eixo local para limitar o deslocamentoUsar o eixo local para limitar a força e definir a direcção da gravidadeUsa o sistema de coordenadas local para as coordenadas da textura.Usa a posição e rotação de outro objecto para determinar as alterações de distância e rotação entre os itens dispostosUsa o raio maior e menor para definir as dimensões do objecto toroidal.Usar a cena de pré visualização de material para pré visualizações de nósUsa o valor máximo em X.Usa o valor máximo em Y.Usa o valor máximo em Z.Usa o valor mínimo em X.Usa o valor mínimo em Y.Usa o valor mínimo em Z.Usa o próprio tempo de avaliação do modificador.Permite usar o rato para criar uma conexão entre dois nós.Permite usar o rato para cortar (remover) algumas ligações.Usar rato para desactivar conexõesPermite usar o rato para pegar uma amostra de cor dentro da imagem.Permite usar o rato para obter uma amostra de peso dentro da janela de visualização 3D.Usar o número de pontos das curvas em proximidade imediataUsar centro do objecto durante a selecção, usado para expandir selecção em modo de ediçãoUtilizar a distância do osso especificado desde a pose de descanso para computar o manípuloUsar o comportamento anterior semi-incorrecto que não tem em conta que as rotações têm continuidadeUtilizar a orientação do osso especificado para computar o manípulo, ignorando a localizaçãoUsar a escala original Y do ossoUsa a escala original dos ossos.Usa as coordenadas originais e não deformadas do objecto.Utilizar definições da ferramenta overlap_mode para determinar como baralhar faixas sobrepostasUsar o ascendente do objecto instância se possívelUsar o contexto afixadoUsa a árvore de nó afixada.Usa o ponto de pivô em qualquer rotação.Usa o ponto de pivô no campo de rotação negativo em torno do eixo X.Usa o ponto de pivô no campo de rotação negativo em torno do eixo Y.Usa o ponto de pivô no campo de rotação negativo em torno do eixo Z.Usa o ponto de pivô no campo de rotação positivo em torno do eixo X.Usa o ponto de pivô no campo de rotação positivo em torno do eixo Y.Usa o ponto de pivô no campo de rotação positivo em torno do eixo Z.Usar a posição do osso especificado para computar o manípuloUsar o reestruturador de malha por quadriláterosUsar o resultado desta restriçãoUsar os manípulos direitosUsa a ordem de rotação definida dentro do ficheiro de hierarquias de volume circundante.Usar o mesmo dispositivo usado pelo compositor para processar o nó de redução de ruídoUsar a mesma semente aleatória para cada eixo de escala para uma escala uniformeUsa o mesmo valor de escala para todos os eixos.Usar o mesmo valor de escala para ambos os eixosUsar valor escalar W como entradaUsar a origem da cena como posição à qual alinhar os objectosUsa o centro mediano dos objectos seleccionados como referência de posição para que os objectos seleccionados sejam alinhados.Usar a selecção (ou o último traço em modos de pintura) como ponto de pivot para rodar vistaUsar mapa de sombras de luzes que projectam sombras para aperfeiçoar espessura definida pela árvore de nós do materialUsa a menor distância computada para a geometria do objecto alvo como peso.Usar a rotação singular mais pequena do eixo, parecido com o Rastreamento AmortecidoUsa as terminações iniciais dos traços para definir a profundidade.Usa as primitivas das vertentes para renderização.Usar profundidade de superfície para posicionamento de cursorUsar a normal da superfície (usando a orientação de transformação como reserva)Usar a normal da superfície para orientar a forma de apararUsa a tangente para calcular a torção.Usar o objecto alvo para limitação da localização.Usa as rotações do alvo para determinar o piso.Usa os valores RGB das texturas para deslocar a malha na direcção XYZ.Usa os valores de intensidade das texturas para deslocar (usando médias) ao longo das normais personalizadas (em caso de erros, retornando para as normais dos vértices).Usa os valores de intensidade das texturas para deslocar na direcção das normais dos vértices.Usa os valores de intensidade das texturas para deslocar na direcção de X.Usa os valores de intensidade das texturas para deslocar na direcção de Y.Usa os valores de intensidade das texturas para deslocar na direcção de Z.Usa o tempo a partir da cena.Usar a linha do tempo para pré calcular a cenaUsa a versão não distorcida do clipe.Usa o valor de uma propriedade RNAUsa o valor de uma propriedade RNA dentro do actual contexto de avaliaçãoUsar o eixo do ponto de vista para limitar o deslocamentoUsar eixo do ponto de vista para limitar a força e definir a direcção da gravidadeUsar o ponto de vista para orientar a forma de apararUsar o reestruturador de malha por voxelsUsa esta lâmpada de área para guiar as amostragem do plano de fundo, atenção que isto irá tornar a lâmpada invisívelUsa este osso da armação para definir o ponto focal da profundidade de campoUsar este pincel no modo de desenho Grease PencilUsar este pincel no modo de cor de vértices de Grease PencilUsar este pincel em modo de escultura UVUsar este pincel no modo de escultura de curvasUsa este pincel no modo de escultura.Usa este pincel no modo de pintura de texturas.Usa este pincel no modo de pintura de vértices.Usa este pincel no modo de pintura de pesos de influência.Usa este caminho de ficheiro para o cache de disco quando a biblioteca for vinculada em outro ficheiro (para gerações locais por cena de ficheiro, desabilite esta opção).Usar este índice no segmento gerado. -1 para usar o material existente.Usar esta instalação para ficheiros .blend e para mostrar miniaturasUsar este objecto luzUsa este objecto para definir o ponto focal da profundidade de campo.Usa este sistema de coordenadas do objecto ao invés do sistema de coordenada global.Usar as definições de vincos deste objecto para sobrepor às definições globais de cenaUsar a prioridade de intersecção deste objecto para revogar a definição da colecçãoUsar processos para compilar sobreadoresUse para animar um objecto ou osso seguindo um caminho.Mostrar dicas quando pairar sobre o gizmoUsa o espelhamento com base em topologia (para quanto ambos os lados da malha possuírem uma topologia única, similar).Usar manipuladores de transformação por defeitoUsa a propriedade de transformação de um alvo para procurar entre as poses pelo proprietário a partir de uma ação.Usa sombras transparentes para este material caso ele contenha BSDF Transparente, desativando isso irá renderizar mais rápido, mas não fornecerá sombras precisas.Usando aletas triangularesUsa apenas deslocamento verdadeiro, requer subdivisão densaUsa a redução de faces desfazendo subdivisões.Usar nível de partículas unificado (mais rápido mas menor qualidade)Usa o limite superior para a variação de volume.Usa as velocidades para tamanhos de passo automáticos.Usar velocidades deste objecto para o efeito guia (o objecto precisa de ter um modificador de Fluído e ser do tipo Domínio)Usar peso de grupo de vértices como factor em vez da influênciaUsar pesos dos grupos de vértices para cortar faces pelo contorno do pesoUsa os pesos dos grupos de vértices para seleccionar se vértices ou arestas são boleadosUsa o esticamento de vértice ou aresta.Usa os vértices que não são parte da região definida.Usa um mármore mais bem definido.Usa molas viscoelásticas em vez de molas enganchadas.Usar traços visíveis como fronteiras dos limites de preenchimentoUsar modelos von Mises-Fisher como distribuição direccionalUsar navegação passo-a-passo para seleccionar elementos da árvoreUsar efeito de ondaUsa a textura de onda nos anéis.Usar pesos para modular o efeitoUsar a colecção inteira de uma vez sóusar o traço inteiro, não apenas pontos seleccionadosUse com diferentes intersecções para alternar quais dos lados serão mantidos.Usa a textura de madeira em formato de anéis.Usar definições de renderização do motor Workbench da cena do sequenciador, em vez de cada cena individual usada na faixaUsar deslocamento em coordenadas de cena no objecto instânciaComprimento usadoUsar para definir um perfil de curvaUsado para inserir alterações na colecçãoUsado para ordenar múltiplas conexões ligadas à mesma entrada. O ID mais elevado fica no topo.Usado para vectorizar apenas um fotograma da sequência de imagens, por a zero para vectorizar todosUsado quando conectando uma Acção a um bloco-de-dados, para encontrar o identificador de compartimento certo. É este o nome de exibição, com o prefixo de dois caracteres determinado pelo tipo de ID do compartimento.Usado quando o bloco-de-dados não é local do actual ficheiro .blend, mas vinculado de uma bibliotecaUtilizadorAdições do utilizadorBibliotecas de Recursos do UtilizadorUsar QuantidadeDefinida pelo utilizadorInterface de utilizadorDefinições de teclas do utilizadorModificado pelo utilizadorRepositório do UtilizadorNota definida pelo utilizador para a estampagem de renderização.Etiqueta definida pelo utilizador (nome simbólico)Definições de estilo e cor do interface do utilizadorO utilizador está a varrerSelecção do utilizador de geometria em edição, para execução da ferramentaFavoritos do utilizadorFotogramas chave editáveis pelo utilizador.UtilizadoresUsar um método mais preciso mas mais lento. Usar se o resultado contém ruído indesejado.Usa Caixas DelimitadorasUsa Invólucro ConvexoUsa a forma exactaUsa o valor de distância de aleatorização para a janela de visualização. Mais rápido mas pode causar tremulaçãoUsar a passagem de renderização de velocidade vectorial para desfocar pixels da imagem em 2DUtilidadesVEixo (Y) VDeslocamento em VEixo VFrequência de Colecta VBOLimite de Tempo VBOGrupo de vértices AGrupo de vértices A e BGrupo de vértices A ou BGrupo de vértices BVMMRVIndicador de Poses do Controlador de RVInformação RVMarco RVIndicador de Marco RVNavegação RVRedesenhar para RVSessão RVIndicador de Pose de Visualizador de RVValorVálidoValidar MalhaValidar malhasValidar referências das definições de componentes da rig, para as colecções de ossos. Correr sempre esta função antes e depois de juntar dois objectos de armação metarig num só, para evitar falhas.Valida referencias das definições de componentes de rig para colecções de ossosLimite de ValidadeValorValor invertidoTremulação de ValorNome da Camada de ValorValor máximoValor mínimoModo ValorDeslocamento de valorDeslizador de ValorValor adicionado as amostras de textura.Valor pelo qual alargar ou encolher o objecto com relação a origem do ambiente. (Aplicável apenas através de uma restrição de cache de transformações).Valor pelo qual alargar ou encolher os objectos com relação a origem do ambiente 3D.Valor para alterações na posiçãoValores para alterações na rotaçãoValor para alterações na escalaValor para tipos propriedades personalizadas que apenas podem ser editadas como expressões PythonValor para inserir no fotograma chaveValor para a distância entre os itens dispostosValor para a distância entre itemsValor para cálculo do invólucro que diz quão rápido o invólucro pode cair (quanto mais baixo o valor mais íngreme a descida)Valor para cálculo do invólucro que diz quão rápido o invólucro pode subir (quanto mais baixo o valor mais íngreme a subida)Valor pode ser convertido implicitamente se o tipo não corresponderValor da Forma Chave no fotograma actualValor do itemValor que a influência do envelope usará como base e / ou será centralizada.Valor que a transformação deve atingir para por a linha de tempo da acção no primeiro fotograma. Rotações em graus.Valor que a transformação deve atingir para por a linha de tempo da acção no último fotograma. Rotações em graus.Valor para as normaisValor em TextoValor para adicionar para as cores.Valor para adicionar para os pesos.Valor pelo qual multiplicar as cores.Valor pelo qual multiplicar os pesos.Valor de destinação - referência. Para: especular, ambiente, emissão, alfa, espelho traçado por raios, translucência e dureza.Valor abaixo do qual voxeis são considerados espaços vazios para optimizar a renderizaçãoValor, Tonalidade, SaturaçãoValor:ValoresValores para alteração de posiçãoValores para alterações na rotaçãoValores para alterações na escalaValores gerados por este modificador são aplicados em cima dos valores existentes em vez de sobrescrevê-los.Valores nas terminações dos fotogramas chave são mantidas.DesaparecerSuporte para Expressão de VariávelReserva de Variável como ErroVariável não existe dentro deste controlador.Variável a partir de alguma fonte ou alvo para o relacionamento de controlador.VariáveisInformação de estado variada acerca de um item após importaçãoVectorDesfocagem vectorialCurvas de vectorDeslocamento VectorialMostrar VectoresFonte vectorialFontes vectoriaisManípulo de vectorManípulo Vectorial SeleccionadoMatemática VectorialNós de vectoresConector de nó de vectorInterface de conector de nó de vectorRotação VectorialVectores de transformaçãoValor VectorialTipo de dados vectorial, afecta posiçãoCampo de vectores a ser representado pelos vectores de exibiçãoBloco-de-dados de Fontes VectoriaisFonte vectorial para objectos de texto.Vector numa lista de normais de vérticesValor de vectorValor de Vector em atributo de geometriaGráficos VectorModo de VectorscópioOpacidade do VectorscópioVelocidadeVelocidade e cabelosAtributo de VelocidadeGradiente de cor para velocidadeFactor de velocidadeGrelha de velocidadeEscala da velocidadeGrelha X de VelocidadeGrelha Y de VelocidadeGrelha Z de VelocidadeVelocidade considerada como a influência máxima (em unidades Blender por fotograma).Campo de velocidade do domínio de fluídoForça de velocidade que controla o arco de teleportação em m/sVerletVersãoVersão %r não suportada, deve ser %r ou posteriorCópia de segurança de versão falhou (ficheiro guardado com @)Versão do Blender com a qual o ficheiro biblioteca .blend foi guardadoVersão do Blender com a qual o ficheiro userpref.blend foi guardado.Versão:VérticesVértices (triângulos)Atributos de VérticesCor dos vérticesFactor de cores de vérticesNome da Cor de VérticesQuantização de Cores de VérticesCores de vértices afectam apenas o preenchimentoEfeitos de cores de vértices no traço e preenchimentoCores de Vertices afectam apenas os traçosCores de vérticesVinco de VérticesDados dos vérticesTipos de dados de vérticesDados do vértice:Grupo de vérticesGrupo de vértices AGrupo de vértices BGrupo de vértices de feixeNegar grupo de vértices de feixeGrupo de vértices de densidadeNegar grupo de vértices de densidadeElemento do grupo de vérticesFactor de grupo de vérticesGrupo de vértices de campoNegar grupo de vértices de campoInverter grupo de vérticesGrupo de vértices de torçãoNegar grupo de vértices de torçãoGrupo de vértices de comprimentoNegar grupo de vértices de comprimentoBloqueios de Grupos de VérticesGrupo de vértices de rotaçãoNegar grupo de vértices de rotaçãoGrupo de vértices de rugosidade 1Negar o grupo de vértices de rugosidade 1Grupo de vértices de rugosidade 2Negar o grupo de vértices de rugosidade 2Grupo de vértices de fim de rugosidadeNegar grupo de vértices de fim de rugosidadeGrupo de vértices de tamanhoNegar grupo de vértices de tamanhoEspeciais para grupo de vérticesGrupo de vértices de tangenteNegar grupo de vértices de tangenteTorção de Grupo de VérticesNegar Torção de Grupo de VérticesGrupo de vértices não referenciadoVelocidade do grupo de vérticesNegar grupo de vértices de velocidadePeso de grupo de vérticesGrupo de vértices para fixação dos vértices.Grupo de vértices para encolher os tecidos.Grupo de Vértices onde aplicar pressão. Peso de zero significa sem pressão, peso de um significa pressão total. Faces com vértices que tenham um peso zero serão excluídas do cálculo de volume.Grupo(s) de vérticesGrupos de vérticesGrupos de vértices atribuídos para ossos de deformaçãoGrupos de vértices atribuídos para ossos que não deformamÍndices de vérticesInterpolação de VérticesMapeamento de vérticesMassa do VérticeMétodo de Malha de VérticesVértices VizinhosNormais dos vérticesNormais de VérticesPintura de vérticesFuncionalidades de Pintura de VérticesFactor de mistura da Pintura de VérticesAtributos de Posição de VérticesSelecção de vérticesSelecção de vérticesConjunto de vérticesTamanho dos vérticesPeso de vérticesÂngulo de Peso de VérticesEditar peso de vérticesMisturar peso de vérticesAproximar peso de vérticesPesos de vérticesCores de vértices no ficheiro estão em espaço de cor linearCores de vértices no ficheiro estão em espaço de cor sRGBGrupo de vértices para o controlo fino da rigidez de conformação.Grupo de vértices para o controlo detalhado da rigidez de cisalhamentoO grupo de vértices para controlo fino sobre a rigidez estrutural.Grupo de vértices para o controlo detalhado da rigidez de molas internasGrupo de vértices está bloqueado.Nome do grupo de vértices.Nome do grupo de vértices (apenas no modo "Recolher").Nome do grupo de vértices para pesos de importância (que modulam a deformação)Nome de grupo de vértices para modificar as áreas seleccionadasNome do grupo de vértices para modular a deformação.Nome do grupo de vértices para modular a onda.Nome de grupo de vértices para traços seleccionadosNome de grupo de vértices para selecção das áreas afetadas.O nome de grupo de vértices para selecção e / ou definição de peso das áreas afetadas.Factor de força do grupo de vértices.Grupo de vértices ao qual a geometria do aro será adicionadaGrupo de vértices ao geometria da casca será adicionadaGrupo de vértices para aplicar a influência da treliça.Grupo de vértices para controlar os feixes.Grupo de vértices para controlar a densidade.Grupo de vértices para controlar campo.Grupo de vértices para controlar a torção.Grupo de vértices para controlar o comprimento.Grupo de vértices para controlar rotação.Grupo de vértices para controlar a rugosidade 1.Grupo de vértices para controlar rugosidade 2.Grupo de vértices para controlar o fim da rugosidade.Grupo de vértices para controlar o tamanho.Grupo de vértices para controlar a tangente.Grupo de vértices para controlar torçãoGrupo de vértices para controlar a velocidade.Grupo de vértices a definir como activoGrupo de vértices do objecto.Vértices em um Bloco-de-Dados de malha.Índice de vérticesÍndice de vértices.O vértice é uma raiz para cálculo de rotações e geração de armações, atribuir esta etiqueta não limpa as restantes raízes na mesma ilha de malhaCores de circuitos de vértices numa malhaOs vértices não estão no grupo.Vértice da EsquinaSelecção de vértices - Shift + clique para múltiplos modos, Ctrl + clique contrai a selecção.A selecção de vértices necessita estar activada dentro do modo de pintura de pesos de influência.Máscara de selecção de faces para pinturaModo de selecção de vérticesVértice que representa a esquina da grelhaGrupo de vértices de peso, para mesclar com o formato base.Peso de vértices usado pelo modificador BolearPeso dos vértices quando o pincel é aplicado.Vértices:Adição de grupo de vértices: não pode ser chamado enquanto o objecto está no modo de edição.Remoção de grupo de vértices: não pode ser chamado enquanto o objecto está em modo de edição.VerticalAlinhamento VerticalCampo de visão verticalLista VerticalDivisão VerticalProporção de imagem Vertical (usada para projectores de câmara)Proporção de aspecto vertical - para saída de pixeis anamórficos ou que não são exatamente quadrados.Dimensão vertical do mapa para geração e gravação.Dimensão vertical do mapa gerado e gravado (apenas externamente).Deslocamento vertical a partir da origem do objecto.Posição vertical da faixaPosição Vertical da caixa de texto relativa à PosiçãoPosição vertical do sublinhado.Escala vertical (usada para projectores de câmara)Tamanho vertical da área do sensor de imagem em milímetros.VérticesDados dos vértices:Vértices conectando múltiplas regiões de faces.Vértices da malha.Vértices: %s/%sVértices: %s/%s | Arestas: %s/%s | Faces: %s/%s | Triângulos: %sQualidade Muito BaixaVídeoCodec VídeoMemória de VídeoSequenciador VídeoTaxa de bits de vídeo (kbit/s)Vietnamita - Tiếng ViệtVisualizarVisualização e controlosMostrar eixoDesvio de Ponto de VistaCentrar VistaContexto de visualizaçãoDistância de visualizaçãoVer a partir deAltura de visualizaçãoÍndice de VisualizaçãoCamada de VisualizaçãoPropriedades de Camada de VisualizaçãoCamadas de VisualizaçãoVisualizar localizaçãoTrancar VistaTrancar ao ponto de vista as transformações da câmara na janela de visualização 3D, afectando em vez disso o ascendenteCache de mapa de visualizaçãoMatriz de visualizaçãoVisualizar nomesTipo de navegação da visualizaçãoNormal à VistaDecaimento da Normal de VistaLimite de Normal de VistaSobreposição de visualizaçãoPercentagem VisívelVisualização em perspectivaPlano de visualizaçãoRegiões de VisualizaçãoRotação da visualizaçãoVer definiçõesVer TiposVector de visualizaçãoMostrar o eixo XMostrar o eixo ZProfundidade Z da visualizaçãoPermite visualizar um manual contextual disponível online em um navegador de internet.Permite visualizar todas as curvas no editor.Permite a visualização de todos os objectos na cena.Permite a visualização de todas as UVs seleccionadas.Permite a visualização de todos os elementos seleccionados.Permite a visualização de todas as faixas dentro do editor de sequências.Ver e editar UVsPermite visualizar e editar imagens e mapas UV.Ver e editar máscarasExibir como renderizaçãoDistância de visualização a partir do piso durante a caminhada.Visualiza a partir de trásVisualiza a partir da baixoVisualiza a partir da frenteVisualiza a partir da esquerdaVisualiza a partir da direitaVisualiza a partir do topoVisualização em uma imagem de múltiplas camadas.Camada de visualização no seu estado avaliadoNome da Camada de VisualizaçãoModo de visualização para usar enquanto mostra a saída do editor de sequências.Vista não encontrada, não é possível ordenar por eixo de visão.Visualização no equadorVisualização nos polosVisualiza a localização do pivô.Visualiza a selecção em todas as regiões.Deslocamento de visão na visão de câmara.Visualiza a imagem inteira.Ver o resultado do editor de luz de estúdio na janela de visualização 3DVisualização usada durante a conversão de imagem para o espaço de exibição.Visualizar a imagem inteira com os marcadores.Visualização 2DFerramenta ActivaTrásbaixoArrastarFrenteEsquerdaDireitaSeleccionarTopoVistaViewLayerVisualizadorCostas do ObservadorFrontal do ObservadorÍndice de VisualizadorItem de VisualizadorItens de VisualizadorEsquerdo do ObservadorNó de VisualizaçãoCaminho de VisualizaçãoRegião de VisualizaçãoDireito do ObservadorEscala de referência do observador associada com este marcoPonto de VistaPorta de visãoSuavização da Janela de VisualizaçãoTipo de BVH para janela de visualizaçãoDiagnóstico de Janela de VisualizaçãoRedutor de Ruídos da Janela de VisualizaçãoRedução de Ruído para Janela de VisualizaçãoPassagens de Entrada de Redução de Ruído na Janela de VisualizaçãoÂngulo da lente para a janela de visualização.Ângulo da lente para a janela de visualização.Taxa de Subdivisão da Janela de VisualizaçãoExibição na Janela de VisualizaçãoRetorno da Janela de VisualizaçãoResolução na Janela de VisualizaçãoAmostras da Janela de VisualizaçãoPredefinições de Amostragem da Janela de VisualizaçãoSombreamento na janela de visualizaçãoTamanho na Janela de VisualizaçãoLimitar texturas na janela de visualizaçãoTransformação da Janela de VisualizaçãoTamanho de exibição na janela de visualização dos dados amostradosEstilo de visualização na janela de visualização para objectos do tipo vazio.Estilo de visualização dos rastreadores na janela de visualizaçãoÂngulo da lente para a janela de visualização.Manipulador de navegação da janela de visualizaçãoModo não renderizado da Janela de VisualizaçãoResolução da superfície gerada para janela de visualizaçãoVisualizaçõesFormato de visualizaçõesFormato de visualizações:VinhetaConector de nó virtualParentes virtuaisO conector virtual de um nó.Preencher virtualmente buracos na malha antes do desdobramento, para melhor evitar sobreposições e preservar simetriaMolas viscoelásticasViscosidadeBase de viscosidadeExponente de viscosidadeViscosidade do líquido (valores mais altos resultam em fluído mais viscoso, valor de 0 ainda aplica alguma viscosidade)Definição de viscosidade: valor que é multiplicado por 10 até a potência de (exponente*-1).VisibilidadeAcção de VisibilidadeÁrea de VisibilidadeDesvio de VisibilidadeDesvio de Transbordo de VisibilidadeDesfoque de VisibilidadeColecção de VisibilidadeÍcone de visibilidadeStatus de visibilidade.VisíveisLinhas visíveisObjectos VisíveisApenas Primitivas VisíveisVisível por defeitoMedições de distância e de ângulo visíveisCamadas visíveisAuxiliares VisuaisPropriedades de Efeitos VisuaisGeometria visual para malhaInserção de Fotogramas VisualVisual - LocalizaçãoPosição e Rotação VisualPosição e Escala VisualPosição, Rotação e Escala VisualVisual - RotaçãoRotação e Escala VisuaisEscala VisualTransformações visuaisEspessura visual do indicador de destino atingidoEspessura visual da linha do raio de teleportaçãoVisualizar fotogramas completos armazenadosVisualizar imagens armazenadas na linha de tempoVisualizar imagens raw armazenadasVisualizar dados do interior de um grafo de nós, no editor de imagem ou como imagem de fundoVisualizar campos de vectoresVolumesClipeDissolverEstenderPing-PongRepetirModo de SequênciaAbsorção de volumeAlfa para o volumeReflexões de VolumeCoeficientes de VolumeCubo VolumétricoIntervalo Personalizado de VolumeDirecta de VolumeDeslocamento de VolumeModificador Deslocamento de VolumeEmissão de VolumeFactor de VolumeGrelha de VolumeEncaminhamento de VolumeProbabilidade de Encaminhamento em VolumeIndirecta de VolumeInformação de VolumeInterpolação de volumeMétodo de Intersecção de VolumeMajorante de VolumeProfundidade Máxima de Raio de VolumeVolume mínimoPreservação de volumeSonda VolumétricaTamanho de Passo de Raymarching de VolumeTamanho de Passo para Raymarching de VolumeAmostragem de volumesEspalhamento de volumeVisibilidade de Dispersão VolumétricaTransmissão de VolumeVariação de volumeVariação máxima de volumeVariação mínima de volumeSuavização de variação de volumeBloco-de-Dados de volume para grelhas volumétricas 3DBlocos-de-dados de VolumesDefinições de exibição de volumes para janela de visualização 3DFicheiros de volume usado por este bloco-de-dados de VolumeO volume é preservado quando o object é redimensionado apenas no eixo livre. Escala em eixos não livres é ignorada.Volume é preservado quando o objecto tem escala uniforme. Desvios da escala uniforme em eixos não livres são ignorados.O volume é estritamente preservado, revogando a escala de eixos não livresMultiplicador de luz volumétricaVolume do osso em descansoVolume fora do cone externo.Definições de renderização de volumes para a janela de visualização 3DVolume em MalhaModificador Volume em MalhaVolumesDados VolumétricosAmostras de Sombra VolumétricasSombras VolumétricasAproximação volumétrica da dispersão de volume com base física, usando o raio de dispersão conforme especificadoAproximação volumétrica de dispersão volumétrica com base física, com raio de dispersão ajustado automaticamente para corresponder texturas de cor. Concebido para sombreamento de pele.VorbisDiagrama de VoronoiVoronoi craqueladoDiagrama de Voronoi F1Diagrama de Voronoi F2Diagrama de Voronoi F2-F1Diagrama de Voronoi F3Diagrama de Voronoi F4Textura tipo VoronoiFuncionalidade de influência Voronoi 1.Funcionalidade de influência Voronoi 2.Funcionalidade de influência Voronoi 3.Funcionalidade de influência Voronoi 4.VórticePeso de influência do efetor vórtice.VorticidadeVoxelQuantidade VoxelsTamanho das células da grelha dos voxelsÍndice do VoxelTamanho do voxelVoxelizar GrelhaVoxels com valor grande ficam dentro da malha geradaVulkanWEixo (Z) WEixo WRotação WEixo-W para rotações quaternião e eixo-ânguloPeso de funcionalidade 1Peso de funcionalidade 2Peso de funcionalidade 3Peso de funcionalidade 4W:AVISO: A expressão do controlador pode não funcionar corretamente.AVISO: Não suportado em instâncias de grupos ou duplicações de objectos.AVISO: Preferências são descartadas quando a extensão é desactivada, certifique-se que usa a opção "Guardar Persistente" caso queira manter suas definições!WEBPEsperar por CliqueAguardar entrada de dadosEsperar pelo primeiro clique em vez de pintar imediatamente.Esperar por introdução de clique do rato antes de correr o operador a partir de um menuEsperar para Desseleccionar OutrosCaminhadaDirecção do passageioNavegação em caminhadaVelocidade da caminhadaDefinições de navegação em caminhada.Permite caminhar com gravidade, ou navegar livremente.MuroVaguearEmite um aviso sobre Msgid não capitalizadasEmite um aviso sobre mensagens que não iniciam com letras capitalizadas (com poucas exceções permitidas !).AvisoFundo de Ícone de AvisoPropagação de AvisosTipo de AvisoAviso criado durante avaliação de um modificadr de nósPermite definir a cor dos avisos ou erros para as faixas que referenciam a faixa que está sendo ajustada.Alerta:Conformar em curvaÂngulo de conformaçãoModificador - ConformarModificador para conformações a partir de influências.Deslocar partes de uma malha para uma nova posição de forma bastante flexível graças a dois objectos especificadosConforma os vértices em torno do cursor (curvando-os).OndasAlinhamento de ondaLimitar ondaAmostragem de Crista de OndaEfeito de Deformação de OndaEfeito de deformação de ondaDirecção da ondaModificador - OndaPerfil das ondasEscalonar ondasTextura de ondaTipo de ondaFactor de amortecimento de onda.Modificador para criar efeitos de onda.Velocidade de propagação de onda.Factor de escala de tempo de onda.Forma de OndaFicheiro de Áudio WaveformExibição de Forma de OndaModo de Forma de OndaOpacidade do formato de ondaEstilo da Forma de OndaFormas de OndaComprimento de ondaComprimento de onda do deslocamento senoidal.OndasManeira de interpretar os movimentos do rato.FracoReferência fraca a um data-block noutro ficheiro .blend biblioteca (usado para reutilizar dados já acrescentados, em vez de acrescentar de novo)Referência fraca de um recursoWebMWebM / VP9WebP (.webp)Reserva WebPFormato WebPPesos de influênciaInfluência 1Influência 2Influência 3Influência 4Gradiente de cores para pesosFactor de PesoGrupo de PesosÍndice de pesos de influênciaInfluência da interpolaçãoÂngulo do Modificador de PesoProximidade do Modificador de PesoPintura de influênciaAuto Normalização de Pintura de PesosFuncionalidades de Pintura de PesosPintura de Pesos Trancar RelativoPintura Múltipla de Pintura De PesosPeso aplicado por faceDados de peso para novos traços são adicionados ao actual grupo de vértices. Não será adicionado peso se não houver um grupo seleccionado.Peso para a simulação de tecidos .Partículas de peso de cabelos.Peso de um objecto de instanciação por partículas dentro de uma colecçãoInfluência do ponto de plumaPeso da restrição de rotação para a cinemática inversa.Peso da restrição de escala para a cinemática inversa.Peso dos caracteres. Entre 100-900, 400 é normalPesos de influência dos pontos.Ponderar vector de projecções pelas faces com áreas maioresPeso para atribuir nos grupos de vértices.Influência usada pelo modificador de subdivisão de superfície.Peso de influência usado para objectivo de corpo moleValor dos pesos de influência de um vértice dentro de um grupo de vértices.Peso:Modificador - Editar peso de grupos de vérticesModificador - Misturar peso de grupos de vérticesModificador - Aproximar pesos de vérticesPonderadoMediana PonderadaNormal PonderadaCentro de face por mediana ponderadaO resultado após a aplicação de peso na faixa é adicionado aos resultados acumulados.O resultado ponderado é multiplicado com os resultados acumulados.O resultado após a aplicação do peso da faixa é removido dos resultados acumulados.Modo de normal de vértices ponderada a usarNormalPonderadaModificador Normal PonderadaModo de PonderaçãoFactor de pesos de influência para nos quais os fotogramas-chave são mais favorecidos.Pesos de influênciaPesos para todos os objectos na colecção de instanciaçãoPesos para os grupos de vértices aos quais este ponto é membro.Pesos para os grupos de vértices nos quais este vértice é membro.Pesos para os envelopes com raio definido pelo utilizador.Pesos acima deste valor permanecemFundirModificador fundirFundir UVs com base em vértices partilhadosSolda as arestas desconectadas criando faces (dividindo-as em novas faces).Modificador FundirSolda os vértices UV seleccionados em conjunto.OesteMistura HúmidaRaio de Tinta HúmidaPersistência HúmidaMapas de HumidadeUmidadeRato - Rodar para trásRato - Rodar para frenteWhLeftRato - Rodar para trásWhRightRato - Rodar para frenteQue camada Cyptomatte é usadaQual eixo é usado para alterar a rotação das partículas com o tempo.A distância que a largura mede.Que género de tipos de ordens superiores se espera que fluam por este conectorQue operação de revogação é realizadaQue tipo de pré-visualização de blend criarA maneira de executar a remoção das relações de parentesco.Inverter Ampliação de Roda de RatoQuando o modo Uniforme está activo, inverte entre dois circuitos de arestas adjacentesQuando uma matriz tipo "conjunto / vector" é escolhida (localização, rotação, cor, etc.), a matriz inteira é para ser usada.Quando e como os substitutos são criadosQuando o osso não tem ascendente, recebe efeitos de deslocamento cíclico (Obsoleto)Quando o osso possui um parente, a cabeça do osso é atrelada a base do osso parente.Durante os cálculos dos caminhos dos ossos, define o uso das cabeças ou bases para gerar e gravar.Quando os controlos são fundidos com controlos propriedade de outras cadeias, incluir diferença de rotação/escala induzidas pelo ascendente no movimento do manípulo. Caso contrário será usado apenas o movimento local do osso de controlo.Durante a criação de novos fotogramas, os traços presentes nos fotogramas anteriores ou activos são inclusos como a base do novo fotograma.Durante as deformações de ossos, multiplica os efeitos dos pesos dos grupos de vértices com a influência do envelope.Quando desactivado, novas faces criadas estão limitadas a 3 e quatro ladosDurante a duplicação de faixas, atribui novas cópias das acções que elas usam.Quando activo, aplica a pose invertida no eixo do XQuando activo, criar um a conexão entre os conectores de geometria nesta zonaAo introduzir números durante transformações, aceitar por defeito modo avançado com análise de formulas matemáticas avançadas completaAo exportar animações, desactivar janela de visualização para outros objectos, para efeitos de performanceQuando o texto externo estiver fora de sincronismo, resolve os conflitos de temporização.Quando as mãos estão trocadas, limitar movimento à direcção inicial do observadorQuando as mãos estão trocadas, impedir alterações à elevação do utilizadorQuando realçado, não deixar passar eventos para serem processados por outros mapeamentos de teclasQuando o cursor estiver localizado dentro de uma janela de visualização 3D, usa as camadas e a câmara da janela de visualização.Ao inserir fotogramas chave manualmente, não inserir chaves que não afectam a animaçãoQuando bloqueado, mantém o uso das normais da superfície onde o traço foi iniciado.Quando bloqueado, mantém a origem do plano da superfície onde o traço foi iniciadoAo fundir controlos, cadeias com prioridade mais alta ganham sempreDurante a junção de nós com combinação de teclas Ctrl+Numpad0 (e similares) especificar a posição dos novos nósDurante a junção de nós com combinação de teclas Ctrl+Numpad0 (e similares) especificar se os nós devem ser colapsados ou expandidos com mostrando todas as opçõesQuando ligado, múltiplas acções tornam-se parte do mesma animação glTF se forem empurradas para dentro de Pistas do Editor Não Linear com o mesmo nome. Quando desligado, todas as acções actualmente atribuídas tornam-se uma animação glTFAO colar, assumir que a matriz colada é relativa a outro objecto (definido no interface do utilizador)Ao colar, espelhar a transfromação relativa a um objecto ou osso específicoQuando projectar na direcção negativa inverter o modo de omissão de facesQuando projectando na direcção oposta inverter modo de omissão de facesDurante a renderização das animações, guarda imagens de pré-visualização em formato JPG no mesmo directório.Ao mostrar um menu de contexto para um recurso, activar o recurso e chamar `bl_activate_operator` se presente, em vez de apenas destacar o recursoQuando não há material no objecto, exportar a cor de vértices activaCaso esta opção esteja desativada, impede modificações do alfa durante a pintura.Durante a transformação de fotogramas chave, alterações nos dados de animação são propagadas para outras vistasDurante a transformação das faixas, as alterações para os dados da animação são fluídas para outras vistas.Quando verdadeiro, o formato é um filme.Ao usar amostragem adaptativa destacar pixels que estão a ser amostradosDurante a utilização de texturas de imagem, ajusta o tamanho do estêncil para se encaixar na proporção de aspecto da imagem.Ao utilizar sincronização de tempo de cena no editor de sequências, mostrar limite da actual faixa de cenaDe onde são carregadas as camadas CryptomatteDe onde vem a anotaçãoDe onde o clipe veio.De onde a imagem vem.Onde começa a caudaLocal onde criar os resultados brutos de cache de renderização.A partir de onde emitir as partículasPara onde mover o cursor.Onde mover o cursor, para fazer uma selecção.Onde colocar o mapa pré-calculadoOnde aplicar aleatorizaçãoOnde guardar as imagens bakedOnde armazenar os dados pré calculadosDe onde obter os medadadosSe o modo de apagar da mesa digitalizadora está a ser usadoCaso a geometria esteja muito próxima das âncoras.Caso a geometria esteja muito próxima da jaula de controlo.Caso a geometria esteja nos limites em relação a malha alvo.Se cada separador visível tem ou não resultados de pesquisaSe a malha base final vai ou não ser ligeiramente alterada para ter em conta a adição de um novo modificador de subdivisãoSe o ficheiro foi carregado do disco ou de um Bloco-de-Dados de textoSe o atributo pode ser removido ou renomeadoDefine se o cache está separado em uma série de ficheirosSe a actual vista está alinhada com um eixo (não verifica se a vista é ortográfica, para tal usar "is_perspective"). Atribuir esta propriedade roda a vista para a o eixo mais próximo.Se o manípulo esquerdo está seleccionadoSe o o tipo do editor de nós suporta mostrar pré visualizações de nósSe o oceano está usando dados em cache ou simulando.Se o painel está expandido ou fechadoSe a posição do marcador é rastreada ou possui chaves inseridas nos fotogramas.Se o manípulo direito está seleccionadoSe o texto seleccionado está em negritoSe o texto seleccionado está em itálicoSe o texto seleccionado está em maiúsculas pequenasSe o texto seleccionado está sublinhadoSe a selecção deve ser atraída como um todo, ou cada faixa individualmenteSe a faixa está seleccionadaSe os dados de rastreamento contém informações de reconstrução válidosSe há alguma acção referenciada por alguma animação não linear sendo editada (estritamente somente-leitura).Se existe algum texto seleccionadoCaso estes ajustes já tenham sido definidos automaticamente ou não.Se este ID é apenas de runtime, data-block avaliado, ou verdadeiros dados do ficheiro .blendSe esta instalação do Blender é uma versão isolada em sandbox da Microsoft StoreSe esta colecção de ossos está efectivamente visível na janela de visualização. Verdadeiro quando esta colecção de ossos e todos os ascendentes estão visíveis, ou quando está marcada como 'solo'.Se esta colecção é visível para a camada de visualização, tem em conta a colecção ascendenteSe este conjunto de funcionalidades está registado ou nãoSe é este o compartimento activo, pode ser definido ao atribuir a action.slots.activeSe esta revogação de biblioteca existe apenas para a revogação de hierarquia, ou se é realmente editável pelo utilizadorSe esta revogação de biblioteca está definida como parte de uma hierarquia de biblioteca, ou como uma revogação única isoladaPermite definir se este caminho será guardado através da marcação de favoritos, ou gerado a partir do sistema operativo.Se deve fazer verificação do tipo de manípulos direitos e esquerdosSe deve ou não apagar a selecção após copiarPermite definir se a opção do modo de ajuste no editor de animação não linear está activada ou desativada.Se fazer desvanecimento de entrada ou de saídaSe oculta ou mostra os vértices.Se preservar formantes vocais ao alterar tomSeleccionar ou desseleccionar vértices conectados sob o cursorSe deve seleccionar durante movimentaçãoUsar ou não força das faces, e que faces determinam a forçaSe definir força das faces, e em que faces definir a forçaTer ou não em conta pesos de importância por vérticesSe deve actualizar os manípulos direitos e esquerdosDefine se está sendo utilizado um fotograma personalizado para a pesquisa de dados dentro do ficheiro de cache, ao invés da utilização do fotograma actual da cena.Caso use o valor de corte máximo.Caso use o valor de corte mínimo.Se se pode ou não navegar conteúdo de ficheiros BlenderQue Acções AfectarQue solucionador Booleano usarQuais tipos de identificador serão mostrados ou ocultados, ao navegar nas bibliotecas.Que solucionador de intersecção usarQue Conjunto de Selecção seleccionar; -1 usa o activoQue algoritmo usar para gerar a margemQue tipos de recurso mostrar/ocultar, ao navegar a biblioteca de recursosQue eixo da manete do Rato 3D amplia ou reduz a vistaQual eixo a ser usado para deslocamento.De que osso obter coordenadas de texturaQue ossos afectarQue operação Booleana aplicarQue canais pré calcularEm que canais inserir fotogramas chave, quando nenhum Agrupamento de Chaves está activoQue definições de gestão de cor usar para guardar ficheiroQuais dados serão transferidosQuais dados de transformação gerar e gravar.Permite definir quais as previsões de blocos de dados serão limpas.Qual direcção é usada para calcular a força do efetor.Quais distâncias serão usadas em relação ao objecto alvo.Que domínio apagarQue domínio duplicarDe que domínio ler os dadosEm que domínio criar a separaçãoEm que domínio armazenar os dadosPermite definir quais camadas de dados das arestas serão transferidas.Quais elementos afetar (vértices, arestas e / ou faces).Quais elementos para apagar.Que ponta do segmento usar como referência a partir da qual redimensionarQue ponta do segmento usar como referência para cisalharQue terminações do segmento entre os fotogramas de Grease Pencil anteriores e o posteriores a interpolação de atenuação será aplicadaQuais terminações do segmento entre este e o próximo fotograma chave a facilitação de interpolação será aplicadaQuais camadas de dados de junções de face serão transferidas.Que camadas de dados transferirQue fotogramas incluir na exportaçãoPara que elemento geométrico mover o atributoQue implementação de mola usarQuais tipos de objectos serão exportadosPermite definir quais camadas serão transferidas, no caso de tipos de objectos multi-camadas.Em quais elementos da malha a selecção irá funcionar.Qual método usar para a navegação na janela de visualização.Que modo usar para dizimarO objecto a partir do qual obter as coordenadas de textura.Que objectos incluir na exportaçãoPermite definir os nós de saída a serem utilizados, para as texturas com base em nós.Qual parte do texto para apagar.Que parte atrair ao alvoQue gerador de nível de partículas usarQue partes dos componentes da malha apagarQual ponto nos ossos é usado durante os cálculos dos caminhos.Que camada relativa (acima ou abaixo) usar como máscaraEm que tipo de motor de renderização e modo de sombreamento da janela de visualização usar os sombreadoresDe que lado do cursor de reprodução as faixas devem atrair quando nenhuns manípulos estão seleccionadosQuais lados a partir dos quais copiar e para copiar.Permite definir quais lados serão copiados (de onde e para onde, quando ambos estão seleccionados).Que modelo de céu deve ser usadoQual estilo usar para alteração da escala da janela de visualização.Permite definir o canal de textura que será usado na operação de mascaramento.Quais coordenadas de textura usar para mapeamento.Quais transformações serão transferidasQue unidade usar para saltos temporais na linha de tempoPermite definir quais camadas de dados de vértices serão transferidas.Quais vértices devem ser afetados.Quais vértices mostrar ou ocultar.Durante a edição, não actualizar o objecto esfera-meta de maneira alguma.Durante a edição, sempre actualizar o objecto esfera-meta.Durante a edição, actualizar objecto esfera-meta na metade da resolução.Durante a edição, actualizar o objecto esfera-meta sem torná-lo poligonal.BrancoBalanço dos tons brancosPredefinições de Equilíbrio de BrancosNível de brancoTextura de Ruído BrancoPonto brancoValor de BrancosModificador de balanço de tons brancos para faixa de sequência.Personagem todoPersonagem Completa (Apenas Ossos Seleccionados)Colecção InteiraFotograma inteiroManipuladorEnfatização dos assistentesDeslocamento de ManipuladorEstilo do assistenteTipo de ManipuladorColecção de ManipuladoresLarguraPercentagem da LarguraTipo de LarguraLargura e comprimento em pixeis.Largura e altura em pixeis, zero quando os dados de imagem não podem ser carregadosAltura e largura da memória de imagem em pixeis, zero quando dados de imagem não puderem ser carregadosAltura e largura da memória temporária em pixeis, zero quando a imagem não podem ser carregadaLargura do sensor CCD em milímetros.Largura do padrão de marcadores em coordenadas de tela.Largura dos marcadores de pesquisa em coordenadas de tela.Largura das sombras de menus/painéis, colocar a zero para desactivarLargura do desfoque para a transição, em percentagem relativa ao tamanho da imagemLargura do gradiente dentro da malhaLargura do nó.Largura da zona em unidades de Interface do Utilizador onde a velocidade aumenta com distância da fronteiraLargura sobre a qual o filtro de reconstrução combina as amostras.Largura:VentoFactor do VentoVelocidade do ventoPesos de influência do efetor vento.A velocidade do ventoJanelaPlano de fundo da janelaGerenciador de janelasGerenciadores de janelasMatriz da janelaTemporizador de evento de janela.Blocos de dados de gerenciador de janelas definindo janelas abertas e outros dados da interface de utilizador.Blocos-de-dados de gestor de janelasJanela de visualização 3DJanela de visualização 3D - GenéricoAdicionar Ponto de AtracçãoAnimaçãoCanais de animaçãoÁreaArmaçãoAtracção a EixosAtracção a Eixos (Desligado)ClipesClipes - Tabela de animaçãoClipes - EditorClipes - Editor gráficoLinha de comandoVincoCurvaPercorrer Arestas Relativas para Atracção a ÂngulosTabela de animaçãoTabela de animação genéricaMapa modal para conta-gotasNavegador de ficheirosBotões do navegador de ficheirosNavegador de ficheiros principalFonteFotogramasGesto para linha retaGesto para Ampliação de CercaduraEditor gráficoEditor gráfico - genéricoLápis de ceraIgnorar Atracção DesligadaIgnorar Atracção LigadaImagemImagens em geralPintura de imagemInformaçõesMapa modal para ferramenta de facaLinguagemTreliçaMarcadoresEdição de máscaraMalhaEsfera-metaEditor de animação não linearAnimação não linear em geralPistas de Animação Não LinearEditor de nósNós em geralModo de objectoObjecto não modalOrganizadorCurva de pinturaModo de traço de pinturaPartículasPoseEditor de propriedadesValor de PropriedadeRemover Último Ponto de AtracçãoTelaEdição de telaEsculturaEditor de sequênciasDefinir Base de AtracçãoDefinir Base de Atracção (Desligado)ShiftAtracçãoInverter AtracçãoInverter Atracção (Desligado)Atracção DesligadaAtracção LigadaAlternar AtracçãoExpandir Atracção a Conjuntos de FacesAtracção a Pontos Médios DesligadaAtracção a Pontos Médios LigadaFolha De CálculoMapa modal padrãoMudar para AmpliaçãoTextoTexto em geralAlternar Atracção a ÂngulosAlternar Acentuar NormaisMapa modal de transformaçõesEditor de UVsEscultura de UVsInterface de utilizadorPintura de vérticesVisualização 2DLista de botões de visualização 2DJanela de visualização 3D - Modo de carrinhoJanela de visualização 3D - Modo de vooGesto de círculo para a janela de visualização 3DJanela de visualização 3D - Modo de movimentaçãoJanela de visualização 3D - Modo de rotaçãoJanela de visualização 3D - Modo de caminhadaModal de Ampliação da Janela de Visualização 3DPintura de pesos de influênciaJanelaJanelasWindows InkWintabFaixa de LimpezaAramadoCor dos cabosEdição de aramadosCabos seleccionadosEspessura do ArameArestas de aramadoAramadoCor da Vista em ArameModificador - AramadoModificador de efeitos de aramado.CabosUsar deslocamentoCom alvosCom materiais refractivos, gerar cáusticas aproximadas nas sombras deste objecto. São tidos em conta até 10 reflexões dentro deste objecto. Luzes, emissores de luz e receptores devem ter opções de cáusticas de sombras activas para obter resultados.MadeiraTextura de madeiraQuebra de linhaPermite envolver as palavras usando um factor. Use um valor zero para desactivar a envoltura.Renderização Workbench da cenaEspaço de TrabalhoID de Interop do Espaço de TrabalhoEspaço de cor de trabalho do ficheiro actualÁrea de TrabalhoBloco-de-Dados de Espaço de Trabalho, definindo o ambiente de trabalho do utilizadorBlocos-de-dados de espaços de trabalhoEspaços de TrabalhoAmbienteNovo(a)AmbienteCúpula de Iluminação AmbienteNévoa no ambienteSaída de AmbienteFerramentas de AmbienteEspaço do ambienteO fundo do ambiente é transparente, para compor o render sobre outro fundoBlocos de dados de ambiente (mundo) que descrevem os ambientes e as iluminações das cenas.Blocos de Dados de ambienteDefinições de iluminação do ambiente.Definições de nevoeiro para o ambienteMapeamento das normais no espaço do ambiente (mundo).Mapeamento das normais no espaço de ambiente (mundo), compatível com as operações de gerar e gravar do Blender.Mapeamento de deslocamento vectorial em espaço de coordenadas de cenaAmbiente usado para renderização da cena Visibilidade do ambiente para os raios de câmaraVisibilidade do ambiente para os raios de reflexão difusaVisibilidade do ambiente para raios de reflexão lustrosaVisibilidade do ambiente para os raios de sombraVisibilidade do ambiente para os raios de transmissãoVisibilidade do ambiente para os raios de dispersão de volumeDirecção em coordenadas de globaisVector de direcção em coordenadas globais para prolongar vérticesOrigem de raio em coordenadas globais para prolongar vérticesAmbientesO espaço ambiente de transformação da matriz.EnvolverMétodo de EmbrulhoModo EnvolverEnvolver pela larguraEnvolve novamente os limites entre os primeiros e últimos valores.Circunda o valor no intervalo, wrap(A,B)Envolve as palavras caso não haja espaço horizontal suficiente.Operador de invólucro que irá invocar o operador fornecido após a definição de seu nome_de_módulo (module_name).Circunda o valor e inverte ciclo-sim ciclo-não (A,B)EscreverGravar imagemEscrever Formato de Ficheiro Blend de LegadoEscreve um ficheiro local (sobrescrevendo o existente).Escreve o ficheiro original (sobrescrevendo o existente).Escreve um ficheiro FBXEscrever todos os mapeamentos de teclado (não apenas os modificados)Escrever pré-cálculo para o directório actual (substituir ficheiros existentes)Escreve pré-cálculo para a localização original (substituir ficheiro existente)Escreve o ficheiro .blend compactado.Escreve suavizações de aresta.Erro de escrita: não é possível guardar o ficheiro %s .Escreve suavizações de face.Guardar grupos de suavização de faceEscreve o ficheiro no directório actual (sobrescrevendo os ficheiros existentes).Escreve o ficheiro para a localização original (sobrescrevendo os ficheiros existentes).Escrever apenas nome de ficheiroEscreve os ficheiros no directório actual (sobrescreve os ficheiros existentes).Escreve os ficheiros para a localização original (sobrescrevendo os ficheiros existentes).Escrever ficheiro de imagem para o discoEscrever nomes de operação de conexão para o conector de contexto, a propriedade "link_operation_names" da árvore de nósGuardar caminhos relativos onde for possívelXÂngulo em XMola angular em XRigidez angular em XEixo XRigidez do eixo em XFinal de XX Para frenteLocalização em XMapeamento XMáximo em XMínimo em XEspelhar em XNormais em XDeslocamento XPlano XPosição XRotação em XEscala em XMola em XInício de XSubdivisões XX Para cimaEixo XMovimento no eixo XCoordenada X da posição inicial.Manual XA posição no eixo X onde a faixa é iniciada.Raio em X usado pelo modificador de cobertura.Eixo XEspelhar eixo XX GlobalRaio-XO afastamento do manipulo em X para o fin da curva do B-Bone, ajusta curvaturaO afastamento do manipulo em X para o início da curva do B-Bone, ajusta curvaturaCoordenada X (em coordenadas de ecrã) na qual colocar o objectoDeslocamento em X para o ponto de parenteamento.Posição em X do marcador no fotograma em coordenadas de tela.Posição-X de pesquisa no fotograma relativo a posição do marcador.As coordenadas X e Y dos pontos da curva.Coordenadas X/Y do ponto da curvaPixeis por metro X/Y, para a memória temporária de imagemX:XRNavegação XRDefinições de Sessão XREstado da Sessão XREuler XYZOrdem de rotação XYZ - propenso a trava Cardan (padrão).XYZ para RGBXZModo de escala XZEuler XZYOrdem de rotação XZY - propenso a trava Cardan.Operações XformContêiner Xiph.Org OggCodificador Xiph.Org VorbisYÂngulo em YMola angular em YRigidez angular em YEixo YRigidez do eixo em YFinal de YY Para frenteLocalização em YMapeamento YMáximo em YMínimo em YNormais em YDeslocamento YPlano YPosição YRotação em YEscala em YModo de Escala YMola em YInício de YSubdivisões YY Para cimaEixo YMovimento no eixo YCoordenada Y da posição inicial.Manual YRaio em Y usado pelo modificador de cobertura.Eixo YY GlobalCoordenada Y (em coordenadas de ecrã) na qual colocar o objectoDeslocamento em Y para o ponto de parenteamento.Posição em Y do marcador no fotograma em coordenadas de tela.Posição-Y de pesquisa no fotograma relativo a posição do marcador.Y:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YUVEuler YXZOrdem de rotação YXZ - propenso a trava Cardan.Euler XYZOrdem de rotação YZX - propenso a trava Cardan.JardasAmarelo - AzulVocê deve seleccionar também um conjunto de vértices conectados.Você deve possuir texturas activas para operações de gerar e gravar de multirresolução.ZÂngulo em ZMola angular em ZRigidez angular em ZEixo ZRigidez do eixo em ZDirecção ZZ Para frenteLocalização em ZMapeamento ZNormais em ZPlano ZRotação em ZEscala em ZMola em ZZ Para cimaEixo ZManual ZZ, índices, normais, UV e passos de vector apenas são afetados pelas superfícies com transparência alfa igual ou mais alto do que este ajuste.Eixo ZBuffer ZZ GlobalEscala ZZ Para cimaO afastamento do manipulo em Z para o fin da curva do B-Bone, ajusta curvaturaO afastamento do manipulo em Z para o início da curva do B-Bone, ajusta curvaturaDeslocamento Z do mapeamento de textura.Z:ZIPZIPSZXEuler ZXYOrdem de rotação ZXY - propenso a trava Cardan.Euler ZYXOrdem de rotação ZYX - propenso a trava Cardan.Nenhuma normal fornecida.Colocar a zero versões de pacotes, útil para desenvolvimento para testar actualizaçõesZipNó de saída de zona com o qual este nó de entrada está emparelhadoAmpliarEixo de ampliaçãoFactor de Ampliação em XFactor de Ampliação em YInfluência de AmpliaçãoAmpliar Fotogramas ChaveMétodo de AmpliaçãoReduzirCaminho para AmpliaçãoAmpliar SegundosEstilo de AmpliaçãoAmpliar ao puxar a manete do Rato 3D para cima ou empurrar para baixoDirecção de ampliaçãoFactor de ampliaçãoFactor de ampliação em vista de câmaraFactor de ampliação, valores maiores que 1.0 ampliam, valores mais baixos reduzemAmpliarAmpliar e reduz como se estivesse a redimensionar a vista, com movimentos do rato relativos ao centroAmpliar ou reduzir com base no movimento horizontal do ratoAmpliar ou reduzir com base no movimento do rato ao longo do Eixo de AmpliaçãoAmpliar ou reduzir com base no movimento vertical do ratoAmpliar a imagem (centrada no cursor 2D)Amplia a vistaAmplia a vista até ao item mais próximo contido na cercaduraAmplia a vista até ao item mais próximo contido na cercaduraAmpliar em direcção do ponteiro do rato dentro da janela de visualização 3D, em vez do centro da janela 2DAmpliar/Reduzir VistaAmpliar/reduzir a imagem de fundoAmpliar/reduzir a imagemAmpliar/Reduz a vistaReduzirReduzir a imagem (centrada no cursor 2D)Reduz a vistaPercentagem de AmpliaçãoAmpliar pré visualização para caber dentro na áreaRácio de ampliação, 1.0 é 1:1, mais alto é ampliado, mais baixo é reduzido.Ampliar o Editor de Sequências nas faixas seleccionadasAmpliar para EnquadrarTipo de Enquadramento da AmpliaçãoAmpliar para Posição do CursorArmazenamento para as ações- Ao longo do eixo X - %s- Ao longo do eixo Y - %s- Ao longo do eixo Z - %s- Ao longo do eixo X- Ao longo do eixo Y- Ao longo do eixo Z- Ao longo do eixo Z - localarccos(A)arcsin(A)arctan(A)Especificação de tarefas por restrições Blenderselector de coresmodificador construtivocos(A)cosh(A)dbl-exp(A)Movimento fractal brownianoCardanglTFglTF 2.0Animações glTFVariantes de material glTFVariantes glTFCaminho do ficha glTFpackGlobalEscala de intensidadeEspecificação de tarefas instantâneas por restriçõesdentro da memória para activar edição !esquerdaLocal- Travado no eixo X - %s- Travado no eixo Y - %s- Travado no eixo Z - %sMilímetrosmodificador de multirresoluçãofaces não triangularesNormaisobject_coloroneAPIPonto inicialpivot_positionPixeisResoluçãodireitasRGBCodificação sRGB IEC 61966-2-1 composta (por partes)Espaço de amostragem sRGB com transformação visual filmicsin(A)seno (x) / xsinh(A)Raiz quadrada (x*x+y*y+z*z)tan(A)tanh(A)Não é possível carregar clipe de filme.Não foi possível carregar texto.Não foi possível abrir o ficheiro.Erro desconhecido ao ler ficheiro.Erro desconhecido ao escrever ficheiro.Formato de fonte não suportado.Formato não suportado.Formato de imagem não suportado.Formato de clipe de filme não suportadoVisualização|%i objectos de bibliotecas vinculadas.|%i objectos de armação com múltiplos utilizadores.←↑→↓⏭⏮⏯⏹